TEXT:  
   
   
  DARK SECRETS 
  AFTERMATH 
   
   
   
  HEROES 
  BORN INTO  
  A WORLD OF 
  FEAR 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BY 
  JONATHON VOLKMER 
  © 2007 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  THE DARK SECRETS  SETTING 
   
  In this version of Dark Secrets, we’ll be using the Necessary Evil superpowers rules, as 
  well as some (but not necessarily all) of the new Edges and Hindrances contained within that 
  setting.  In order to accomodate some of the new (and really fun) options available within this 
  system, the backstory and current situation will change in qualitative, but not quantitative, ways.   
  Sometimes people make mistakes; everyone has a few skeletons in their closet.  In this 
  campaign setting players must come up with some terrible event in their past which, at least from 
  their point of view, would make them a pariah in civilized society.  Of course, the fact that you 
  have super powers in a world that has been laid waste by evil mutants only makes things more 
  interesting.   
  Anyways, enough chitchat, it's time to get on with the show.   
  Welcome to DARK SECRETS: AFTERMATH. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  HUBRIS 
   
  The first Dark Secrets storyline takes place during World War II, in a history rather 
  different from our own.  The United States, preoccupied with its war against Japan, never entered 
  the European front.  Rather, Hitler and his Nazi's avoided conflict with the USSR and 
  consolidated their power first on the mainland, and then in Britain, which finally fell in 1944.  
  Rather than openly challenge the 3rd Reich, whose morale was higher than ever thanks to an 
  apparently complete victory in Europe, the US opted to resume diplomatic relations, at least on 
  the surface.  However, between the years of 1944 and 1953, a secret war of espionage and 
  sabotage raged, focused around the top-secret super soldier projects in the US, Germany, and 
  Russia.  These projects focused around 3 main areas: the cultivation and training of various 
  “Supers,” or humans with extraordinary abilities, the development of advanced weaponry and 
  robotic soldiers, and the study of the Occult. 
  During this seven year period of “Cold War” diplomatic relations worldwide went from 
  bad to worse, culminating in the use of nuclear weaponry in 1953 for only the third time in the 
  history of the Earth (following the bombings of Hiroshima and Nagasaki).   
   
  A renegade from the German secret project Herrschaft (Ascendancy) calling himself the 
  Ubermensch, working in conjunction with some other German supers, coordinated the theft of the 
  launch codes for the entire Nazi arsenal.  Despite frantic efforts by the SS and regular military, 
  his plan was executed perfectly.  Within 6 hours of the theft, missiles carrying everything the 
  Nazi's had, from fission and fusion bombs to anthrax and small pox to curses of unholy power, 
  had been targeted and launched.  As soon as their spies reported the frantic activity and sudden 
  attack, both the USSR and the US retaliated.  Over the course of the next 12 hours, nearly 600 
  million people perished in explosions both nuclear and chemical across every continent except 
  Antarctica.  Over the next few days, weeks, and months, nearly 1 billion more would die horrific 
  deaths from disease, radiation sickness and starvation.   
  
   
  Looking back on the war, it is certain that the Nazi leadership died during this brief 
  “World War III”, although whether from bombs or betrayal no one is certain.  However, the fate 
  of The Ubermensch and his cohorts remains unknown...for now. 
   
   
   
  AFTERMATH 
   
  It's been 10 years since Armageddon.  The collapse of all major governments has since 
  thrown the world into a state of temporary anarchy and chaos.  However, the forces of order are 
  already working to rebuild civilization.  It will be a long and difficult process, and this rebuilding 
  period has been further complicated by the widespread emergence of super-powered individuals, 
  as well as the scattering of survivors from the various secret projects.  While they remain 
  approximately half a percent of the remaining world-wide population (around 1 billion total 
  humans, meaning about 5,000,000 supers etc.), their numbers are still far larger than ever before 
  in history, and more supers are “born” every day.  This presents a serious problem because 
  Germany, in the few hours before the bombs landed, announced the truth of the war to the entire 
  world: the supers had betrayed them with the goal of building a superior race.  Rather ironic, if 
  you think about it.  This announcement greatly exacerbated the natural distrust most normals 
  already bore towards supers to the point of outright hate in many places.  A lone super would do 
  well to guard his identity closely. 
   
