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Thread: Cape City (OOC)
- Join Date
- May 2008
- Vienna, Austria
Cape City (OOC)Cape City
The EoTs are due [pending]
ArcaneStomper|Shaper & Scientist|Greendale|
Zemalac|Lockwood-Coban|CP: Industrial District|1|High Quality
Razovor|Robin|OC: Docks|0|Telepath: Threat
Ragnar Lodbroke|Captain Hadron|Cape City|1|
Daelrog|Elpis Core|CP: Upper Circle|0|
Eldan|Splicer & Chimera|Walls|0|Shaper: Threat
Cognimancer|Masquarade|???|2| Master of Secrets
Untrained Monkey|Hugh Donovan|Outer City|0|Joker Threat
Oblvion6|Legion of Steel|Outskirts|2| + Reputation Trait
Ascaloth| Kamakura-Kai| Trent Town|1|Code of Chivalry
CapJanus|Unity|Outer City|2| Justice for All
Forum Explorer|Administrative Site C+|???||1| Rumors
Murska|Unit Blue|Trent Town|1| Demagoguery
Tin Lamb|Street Legal|Trent Town|2| + ReputationTrait
Lost Demiurge|Legion of Dire|Outer Docks|1| TREMBLE BEFORE DIRE
Orbiter|Serpiente Diabolic|Cape City|0|
Outer City Reputations (Updated July 14)
Chains Militia|5|Strongest Gang, Always Pays The Bills, Legitimacy
Cradle|3|They Come In Night
Goats|2|Voice of Anarchy
Harvesters|9|Too Crazy To Mess With, Unkillable
Militia of L&O|2|Bringing Order[Joined Chains]
Killarz|2|Power Killers, Defenders of Greendale
Furians|3| Fury Survivors, Enigmatic
Kindly Doctor|2| Not A Threat
Sixes |6|Against Powers, Martyrs
Red Riders |3|Armed & Dangerous
Fort Kornus|4| US Military
TEA Investigators |2| UN Authority
Cape City Reputations (Updated July 14)
Solaris Inc.|4|Richest Corporation
Newton Labs|2|Raising Star
Anise Seed|9|Feeding The World
Ask Jeeves|5|Masters of Mesh
Banks Industries/Adrian Banks|7|City Founders, Adrian Banks
Cape Inquirer|3|The News
Magister's Circle|3|Magic Haven, Unstable
Guardians|4|UN Sactioned, International
Fairbanks Foundation|4|Charity Works
Wardens |1| Practical
CCP Police |2| On The Rise
Autonimists |4| Convictions
Limit Break|10|Insane Jokers, Unstoppable
Mask|10|World Strongest Power, Beloved
Singularity Architects|8|Advanced Technology
Your faction has General Actions (for everything except VIPs) and VIPs actions (for VIPs only).
Faction has 8 general actions. The number can be increased through improvement of logistics – better communications, access to vehicles, excellent organization.
Each VIP has 2 actions at level 1 and gains additional action per level.
The actions are used during the turn (mostly for communications) and at EoT, at the end of the turn.
1: Used for PM with Faction X.
2: [2 Followers] Send support to VIP: Alpha. Watch his back to make sure no snipers or surprise attacks take him out.
3: [5 Cash] Hire workers to build Base.
4: [3 Followers] Patrol
5: Contingency: If we are attacked, call on favour with Faction Y [Influence 2] to help us out.
1: Go to District X and use your Power to wipe out enemy gang.
2. Contingency: If our territory is attacked, quickly retreat to defend it.
You should mention Traits you believe would benefit your actions. I’ll try to keep track of them, but it’s always possible I’ll miss something, due to large amount of information I must process.
A good plan is difference between victory and defeat. Sometimes - ''Everybody Charge'' is the best option. Sometimes you need to go for complicated, step by step scheme.
You should consider your Morale and opposition's Reputation, when making plans. They may end up playing an important role.
When directing your VIPs and Followers you should consider their abilities (fluff description) and provide technology, tools, training and information that would help them complete the mission.
If your plans have many different components (attack in X, feint in Y, meanwhile blow up power station and start broadcasting signal) then different components must be performed with separate actions.
Scouting & Information Gathering
Actions that are used purely to gather information can be performed during the turn. You can scout out enemy capabilities, do some research in Mesh or check if your own faction has been infiltrated or set up alarms, if somebody tries to investigate you. Such actions carry risks - your infiltrators can be found out or your inquiries in Mesh trigger alarms.
You will need to note any actions spent in your EoT.
At absence of Traits or Mesh assets, Mesh messages are considered low-encryption. Any faction can spend an action to attempt to break another faction’s encryption and gain access to all of their Mesh communications.
Appropriate Traits, Mesh Assets or actions of your programmers can make it very difficult to break the encryption.
Sending Mesh messages doesn't take actions.
Personal Meetings [PM]
You send either a VIP or followers for a personal meeting. This uses up 1 action (Factions or VIPs).
Note - some NPC factions may require a personal meeting to conduct business.
Kill The Messenger
If you send VIP or Followers to establish PM communication, the other side can declare attack on said VIP or Followers. Unless you include some mention of precautions against double-cross, I will assume none were taken. Of course it’s also possible for somebody to come for negotiations and then pull the bomb out, once they are admitted into inner sanctum.
You want to create some super-science? Then all you need to do is specify a few things:
The general description of the tech - raygun, jetpack, energy shields. You can also specify the Tech Level you are going for - you can try to develop Tech above your Hard Stat Technology, but things get trickier and less efficient there.
Do you want to make a single powerful and advanced prototype or something that is cheap and simple enough to be mass produced?
How much do you care for testing and making certain there are no fatal flaws in the design?
How much do you care about the price tag and finding ways to save up?
How much do you care about making your project easy to use and maintain?
If things work out you get blueprints with Cash price tag and TP maintenance cost. Cash is spent, while TP is assigned to maintenance task, reducing your total TP.
Last edited by Thelonius; 2013-07-14 at 01:41 PM.I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?
- Join Date
- May 2008
- Vienna, Austria
Re: Cape City (OOC)
1892: Anthony Coolidge’s proof of Powers (unconfirmed)
1915: Roger Burton’s demonstration of Powers (confirmed).
1915-1939: Powers are relegated to curiosities & parlor tricks, powers research produces little results.
1939-1946: Powers grow in strength and affect the course of WWII. Propaganda of both sides extols Powers fighting in the war as heroes. Comic books depicting Powers fighting in the war become popular across the world. Rapid advances in scientific thought bring technology, that would change the world after the war’s end.
1943: Axis Power Research makes a number of breakthroughs at the cost of lives and inflicting horrendous suffering through inhumane experiments.
1946: WWII ends. While some of the Axis scientists are put on trial, many are secretly recruited by western and eastern intelligence agencies. Cold War begins, as struggle to control technology and Powers escalates.
1948: Godlike, an alliance of several Powers, who seek to promote Power supremacy is born.
1948-1972: Cold War. Both sides work to recruit and control scientists and Powers. They are given secret identities and cut off from their families and friends to work on Superweapon Projects or train for secret operations and war. Cloak & Dagger follows, with Powers defecting, assassinations and technological espionage. Intelligence Agencies are provided with massive funding and almost unrestricted power to give their side upper hand in Cold War.
1960: Possible date of AMALGAM formation.
1962: Precursor to MESH, Internet is developed.
1971: US government tests Z-Bomb Superweapon Project on the location of today’s Cape City. The land is left heavily contaminated. The test sparks fears in the USSR of the US achieving technological superiority.
1972: WWIII three begins after a series of proxy conflicts lead to escalation of tensions. Both sides unleash their Superweapon Projects and Powers. AMALGAM takes advantage of the chaos, to steal a number of weapons and Powers. It’s role in the starting of the WWIII is disputed.
1973: The WWIII ends in peace negotiations, with help of UN. World is devastated by the conflict and public’s trust in governments wanes. They are no longer able to maintain firm control over Powers and technology.
1974: Anarchist movement gains traction across the world, spreading damning information on government’s secret dealings. A large number of Powers is no longer supervised by government agencies, whom they no longer trust. Some are snatched up by Corporations or chose to employ their talents in the civilian sector. Others turn either to crime or crime fighting. The public is on the verge of panic as incidents of unrestrained use of powers mount, broadcasted by the media. The anti-Powers organizations begin to become mainstream, rather than fringe groups.
1974: Syndicate in South America begins covert recruitment of Empowered Army.
1975: Several prominent Superhero teams raise to fame - Mask and Compadres in South America, Patriots, Architect’s Team.
1975: In Japan, the advanced technology is embraced, while Powers are either exiled or closely monitored. China maintains government’s control over all Powers. In Europe, UN establishes a sanctioned international team Guardians. The media’s focus on Superheroes leads to greater acceptance of the Powers by the public.
1975: Architect purchases Cape City location from the Government. His technology removes the contamination. The construction of the city begins shortly after.
1975: UN orchestrates signing of international treaties that would give it oversight over Powers Research, creates Technological Evolution Agency, an international organization, dedicated to stop proliferation of dangerous technologies, and in cooperation with individual governments, Mesh Information Security Agency, that would monitor and secure Mesh. The US is one of the nations that refuse to participate in the UN treaties.
1976: One of the old WWIII bio-plagues, that was thought nearly extinct, mutates and spreads around the world, leading to world wide famine. Anise Seed manages to prevent the worst of the global famine with its cutting edge advances in new bioengineered crops and animals. .
1976: Ask Jeeves Corporation grows from a garage start-up into a leading provider of IT solutions.
1978: Godlike organization splits up over ideological differences. Despite EU’s best efforts, a number of extremist Power groups in Europe remain to this day.
1978: Technology isn’t just leaping - it’s flying with the speed of a bullet. Technology’s impact on the society grows more and more pronounced. Cape City is on the forefront of technological advances, inviting the best scientists, artists and thinkers in the world to come and create. It also invites Powers, creating a safe haven for them and opportunity to integrate into society.
1979: The Prophet of Babel grows in notoriety, kidnapping member of the Patriots, during his visit to the Cape City. Power Choice political organization is formed. It seeks to fight P-REG initiatives and promote civil and political rights of Powers.
1979: Gravity Inc. is founded by the Mr. Gravity. In a year he secures a strategic alliance with Solaris Inc. and Eisenhart Industries, that allows him to begin large scale construction projects in the orbit.
1979: Sixes organization is formed from several anti-power movements. The Sixes claim that appearance of the Class Six Powers would present terrible threat to the society and support P-REG initiatives.
1980: AMALGAM manipulations raise the world tensions, while its terrorist attacks destabilize the situation further. As the situation grows more desperate AMALGAM agents move into positions to seize control. However, the conspiracy is uncovered and suffers a number of setbacks, that eventually lead to the destruction of the organization.
1980: Zeus Superweapon is fired on the world, permanently destroying all electronics. The MESH is devastated and US takes the brunt of the attack. Cape City is fired upon three times, but its defences completely negate it. AMALGAM is believed responsible for the attack, as either a way to cover their tracks or a revenge attack.
1981: Financial institutions across the world collapse, taking fortunes of their customers with them. Overnight millionaires become paupers. Grimble C. Bank is one of the few, that have managed to weather the storm relatively intact. They soon open their offices in the Cape City.
1981: The US collapses with the breakdown of communications, from the destruction of Mesh. A number of states declare their intention to secede, while large swaths of the nation are devastated. It takes almost a year for the Union Part to firmly re-establish control over sufficient part of the nation and military assets, to begin the process of restoring the nation.
1981: The refugees flow to the Cape City, as the surrounding areas have suffered greatly from AMALGAM attacks and warlord fighting. Outer City is established and Architect’s Plan is put in action to help rebuild the nation.
1981: Architect disappears.
1981: Promethean Foundation is established. It seeks integration of the Powers into the society and finances superhero groups.
1982: US Government negotiates with the Cape City, to support the Reconstruction Initiative. Fort Kronus is constructed to protect the city from warlords in the area.
1982: Fury Aether attacks Australia, and then moves north, devastating Indonesia. The first appearance of a Fury catches the world unprepared, allowing Aether the longest run of devastation among all Furies.
1982: Mesh 2.0 goes online, providing worldwide coverage, though it’s capacity is far below the old one. The destruction of a large number of servers allows UN. and MISA to fully re-organize Mesh into the system of Blue and Grey servers, the first being commercial, tightly regulated and possessing high processing power and capacity, and the second being less regulated, free, but having very limited capabilities. New Mesh 2.0 fully embraces Cloud technology, to the point that new computers are nothing more than receivers of the Mesh signal, with all processing and information storage being done in centralized server farms. Sale of servers to private organizations is tightly regulated. Still, soon rumors of the illegal Red Servers start to circulate.
1982: Singularity Architects announce their existence in the Mesh. They claim to seek creation of singularity, and pronounce their opposition to TEA and MISA.
