The Skeleton Crew INS: Special Situations Control, Containment, & Cleanup
The Skeleton Crew is a Silver Age Sentinels campaign seed
that focuses on the lives and work of the members of one unit of
the INS Special Situations Control, Containment, and Cleanup squad.
Background
Underfunded and overallocated, the Skeleton Crew, as SSCCC came to
be called, is sent into situations after the nation's supers
have saved the day, or where they can't be bothered, or when it's
simply too weird -- so it must be a case for the government.
Their jobs -- often thankless -- are to make sure that the common
man is unaffected by the fallout from these situations, that
the integrity of the United States is upheld, and that things
which should stay out of the media stay as out of the media
as can be managed.
Working for or with the government is a time-honored superhero
tradition that dates back to the time of FDR, who originally
expanded the charter of various government agencies to cover
certain unusual circumstances (alien and extradimensional threats).
This was focused, later, on the INS, in the mid-1970s, which
became "a dumping ground for any person, creature, or thing
which could be labelled 'foreign.'" (SAS, p.245), and solidified
by certain subsections of the Metahuman Crime Control Act of 1979.
The problem with all this, of course, is funding. The new charter
for the INS did not significantly expand its share of the government's
budget, nor did it provide significant incentives to metahumans for
signing up. No, the best and brightest of the patriotic meta
set gathered together to work in government-sponsored teams
such as ELITE and The Patriots. This resulted in the "leftovers"
joining up with Special Situations, when they could be convinced
to work for government wages. The motley appearance of Special
Situations owes its origins, in part, to a budget that doesn't
even provide uniforms.
The end result has been the assembly of a small number of crews,
each seeing to the burgeoning INS workload that only they can,
composed of metas and masks with the odd-man-out powers, the
talents that don't make the cut, the history that removes other
options. They are the Skeleton Crew; in the world of superheroes
and supervillains, they're close enough, for government work.
Campaign
The Skeleton Crew is an adaptation to the Sentinelsverse
setting of a pet concept of mine that dates back to high school,
originally conceived as a comic book which I plotted and a
friend drew and which went not much of anywhere. Later, inspired
by Grant Morrison's run of
The
Doom Patrol, I made several attempts to turn it into a game,
which also went not much of anywhere. The concepts that came
up were always pretty interesting, though; the rules went something
like:
- Come up with your strangest superhero concept ever.
- That's not weird enough. Make it more so.
- If you are not going to play a strange character, your
character must be so normal that that is in and
of itself weird, in the context of the game.
I'm not going to be as strident about this sort of thinking in
this incarnation of the game, but powers do need to be at
least a little oddball to justify your concept as a member
of the "dregs" that tend to settle into working for the
INS, in this setting.
The person that is the character is going to be the
most important part of this game. Strange and weird events
and powers are certainly going to be a strong theme in the
game, but in the end, the story will rest most firmly on
the personalities involved, and how those personalities
interact with the challenges presented.
Characters
Your reasons for being on the Crew form a foundation
for your character, and must be identified clearly and,
preferrably, in advance to working up the actual sheet
for the character. You'll need to write this reason down
as a part of it, when it comes to that, too.
Here is a sampling of reasons. Your character should have
one (though it doesn't have to be from this list, if the
GM approves), and may have more.
-
Accidental Recruit
-
You got sucked into working for the INS due to the
circumstances of a Special Situation from times past.
-
Captain Mediocrity
-
You're working for the INS because it quite literally
is the best work you can get. Normal jobs don't
open up for you, and you're laughed out of the
bigger supers outfits. This is where you've
settled.
-
Indentured
-
You are obligated to work for the INS for a certain
period of time. Perhaps you were a supervillain
in the past (or at least a mask who made some bad
choices) who committed minor supercrimes, but now as part
of your sentence, you've been brought under the
wing of the government. Perhaps there are other
circumstances.
-
Oldtimer
-
While you may have started with the Crew for another
reason some time in the past, now you show up more out
of habit -- or due to the withering of other options --
than anything else.
-
Subversive
-
Your goals within the INS are something other than you
represent them as; your position as part of the Crew
gives you access to things you need to pursue that goal.
-
Tin-plated Patriot
-
You are a patriot, loyal to the ideals of the U.S. of A.,
but for whatever reason, you don't cut the mustard for
the higher-profile, higher-end government superteams.
As far as points and powers go, points will be towards the lower
end of the spectrum (potentially sub-150; plan for 125, if
you work on your character in advance), and most powers
will have an effective level cap of 5 or 6, or a damage cap
of 100, however it works out; these limits of course can be
sidestepped with GM approval.
Every character must take at least 1 level of the Red Tape
defect, unless their background specifically indicates a
reason why they might not get caught up in the paperwork
of the job. Dependent upon your reasons, background, and
powers, the Conditional Ownership, Famous, Owned, Skeleton
in the Closet, and Wanted defects may be useful for describing
the nature of your relationship to the job.
Organizational Ties: INS (1 point/level) will represent your
"rank" within the Crew. The player with the highest level
of organization ties will, at least nominally, be the one
in charge of the particular squad made up of the PC's. No
one should buy Organizational Ties higher than level 6,
in this way. If there is a tie, it will be broken by
whomever has the greatest amount of Red Tape; if that is
a tie, some other method of determination will be arrived
at.
There is an assortment of various other perqs and penalties
for being a member of the Crew, but those will be applied
to your sheet after it is finalized -- this will be how you'll
acquire your team gadgets, but also how you'll acquire your
team nemeses, and the like.
Other Crews
The PC segment of Special Situations is just one of several
crews. Here are some of the members of the other ones:
-
Joe Inhalo, the lung-powered vacuuman.
- The field team leader. He has phenomenal lungs. He can suck anything. He gets a lot of ribbing at the SSCCC HQ.
-
The Yesterday Man
- He has the amazing power to fully divine and plumb the depths of details of everything he has seen, heard, felt, tasted and dreamt in the past 24 hours, 24 hours after it happens. The Yesterday Man typically goes in, stands there, and leaves. 24 hours later, he spouts all kinds of information at HQ.
-
Reno Lizardbrain, the Pre-Primate Wonder
- He is a normal
looking guy who's able to tap into the so-called "lizard brain" within him
and unlock significant instinctual powers.
-
Uberunter
-
Gerhard Deitz is Uberunter, gifted with the ability to
displace his body up to fifty feet up or down, vertically from his location,
and back again.
-
Nails
-
Nails has psychokinetic control over all pointed metal
objects, although due to lack of skill and training is usually limited to
those on the smaller end of the spectrum.
-
Pawn
-
Pawn is a somewhat shy individual with a low sense of
self-worth, which ironically powers his superhuman abilities. When put in a
position where he is told exactly what to do and without his own initiative
coming in to play, he possesses superhuman strength and endurance. When he's
not in the presence of authority or has to decide for himself how to act,
he's weak and fragile.
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All material © 2004 Fred Hicks and Rob Donoghue
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