   
   
   
   
  
   
  SUPER POWERS 
  This was a pretty extensive section in the homebrew, but not so here.  Just check 
  out the character creation section of Necessary Evil, but keep in mind the following: 
  all characters must be human, at least originally.  If you want an altered or alien form 
  (as per the Hindrances), be prepared to explain it in a reasonably detailed 
  background. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  GAINING AN EDGE ON THE COMPETITION 
  Once again, check out the new edges from Necessary Evil.  Also: 
  Veteran of the Long War (Background) 
  Requirements: Novice 
  You gain 20 experience points (four advances) at character creation. 
  Whether you were a super-powered spy or spy hunter, or just doing your duty to God 
  and country in the Second Great War, you took part in many of the events that led up 
  to World War III, and undoubtedly saw some action whether covert or official.  Of 
  course, you never did anything to regret; you’re a hero after all… 
  Regardless of what you did during the war, it left you changed.  Draw a card at 
  random from your GM’s deck and check the Veteran Table below to see if those 
  wounds were physical or psychological. 
   
  Card 
  Effect 
  Ace 
  Heartless: During your service you came to understand that no one 
  life is more important than achieving final victory. 
  Deuce 
  Bad Eyes: Someone once tossed a flash bomb that went off a little 
  too close to your face. 
  Three 
  Lame: That old leg wound never quite healed up properly. 
  Four 
  One Arm: Lesson learned: be careful with grenades.  
  Five 
  One Eye: Lesson learned: diving face-first through glass windows is 
  not a good idea. 
  Six 
  One Leg: Lesson learned: always double check when crossing 
  minefields. 
  Seven 
  Anemic: You never had a terribly good immune system, and all 
  those plagues sure didn’t help. 
  Eight 
  Mean: Your experiences during the war have left you bitter and 
  cynical. 
  Nine 
  Experimental Volunteer: As a conscriptee into the American Project 
  Patriot, you embraced the cause and volunteered to undergo 
  certain tests designed to increase the military’s understanding of 
  super powers.  As a consequence of your selflessness, you have 
  been forever marked as unique among the human race.  You have 
  
  the Distinctive Appearance Hindrance. 
  Ten 
  Traitor: There were a lot of double agents during the Cold War, and 
  you should know!  Unfortunately, you double-crossed the wrong 
  person, and, in an unlucky turn of fate, they survived Armageddon 
  and still want vengeance.  You have the Enemy Minor Hindrance. 
  Jack 
  Bloodthirsty: You acquired a taste for death during the war, and it 
  has never left you.   
  Queen 
  Pill Popper: You spent a lot of time in a field hospital during WW II, 
  and pick up the Habit (Opiate Addiction) Hindrance. 
  King 
  Experimental Subject: During a covert operation behind German 
  lines, you were captured and used as an experimental subject in 
  Project Rebirth.  The horrific experiments have left you alive, but 
  changed behind recognition into some kind of alien.  You have the 
  Alien Form Hindrance. 
  Red Joker 
  Borrowed Time: One of the terrible plague bombs dropped has left 
  you living on borrowed time.  You gain the Terminally Ill and Anemic 
  Hindrances. 
  Black Joker 
  Damaged Goods: During an undercover mission, you were exposed 
  to an unknown radiation which altered your cellular structure 
  somehow, and left you vulnerable to a common condition or 
  substance.  You have the Allergy Major Hindrance, and you and 
  your GM can decide what exactly that pesky condition or substance 
  is based on your background. 
    
  Sucker Punch (Combat) 
  Requirements: Novice, Agility d6+, Fighting d8+, 
  Intimidation or Taunt d6+, First Strike 
  The character doesn’t know the meaning of the words “fair fight.” If he succeeds in a 
  Test of Will against an adjacent opponent, the character receives a free Fighting 
  attack.  This attack does not incur a multi-action penalty. 
   
  Brave (Combat) 
  Requirements: Novice, Spirit d8+ 
  You have a +2 on all Guts checks. 
   
  Dirty Fighter (Combat) 
  Requirements: Novice, Fighting d6+, Agility d6+, Smarts d6+ 
  You gain a +2 on all Smarts and Agility Tricks during melee combat. 
   
  Really Dirty Fighter (Combat) 
  
  Requirements: Dirty Fighter 
  You may spend a Benny to automatically get the drop on any one target in melee. 
   
  GOING PROFESSIONAL 
  Super Hero (Professional) 
  Requirements: Novice; Arcane Background (Superpowers) 
  The Super Hero gains +2 Charisma with any character who has witnessed him/her 
  performing a heroic deed (at the GM's discretion).  This bonus increases to +4 if 
  the heroic deed directly benefited that character. 
   