1982: Fury Nyx attacks Paris, taking away a third of the city’s population, before it is stopped. The U.N. investigation finally confirms the nature of the Furies as USSR Superweapon Project. Russia provides files on the Furies, but many suspect that critical information was withheld.
1982: Patriots, one of the first superhero teams, dissolves due to the internal conflict. Many believe the break-up was linked to the controversies surrounding the Power Sheriffs initiative, that the team promoted.
1982: Toshiko Inc. opens offices in the Cape City and invests heavily into new factories in the Industrial District.
1983: Fury Eros attacks Buenos Aires, consuming population of the city and growing into an enormous monstrosity. A combination of Powers and large number of missile strikes end the Fury’s threat.
1983: UN Investigation uncovers a number of links between high-tech weapon proliferation and Singularity Architects. Their status is changed to a terrorist organization. Further investigation finds strong ties between SA and villainous group MOD-DOC, that specializes in body modification.
1983: Fury Protogonos attacks China. Details of the attack are sketchy, due to the Chinese control over information flow.
1983: In Australia, Power Warlords Throne’s project to turn Sydney into a technological marvel on par with Cape City are an astounding success. However, the group is soon betrayed by one of the scientists, who worked on the project - Dr. Ann. She seizes full control over Sydney.
1984: Fury Ananke attacks London. She uses mind control to make H&D Labs scientists create a nanotech, that would allow for grey goo scenario. Fortunately she is stopped before the weapon is unleashed. UK Government considerable tightens security and expands surveillance state. It also confines for an indefinite amount of time Ananke’s Children, those who may have been exposed to the mind control.
1984: Fury Thalassa attacks the Cape City, greatly damaging the Outer City and killing thousands. Despite the wide-scale destruction, it is considered one of the least damaging Fury attacks.
1984: Riots break out in the Outer City and military forces from Fort Kronus move in to enforce order. Anarchists publish materials, claiming riots were incited by the government in a bid to end Cape City autonomy. Alchemist speaks up government destroying Architect’s legacy, and a number of forces in the Cape City rally under the banner of autonomy. The army retreats and order is restored.
1984: With government forces and Autonomists in the Cape City locked in a standstill, various gangs take power and enforce order in the Outer City.
1985: Present Day. Outer City begins to show signs of recovery after the Fury attack and riots...
Factions: Chains Militia, Goats, Andraste, Cape City Police, City Hall, Childs Foundation, J.
Living Standards: Decent
[Checkpoints]: the area is controlled by the CCP (Cape City Police) and is used to verify identity of the visitors and check for their residence permits.
[Adler Apartments]: the more upscale part of the District, with a selection of housing for middle and upper classes. The property owners have arrangements with both CCP and Chains to ensure safety of their residents. Recently it has also become the center of the Unification movement.
[Tech Spike]: the central hub of the District infrastructure. A number of shops trading in tech have opened up here recently, using the location’s reputation to bolster their image.
[Gate Park]: a place of relaxation for the people of the First District as well as an arena for the frequent Anarchist rallies.
[Gate Street]: the massive building of the Relief Distribution Center dominates the street. The relief packages from the Cape City are processed and distributed from here. It’s a major source of employment and a vital lifeline to the less fortunate areas of the Outer City.
[St. Margarets]: the largest provider of medical care in the Outer City, St. Margaret's supports many independent clinics and hospitals. St. Margaret's Hospital survives on the Childs Foundation funding and government support. The quality of the medical services would be excellent, if hospital’s resources weren’t as stretched as they are.
[Sands Street]: the part of the First District, housing workers and less fortunate immigrants. Andraste seems to made this area her base of operations.
[Hive]: The real estate prices in First District have led to a rush of construction to accommodate more immigrants with cash. New floors were added, new basements dug, and new houses were squeezed in the gaps between old buildings.
[Fury Fall]: the place, where Thalassa was killed by the combined force of heroes and villains. There is currently a lake on the location and it has become a tourist destination. A monument to commemorate the victory and honor the fallen was constructed on the location.
[Borders]: the outskirts of the District are patrolled by the Chains Militia, intercepting criminals and squatters, who may disturb order in the First District.
Factions: Furians, Mercantile Gang, Night Crews, Killarz, Goats, Warlock, Inquirer
Living Standards: Crippling Poverty
[Northside]: the northern part of the docks sustained less damage and has been handling major shipping in and out of the Outer City. The Mercantile Gang seem to work primarily out of Northside.
[Wharf]: the wharf remains a hotly contested territory, with Mercantile Gang, Night Crews, Killarz, Furians and recently Warlock seeking to profit from the maritime shipping.
[Southside]: the southern part of the docks sustained heavy damage, with a number of ships sunk on the bottom of southern side of the bay. Only small ships risk docking here. Furians hold the southern shipping firmly in their claws.
[Wrecked]: the part of the docks, that sustained the worst damage and was never rebuilt. The Wrecked serves as the base of operations for the Furian Gang, that use its unstable nature to their advantage. Fighting in the Wrecked is a suicide for those unfamiliar with the territory, as every step may trigger collapse or set off Furian booby traps.
[Warehouses]: there are a lot of warehouses in the docks, with surprisingly high number undamaged in the Thalassa’s attack. Warehouses are used by many gangs and vagrants, but Night Crews know them the best.
[Shipping Offices]: The well-built office buildings, where shipping companies did business. The Shipping Offices are held by the Goats, who make no attempts to expand their territory beyond them.
[Railway Station]: the goods used to be transported between the Docks and factories via Railway. Unfortunately it was damaged in the Fury attack. Killarz made the Damaged Railway Station, their base of operations.
[Watcher Island]: A small uninhabited island, covered with forest, sits in the center of the bay.
Factions: Harvesters, Chains Militia, Killarz, Black Marks, Teardrinker
Living Standards: Wasteland
[Inner Abattoir]: The high-tech components of the complex and main controls were located in the heart of the complex. Harvesters firmly control the Inner Abattoir. It's practically impossible to gain entry here.
[Outer Abattoir]: the abandoned and stripped of everything of value, main facilities of the Abattoir. This is Harvester's main operations area.
[Processing Stations]: The place, where livestock was processed into steaks. Harvesters control this area and use it to conduct lucrative trade in Dulls.
[Railway Station]: The railroad used to connect Abattoir with the Cape City. The Killarz have been spotted there recently.
[Fringes]: The Abattoirs Fringes are the worst slums in the Outer City.
[Prophet's Ear]: Several dozen rusting towers made from scrap raise to the skies. The one in the center of this iron forest has a human ear pinned on top of it.
Factions: Kindly Doctor, Shaper, Killarz, Harvesters, Furians, Pharmacists, Chains, Corpse Eater, Gunslinger
[Standards of Living]: Wasteland
[Green Court]: The Greenways Sanatorium used to serve as a place of rest and vacation, until the wave of refugees begun to settle in. It was abandoned and filled with squatters for several months, before Kindly Doctor arrived and evicted them. She has ruled it as her domain ever since, prospering off the favors she gain in exchange for healing.
[Boneyard]: Messington Hills was once a very respectable cemetery serving Cape City. However as refugees poured into the area what was once the outskirts of the city soon became surrounded by shanty towns and low rent neighborhoods.
[Shanty Towns West]: The masses of refugees live in the shanty towns, surviving on relief efforts from the Cape City. Most of that aid ends up in the pockets of Harvesters and Killarz.
[Shanty Towns East]: The East Shanty Towns have been more receptive to the anti-Powers sentiments and Killarz seem to be actually receiving some honest support from the locals.
[Trailer Park]: the largest collection of trailers and homes on wheels in the city. The locals haven’t allowed Harvesters, Killarz or Chains to gain foothold here, and several Powers, who didn’t want to be drawn into the gangs, have gravitated to this area.
[Lows]: The place worse than Shanty Towns, which says it all. The fact, that almost no relief reaches the people living here, means, that gangs don't bother with Lows. A Power known as ''Corpse Eater'' has been active here recently.
[Ring]: The Ring is a fighting arena, cobbled out of rusted cars and scrap and held by a Powers team ''Ringmasters''. Here regular fighting matches are held - between desperate poor, violent criminals, and on a more rare occasions, Powers.
[Lodges]: A collection of wooden lodges, that were used by visitors to the Greendale Forest is located in its outskirts. The Pharmacists are known to operate in them, supplying the drugs for the Greendale District.
[Greendale Forest]: The forest has suffered greatly from the refugees moving in, until the arrival of the Furians. The gang has claimed it for themselves, evicting all refugees and demolishing their temporary houses. The Furians attack anybody, who tries to enter the forest.
[Relief Distribution Camp]: The central location for food and medicine distribution, that sustains Greendale District. The Chains maintain order here.
Factions: Chains Militia, Firepower, Anarchs, Militia of Law & Order, Pharmacists, Council, Taker
Living Standards: Decent
[Main Street]: The Main Street has the most expensive real estate in the Trent City. It’s under Chains control, though they prefer to keep a low profile.
[Fort Chains]: One of the Trent Town’s schools, transformed into fortified fort, that sports even anti-air defences. The whole territory is firmly under Chains control and remains the center of their power.
[Black Market]: the part of the Trent City, where stolen and illegal goods are sold. While the really good stuff is bought and sold at Midnight Markets, the Black market would be the next best thing. It has attracted attention of heroes and cops on more than one occasion. Chains and Firepower seem to share a degree of control over the place, while the major smuggling bands supply the goods.
[Night District]: the clubs, pubs, cinemas and other entertainment in the city is controlled by Valentin Ganta. He’s been paying off the local gangs, persuading them, that that way they can get better income with less headache. The Pharmacists operate in the Night District, delivering more expensive designer drug products.
[Trent Malls]: The commerce center of the Trent Town, where people from the reset of Outer City come to spend their money on luxuries and conveniences. The Malls are a most lucrative territory, currently under control of supervillain group Firepower.
[Sleepy Pines]: The Sleepy Pines is one of the few places in Outer City, where there is an operating school, an open public library, free access to Mesh and various youth initiatives. While in the past certain gangs tried to grab valuable real estate, currently the territory is considered neutral ground.
[Factories]: The industrial part of the Trent Town is hardly impressive compared to the Cape City and the more heavy industry is located in the Factory District. Some of the workshops continue to operate, while others were converted in either residences or commercial enterprises. The Trent Factories territory is firmly under the control of a militant anti-government Anarch faction.
[Southtown]: the Southtown has recently come under the control of Militia of Law and Order that have earned support of the people, by clamping down on street crime, that Chains Militia has been ignoring. The streets under control of the Militia of Law and Order are among the safest in the Outer City. They collect voluntary donations from the people.
[Hotel Lucky Jacks]: a hotel/casino owned by the Power Trump.
[Meadow Falls]: the rich part of the rich town. The locals pay good money to keep things peaceful and the whole area is a collection of gated communities with heavy security. Many of the richer gangs have properties here, where their top officers live.
[Mercenary Camps]: Those wishing to sell their expertise in violence or solving special problems are relegated to the outskirts of the Town, so they’d be less likely to cause trouble. The Chains are keeping a good eye on the area.
Factions: Chains Militia, Cogworks
[Standard of Living]: Poverty
[GE Factories]: the GE Factories have long being seized by the Chains Militia and are currently under heavy guard.
[Nabokov Combine]: a large industrial complex, currently under protection of the Chains Militia. The previous owner of the factories was kicked out of the Outer City, after some conflict with Chains.
[Burned]: The factories that haven’t survived the test of time. Now only burned out husks remain. Mercantile Gang has established a hidden cache of their merchendise tech here.
[Cogwork Factories]: Cape City Superhero Team ''Cogworks'' controls several factories. They are defended by the team's robotic minions, but employ people of the Outer City.
[Worker Camps]: a number of workers live in the Factories District, having received living quarters as part of their contract. The promise of housing has drawn many to accept miserly wages and dangerous working conditions.
[Collections]: the place, where valuable trash from the Outer City is brought to be exchange for money.
Factions: Herr Tod, Sixes, Lightbringers, Reapers, Exiles, Freaks, Brotherhood
Living Standards: Crippling Poverty
[Boxes]: An area of Walls has become known as the turf of one ''Herr Tod'', a Villain Power, who's settled in the area about six months ago and resisted all attempts by the local gangs to recruit him, extort standard protection fee or drive him off.
[West End]: The anti-powers group, Sixes, have organized formidable defenses, with lookouts and safe houses to protect the local area from the violence of the empowered Gangs. So far the incursions in their territory were few and in between.
[Abe Town]: The collection of temporarily housing, that has grown to be permanent fixture. The Tent City is currently under uncertain protection of the Lightbringers superhero team.
[Colt Street]: The Colt Street is yet another temporary settlement, that just a little bit better than refugee camp. The local here were mostly people, relocated after the Thalassa attack. The Reapers gang is controlling the area.
