2004
youths 13-16 around the world begin inexplicably change
approximately 1% of age demographic go to fur
approximately 0.2% of age demographic awaken to old blood
bush gets 2nd term; people don't want change
2005+
as children turn 13, the change happens; demographics stable
2007+
at age 19, 1% of changed youths begin awakening to magic
2008
bush gets 3rd term in historic shift against popular vote
2010
current day
technology (primarily US, the "0th" world country)
information
palm-sized computer standard, 300Mhz x 500 MB storage
functions as cell phone also
micropayments are somewhat available
10m rez pics are globally available for micropay
wireless 1Gb bandwidth costs $35/month
voice recognition is "sufficiently magical"
web is more ubiquitous, often used as a wallet
intelligent agents are getting fairly intelligent
US economy
megacorp conglom has continued
info jobs represent 25% of workforce
entertainment jobs represent 20% of workforce
despite megacorps, p2p business thriving on small things
radial capitalism: 1% pop "owns" 90% of resources
inflation over past decade has been steady
poverty is now $24K/yr
materials
steady improvement; many projects in 2000 now complete
robotic swarm mapping asteroid belt, soon to mine
superconductive plastic
power
cool fusion achieved in laboratory, repeatable
high energy batteries use superconductors; x10 capacity
fuel cells becoming common on roads throughout US
oil energy crisis (temporary only) in effect
biotech
tailored crops becoming common solution for 3rd world
personal genome mapping takes 3 months, $0.5 million
hijack retroviruses to remove genetic disease in
babies, but this is still a risky procedure
expensive neural interface solutions for blind, mute
nervous system repair procedures risky but doable
longevity treatments reduce aging 25%, cost $2K/month
raw flesh, bone, blood can be cloned and grown for
surgical raw materials
facial reconstruction becomes possible, at $50K+
cloning is possible; cloning is banned in US
arms & armour (military)
silk kevlar with cermet inserts
tough alloys and cermets for tanks, aircraft, etc.
highly computerized weapons common
virtual central command
slugthrowers still weapon of choice
semi-tactical fusion bombs under "soon" development
transportation
fuel cells becoming common on roads throughout US
popular cars are compact, fuel efficient
security
more of the same, but more compact
recognition algorithms which can differentiate actions
fashion
bright colors, flashy jackets, assymetric appearance
leather is never out; dyed sienna patterns popular
dresses are ankle length, quieter colors
small earrings
some 80s influences; some 90s black; some hip-hop
architecture
back to art curves and lushly complex fringes
among the wealthy, art nouveau is coming back
businesses are shifting to more manorial buildings
millenium clock undergoing construction
"the american pyramid" undergoing construction
furry types
tweakers
mostly human looking
a few furry features (ears, eyes, perhaps a tail)
often have minor, related fur powers
anthros
humanoid, animal head
usually covered in fur
often have fur powers
shifters (also called pelts)
can change from human to furry
furry form is different for different shifters
usually only have fur powers in fur form
furs
non-humanoid, completely fur-shaped
human intelligence, but little else
often have fur powers
skins (also called totems)
completely human looking, with fur powers
old blood types
giant's blood
large, angular frame (6-7.5 feet is typical)
immense strength (x2 to x3 Max Lift by mass)
trickster's blood
smaller, slender frame (4.5-5 feet is typical)
quickness (x2 movement rate)
often a Talent for kinesthetic or manual Skills
others?
this is a general idea I had, and I am pretty much letting my mind run away with it until I hit a wall.
- furry campaign
- reduce size differences by 1/3, rounded up
sz +0 wolf becomes human sized anthro
sz -5 cat becomes sz -2 anthro
sz +3 horse becomes sz +1 anthro
sz +4 clydesdale becomes sz +2 anthro
- all furries are actually furry (that is, mammallian)
human world, with anthro furries being a result of a magickal reawakening in the world - those who will "go to fur" usually do so in their early teens - perhaps 3% of the world population has gone to fur
less common awakenings
- sorcery 0.01% (very rare, but less so in the global village) elemental magic
- 'old powers' 1%: elemental powers, usually highly specific (like breathing fire or flight)
awakenings are elemental or anthro in origin, but both can range from highly specific (fox anthro who breathes fire) to general (fox spirit powers with fire sorcery) to extremely broad (shape shifting sorceror); generally, anthro is uncommon and elementalism is even rarer
external year is set at 2010 - not terribly different, but there are some important changes - the awakenings began in 2002, and many of the youth who awakened then are just now entering their early to mid twenties
PERSONAL EQUIPMENT
wearables
"Headset" (2 oz earpiece w/hidden shotgun mic) $25 common among MIBs and similar professional requirements digital audio transmission/reception, crystal clarity wireless telephony, programmable v-mail system record/playback up to an hour (50 MB)
networkable (multi-line comm, mass comm, pwd, etc.)
compatible input device for most OS's (including DAs)
Foxpad DA (1 lb PDA-sized device; mostly screen w/pen) $100
300 MHz x 500 MB HD, de-specialized secretary
Available -
Security
Encrypted Signature Systems
Voice/Hand Writing Recognition
Electronic Encryption for money handling
Base Competency 10
Talent 11: very gifted
Talent 12: utter genius
The world is gritty and realistic, with the Major Exception of the presence of magic. Unless there is a consistent magical reason, all physics work like normal Vicious reality.
Magic itself has rules, but they break all kinds of physics rules, and so far only make sense to magicians and psychologists.
Magic comes in a few different forms: elemental, totemic, and psychic. Elemental magic is by far the flashiest and most evident magic, as it involves powers over the classic elements and such things as earthquakes and fireballs. Totemic magic is the best known, and is the magic that has caused some people to "go to fur". Psychic magic is generally the weakest, and mostly consists of empathy, precognition and other "subtle" powers.
Unfortunately, magic is something individuals are born with, innate powers which you either have or do not have. The abilities appear random by population.
Example Character Concept
- Amy Turin was a skinny, bespectacled brunette with few friends
outside of her teachers. A traditional giftee, Amy seemed normal
until late 2008 (she was 13) when she went to fur. Now, Amy is a
fox-girl. Her head is completely fox-like, and her body has a
thick coat of fur (particularly in winter). Her fingers have
lengthened and now end in delicate, unretractable claws. She
has a bushy tail. She also has some additional totemic magics: the
ability to become near-invisible when hiding and extremely fast
running.