  Mutant Hunter (Professional) 
  Requirements: Novice, only available with training from certain governments 
  The Mutant Hunter is fighting to save humanity—by destroying all those dangerous 
  mutants and so-called “Super Heroes.”  He/she gains the benefits of the Arcane 
  Resistance Edge from Savage Worlds; if he/she already has this edge, tough luck, it 
  doesn’t stack.  In addition, when in the presence of a normal-looking super, the 
  Mutant Hunter may make a Notice roll at -4 to guess that the character has 
  superpowers.  This penalty is reduced to -2 if the Hunter engages in direct 
  conversation or observation of the Super.  While Mutant Hunters may sometimes 
  have super abilities of their own, they are often in denial about them. 
   
  THESE HINDRANCES ARE SUCH A DRAG 
  Just like with Edges, check out those new Hindrances from Necessary Evil. 
  Slow (Major) 
  During Initiative, discard and redraw any card higher than a 9, unless you get a Joker 
  (in which case, lucky you).  A Slow character may not also have the Quick 
  Background Edge. 
   
  Timid (Major) 
  You never really learned how to talk back, and have trouble holding your own in 
  most conversations, especially with strangers.  Take a -2 when rolling in a Test of 
  Wills. 
   
  GEARING  UP  
  Below is a chart of common weapons from the era.  German-made weapons are 
  
  marked with an asterisk, and are much more difficult to find in game. 
  NAME 
  ROF 
  RANGE 
  LOAD DAMAGE 
  NOTES 
  COST 
  TYPE 
  PA Shotgun, 
  .410 Shot 
  1 
  10/20/40 
  6 
  2-4d6 
   
  $60 
  SG 
  PA Shotgun, 
  .410 Slug 
  1 
  20/40/80 
  6 
  2d10 
  AP 1 
  $60 
  SG 
  DB Shotgun, 16 
  gauge 00 Buck 
  1-2 
  10/20/40 
  2 
  2-4d6 
  AP 1 
  $50 
  SG 
  DB Shotgun, 
  .410 Slug 
  1-2 
  20/40/80 
  2 
  2d10 
  AP 1 
  $50 
  SG 
  Karabiner 98k* 
  1 
  40/80/160 5 
  2d8+1 
  AP 2 
  $85 
  BM 
  Rifle 
  Lee-Enfield 
  1 
  30/60/120 5 
  2d8+1 
  AP 2, Str 
  d8 
  $75 
  Rifle 
  M1 Carbine 
  3 
  24/48/96 
  15 
  2d8 
  AP 1, Auto 
  $100 
  Rifle 
  M1 Garand 
  2 
  18/55/110 8 
  2d8+1 
  AP 3, Str. 
  d8, Auto 
  $80 
  Rifle 
  Sturmgewehr 44* 6 
  30/60/120 30 
  2d8+1 
  AP 1, Auto 
  $150 
  BM 
  AR 
  Bren 
  6 
  30/60/120 30 
  2d8+1 
  AP 2, Str. 
  d8 
  Snapfire, 
  Auto 
  $200 
  Military 
  only 
  MG 
  MG34* 
  6 
  30/60/120 50 
  2d8+1 
  AP 2, Str. 
  d8 
  Snapfire, 
  Auto 
  $250 
  Black 
  market 
  only 
  MG 
  MP40* 
  3RB 12/14/48 
  30 
  2d6 
  AP2 
  $90 
  BM 
  SMG 
  Sten 
  3 
  12/24/48 
  20 
  2d6 
  AP 2, Auto 
  only, jams 
  on a 1 
  $50 
  SMG 
  Thompson M1 
  3 
  24/48/96 
  100 
  2d8 
  AP 1, Auto 
  only 
  $100 
  SMG 
  
  Colt M1911 
  1 
  15/30/60 
  6 
  2d6 
  AP 1 
  $35 
  Pistol 
  Luger P-08* 
  1 
  12/24/48 
  8 
  2d6 
  AP 1 
  $60 
  BM 
  Pistol 
  Bazooka 
  1 
  15/30/60 
  1 
  4d8+4 
  AP 15, HW, 
  MBTt, 
  Str. 10, 
  Snapfire 
  $200 
  Military
  /Black 
  Market 
  only 
  RPG 
  Grenade 
  N/A 
  5/10/20 
  N/A 
  3d6 
  Medium 
  Burst, HW 
  $25 
  Military
  /BM 
  only 
  HE 
   
  While firearms have made armor largely meaningless on the battlefield, certain 
  technologies developed during the Cold War have made some protection possible.  
  Below is a list of armor which is likely to be encountered. 
  NAME 
  ARMOR WEIGHT 
  COST 
  NOTES 
  Flak Jacket 
  +2 
  12 
  $500 
  Torso and arms only.  Provides 
  +2 armor against bullets. 
  Leather Armor 
  +1 
  15 
  $30 
  Torso, arms, legs. 
  Steel Pot 
  Helmet 
  +4  
  5 
  $50 
  50% chance of protecting 
  against a headshot.  
   