[Walls]: The territory right next to the Cape City is occupied by the Exiles, a group of Powers, that were recently forced to leave Cape City.
[Tunnels]: The half finished excavation site, that perhaps was a part of Cape City expansion plan is occupied by Freaks, a group of Shaped Powers. They have been raiding nearby locations and other gangs turfs.
[Tinwell Street]: One of the better parts of the Walls was born from the plan to expand the First District. It has solid construction and locals work in the First District. The Brotherhood Gang collects hefty protection money from the area.
Factions: Red Riders, Menor Compadres, Junk Mage, Anarchs,
Standarts of Living: Wasteland
[Scrapyard]: The original scrapyard has grown into a vast garbage field.
[Recycling Plant]: The recycling plant has been re-purposed by the Red Riders to manufacture and fix their vehicles.
[The Village]: the refugees passing through the Junks are often forced by the Red Riders to pay for their passage by working in sweatshops of the village.
[Hampton Hills]: Menor Compadres have carved out a niche for themselves, despite clashes with Red Riders.
[Junk Forts]: The collection of either fortified or hidden Red Riders outposts are scattered around the Junks.
[Junk Tower]: A collection of the junk fused together into an ever growing tower. This is a project of Power, known as Junk Mage.
The Lotland is an empty area between Factories and Junks. There’s been talk about developing it with new housing to assist the refugees, though so far nothing has been done.
Factions: Army, Astroghast, Red Riders, Gravity Inc.
The uninhabited areas further from the Outer City hold several places of interest.
[Polygon]: the main launch facilities of the Gravity Inc.
[Fort Kronus]: The army's outpost either defending the Cape City from terrorist and warlord attacks, or waiting for a chance to seize control, if you listen to the anarchists.
[Highway 66]: The main route outside of the city, it's patrolled by the military. It's also the route many of the refugees follow to get to the Outer City. The Red Riders are known to launch attacks on the valuable shipments.
[Railway]: the Railway is inoperational, after the damage it sustained in the Fury attack. Any plans to rebuild it would require to deal with the gangs in the Outer City.
Cape City is a place of law and order, compared to the Outer City. Any trouble here will attract attention of the CCP or local superheroes - Sentinels, Guardians, Cogworks or Wardens. Here the political and financial wars are waged for the future of the Outer City, Cape City and perhaps the world.
Mayor Elections will be on [Turn 7].
The Cape City has autonomy from US. There are however several agreements, like Reconstruction Initiative.
The P-REG is a hot button issue. The Power registration is mandatory, but it can be done in costume identity. Telepathy and Bio-Shaping must be registered in civilian identity. There are hot debates about Magic Powers and Jokers, as well as Power segregation vs. integration.
You need Visitors Badge to enter the city and Residence Permit to stay there, though this measure is directed primarily on those arriving from Outer City. For those who arrive via Airport or Docks it’s more of a formality.
All legal Residents have access to Mesh Blue Servers. There is a city wide surveillance, but it has a number of privacy safeguards and specially designated dead zones.
The nerve center of the city. It was originally controlled by the Architect from the Architect’s Tower, but with his disappearance the office of Mayor was established. In a way Cape City runs itself, with large number of automated systems and decision assisting software. The human element is there mostly for broad, strategic decisions and to serve as a safety net, when the software falls short.
[Architect's Tower]: The Architect's Tower stands empty, protected by automated defences, that can stop a small army. Only former members of the Architect's Team have access.
[City Hall]: The City Hall is run by the Mayor Tara Williams.
[Central Processing]: while the City Hall makes decisions, the Central Processing executes them.
[MISA]: The Offices of the Mesh Information Security Agency.
[Eye Square]: the Eye Square has a series of holographic screens showing different parts of the Cape City, it’s history and people. It’s a popular tourist destination.
The Industrial District’s output is that of a small nation, through the miracle of science and one of a kind mix of Powers and Tech. The money flows into the Industrial District, with new factories opening monthly and the old ones constantly expanding production and improving efficiency.
[Cauldron]: the great work of Architect and Alchemist, together they created a machine, that extracts the raw stuff of earth and transmutes it into materials needed by the factories.
[Power Stations]: The automated factories of the Industrial District consume a lot of power. While the Cape City generators were initially sufficient, with the expansion of the Industry, new ones were required. The Power Stations were constructed by Solaris Inc.
[Eisenhart Industries]: The fully-automated factories of Eisenhart Inc. are among the most efficient in the world.
[Morris & Clark Factories]: A different model of production, using advanced software and human enhancement, Morris & Clark factories are the only ones capable of matching Eisenhart Inc.
[Toshiko Industries]: Several factories were recently purchased and remodeled for production of Power Suits by Toshiko Inc.
[Banks Industries]: The original corporation that funded the construction of the city. Banks Industries continues to dominate construction and computer hardware sectors .
The financial heart of the city. Here are the offices of the city's corporations and businesses that support them.
[Stock Exchange]: the Cape City stock exchange is a recent addition to the Business District.
[Central Plaza]: The location of the business offices of the Cape City corporations.
[The Banks Street]: Both the headquarters of the GCB and CCB banks are located in the Business District.
[Solaris Inc. Tower]: The central office of the Solaris Inc. is located in the Business District
[Banks Tower]: Once the tallest building, Banks Tower has since being beaten by Solaris Tower in height.
The Upper Circle is the domain of science in the Cape City. The District is optimized for scientific research with number of public facilities and advanced equipment available for use by scientists and large chunk of dedicated Cape City servers processing power.
[Gene Lathe]: The Bio-Engineering Center of Anise Seed. The facility was designed both to advance research and showcase bio-engineering to the world.
[Pharasma Labs]: The laboratories of the pharmaceutical giant Pharasma Inc. are located in the Upper Circle.
[Newton Labs]: The labs of the young, up and coming company, developing miniaturized power source technology.
[Gravity Inc.]: The Gravity Inc. labs work on the development of space.
[Synthesis Labs]: The laboratories of Morris & Clark, researching the human enhancement technology and servicing the enhanced.
[Fairbanks Research Center]: Fairbanks Research Center works on development of cures to many ailments, including research into the cure for the Dulls Virus.
[Reald Psychiatric Institute]: The Reald is one of the few psychiatric institutions, that specialize in assisting the Powers. It has official UN certification to pursue research in the effects of Powers on person's mind.
[Ask Jeeves]: The Labs and Offices of Ask Jeeves are located in the Upper Circle.
The Lower Circle is the center of media, education, art and charitable organizations.
[Newman Rehabilitation Center]: Newman Rehabilitation Center provides vaccination and help for the victims of the Dulls Virus.
[Promethean Foundation]: The Promethean Foundation is an organization supporting integration of Powers to the society.
[Cape Inquirer]: The news corporation of the Cape City. Cape Inquirer focuses on delivering news and takes special interest in the affairs of Powers.
[Daily Sun]: The Daily Sun is both news and entertainment corporation.
[Veritas Foundation]: An organization, that believes that Powers have been introduced to the world by alien intelligence.
[Mediadome]: The primary entertainment venue in the Cape City.
[Cape City University]: One of the largest and most advanced Universities in US, the curriculum includes courses on Powers and advanced technology.
The Globe is dedicated to foreign relations of the Cape City. As a major industrial and scientific center, as well as refuge for many world Powers, Cape City has attracted considerable international attention.
[Magellan Hall]: A high security conference center, Magellan Hall has been used for a number of high-profile international meetings.
[Embassy Row]: The Embassy Row holds embassies of many of the world’s nations.
[UN Offices]: The UN Offices show the importance that it places on the Cape City.
[Guardians HQ]: The UN sanctioned superheroes team, Guardians has a building near the UN Offices.
[Reconstruction Initiative]: The Reconstruction Initiative Offices
[Technological Evolution Agency]: The TEA is located in the Globe.
[Raw Materials Shipping]: The Cape City imports massive amount of raw materials for its factories.
[International Shipping]: The Cape City ships products all across the world.
[National Shipping]: the majority of the national shipping is part of the Reconstruction Initiative.
[Northside Farms]: the heart of the Cape City’s food production, feeding the city and shipping food relief to the rest of the nation and across the world.
[Southside Farms]: The southside Farms used to belong to Anise Seed competitors, but most of them have been subsumed by the Corporation by now. The major remaining holdouts are Biovibe and P&S.
[Cityland]: The Cityland was formerly farming land freely available to the Cape City citizens, who were interested in private gardens or small agricultural production. With the global food crisis, much of it has been donated to the management of the Anise Seed, with produce going as international relief.
[Farmhouse]: the nerve center, from which Anise Seed manages the food production.
[Anise Seed Offices]: the offices of the Anise Seed.
The East Gardens are the main residential area of the Cape City, boasting skyscrapers and vast apartment complexes. The green dominates the District, with plantlife skillfully integrated into the construction and a large number of parks and gardens in the area.
[Calhoun Park]: the Calhoun Park has for some reason attracted attention of the Magister, who visits it quite often. The place has gained some notoriety among the Magic Powers, who often gather there.
[Southern Blocks]: the Southern Blocks have taken in the most of the refugees, before the permit system was issued to stop their flow. It’s currently a troubled area, due to overpopulation and tensions between newcomers and original citizens.
[Esther Street]: the area is known for a large number of wealthy immigrants from the rest of the nation as well as from abroad.
[Cape City Arcology]: the largest and practically self-sufficient apartment complex in the Cape City.
[Powerblock]: the area known for a high number of Powers living in it. While such place was never planned during the city construction, many Powers gravitated towards each other, settling in the same location.
[Chills Prison]: The prison for Powers designed by the Architect.
[Machinery Maze]: The Aurora hosts a vast array of machinery, that makes the Cape City tick.
[Cogworks Base]: The Superheroes Team Cogworks makes their base somewhere in Aurora.
[Airport]: The Airport serves as a major logistics hub for the people and goods, arriving and leaving the city.
[City Rail Hub]: The hub of the city maglev train system. Even with unexpected city population growth, it’s transport system is proving more than capable of handling it.
[Central Police Station]: The HQ of the Cape City Police force.
[Cape City Central Hospital]: Central Hospital provides medical services to the Cape City.
[City Services]: The facilities of the city services, maintenance drones, firefighters, emergency crews.
USA has been devastated by the Zeus attack and AMALGAM coup attempt. A number of warlord militias arose with the breakdown of communications and governments loss of authority. Eventually Union Party managed to restore control over enough of military and intelligence assets to begin the process of rebuilding and reunification.
The warlords and secessionists still remain at large in a number of territories. The Union Party is working to either reintegrate them peacefully or destroy them. The two major warlord militias in Cape City are Red Riders and Chains Militia. There is also a third major one - Raynor's Toughs, operating near the Cape City, but Fort Kronus military has been blocking their attempts to reach Cape City.
The Patriots was a major Powers superhero team during the time of greatest chaos in USA, helping people and fighting banditry and supervillains. They have managed to organize a large number of Powers across the nation with Power Sheriffs initiative. It has however lead to the breakup of the team, as public’s opinion turned against them, once abuses of such authority were reported by the media. Many of the team members are still alive, but not all of them are on speaking terms.
The average Power in USA is not prosecuted, but there are undeniable issues with public trust, as Power Sheriffs initiative showed. While Architect’s Team and Patriots left a legacy of goodwill, you are more likely to hear about villains and dangers of Powers in the media these days. The talk of segregating Powers from Normals has being growing more popular.
The USA is currently being rebuilt through Reconstruction Initiative plan. It has garnered certain criticism as major funding is directed to the Military Defence Department instead of civil rebuilding projects, however the threats of Primordials, worldwide instability and internal threat of warlords means the programs has as many supporters as it has detractors.
The Cape City is a major industrial and technological center, hosting 80% of national Mesh capacity and having the highest ratio of Powers to normals.
The South America has seen considerable instability and a number of anti-government revolutions, changing regimes on yearly basis. The average person on the streets has no faith in politicians - but they believe in superheroes. The Mask and Compadres have become a symbol of hope for the people, fighting crime, natural disasters, Primordials and corrupt officials. As such the region has been slowly growing more prosperous and trade with the Cape City has been increasing.
There is a full fledged Superheroes vs. Supervillains war in the South America. The latter are mostly part of Syndicate’s Power Army. Syndicate seems to possess Power Serum and they have been very efficient in employing it. The UN has been more active in attempts to bring the situation under control in the recent years, so far with limited success. The main force holding the Syndicate back is no doubt the Compadres. The Powers in South America are tough, dangerous and really sensitive about secret identities and P-REG in general.
UK remains part of the EU, but their policy was always to set themselves apart. Some believe that they are close to leaving the EU block.
