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Talents and Turmoils

Talents and Turmoils is a sci-fi tabletop RPG campaign using a homebrew system and setting. The system is based loosely on Burning Wheel / Burning Empires.

Players take on the role of characters who are "Talents"—people who have developed the powers of telepathy, empathy, and telekinesis (very loosely inspired by the Ann McCaffrey "To Ride Pegasus" novels).

This document is the primary entry point and shared context. It is intentionally concise and focused on "setting pillars" and the initial campaign situation. Deeper reference material is split into linked docs.

Canon At A Glance

  • Tone: grounded, plausible sci-fi; prioritize internal consistency, but not at the expense of story.
  • Era: 2375 CE (see Timeline).
  • Power: cheap, reliable fusion using Helium-3.
  • Human Space:
    • Inner system is developed (Earth orbitals, Luna, Ceres).
    • The Belt is heavily mined/industrialized.
    • Outer system is less developed, but dominated by He-3 infrastructure and corporate installations.
    • A lot of cutting-edge R&D happens "out-system" where enforcement is harder.
  • Major polities:
    • UEF (United Earth Federation): strong federal world government.
    • Lunar State (Sovereign State of Luna and Her Outlying Colonies): independent, post-war, massive population.
    • Corporates: influential, especially farther from Earth.
  • Talents: real, controversial, and poorly understood; public suspicion persists.
  • Cetaceans: telepathic dolphins (and some orcas) have joined UEF society; widely respected Fleet pilots.
  • Luna vibe: high-density dome/warren society; proud, stubborn, community-minded; culturally tolerant of pervasive monitoring due to "life in a vacuum".
  • Mycroft Holmes: Luna’s planetary logistics computer and the only known AGI; makes Luna's automated systems unusually helpful, shaping a tech-optimistic culture.
  • Key tech assumptions: AR lens/earpiece + manual interfaces are normal; direct brain-computer interfaces exist but are widely viewed as dangerous.
  • Bioengineering: heavily regulated due to past disasters; more common farther from Earth; cosmetic modification is a visible Lunar subculture.

Campaign Start (Default Trajectory)

The opening plot is intended to revolve around a pre-colonization archaeological survey for the upcoming Mars colonization effort (and the politics around who "owns" Mars). During the course of this survey, a mysterious object will be discovered which will point to a further discovery to be made on/near Pluto.

An additional plot point will be the ongoing development of Talent, both the powers and techniques as well as the social and political ramifications.

These plots can diverge as the campaign finds its own direction.

Linked Reference Docs

  • Bioengineering — genetic modification norms, regulation, and cultural fault lines.
  • Cetaceans — cetacean contact and UEF integration.
  • Culture — language, Interlin, regional dialects, and cross-cutting social norms.
  • Government — UEF structure, constitutional notes, and power dynamics.
  • Luna — Lunar society, government, culture, civic service.
  • Mycroft Holmes — deeper notes on Mycroft, origin myths, and wartime role.
  • Story — current events, starting hook, and campaign-facing factions/people.
  • Talent — psionic abilities, disciplines, and social dynamics.
  • Technology — power, manufacturing, economy, habitats, medical tech, and more.
  • Timeline — full chronology from 2025 to present.

Session Logs

  • Session Zero — campaign setup, character creation, and table expectations.
  • Campaign Timeline — character backstory events and campaign milestones.