  In addition to standard wartime technologies, a variety of other weapons were 
  developed during the Cold War for specialized purposes.  Also, in the aftermath of 
  the war, resurgence in the use of archaic weaponry (found listed in the SW core 
  book; ask your GM if a weapon is available) has occurred due to the shortage of 
  firearms and factories capable of producing them. 
  
  NAME 
  RANGE DAMAGE COST 
  NOTES 
  Net Gun 
  5/10/20 
  Special 
  $300 
  See Necessary Evil 
  Taser 
  2/4/8 
  2d6 
  $30 
  Electric; Vigor Roll at -4 or shaken 
  for 1d4 rounds 
  Tranquilizer 
  Gun 
  10/20/40 Special 
  $50 
  Poison; Vigor Roll at -2 or 
  paralyzed for 10 minutes 
  Electro-lance 
  Melee 
  Str+2d6 
  $45 
  Reach 1, 2-hands, Parry +1, 
  Electric 
   
  Of course, weapons aren’t everything; there a few other items which can come in 
  handy in or out of a fight.  These special items are detailed in the chart below. 
  NAME 
   
  DESCRIPTION 
  Scope 
  +2 to shooting rolls beyond Medium if you don’t move.  $5 
  Starlight Scope 
  As Scope, but with Lowlight Vision.   $50 
  Camo Fatigues 
  +1 Stealth in appropriate environment.  $15 
  Nightvision Goggles Lowlight Vision.  Sudden bright lights may cause temporary blindness; 
  the wearer is shaken if he fails a Vigor Roll at -4.   $100 
  Autograpnel 
  Special; see Necessary Evil.  $175 
  Rocket Pack 
  Allows the user to fly with an acceleration of 6 and a max speed of 24, 
  using the Pilot skill to operate it.   $1500-Military, $3000-Civilian 
  Artificial Gill 
  Allows breathing underwater indefinitely.   $100 
  Combat Stim 
  Increases Agility, Strength, and Vigor by 1 step each, and gives the 
  user the Fearless superpower.  These boosts last for 1 hour, and 
  additional doses beyond the first increase Vigor and Strength by 1 step 
  each and duration by 30 minutes.  Regular use (at least once a day for 
  a week or more; GM’s discretion) results in the user gaining the Habit 
  (Addicted to Combat Stims) Hindrance.  Long term addiction may result 
  in a weakened immune system, organ failure, and death (GM’s 
  discretion).   $15 – Military or Black Market only 
  Brain Stim 
  Gives the user the Gifted, Heightened Senses, and Telepathy 
  superpowers, as well as increasing Smarts by 1 step.  These boosts 
  last for 1 hour, and additional doses beyond the first increase Smarts by 
  2 steps and duration by 30 minutes.  Regular use (at least once a day 
  
  for a week or more; GM’s discretion) results in the user gaining the 
  Habit (Addicted to Brain Stims) Hindrance.  Long term addiction may 
  result in brain damage, amnesia, and insanity (GM’s discretion).   $25 – 
  Military or Black Market only 
  Nullifier Shackles 
  The Nullifier Shackles generate a unique field of energy which prevents 
  the use of any activated Superpower by the wearer, although passive 
  “always-on” powers are unaffected.  They are Toughness 14.  $100 – 
  Government or Black Market only 
  ESP Ward 
  A small energy field generator which may be worn as an earpiece, on a 
  necklace, or attached to a helmet or hat.  It prevents the wearer’s mind 
  from being entered or affected by telepaths, mind readers, and mind 
  control.   $200 – Government or Black Market only 
  Metopon 
  An opiate painkiller developed to replace Morphine and Codeine which 
  is far less addictive, while remaining effective.  A single dose grants the 
  user the Nerves of Steel Edge for 1 hour.  A double dose grants the 
  user Improved Nerves of Steel instead.  Larger dosages cannot be 
  metabolized fast enough and provide no additional bonus.  Regular use 
  (average of one daily for 2 weeks or more; GM’s discretion) may still 
  result in the user gaining the Habit (Opiate addiction) Hindrance.  Long 
  term addiction may have a variety of debilitating effects (GM’s 
  discretion).  If you already have Nerves of Steel Metopon just gives you 
  the improved version.  If you have Improved Nerves of Steel, Metopon 
  allows you to ignore one additional point of wound penalties.  $5/10 
   