The UK has experienced a considerable shift in internal policies after the attack by the mind-controlling Primordial Ananke. The details of the attack have been made secret, though the media managed to gather enough information to confirm the world was close to a ‘’grey goo scenario’’. The fallout after the attack was Ananke’s Children - people, mostly scientists, politicians and empowered, who Ananke implanted with suggestions, that would cause them to perform terrorist attacks. UK has invested heavily into surveillance technology and security measures, while hunting down any Ananke’s Children inside the nation and abroad.
The Western Europe is one of the more stable and prosperous world regions. It’s a major backer of the UN. The eastern Europe is less fortunate with young democracies floundering and crime on the raise.
The Powers in EU are strictly regulated and there are many government programs to better integrate them into the society. It produces both better tolerance and public opinion, and vast amounts of bureaucracy and red tape. On the other hand Europe has traditionally being the hub of extremist Godlike splinter groups, fighting for Power supremacy.
EU is the major supporter of the United Nations. The UN is one of the most trusted organizations in the world, promoting programs to integrate Powers into the society. They are sponsoring Power-Registration across the globe in attempt to account for all Powers and backing the Guardians, one of the largest international superhero organization. UN supervises Powers research and works with Technological Evolution Agency to regulate proliferation of dangerous tech and act against technocratic disasters.
Japan has survived the Zeus attack with its technology intact and avoided damage from Primordial Aether attack. It’s currently one of the world’s major economic powers and possess highly advanced technology. The nation has been building up military, though they claim it’s purely for defence.
There is a strong prejudice against Powers in Japan, with few exceptions of a few commercial, corporate backed teams, that mix entertainment and promotion with crime fighting. Many Powers are driven to either leave the country or join criminal world for protection.
Toshiko Industries is one of the big five corporations, that some say runs the current Japan. They have surprised the business community by opening offices and investing in factories in the Cape City.
India has suffered greatly from the world famine, that was caused by the mutated virus from the WWIII and Zeus destroying its nascent industry. After the government’s collapse and war with its neighbors, millions were threatened by the largest humanitarian crisis in recent history. The help came from the Consortium - three corporations, Anise Seed, Ask Jeeves and Morris & Clark pooling resources and delivering relief, hiring mercenaries to restore order and using its offices to handle civil administration. As of now India remains on Triumvirate support, but there is talk of holding elections and re-establishing civil authority, once the nation is prepared to stay on its two feet.
The Aether Fury has devastated the entire region, before the world managed to mount a proper response. The subsequent Primordials never reached the same level destruction, either due to the weaker abilities or world being better prepared to fight threat of such scale.
The entire region is filled with Twist Points, that bend the laws of physics and usually prove lethal to those in close vicinity.
The Furyslayers international superhero team was born after the second Fury Attack in Paris. It’s a loose confederation of Superheroes and occasional villains, such as Furian Gang in Outer City, who respond to Fury attacks across the world.
Australia was a target of AMALGAM terrorist attacks, had misfortune to produce a number of strong supervillain Powers and was hit hard by Aether Fury. The international support has seen it rebuild, but the things remain tense with UN forces keeping order.
The Sydney was one of the major cities, that were seized by Empowered Warlords. The strongest among them, Throne, have invited a group of scientists to bring advanced technology to the city. The group has succeeded beyond Throne’s wildest expectations, mainly due to the work of Dr. Ann, considered to be second only to the Architect in scientific genius. The modern Sydney in turn is called the second most advanced city in the world. Throne was eventually deposed by Dr. Ann, who seized absolute power and she managed to produce enough evidence of WMDs to deter the world nations from interfering with her domain.
The Ocean Lords are a small superhero team, sworn to oppose Dr. Ann. Their successes have been few and in between so far.
Russia is experiencing a period of internal instability with intelligence agencies, nationalist groups, public protesters and Powers mixed together into powerful explosive.
The Powers in Russia are facing criminal gangs, seeking their services and seldom taking no for an answer, anti-powers groups blaming them for collapse of Soviet Union and intelligence agencies holding strings to many of their former pawns. There are also superheroes, hiding from the authorities as much as from criminals and fighting corruption and crime. The most famous ones today are Fenix Guard and Alice.
The Brotherhood, the largest criminal organization in the east is maintaining major presence in Russia, with many local gangs being part of its structure.
Soviet Union has been responsible for Furies Cold War Project, though it’s believed that AMALGAM ended up unleashing it on the world. While
The Zeus Superweapon attack has destroyed technology all across the globe. While the devastation wasn’t quite enough to drive humanity to the stone age, it left the world in a poor state, that it has only recently started to recover from.
The Dulls Plague is taking a silent toll on the population. It’s a neural virus, that robs people of initiative and willpower, making them docile. Many suspect it to be another cold war project, though neither side has admitted to it or invention of AMALGAM.
The Cradle is criminal organization that has profited through exploitation and trafficking of Dulls. They are opposed by Liberators, an international team, sponsored by Fairbanks Foundation and several wealthy philanthropists.
Singularity Architects are a collection of rogue scientists selling dangerous technology across the world and responsible for several technogenic disasters. On the opposite side a a group of Powers, calling themselves Technophobes, dedicated to destruction of advanced technology.
Kings are a famous Powers mercenary groups. They are very expensive and very good at what they do.
Limit Break is one of the most notorious and destructive supervillain groups. Their core consists of a trio of deranged Joker-Powers, that seem intent on causing as much death and destruction as possible.
The Mesh exists as Blue Servers, high capacity, heavily regulated, paid option, Grey Servers, low capacity, less regulated, free. And finally Red Servers - illegal servers operated by criminal organizations and those who oppose current Mesh system. Mesh Information Security Agency (MISA) regulates the flow of information and fights Mesh Crimes.
The Mesh if filled with various hacker groups. The most notorious of them are the Order, Code Monkeys and Evil Hats. The first is a tightly organized group of programmers, the second is a vast and lose community of hackers and the third is a professional, mercenary organization.
The hardware of the Mesh are Cape City and UN servers and a system of high-capacity satellites.
I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?
- Join Date
- Jan 2013
Re: Cape City (OOC)
Going strong :D This game will be fun.
These people are weird in here
And they're giving me the fear
Just because you know my name
Doesn't mean you know my game
Nanta came to cape city from Europe around 2 years before Thalassa attacked, he was noted back then for not being ashamed of how he looked and pretty much killing some gang members who tried to fight with him according to rumours(Killarz).
Of course this dint get him any friends but a couple of people were interested in his abilities and so he was hired for some time doing a couple of jobs.
It would be a year later that a superhero team called Aegis, would get into a fight with him and his employer, it would a be a long war so to speak, one that Nanta would win and dominate for the most part, mostly because Aegis lacked combat experience and dint have much in offence.
Later Nanta his employer and the team would disappear with only Nanta coming back with a couple of people from Aegis, people in the know spoke of how Nanta was double crossed and left his employer and then Aegis attacked to bring the employer to justice but failed and lost one member and the employer died after that.
Afterwards he seemed to slip off the radar, with good reason as there was soon turmoil again at the outer city, and after Thalassa attacked and killed most of the capes in Aegis and the team was dissolved, he was in the aftermath ceremony but wasn't seen or heard at all during the time after it.
Now he is back in black and he seems to be raising some hair somewhere in the city.
Especially since he made a semi unofficial team to help the whole city.
Only the police and the University so far have received help from the team.
Of course if those heroes did wish for Nanta to help they would get help, but so far no one has asked for it.
Cape City residency:1
Teammates power.[TBA to be copy pasted]
VIP levels=Lots of them
Followers=1 point of crows.(because tres cool and no i am not joking)
Influence=Police and Uni
CCU: The Cape City University is supported by Nanta and Neta who might study there.
CCP: Supporters of the police as usual, not as much as investigators for the most part but in supporting roles.
Nanta-known before as The Spear of Aegis
Level 3: ???????
Background-(From)Secret Service file.
Official KGB file-
The renegade known as Nanta is suspected to be a Bio-manipulator with ties in the terrorist organization known as SA, but further investigation on him showed instead connections to the criminal organization Mo-Doc known for their work on the human body.
Current status show him trying to go legal in Cape City.
Supporting The Police and The CCU.
Rose-known as the Plague Witch
Level ?: [Spy]
The plague witch is known by gangs for her swift legs and being employed to get into rival territories and using smoke bombs as well poisoning or destroying their drug operations.
But thats in the past she has gone legit now.
She however has a vendetta against Magister.
Level 2: [Technician of sorts]
Neta is a technician of sorts with a very good memory. She handles all the techie stuff that others cannot do and tries to keep her sanity when things go bad.
Level 1: [Doctorate 1]
Tagging from way back with Nanta Finias is one of the reasons Nanta has survived so long.
He is the D in the Diabolic and the De-facto leader.
For Nanta is the S in the Serpiente and the leader to the outside.
Last edited by Orbiter; 2013-04-22 at 03:40 PM.
- Join Date
- Apr 2009
Re: Cape City (OOC)
Faction: The Shaper and the Scientist
Hard Stats :
Technology: 1 [Power Research]
Morale: 2 [Obsession]
Asset: Lair - Boneyards 1
Soft Stats :
VIP: 35 (+7 Levels)
Cash: 1 (Doubled to 2)
Influence: [Boneyard 1][???? 2]
Tech: (Communicator TL1)
Obsession (Morale): In different ways both Frederick and Dr. Shea are very obsessed people. Frederick wants to cure his powers. Dr. Shea wants to crack the Power code. Neither is willing to let anything stand in the way of their goals. Dr. Shea is simply cold amoral scientist and Frederick's sense of morality is so hopelessly distorted as to be nearly unrecognizable when it comes to little things like theft, assault, and killing.
VIP: Frederick, The Shaper
Level 8: [Inhuman 3][Engineer 3][Sculptor 1][Blue and Orange Morality 1]
Power: Dominion Over Earth [Shaper 4][Shaped 1][Fleshburn 1]
The Strange Wanderer
To say that Frederick looks monstrous is an understatement. Lacking any facial features besides a mouth and having rock like skin is bad enough. But his massively reconfigured bodily structure means that even the act of walking is different from a normal human, as his legs are little more than supports and he must actively use his arms and hands if he wants to move about on the surface.
In addition Frederick cannot smell, hear, taste, or see, and his sense of touch is much diminished. He also cannot talk as he cannot breathe. This would leave Frederick crippled if he had not developed a sixth sense in addition to his powers. Frederick can sense elements. The heavier the element the farther away he can sense it, and he can intuitively tell the difference between different elements and understand their basic properties, even if he doesn't know what they are. With much practice he has refined this sense until he can recognize the signatures of different types of objects such buildings, vehicles, animals, and people. The only downside is that while he can recognize signatures well enough to get around he has a hard time telling similar signatures apart, and since he can't see identifying what is causing a new signature can be difficult. For instance he could recognize a truck on a street as a truck, and with sufficient analysis he might even be able to tell what condition it is in. But he would be unable to identify its color, make, or model, and unless he marked it in some way would not be able to recognize it later if he spotted it again.
Frederick was once a promising young engineer. He had a good career developing and was developing a streak of true brilliance. This was unfortunately cut short by the advent of his powers, and spending the last few decades cut off from most human contact has left him decidedly behind the times when it comes to cutting edge super tech. Nevertheless Frederick has a certain innate edge when it comes to handling materials and understanding their properties. He might not be able to understand the latest in micro circuitry, but he can erect, repair, and fortify structures basically from scratch. And with a bit of time can create crude but functional machinery.
Although not something he ever really planned working with the ability to easily shape stone and earth for years on end has coalesced into a form of basic artistry in Frederick's works. He is by no means a great artist as he had little artistic talent to start with and his massively hampered by his inability to actually see in the same manner as everyone else. Still though Frederick's workings tend to have a certain grim majesty about them.
Blue and Orange Morality
Frederick literally does not see the world the same way as everyone else. This may seem like a mere physical difference at first, but the effects go far deeper. For instance he cannot see how two humans are interacting simply that they are. How then can he tell the difference between two friends engaged in a friendly sparring match from two enemies engaged in a fight to the death. How can he tell if people are playing a sport or engaged in battle. How can he even tell who the morally wrong person is without all the subtle visual and aural cues that people take for granted.
The answer is that he can't. If he does not spend copious amounts of time carefully studying the situation he can only observe the most blatant differences. And with his powers intervention incorrectly can mean death and destruction on a wide scale. Balancing this is a basic moral grounding that he picked up before his powers manifested. He wants to do good, he simply can't without very careful consideration. Since Frederick has spent more than half his life with his powers and balancing his morals against the physical limitations of his powers the result is an ethical outlook which is quite frankly bizarre.
To an outsider it would appear that Frederick acts randomly and without much apparent purpose. He will often travel through crime ridden zones literally passing muggers and thieves without paying the least bit of attention. Other times he will ruthlessly stop a careless shopper from shoplifting a few items. Sometimes he will carefully restrain a gang of criminals brutalizing a local town other times he will offhandedly kill a few vandals engaged in harmless graffiti. His distinction between actual humans and other animals is also poor, especially between humans and apes. And many a hunter or local bully has suffered serious injury for threatening the local wildlife and pets.
