So here is our list of facts:
- An ancient group known only as the forebearers left behind artifacts of immense power: spending ones formative years within a wide proximity (varies from artifact to artifact but between 5 and 50 miles?) of one would grant aptitude towards a specific subset of supernatural abilities. Nations, of course, rose around these artifacts at the seat of their power.
- Lower class people are strongly associated with obvious and awkward cybernetics as that is the only way for them to compete and participate in the economy. More developed and wealthy nations strongly encourage and even sometimes force debtors to submit to implants. This has led to the common existence of Public "Nut" Houses where the working class can get their augments serviced while getting a pint.
- All children are tested in their early teens for powers. Those who test positive are taken to specials schools where cybernetics are implanted to enhance the abilities to useful levels. The implants are removed from those that do not graduate.
- There is a whole ongoing industry for explorers and mapmakers to catalog wondrous and dangerous areas created by long forgotten experiments. The maps are in constant need of updating as the sources of these "zones" may suddenly appear, disappear, shift or even migrate. Only major roads, cities or well developed and defended rural areas are considered reliably stable.
- There exist a number of Sentient 'races' all created by 'Science!™'. Perceptions about other races differ from nation to nation, but humans are always at the top of the pecking order.
- A disease seems to affect a small percentage of the augmented populace as well as some animals and plants. It's symptoms are a need to congregate with other infected and further augment themselves, as well as a mental link between the infected.
In Step 5 we create the title for our setting. This is where you step back and look at the
setting on a whole. Consider all of the Facts and look to see if any common ideas emerge. This step helps
us discuss all of the Facts and come to a common understanding of what the Setting is all about.
Try to express that with a short and evocative Title for the Setting. Suggest one to three word titles for the game and select the best one.
You should be able to express the core concept of your Setting by stating your Title, followed by Genre Description you came up with in Step 3.