   
   
   
   
   
   
   
   
  
  While there are a great many other mundane items which players may want, I see no 
  reason to list them all here.  Such a list would almost certainly be incomplete, and 
  similar lists already exist elsewhere (for example, in the SW core rulebook).  If 
  there’s anything not listed here that you want, just ask your GM.   
  Prices for all items above are listed in terms of UCS New Dollars.  The exchange 
  rate at the game’s opening is explained below based on the New Dollar. 
  New Dollar 
  1 
  NAME 
  # of New $ to 
  equal 1 
  USMA Dollar 
  .75 
  Great Lakes 
  Dollar 
  .5 
  Illini 
  .1 
  Star 
  2 
   
   
   
   
   
   
   
   
  
  FROM THE ASHES OF CIVILIZATION... 
  The survivors of WW3 have emerged from hiding and begun to try and rebuild the 
  world they once knew.  New population centers have begun to form in Central Asia, 
  Africa, South and Central America, and, surprisingly, in the US Midwest.  It is on this 
  last that we will focus for now, because it is in the former United States that the 
  largest caches of remaining super weapons remain hidden—buried somewhere in 
  the devastated wastes.  It is also here that modern infrastructure remains either 
  partially intact, or at least reparable.  Of course, not everyone agrees on exactly how 
  civilization ought to be rebuilt. 
  In the former US, the following groups vie for power: 
   
  The United States Military Authority 
  A remnant of the United States Army originally based in Area 51 in Nevada, the 
  group calling itself the US Military Authority has been trying to expand its territory in 
  hopes of finding more hospitable areas.  Much of the country around their primary 
  base pays tribute to them in the form of supplies and scouting information.  Part of 
  their success is linked with the fact that they claim to know the whereabouts of 
  several top-secret nuclear and biological weapons developed by the US government 
  during the Cold War. 
  Leader: General of the Army William T. Bradley 
  
  Restrictions: The US Military Authority is convinced that the Super Soldier programs 
  worldwide are directly responsible for the events of WWIII.  All genetic deviants are 
  to be detained and held captive for study until they can be properly controlled. 
  *Allows Mutant Hunter Professional Edge 
  Weapons Policy: Civilians are not allowed to bear arms beyond a pistol for self-
  defense.  Medieval weapons are unrestricted. 
  Currency: USMA Dollar 
   
   
  The Republic of the United Central States 
  Centered around a partially rebuilt Kansas City, the UCS promises equal treatment 
  and justice for all; supers and normals alike.  However, there are some elements, 
  both in the government and among the public which simply don't trust the supers. 
  The UCS has an organized militia and a large civilian population.  It is modeled on 
  the original US Constitution, with a similar division of powers.  Approximately 55% of 
  its citizens work on farms in Kansas, Missouri, Nebraska, and Iowa. 
  Leader: President Jeffrey Taylor. 
  Restrictions: None.  The UCS is open to all, although the stranger one is, the more 
  prejudice one is likely to meet. 
  Weapons Policy: Most weapons are available for general possession.  Military grade 
  
  (i.e. restricted) weapons include: Sturmgewehr 44, Bazooka, Thompson M1, MG 34, 
  Bren. 
  Currency: New Dollar 
   
  The Army of the Cursed 
  More of a roving war-band similar to Genghis Khan's Golden Horde than a modern 
  day polity, the Army of the Cursed moves about the Midwest, conquering and 
  pillaging where it will.  With around 10,000 supers and perhaps 35,000 normals, 
  word of the Army's approach is never taken lightly.  The Army is currently camped in 
  South Dakota, near the Missouri River. 
  Leader: Lord Steel aka Gregory Price 
  Restrictions: Normals cannot hold high-level command posts in the Army, although 
  the supers welcome their help and numbers elsewhere. 
  Weapons Policy: Finders keepers. 
  Currency: Barter system. 
   
  The Great Lakes Kingdoms 
  A number of rich or powerful individuals set themselves up as kings and queens in 
  the Great Lakes area.  While former large cities and state capitals are generally 
  avoided due to radiation and disease concerns, some are relatively clean, and they 
  
  certainly add to the prestige.  While many of these kingdoms suffer considerable 
  unrest, a few are noteworthy for their stability and size. 
   