They key is how Frederick processes the world and whether he decides that critical factors which highlight a crime are present. Which is not to say those factors are by any means correct either. Years of little to no human contact have reinforced various views that Frederick holds with no countervailing forces leaving him more often than not convinced that he has acted entirely lawfully and correctly when in fact that is not the case.
Dominion over Earth
Long years of lonely traveling and training have taught Frederick to use his powers with both precision and force as needed. He can control most mineral substances at will and shape them to his desires. Stone, concrete, dirt, metal, they all respond to his touch. The only things he can't control are things of an organic nature or which are too complex in form and number of different elements.
Frederick's control of the Earth is not his only power, although the other is more passive. His form has shifted and changed into something altogether different from a normal human. His huge torso houses a nuclear reactor, albeit one powered by his powers rather than normal physical laws. His arms are massive and capable of both sledgehammer blows and astounding feats of digging. On top of all this his bones and skin have formed into a rocklike substance which makes him very resistant to damage.
Frederick's altered biology is not without its own costs. The first is that his internal reactor is not completely shielded. Although not lethal the mild radiation he emits at all times makes anywhere he spends a large amount of time somewhat unpleasant to anyone who values their genetic structure. As a somewhat ironic twist his differing biology finds normal human flesh to be as toxic as his radiation is to others. It is not enough to kill him by any means, but he finds actual contact with others to be unpleasant.
VIP: Dr. Andrea Shea, The Shaper
Level 1: [Scientist on a Shoestring 1]
Dr. Andrea Shea is a brilliant scientist. Convinced that understanding the physical phenomenon behind powers is not only the way to bring order back to the world, but also the key to mankind's future she has worked for years to further her research. Unfortunately several factors have hindered her. The first is that such research is very much restricted both legally and in public perception. Almost all of her experiments have been carried out with poor funding, poor equipment, and very little data to work with. Second most powers are not particularly fond of being poked and prodded in the name of science, and without a large organization or government backing her she has not been able to obtain test subjects. The third is that Dr. Shea is filled with an icy disdain for anything not dealing with science. She regards everything with clinical dispassion and treats everyone she meets as a test subject, if not in powers research as an experiment in sociology. Understandably this leaves a poor impression with potential backers and volunteers.
Ironically these three things make her a perfect partner for Frederick Witters. Being obsessed with finding a potential cure for his condition Frederick has no bias against power research. And while he has no current assets with which to fund her research his powers ensure that if she can adequately identify the equipment she needs he will have little difficulty acquiring it and few qualms about doing so. Besides this Frederick himself is quite a powerful entity. Very few others in his class would be willing to volunteer for experiments. Certainly none that would consider helping Andrea. And finally while Andrea treats Frederick with the same scientific disdain she treats everything this has allowed her to get past the inhuman exterior and work with him as a partner where others would run screaming.
SpoilerFrederick Witters aka "Oh God What is It" aka "Kill it Kill it Now" aka "The Shaper"
Before his transformation Frederick was a young engineer at the top of his field, although below the occasional super genius who deigned to distribute their work publicly. That was however several decades ago. Frederick has spent almost three decades since then wandering the world looking for answers to his condition and mastering his powers.
For the most part Frederick just wants to be left alone. This is because his powers have made it almost impossible for him to interact with normal humans. He found this out the hard way shortly after he developed his powers when, not knowing the extent of his powers, he attempted to get help and killed several innocent civilians. Their deaths have weighed on his conscious ever since, especially since he can't do much to redeem himself because his powers prevent interactions. As a result Frederick tries to help out when he can and actively seeks out ways to cancel his powers so he can live a normal life.
After his powers developed Frederick became almost unrecognizable. His body was twisted and remolded by his own powers to grow a layer of rocky armor. His bones were warped into new sturdier patterns and reinforced with stone giving him an odd stilted look. And worst of all his eyes disappeared replaced by a smooth expanse of his new rocky shell, which covered an entirely new set of senses.
And then to make matters even worse he found that his organs had readjusted to. Although not visible he now contained a set of small nuclear pile that powered his new body. And in order to be able to feed it his respiratory and digestive systems had been reformed leaving him unable to even talk and explain what had him to himself to others. Needless to say normal people tend to treat him as a monster which doesn't exactly help him fit in.
Melding: Frederick can pass through any form of earth and metal. Most of the time he simply uses this as a means of travel to get from place to place. An easy task as he can simply enter the earth at one point and emerge at any connected point. But he can also choose to stay inside the earth merging with it and allowing him to interact with the world through it.
Possession: While a simple melding would be nearly undetectable Frederick can also be much more direct. With a bit of effort he can take direct control of the object he inhabits and use it to move around and do things.
Earth Shaping: By concentrating slightly Frederick can cause the earth around him to flow into new forms, limited only by his patience and imagination.
Armored Core: While most of his time is spent controlling his creations from the inside, when out of his shell Frederick is arguably even tougher. His internal skeleton is nearly indestructible, and he is quite capable of living in most environments.
Ice: Even though he lived in Canada Frederick never really liked the cold. And his dislike has transferred over to his new powers. Getting hit by ice disrupts his control of the earth.
Flesh: Because of massively altered biology any normal flesh is now slightly toxic to him. Normally it's not enough to hurt him, but if he reaches critical health levels the toxicity of normal flesh is enough to keep his unique biology from repairing itself.
Nuclear Reactor: Frederick requires a constant intake of radioactive material to support himself. This makes him more or less immune to the effects of radiation and also causes him to emit low levels of it himself. Not something that makes him fun to be around.
SpoilerMessington Hills was once a very respectable cemetery serving Cape City. However as refugees poured into the area what was once the outskirts of the city soon became surrounded by shanty towns and low rent neighborhoods. The once respectable clientele fled and the company which maintained the cemetery abandoned it. Not even refugees were willing to settle in a cemetery, but they did need a place to bury their dead. So the cemetery soon became home to thousands of the dearly departed. As space ran out the refugees dug down filling the once park like area with a warren of catacombs and tunnels.
The Boneyard, as it came to be known, soon gained a dark reputation as a home to the more unsavory type of gangs who made their bases in the catacombs where no cops or heroes could find them. It was even rumored that ghouls lived within it feasting on the dead. Family no longer visited their loved ones even if they knew where they rested instead venturing inside only long enough to leave the bodies at one of the many entrances to the catacombs, where one of the graveyards residents would claim it, and hopefully wouldn't desecrate it.
That changed one night when the residents of the surrounding tenements heard the screams of the damned change pitch. Normally it was just the gangs cavorting, and possibly doing worse things, but now they rose higher and higher and became truly blood curdling, before all of a sudden they cut off altogether.
When a few of the brave, but still terrified residents ventured to look the next day they found the various gangs dead and their bodies on display along the edge of the graveyard. Each one was locked inside a giant stone fist which enclosed them like a cage and had a look of utmost horror on their face. The fence around the graveyard had been repaired and strengthened with stone towers. The gate had disappeared and been replaced with a small tidy little mortuary with instructions for where to place the bodies engraved on the stone walls.
The residents still can't make up their minds over whether it is better or worse than before. They no longer worry about the gangs from the crypts terrorizing them. In fact the gangs from throughout the surrounding area have disappeared, but on the other hand who knows what lives in the boneyard now.
The Cannibals of Cape City
SpoilerFrederick had been watching the group for weeks. It was a small nondescript building in the industrial district. From the outside it would look completely normal to anyone walking by. But for once Frederick was glad of his new senses. He could see the distinctive signature of iron and hydrocarbons that matched with blood, and so much of it. The chemical signature of many many humans inside that building. And the blood wasn't inside them anymore. It was on the walls, on the floors, even on the ceilings in some places.
Every so often a truck would pull up and more humans would be offloaded. Then the workers would slaughter them and package the meat for distribution. It was hard to tell, but he thought he could even see some of them eating the flesh raw. It was horrifying. He didn't often intervene in the affairs of the normals, but this obviously had to stop. Passing back and forth underneath the building he reshaped this bit of stone, and moved that bit of foundation until he was satisfied with his work. Then he struck.
Huge armatures of rock swung out of the floor and knocked the ghoulish workers away from the slaughter lines, pinning them to the walls. Utility lines were cut to prevent the criminals from calling for help while more stone bars shut the doors and windows. Passing through one of the brick walls Frederick carefully cut the ropes binding the poor victims together then opened a passage for them to escape. He frowned when they had trouble with the stairs on the other side of the wall, clearly they had been drugged, and reformed the stones into a ramp.
After he had guided all the victims out he considered the workers. Surely they deserved to die for their crimes. But no, the armored plates around his neck ground as he shook his head, he had enough people on his conscious and there had been enough deaths in this building already. He would leave them bound up, and no doubt others would come to investigate when the victims told them about what they had suffered here. Let the ghouls suffer in prison; he doubted their fellow convicts would be lenient when they learned what had been done here.
Satisfied with himself Frederick flowed into the ground and headed home. It wasn't often that he could do some good. But what he had done today had been good work. The work of a hero no doubt about it.
Daily Sun Morning Edition
The Vegans Revenge
The streets were in chaos yesterday as an entire herd of cows was released from a McIntyre and Sons, purveyor of fine meats and cheeses, meat packing plant. Over thirty cows congested the streets of the surrounding neighborhood as residents struggled to deal with the large unruly animals. Investigators found the workers bound to the walls by stone restraints and believe the culprit to be a rogue power.
"We don't have any Power like this in our database, but what else could it be and not everyone registers. We don't know what was behind it either. We think it was either vandalism on a large scale or the work of one of the fringe ecoterrorists, but no one has claimed responsibility. It's just a good thing no one was hurt." -Lieutenant Carsimmons on the CCP's investigations.
A Meeting of Minds
SpoilerFrederick had had a long day, or night, or perhaps afternoon. Frederick had trouble telling the time since he had gone blind. No matter one way or another Frederick had been having a hard time. More specifically he was hungry, not starving not yet; he knew what that felt like from the time before he figured out what could eat after his powers emerged. But the trip across the Atlantic had been arduous and long. He had excavated a few deposits of pitchblende along the way, but that had only taken the edge off it.
So he was somewhat excited to sense his destination in the distance. Uranium, Plutonium, and even more exotic isotopes that he couldn't name, but knew were quite filling. Refined metal too, lots of it. He couldn't make out details at this distance, but the way they sunk into the earth in long lines told him they must be mining shafts. He had never been there before, but there was only one place in this part of the world with that many mining operations. Cape City, his destination.
He hoped it would have what he was looking for. He had tried many other places, Asia had not been helpful. None of the cities he had checked had had the set of resources he needed for his quest. Australia had been more promising, but he had been surprised and chased by some kind of guard. He hadn't realized anything else could move as quickly through the earth as he could. He still didn't know if it had been a machine or alive. It had been somewhat rough, but once he got under the Indian Ocean he had been able to damage it enough to cause it to flee.
Africa had been more or less as he expected. Nothing too promising in terms of the technology he was seeking, but large deposits of radioactives. He had taken something of a vacation and rested from his tussle with the unknown Australian thing. Europe he had high hopes for, but nothing he had found had been useful enough to warrant the hassle of being attacked by soldiers every time he surfaced. It's not like eating a few nuclear reactor cores was that big a deal.
Cape City was his last best hope. He had learned about it quite by accident. Some British newspapers had been experimenting with a new ink. And he had been able to read a discarded paper. Still if what he had read had been true it would be a grand opportunity. A large manufacturing and mining center with high technology and ongoing researching, everything he needed in one place. He simply hoped it lived up to his hopes. If it didn't he would have to try South America, and while his knowledge of current events was out of date he didn't think it would have changed enough to be much better than Africa had been.
Of course hopes or not he was still hungry. So hunching his misshapen shoulders he began digging faster. He would reach his destination shortly he was sure.
Farmer Roberts was just about to pour the poison down the gopher hole. The little critters had been ruining his garden for years and he was tired of it. Now it was time to put them down. So focused was he that he didn't hear the oncoming rumbling and was knocked over by the oncoming earthquake. After a few minutes Roberts got up and brushed himself off a bit dazed. Looking around he let out a yell and then looked at the can of poison in his hand then sighed. Shaking his head he let the can drop and walked back to his house. There wasn't enough poison in the world to kill a gopher that made a trail taller than a man.
Frederick considered his options. There were several sources of radioactivity in the city. The largest was behind several layers of hardened steel and guarded by something. Robots he thought, or large vehicles, it was hard to read human biosignatures at a distance so he couldn't tell. Better to leave that one for later. There were also a few operating plants. Those would be good choices, but his experiences in Europe showed that the owners didn't take kindly to their power plants being raided. He didn't particularly mind what they thought, but if he was going to live here a while he probably had to keep a low profile. And he was going to live here for a while. Just with a casual glance he had counted no less than 10 locations that gave off the signatures of major research plants. And he could detect strange metals all over the place. Strange things he had never encountered before and which must be the result of advanced technology.
