Operation Broken Wings

A GODLIKE campaign framework by Benjamin Baugh, (c) 2002.

When the hell of war burns the hottest, they send in the Talents to quench the flames with their blood and bodies. The flesh of a talent is as falible and frail as of any man — made superhuman only through the force of will. Even the strongest will sometimes fails, and even the most invulnerable talent sometimes falls.

Talent soldiers face some of the worst action in the war, and suffer a high rate of crippling and maiming injuries. What to do with these powerful but permenatly damaged super-soldiers baffled sec2 and the Depertment of the Army- they were no longer fit for active duty in the field, but their powers made them valuable yet. The solution was created one night in a smoky bar in New York City. Three men- now known only as Those Responsible- came together. One Army Intelligence officer, one FBI g-man, and one civilian adivsor- a shadowy talent known only as The Fixer.

What they created become known as Operation Broken Wings. Maimed talents would be returned to US soil, but instead of discharge or morale boosting tours (a bad idea anyway- the public hated to see its superhuman heroes in wheelchairs), the men assigned to the Operation recieved a six-month crash course in intelligence, criminal law, investigation, and counter-espionage. The Broken Wings joined America’s fight against fifth-column sabatoge, spies, organized crime, and the budding Communist underground.

The Broken Wings were watched carefully at first to make sure they didn’t demonstrate any severe mental instability, and the best councelors and psychotherepists were available at a moment’s notice — the FBI didn’t want any new Mad Talents manifesting on US soil.

After the war, these stolid and powerful operatives formed the core of America’s superhuman intelligence service, most often assunming positions of overt — or more often covert — authority.

The Character

1) Construct a normal Talent for the High Realism power level.

2) Apply an additional 40 points of Will to advance the character and improve skills, stats, and powers.

3) Roll on the following chart with one die:

1- Scarring and chronic pain in a limb. (Pick a limb. All actions with that limb are at -1 die.)

2- Facial scarring. (All Cool and Comand skills used to win a positive reaction are reduced by 1 die.)

3- Severe limb scarring and chronic pain. (With one limb, Coordination is reduced to 1.)

4- Missing limb. (Pick a limb; it’s gone.)

5- Spine/nerve damage. (Unless powerful pain medication is taken — typically morphine — suffer a -1 penalty to Coordination and Body.)

6- Severe spinal injury. (Coordination and Body are effectively reduced to 1 unless powerful pain medication is taken — typically morphine — and must walk with a cane).

7- Facial destruction. (Must cover to face to prevent causing horror in viewiers; poor vocal control; no more than 2 dice for any roll for positive social interaction.)

8- Paraplegic. (Cannot use legs at all; requires wheelchair; may be an amputee.)

9- Blind or deaf. (Cannot see or hear at all.)

10- Undetected mental instability. (Automatic 0 in Mental Stability skill.)

Note: These are only samples, but should provide a good idea of how bad it can get. Others can be made up, but determining the kind of crippling injury should be entirely random — one of the horrors of war.

4) Describe you your character came by his injuries.

5) Spend an additional 10 will on intelligence, investigation, and spy-style skills.

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