  Marquette 
   
  Centered around the city of the same name, the Kingdom of Marquette claims 
   
  dominion over most of the northern half of Michigan and Lakes Superior and 
   
  Michigan.  While direct control over such a large area can be difficult to 
   
  maintain without a large standing army, the semi-feudal system which has 
   
  arisen simplifies some of these problems.  The current king is Sir Robert 
   
  Du Bois, an accomplished Mentalist. 
   
  Restrictions: Marquette welcomes individuals of all abilities. 
  Weapons Policy: Only those of noble rank (the lowest being knights) may 
  carry weapons. 
  Currency: Great Lakes Dollar. 
   
  New Milwaukee 
   
  The Kingdom of New Milwaukee is centered around the real world city 
   
  Stevens' Point, which is actually in central Wisconsin.  It has a much higher 
   
  population density than nearby Marquette, but this is partially due to the 
   
  relatively small area of land which it claims influence over.  Although it does 
   
  have an organized army, it is not large and would have to be supplemented 
   
  with civilian militia should the kingdom ever fall under attack.  It is currently 
  
   
  ruled over by Queen Mary Andersen. 
   
  Restrictions: New Milwaukee is generally distrustful of outsiders, especially 
   
  those with superpowers.  However, some few have attained recognition for 
   
  their good deeds. 
   
  Weapons Policy: Open. 
  Currency: Great Lakes Dollar. 
   
  Peoria* 
   
  Another kingdom centered around a city of the same name, Peoria is similar 
   
  in many ways to Marquette.  However, there is one large difference.  In 
   
  Peoria, having any kind of Superpowers is punishable by death.  It is the 
   
  stated mission of the current king, Marcus Webster, to fight to ensure the 
   
  safety of mankind by eradicating all those who endanger it. 
   
  Restrictions: As one might guess, only normals are allowed in Peoria. 
  Weapons Policy: All citizens are expected to contribute to the common 
  defense by being proficient in the use of a firearm and a medieval weapon. 
  Currency: Illini 
  *Allows Mutant Hunter Professional Edge. 
  The Texas Baronies 
  Down south in the great empty space of Texas, thousands of people have survived 
  and congregated, forming new communities and doing what they believe they must 
  
  to continue to survive the wrath that God has poured out on the Earth.  The Texas 
  Baronies are a group of loosely allied and affiliated townships and territories.  The 
  internal politics are often confusing and muddled to an outside point of view, and the 
  number of individual baronies varies between 11 and 13 depending on the waxing 
  and waning inter-community feuds.  They all hold the same general religious and 
  cultural values, however, which is the primary reason they are treated as a single 
  entity by other polities. 
  Leader: The most influential figure within the baronies at this time is the Rev. William 
  Marrion Branham, a moving and charismatic speaker for the True Church of the 
  Almighty Sun. 
  Restrictions: All citizens of the Texas Baronies are members of the True Church of 
  the Almighty Sun. 
  Weapons Policy: A man is not a man without a gun close to hand.   
  Currency: Stars. 
  New Age Religions 
  Two important new religions have risen up in the aftermath of WWIII and the rise of 
  the Supers.  They are detailed as follows. 
  The Chosen of Gaia 
  The Chosen of Gaia think of the Earth as the living mother of all life.  They blame 
  WWIII, and the holocaust which followed, on the sins of modern humanity.  In order 
  
  to rectify these sins, they believe that Gaia has chosen them to defend the planet 
  from future abominations.  Specific doctrines tend to vary from group to group, and 
  even from person to person, but they all agree: humanity must learn from its 
  mistakes or perish. 
  The True Church of the Almighty Sun 
  Although it has only gained a foothold so far, this movement is beginning to grow.  
  Dismissed by critics as a lot of pseudo-scientific mumbo jumbo mixed with 
  fundamentalist Christianity, its claims nonetheless draw in more people every day, 
  particularly from the mutant/super population.  Although many of the exact tenets 
  remain secret, it is common knowledge that adherents pray to the sun as the God of 
  the Bible, and its missionaries proclaim openly that the Supreme Leader, a man 
  called Rising Sun, is the reincarnation of Jesus Christ as the King of Kings.  They 
  say he was at Hiroshima when it was destroyed, and that he emerged completely 
  unscathed.  They believe fervently that no mortal foe can harm him.  And they claim 
  he is coming to take his rightful kingdom.  But what they don't say is when. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Necessary Evil/Savage Worlds - Necessary Evil - Dark Secrets Aftermath.pdf