So his best bet was a smaller lab. Something with a decent stockpile of radioactives for research, but not large enough for major security. Looking around he picked a likely concentration on the outskirts of the city and headed for it. He anticipated no problems in breaking in and taking what he wanted. Normally he was a bit more ethical than that and mined his own ore, but he was in a hurry and quite hungry.
Dr. Andrea Shea leaned back in her chair and smiled. It had been a fruitful day. Her experiments were coming along nicely and she hadn't had a call from her sponsor yet demanding results. Always a plus. Not that they really deserved results for the help they provided. Andrea looked around her tiny office. Second hand furniture cluttered the small room whose walls looked about to collapse from disrepair. The whole converted apartment building was the same way rundown and shabby.
She sighed at least they had provided some good equipment. And when she made her breakthrough she knew she was going to be able to get any lab she wanted. Spinning her chair she regarded those grand prospects for a few moments before a flashing light caught her eye. Something had tripped the alarm in secure storage. She reached for her phone and then remembered, Horace, her sole security guard was out sick. That had always made her a bit nervous. But now her worst fears were being realized. Someone was burglarizing her lab!
Something a bit odd about it though. None of the door alarms were flashing. And the intrusion was in the part of secure storage where she stored her radioactives. Somewhat dangerous, but not particularly valuable, and not what she would expect the local gangs to be after.
More curious than afraid now she headed down to the vault and put on the light weight suit that protected her from the mildly radioactive contents. Seeing no intrusions along the way she was beginning to believe it was merely a glitch in the alarm system.
So when the vault door opened she simply stared in surprise for a few moments. There was a thing in her vault. She might have screamed at that point, but Andrea had a fine scientific mind, which immediately began cataloguing what she was seeing. The thing was about a meter and half tall, no large, but hunched over. It had a massive torso, far large than a human and huge arms, but its legs rapidly tapered into tiny feet that didn't look capable of supporting it. In fact from the way it was moving she suspected it normally used its arms and hands for movement. The whole creature was covered in what looked like rock, but which she suspected was its shell, including the face which was more like a carved slab of rock than anything living. Every so often it opened a vent which apparently served as a mouth, but she saw no other openings which might serve for eyes or ears.
She could also tell that despite looking like some kind of golem or monster it was at least somewhat intelligent, as instead of ransacking the place it was clearly trying to open one of the storage containers for her radioactive isotopes and failing. She could immediately see what the problem was. The container was meant to be latched securely and had to be opened by undoing the latches and the twisting the top. The thing clearly understood the concept, but the container had been meant for human hands and the thing's oversized fingers couldn't get a grip on the recessed latches.
For his part Frederick was exceedingly frustrated. "Why can't people make containers with proper sized handles," he thought. He could of course simply break the container. He could dig through bedrock a container would be no match. But it was a matter of principle that he didn't break things when he could help it. He was still human and he wouldn't go around smashing things just because he could. It was also a matter of pride at this point. No mere latch would defeat him. He was of course mildly curious as to why the human hadn't run away or started shooting, the two normal reactions on seeing him. But the latch was more important.
Making up her mind Andrea went to another container that contained the same type of isotopes and opened it. Then she waited to see what the creature would do. She wasn't surprised when the creature turned around and slowly shuffled over to her on its giant hands. If it could sense radioactives inside a container inside a vault it probably didn't need eyes to see what she was doing. And she was only mildly surprised when the creature lifted out the isotopes and at them whole. It must be after them for some reason after all, and it didn't look like it could carry anything.
When the creature slipped down the hole it dug into the vault, and that's why the door alarms hadn't gone off she thought, Andrea was already laying out a new line of experiments.
Over the course of the next few weeks Dr. Shea put out more radioactives luring Frederick back in. And Frederick being somewhat curious about this odd person came back. Once Andrea determined that Frederick was in fact intelligent, more from his obvious disdain of the simpler tests he took in exchange for the food than the actual results, she put her prodigious intellect to work at solving the language barrier. A task made easier when she realized that there wasn't a language barrier at all and that he understood English, for while he could neither hear nor talk he could still read and write, albeit with some difficulty. So Andrea built a device which could translate her words into words which Frederick could actually see using specialized metal letters and back again.
From there progress was quick. Frederick revealed to her that he was tired of his form. That despite his abilities usefulness in some areas he found himself handicapped and unable to interact normally with everyday society. Andrea in turn told him that she was researching powers and the physical processes behind them. Her work had been mostly theoretical due to a lack of test subjects and having to keep a low profile as it was not condoned by the government, but rather a small company interested in the potential applications of such research. They both quickly came to regard their meeting as a combination of luck and fate. Frederick would agree to participate in Andrea's research and in return Andrea would eventually cure him either entirely or at least enough so that he could interact with others normally.
Since Frederick had no permanent residence yet, and Andrea's lab would not be suitable for full scale experimentation they decided to move to a more secure location that wouldn't be subject to local gangs or official inspections. After a few days of pouring over city maps Andrea decided that the Old Boneyard would be a suitable location, and Frederick cleared it out in his rather direct and brutal fashion.
Last edited by ArcaneStomper; 2014-01-02 at 10:50 PM.
- Join Date
- Nov 2008
- Join Date
- Feb 2013
- Seattle, WA
Re: Cape City (OOC)
Warning: Actual intelligence on the Masquerade is hard to come by. These stats are not indicative of the truth. (see Invisible Hand, under Traits)
Wealth: 1 [Dirty Little Secrets]
Information: 2 (Outer City, Powers-People) [Good Listener]
Reputation: 1 [Master of Secrets]
Morale: 2 [Surprise Inspections]
Front: 1 (Invisible Hand)
VIPs: 10 (4 levels)
Dirty Little Secrets (Wealth): Blackmail is a big source of income for the Masquerade. Between the Cloak, Mirage, and dozens of highly trained spies, the clan has dirt on just about everybody. Nearly all of it’s true, but when a hero comes along who’s just so obnoxiously righteous, Cloak has been known to use his power to make his own incriminating evidence.
Good Listener (Information): Disguise and misdirection are the chief tools of the Masquerade. That attractive waitress you’re trying to impress with your inside knowledge of city council? Actually The Cloak, giving just the right cues to keep you talking. The gang meeting to discuss plans for an upcoming takeover? Most of the goons are illusions from Mirage, and the rest are Masquerade agents in disguise. It’s easy to learn secrets when you never have to actually earn trust.
Master of Secrets (Reputation): The Cloak keeps a tight leash on his agents, making sure there are very few leaks about his activities. Still, he lets news get out from time to time, to remind the populace of just how many strings he’s pulling, and how many birds he has whispering in his ear. The Masquerade knows things, and if it’s more useful for them to sell it or disclose it to the right listeners, no blackmail bribe will stop them from using that information as a power play.
Surprise Inspections (Morale): Most agents of the Masquerade are selected for their skill and loyalty. Even still, there are some who get the idea that they can outsmart The Cloak, and try to pull something clever. More than once, these traitors have tried to initiate such a plan, only to realize their conspiratorial partner was The Cloak all along, waiting to shoot them down the moment they acted. It goes without saying that this does wonders for discouraging such actions from others.
Invisible Hand (Front): Members of the Masquerade cover their tracks. Everyone knows they exist, but that’s likely because The Cloak wants them to. As for details, they’re ghosts. Considerable efforts are made to conceal their ground-level actions, so if the Masquerade doesn’t want you to find them, they won’t be found.
Note: Buying a Front allows me to conceal some actual faction details, so be warned: any of my stats/traits/VIPs listed here may be accurate or fabricated, or anywhere in between. These numbers are known from rumor and hearsay more than any solid intelligence. GM knows the true stats.
Level 2: [Spy 1] [Puppetmaster 1]
Powers: [Master of Disguise 2]
Nobody knows the true identity of The Cloak. Not surprising, given his ability to change his body and features at will. When he needs to give orders, he appears as a tall, dark-skinned man in a loose-fitting gray costume with red trims, but rumors say he frequently cycles his appearance to keep from being tracked. Some even suspect there are multiple people who claim the title. One thing is known, though: he’s a mastermind, with every secret there is to know in Cape City. And he could be anyone.
Master of Disguise: The Cloak can change his appearance at will, altering his build, his height, or even his gender (though that last one is incredibly uncomfortable). It takes a little time (a few seconds to a minute, depending on how drastic and convincing the change is), but as long as the end result is still human, he can make himself look however he pleases. As a secondary effect, it sometimes goes further than the physical: when he gets into character impersonating someone else, he sometimes finds himself using mannerisms and quirks of his target that he wasn’t even aware they had. He shrugs it off as intuition.
Level 2: [Illusionist 2]
Powers: [Illusory Conjuration 1]
Mirage’s career began long before the Masquerade rose to power. She spent two years as a solo Power, trying to use her illusions to fight crime. It worked, for a while. But as she gained fame and people recognized her and her tricks, she became less and less effective until criminals were laughing at her harmless conjurations. At one point, Mirage tried to stop a heist being pulled by a fledgling Masquerade squad. She was captured, and The Cloak recognized her potential for spying and misdirection. He offered her a position in his organization, and she accepted – after so long trying so hard and achieving nothing, she was willing to ignore the Masquerade’s criminal activities with the rationale that they were at least a stable, controlling force. A criminal underworld run by the Masquerade was a shady, cruel place, but much safer to the people than one with bloodthirsty gangbangers and junkies. Now, she’s all but forgotten her time on the right side of the law, dedicated to helping The Cloak spread his influence over all of Cape City.
Illusory Conjuration: Mirage can create false images of people or objects, indistinguishable from the real thing. With focus, she can even give them convincing physical properties. However, her abilities are limited by her mental capacity – every simulated detail is a drain on her. She can conjure a person, make him act and speak, and even give his body realistic weight, but only for one person. With five people, they’re convincing, but immaterial. With ten, they’re less detailed – maybe they’re all the same race, or have the exact same hair color. With fifty, she can conjure a veritable army from afar, but anyone up close will realize each person is an exact duplicate.
- Join Date
- Mar 2010
Re: Cape City (OOC)
Information known: Just about nothing.
Status: Recovering. ETA: 3 days
- Join Date
- May 2012
Re: Cape City (OOC)
A Brief History of the Kamakura-kai in Cape City
SpoilerTo pinpoint the moment when the Kamakura-kai first established its presence in Cape City is not an easy task, but most sources agree that the most likely time period was somewhere around 1981, when the Outer City was first established outside Cape City proper as a haven for refugees streaming in from other parts of the US as well as all over the world. It was a bold move for an organised crime syndicate which had its roots halfway across the world, but amongst a variety of possible explanations, it was thought that the Oyabun of the Kamakura-kai came to Cape City precisely because of the significant presence of immigrants from the Asian continent in the Outer City, along with a higher-than-average proportion of Powers exiled from or fleeing the oppressive environment of Japan.
Whatever the reasons may be, the Kamakura-kai flew under the radar for the most part in its early days; though rumours spread of a singular powerful faction consisting mostly of Asian members taking control of the underworld in the Night District, the Kamakura-kai did not otherwise make waves. Initially contenting itself with being the sole entity doing "business" with Valentin Ganta, the group offered many disenfranchised Asian peoples a chance to pick themselves up again in an unfamiliar land by becoming part of their "family".
This relative anonymity came to an end with the attack on the Outer City by the Fury Thalassa in 1984, when the Kamakura-kai first sprang to prominence. Sending its two known affiliated Powers - Ronin and Shifu - to aid in the fight against the Fury, the greater impact of the Kamakura-kai came in the aftermath, when the group mobilised surprisingly vast resources to supplement the humanitarian efforts, which took the form of convoys upon convoys of trucks bearing food, water and assorted essentials to help residents in the worst-affected areas. This bought the Kamakura-kai a lot of goodwill, which proved important when the Riots happened soon afterwards, helping the group to establish themselves as a significant player in the Outer City, especially in Trent Town where the bulk of their operations are based.
Today, the Kamakura-kai have now firmly established themselves in the limelight, and the rumours about the organised crime syndicate fly faster than ever; amongst which is the speculation that the Kamakura-kai, and perhaps even the Oyabun specifically, had a hand in attracting Toshiko Industries to set up shop here in Cape City. Whatever the truth may be, one thing is clear; the Kamakura-kai must now secure their position at all costs, or fall to hostile interests.
