Major World Changes.   Posted by Storyteller.Group: 0
 GM, 101 posts
 The Great Furies
Tue 27 Sep 2016
at 20:00
Major World Changes
I have endeavored to make the world more accessible to the humans of Autochthonia. I've used M&M to bring everyone's powers generally into line making it possible to be a bad ass normal that fights along side an Alchemical Exalt. I have also pulled from a completely separate series and introduced elemental based magic into the world to give humans more potential beyond being a moving speaker, a soldier, or Batman. I also needed a reason for a group of humans to be able to have agency outside of doing their day to day duties.

1. The scarcity dial has been turned back just a touch making it reasonable that city leadership might send a mixed group of people out into the the reaches on potentially dangerous missions.

2. I've added Codex Alera/ Last Air Bender style elemental magic that can be potentially learned by anyone. Humans having magical potential alleviates the dependence on Champions.

3. Polar mutants are more common. I thought they were cool and underrepresented.

4. There is now an organization of Rogue Trader-like captains that take tunnel craft out into the reaches to scout for threats and trade between nations that are not currently linked. You will be one such crew.
 GM, 111 posts
 The Great Furies
Sat 29 Oct 2016
at 01:39
Major World Changes
#1.1 This applies to the soul shortage most of all. It provides the greatest impetus for the Autochthonians to try to go to Creation. I would rather that be an interesting gambit on the part of a nation rather than the key to long term survival as a species.

#4.1 I suppose most of these are probably the retinue of either Champions or high ranking Tripartite members. I suppose it is possible that a tunnel folk merchant or something might be able to get a craft up and running.