Wealth: 3 [Trait: Night District Protection Fees]
Information: 1 [Database: Crime] [Trait: Toshiko Industries Insider Info]
Reputation : 2 [Trait: Code of Chivalry]
Morale: 2 [Trait: Oath of Brotherhood]
Night District Protection Fees: It used to be the case that Valentin Ganta, paid off a smattering of local gangs to keep the peace in the Night District. That is, until the Kamakura-kai moved in, driving them out through sheer force and numbers, and positioned themselves as the sole collector of protection fees from the entertainment tycoon. This has actually worked out splendidly for both sides; the streets of the Night District are safer than ever, Ganta shelled out less than he used to for the privilege of satisfying a single interest, and the protection fees make up a significant portion of the Kamakura-kai's revenue stream.
Toshiko Industries Insider Info: Possessing inside contacts and a portfolio of company secrets that Toshiko would rather keep in the dark, the Kamakura-kai mainly uses such "embarassing" information as leverage in their sokaiya protection racket, which nets them a cut of the company's profits as well as an influencing voice in its corporate decisions. This Trait is attached to The Oyabun.
Code of Chivalry: Striving to portray themselves as a semi-legitimate organisation, the Kamakura-kai make a point of never involving innocents in their violent altercations, and in fact goes out of their way to protect and aid civilians in times of distress, seeing their income-generating activities as the collection of a feudal tax with all of the accompanying responsibilities. This gives them the reputation of being the lesser of myriad evils in the Outer City, and law enforcement as well as hero Power groups might be more disposed to negotiation instead of force with the Kamakura-kai. This Trait is attached to The Oyabun.
Oath of Brotherhood: Every member of the Kamakura-kai owe their allegiance to the Oyabun, and feel a strong sense of duty to each other. It will take a lot to shake the loyalty of the members towards an organisation so tightly-knit, it is all but a second family to them. This Trait is attached to The Oyabun.
SpoilerVIPs: 5 (3 Levels)
Followers: 8 (Well-dressed, sunshades-donning gangsters for the most part, but still gangsters.)
Influence: 12 [Trent Town Vice 6], [Thalassa Attack Humanitarian Aid 3], [Toshiko Industries 3], [Friends in High Places 3]
Trent Town Vice: The Kamakura-kai has its fingers in a lot of pies. Apart from their operations in the Night District, the group is involved in some of the smuggling activities in the Black Market, has interests in Hotel Lucky Jacks, and more besides. As one might imagine, this makes the Kamakura-kai a significant player in the Trent Town underworld, and the group is continually seeking opportunities to expand its sphere of influence. The one thing the Kamakura-kai officially forbid themselves to deal in are hard drugs; though they disdain the Pharmacists, they tolerate their presence in the Night District, and make no overt moves against them.
Thalassa Attack Humanitarian Aid: In the aftermath of Fury Thalassa, the Kamakura-kai stood out for its quick response to the widespread suffering, mobilising swiftly to send food, water and various necessities to people in the Outer Docks and Greendale, as well as other affected territories to a smaller extent. This has generated much goodwill for the group from the denizens of the Outer City as a whole.
Toshiko Industries: With a small amount of stock in and a large portfolio of dirty secrets on the company, the Kamakura-kai has a small but influential voice in the business decisions of the Power Suit manufacturer.
Friends in High Places: Banking on a combination of their relatively positive reputation for an organised crime group, the greasing of palms within street-level law enforcement, and a tacit understanding with their higher-ups and hero Powers, the Kamakura-kai can convince parties on the right side of the law to turn a blind eye to the more harmless of their activities, and is also in a position to trade favours with them.
SpoilerGodfather of the Kamakura-kai
Level 1: [Kumicho 1]
Little is known about the origins of the head of the Kamakura-kai, whom is seldom seen in public, and dons heavy clothing with sunshades and a scarf around his face on the few occasions that he deigns to show himself. The bits and pieces of information that can be gleaned from various sources suggest that he first made his appearance in Cape City around 1981, at about the same time that the Kamakura-kai first established themselves in the City.
Why an individual with ties to the Japanese underworld like him would choose to start again from scratch in a foreign land is up for debate, but the popular consensus is that thanks to Cape City being the favoured destination for exiled Powers fleeing the oppressive oversight of their homeland, the man who would be known as the Oyabun recognised that the large number of his 'outsider' compatriots settling in the Outer City presented an opportunity to gain a foothold in the City of Powers.
Whatever his reasons, the results are clear. Today, the Kamakura-kai is a significant player in the Outer City underworld, with a far more noble reputation amongst its denizens than many of its rival powers. Being the one who had given many downtrodden immigrants from Asia the chance to pick themselves up, the Oyabun commands as much respect for his magnamity as he does fear for his methods.
Toshiko Industries Insider Info - The Oyabun has all of the Kamakura-kai's "embarrassing secrets" at his fingertips, and this familiarity with the relevant knowledge enables him to leverage on it at will. When the Oyabun is personally involved in negotiations with Toshiko Industries, he gives a bonus to the Kamakura-kai.
Code of Chivalry - As the leader of the Kamakura-kai, the Oyabun personifies the group's bushido code, and demands that its members observe the code as strictly as he personally does himself. This is common knowledge to parties on the right side of the law, whom also know that the Kamakura-kai's relatively civilised approach is largely due to their leader's example. When the Oyabun is personally involved in negotiations with law enforcement and hero Power factions, he gives a bonus to the Kamakura-kai.
Oath of Brotherhood - Being the patriarch of the Kamakura-kai, the Oyabun commands immense loyalty and respect from the rank-and-file members, whom have all personally sworn fealty to him. By making himself present, the Oyabun may offer a morale bonus as applicable to any particular event.
SpoilerThe "Sword" of the Kamakura-kai
Level 1: [Swordmaster 1]
Powers: [High-Frequency Enhancement 1]
Also known as the "Sword" of the Oyabun, Ronin acts as the 'enforcer' of the Kamakura-kai, symbolising the iron will of the group. One of the two lieutenants of the Oyabun, Ronin is typically delegated the task of neutralising any threat to the Kamakura-kai, whether through sheer intimidating presence, or as a last resort through actual violence.
Dressed in the suit and tie of the upper echelons of the Kamakura-kai, Ronin is only distinguished by his donning of a mask designed in the style of a samurai's facial armour (menpo), along with the Murasama blade that he carries with him at all times. Wherever he makes his presence known, Ronin represents the wrath of the Kamakura-kai, about to be brought down on the heads of its enemies.
Powers and Abilities:
1) Ronin is able to affect objects with his power via touch, imbuing them with a high frequency enhancement. This gives the object a "fuzzy" appearance, and also gives it exponentially greater durability and cutting power. Most often used on his personal weapon, the "10,000 Winter Nights" Muramasa blade, this ability is what makes Ronin one of the few Powers in Cape City who was able to wound the Fury Thalassa to any significant extent. He can also use this power on just about any object in his vicinity and use it as a makeshift weapon, from a wooden bokken to a laundry pole if necessary.
2) As an extension of his Power, Ronin may also imbue the same enhancement to his attire, using it as makeshift armour. Enhanced thus, this means his clothing can allow him to shrug off basic melee and projectile attacks; normal bullets would not penetrate, bladed weapons can't scratch him, and blunt trauma is barely felt. However, this does not make Ronin entirely invincible; a powerful enough hit can still pulp his insides through sheer concussive force, which was why he utilised hit-and-run tactics against Thalassa, knowing he would crumple like wet tissue paper to a strike from the Fury despite the protective aspects of his power.
3) The Muramasa is not just for show; Ronin is an accomplished swordfighter, and has put in years of training to acquire his skill. This, more than anything else, makes him a dangerous opponent in close combat; he is quite capable of dispatching his target while eschewing unnecessary use of his powers, which he often does to keep his instincts and training fresh, and avoid relying too heavily on his power.
SpoilerThe "Shield" of the Kamakura-kai
Level 1: [Martial Artist 1]
Powers: [Distortion Field 1]
Also known as the "Shield" of the Oyabun, Shifu acts as his personal bodyguard as well as his designated ambassador, symbolising the compassionate and sympathetic face of the Kamakura-kai. The other of the two lieutenants of the Oyabun, Shifu is the regular representative of the Kamakura-kai in most of the group's negotiations, and is never absent from the Oyabun's side when the latter makes one of his rare public appearances.
Dressed in an all-white Taiji uniform and the mask of a long-bearded old man, Shifu has a genial manner about himself, and is seldom seen exercising his Power for any reason; the nature of his Power makes him invaluable for the preservation of the Oyabun's well-being, thus the reason he is almost never absent from the latter's side in public. Only extraordinary circumstances could cause Shifu to exercise his Power away from the Oyabun's side; the best example being the Fury Thalassa's attack, where his contribution was crucial to saving the lives of many a Power during the event.
Powers and Abilities:
1) Generation of short-range distortion field in the immediate vicinity, allowing Shifu to redirect the momentum of all incoming threats, from firearms to energy weapons. While other defensively-oriented Powers may resort to protective measures like forcefields to block attacks, Shifu's distortion field works rather differently; it does not attempt to pit an immovable object against an unstoppable force, as much as it seeks to nudge the direction of said unstoppable force just enough to neutralise the threat. This causes more collateral damage, but otherwise means that individuals in Shifu's distortion field enjoy better protection than if they had sought refuge in the effects of most other defensive Powers.
2) To complement the effects of his distortion field, Shifu had taken up the practise of Taijiquan many years prior, and has proven to be a natural talent at the ancient martial art; it is this mastery that also inspired his Power alias. Combining the philosophy and techniques of Taijiquan with his power, Shifu's honed perception and instincts makes the use of his distortion field more efficient, allowing him to redirect threats to cause the least amount of damage at a split second's notice. This also means Shifu is as capable in close combat as his colleague Ronin, if on a more defensive basis; able to maintain perfect balance in battle, Shifu uses the effects of the distortion field and his martial techniques in concert to rob the enemy of their own balance, causing their blows to go wide of their mark, and typically go crashing to the ground soon afterwards.
3) If sufficiently pressed, Shifu can temporarily ramp up the effects of his distortion field, allowing him to safely redirect exponential threats such as falling rubble. This was best seen during the Fury Thalassa attack, where Shifu preserved a number of Power lives by somehow managing to redirect Thalassa's water-slamming waves on several occasions. However, this is extremely taxing on Shifu, and he is usually rendered indisposed for several minutes to recover after each such instance of extreme use of his powers.Total War Factions
SpoilerKamakura-kai <Cape City>
The Bloodwind <Icon City>
Atelier Lyrica ~The Alchemist of Spire~ <Spire City II>
West Trading Company <Boundless Isles>
Atelier Solaris ~The Alchemist of the Sunken Tower~ <Sunken Tower>
Avatar Credit: Kymme
- Join Date
- Mar 2012
Re: Cape City (OOC)Captain Hadron
The amazing origin of Captain Hadron!! It’s not an imaginary story! Neither a dream world!
The only, real story!
SpoilerThomas Arnsfield was born in England and studied finances.
1980; Somewhere between Paris and Los Angeles.
Thomas Arnsfield was having a good day. He had just finished his divorce, moved his assets to America, and was looking forward to a new life, close to the Pacific.
The pilot’s voice came out of the audio:
“Ladies and Gentlemen, we will experience some turbulence. Please, put on your seatbelts”
Thomas fastened his seatbelt, but didn’t pay too much attention. He kept on drinking his champagne. First Class was something, even in this economy!
In that moment, the lights turned off. The plane started to go down fast. The people panicked. No voice came from the intercom, only the cries of the passengers were heard…
And that was only the beginning.
Thomas felt a sudden crash, and everything went black. He woke up in middair, still on his seat, gasping for air. It must’ve been less than a second, because he managed to see what had happened.
His plane was falling fast, and somehow it had crashed against other plane, that was also falling.
“A crash? But the failure was before…”
He couldn’t feel the air, and he saw the floor coming to meet him fast. He felt strangely calm, and he wondered why hadn’t he passed out of the decompression.
That’s when he saw it. An almost invisible circular barrier was surrounding him, and he could feel it. He felt the potential, the possibility to adapt it to any possible use.
He couldn’t understand how, but he managed to control the forcefield to stop his fall. He fainted out of the effort, and was found the next day amongst airplane remains.
The doctors couldn’t understand how he had remained unharmed. “A miracle” they said.
He knew better.
But for some time, he had a lot to worry about. He lost most of his money on the subsequent “Stone Age” crisis, as he called it.
He worked hard, and managed to recover enough money to open a small banking company.
In that moment, in Christmas ’80, he was contacted by Architect.
He had heard his history, and had read between the lines.
“You somehow developed Powers. I’m not sure how, but you did. This is an important time for America.
The Union Party is attempting to reunite the Country, and Cape City is in need for honest Powers. I could see that you get a place there, provided you train and help us maintain order”.
Thomas thought about it. He had lost most of his family, money, and friends. He was seeing the world burn down, over something he didn’t even know it existed. He yearned for Justice.
He agreed, and fought as a masked hero to help reunite the country.
After Architect disappeared, he moved to Cape City. Something had happened to his mentor, and he wanted to find out what.
He has been working in Cape City, as a successful businessman during the day, as a Cape during the night.
Impressive StoriesCaptain Hadron
Episode I: Escape from Los Angeles
"I remember waiting for repairs for six hours, before surrendering and leaving the van with the equipment behind.
cammeras and microphones are not worth their weight when EMP destroys all electronics.
Our work changed dramatically after that. We went back to notebooks and pens. I was a cammeraman, but one of the reportesrs resigned and another one was killed, so they promoted me.
I was the only reporter left on LA when the Battle came. Las Vegas was in order, and a newspaper there paid me for delivering them data.
The day of the battle.. I remember. It was not cold yet, but winter was coming. The Military and some emergency Cape teams were moving around, seeding the gangs out, and providing food.
People were restless, still. The Gangs were stealing about half of the food and almost all of the meds.
The Government Task Force had taken over most of the coast, and many refugees were flocking to the ports.
I had a tent in the beach myself, until they robbed it.
The Task Force created a Security Belt, protecting the refugees behind them.
We can't talk about the battle without talking about AU [Anarchy United], and SV [Sons of the Vanir].
It has never been a secret that the only thing the nazis hate more than ethnic minorities, it's anarchists.
They had some fisticuffs, but in the end they were separated by the first Cape teams deployed into the City. The SV kept the mainland, and AU was divided in several cells, between the refugees and SV.
The Brainiac Crisis was the first problem. A mind-controlling cape named Brainiac created an army of mindless zombies and advanced east. Some of the Capes that were in the Task Force Containment Belt were sent to take him out.
SV took the chance and made an attack. They were specially interested in all the latin refugees, who were stacked at the ports.
Some of AU attacked the Government forces too, but others colaborated with the Government capes. I swear, I'll never understand the anarchists.
The sons of the Vanir broke the line, and some of them reached the Docks. The government Capes were falling left and right, and the fighting lasted to the night.
I was surrounded by some of the SV gangsmen as the sun came down. I remember Panzer; one of their lieutenants.
He was a Cape. Super strong and bulletproof. He carried two machineguns, he thought he was ****** Rambo.
Well, the thing is, a small group of refugees and I were escaping and they surrounded us. We heard Panzer telling them to leave us to him.
He prepared his machine guns, but that's when the miracle happened. He fired and the bullets stopped in the air only a meter before us, like they were hitting an invisible wall.
"WHO IS THIS?" He roared. The only response was a force bullet, that he stopped with his chest.
"Interesting" said a voice behind us. It was a Government Cape. He was dressed in a plain black suit, that appeared to change color when he used his power.
His face was entirely covered by a mask. He had a simple simbol: A red hidrogen nuclei, drawn crudely in his mask.
"You are Panzer, is that right?"
"I am. Who the ****** are you?"
"You can call me Hidden Mariachi. Or the Immortal Mohel. I think you'll be Nazi Pig from now on.
Would you like that, Nazy Pig?"
I saw Panzer going red. He was furious! I had never seen anyone that angry. He charged and passed the bullet-stopping forcefield, while the government Cape floted back. He started to thoot at him, but the bullets were stopped in middair.
"You should stop there, don't take another step. you are under arrest."
"GO TO HELL!!!" He charged once again, throwing his machineguns to the ground.
What happened next was horrifying. We had not seen it, but the Cape had made a force field on the floor around Panzer. The minute he stepped on the force field, it closed around him, restraining him. Panzer was trapped, and fell roughly to th ground. He made a great effort trying to escape. He was probably screaming (At least I think so from his expression) but no sounds came out.
"I realize I probably can't crush you, Nazi Pig. You are too strong. But you can't escape either. You know what can't enter the forcefield if I don't want to? Air."
Panzer started to gasp for air, nad he fought harder to escape. It was useless.
The remaining SV members, partially recovered from their shock, started to close in, only to see that more Government Capes were coming. They decided it was better to run.
"I'm Captain Hadron, scum. Remember the name, even if you last five or ten minutes only"
He launched an array of force spears against the gangmen, that escaped bleeding and in pain.
Captain Hadron's companions joined him and congratulated him. He talked to his commander (Rocketeer Jack was his name).
The words "summary execution" and "suffocation" were exchanged. They both nodded.
The Capes created a perimeter, and protected us.
I saw Panzer expire minutes later, blue like the sea. He was exhibited as an example to the Sons of the Vanir. His death, along with the beheading of Grandkaiser (By Redhamer of UA), and other deeds were cardinal in breaking the morale of the Gang.
I had the chance to interview Captain Hadron, and learned that he was part of the newly formed "Cape Militia's First Legion". They had just finished training, and the Government had been waiting for a chance to deploy them.
The Government had sent the Legion to reinforce the Los Angeles Task force. It was clear that the Legioneers they had been hastily trained, but they were effective and ruthless. They were specially prepared to break manifestations and take out gangs.
They received some flack later for their methods, but that day they were the heroes. And so was the story.
Captain Hadron was honorably discharged from the Legion when the war ended, and went to Cape City.
He is still fighting crime there, I hear.
I left on LA '82, and came to Miami. I wanted to get as far from that hellhole as possible."
Impressive StoriesCaptain Hadron
Episode II: A mysterious killing
In which we introduce the Captain's Alter Ego, Mr Thomas Arnsfield.
First of a trilogy!
SpoilerThomas Arnsfield entered the Arnsfield Consulting company building in a hurry. The police was outside, and while he was allowed to enter the building, nobody wanted to tell him what had happened.
The white siluettes that were drawn in the floor in front of the building, and the bullet holes in the wall spoke of an ugly tale there.
He stopped for a second to check on a bullet case in the ground. He called a policeman and pointed it out to him. He didn’t need the case, he had seen enough (9mm parabellum, many shots, close between them. Semiautomatic weapon, probably a Uzi).
The tire marks on the ground spoke for themselves, also. A motorcycle (Honda? He thought he recognized the tire marks) had left in a hurry
His secretary, Jean, was the first person he encountered
“Jean, Hi. What’s going on?”
Mr Arnsfield was a 35-40 year old man. He had a receding hair line, but wore no glasses. He wasn’t too tall, but it was easy to see he took care of himself.
Jean started to cry. She had about the same age as Thomas, and was a small, sweet woman.
“Oh, Mr Arnsfield! It was so horrible! Poor John, John West from accounting! He had just got out of his car, to enter the building! And that motorcycle came out of nowhere, shooting!”
“Oh, my God! Did you see anything?”
“No, Mr Arnsfield, I only heard the shoting!!”
Thomas Arnsfield knew what to do. He gave everyone a day off. He picked up the employee resume. He had some visits to do.
He made some questioning in secret, here and there. This had not been an attack on him (Which was good. It proved he wasn’t known); but it was still worrying.
A Gang attack, in the inner City?
He had heard about the problems in the Outer City. The new problems, he sadly reflected. There were always problems in Outer City.
The gangs were recruiting Inner City boys, using them to gain leverage and fight their turf wars.
However, this wasn’t the work of any known Gang.
There had been five attacks that day. All of the targets, civilians. All of them, with troubled children. In all cases, a motorcycle and a Uzi; and somehow had slipped by the police and the Inner city powers.
It seemed there was a new power in town. But who?
This was a work for Captain Hadron.
Impressive StoriesCaptain Hadron
Episode II: A mysterious killing 2
Anyone could be the killer!
Second of a trilogy!
Spoiler”Green, what do you have for me?”
“Huh. It’s you again. When is the costume party ending? I wonder when are they going to unmask you and throw you in a cage.”
Dr Howard Stannis Green, from the forensics Unit of the Police Department. He was an old acquaintance.
He disliked most capes; but the Captain had made it through his bitter, caustic crust only to discover that the core was… just as acid and bitter.
But he was a professional, an expert on his field. The Captain liked him.
“Come on, Howard. I’m not playing games. You know there’s been some gang killings.”
“Yeah. I’m going to begin one of the autopsies now. I’m only discussing with you because I feel like I’m going insane.”
“Are you going to do an autopsy on the corpses? I thought they had died of gunshots? And what’s that of you going insane?”
“Well, I’m not sure what happened. The bodies started to turn up here in the morgue, and everything was normal. I took some photos of the gunshots, and some X-rays. I wasn’t going to cut them open. With a bullet hole, you already have a cause of death.
Then, about 10 minutes after they entered; the wounds just disappeared.”
“You heard me the first time. The bullet holes were gone. And it gets better. The photos didn’t show any wounds. I checked the clothes. No bloodstains, no holes… And I swear, they were stained when the corpses came here.
They are still dead, though.
I asked my superiors, they ordered me to make an autopsy. I already made the first one. I came up with nothing. All the organs were normal; even those that should have been pierced by the bullets. But the patients were dead.”
“I think one of your kind is involved. Wounds don’t just disappear, you know!!”
“Can I see them?”
“Sure; you can. I’m starting the last guy’s autopsy. His name was…” (He looked at a chart)
“West. John West. He worked at a Company, here in town. His kid had some gang problems or something.”
“They all did, to some extent. I already talked to the Lieutenant. His kid had been involved in some of the riots, last month. A couple of people got killed, there was an upheaval.
The kid is clean now, going into one of those City Recovery Programs.”
“Well, the Gangs don’t seem to be happy about that.”
“No they don’t Howard. No they don’t”
This had just become more complicated
Impressive StoriesCaptain Hadron
Episode II: A mysterious killing 3
Guess who the killer is and win a prize!
Third of a trilogy!
Captain Hadron, Episode 2C
SpoilerA cape that could make wounds disappear? How?
The Captain’s mind flew ahead. West’s corpse left no doubts. He had not been wounded. And yet his secretary was sure he was.
He had seen the bullet holes on his building. That had not been an illusion. Or had it?
He took a walk by the crime scenes; and noticed that the bullet holes in his building had vanished as well.
Queen started to sound in the background. “Bohemian Rhapsody”; of all possible songs.
That’s when he remembered the cameras.
Most of the buildings in the financial sector had security cameras. All he had to do was to appear in costume and ask to see the tapes.
And in every tape, he saw the same thing. In every crime scene, a man was walking by. He never took cover, and it was always the same man. You never saw the motorcycle or the shooting, but the bodies contorting and falling to the ground.
“It’s all an illusion!”
“It is not.”
Who could be the misterious killer? Will captain Hadron survive this encounter? Guess who the killer is and win a popsicle! Send the coupon with the killer's identity and find out in our next issue!
Captain Hadron, Episode 2: The Grand Reveal!
Did you guess the identity of the killer? Good! You can be a superhero, just like captain hadron!
SpoilerCaptain Hadron turned around, to see the man in the tapes right in front of him.
“How interesting to find you here. I knew the Police would think of the tapes, so I was taking care of them. You were faster than them, though.
It’s too bad, it seems that the Gangsmen will take another victim.”
His mind wandered, and he started to prepare his shield.
He needed time.
“Can you summon Gangsmen? Are you a teleporter?”
The man laughed. He had worn, tattered clothes. One could have taken him for a beggar.
“Oh, no, you silly! I craft them from my imagination. They are flesh and bone. The bullets they shoot are real. They all disappear after a while, mind you. But right now, they are very real.
And they aren’t the only thing I can create. I’m sure you like Lovecraft.”
The Captain heard something behind him, and looked down to see tendrils coming out of the floors. It had a strange glow, and temporary eyes formed and disappeared as they crept. The tendrils were holding his legs in less than a minute, and they crept up. The Captain felt when they started to come up, and created a forcefield to stop them.
“Ah, I know your powers, Captain. Forcefields won’t stop my creatures.”
The tendrils passed right through the forcefield, and Hadron started to feel desperate. The indescriptable creature slowed its ascent.
“I’m sure you want to know why… Some months ago, I had a job and a family. A son, and a wife. And one day, some kids decided to riot. They started to throw stones at my house. So I killed some of those kids.
My wife left afterwards. She said she couldn’t believe I would get to that point. Said I needed help. She called me a psychopath! Can you believe it?? Me, the modern God, the Creator of Wonders; a psychopath!!!!
Now I want revenge... Sacrifices. Those kids robbed me of my family, so I'll take theirs away! Nobody will stop me!
And now, a new sacrifice for my Divinity… You. ”
“How did you get here?”
“You. How the hell did you get here?”
The Captain loved villains who gloated. They always gave you time to think.
“I… I hid”
“With that sewer smell you carry with you?”
“There is no smell”
“There’s not, because you are cloaking it now. You are a psychic! Crafting? You must think I’m a real fool.”
The creature vanished in front of the captain’s eyes.
“Not only a psychic, but a weak one. Your creations exist only as long as the people who see them believe in them. And they stop existing when you stop to think about them!!”
“No.. But… I’m… You can’t!”
“Oh, I think I can. And I will.”
The fight was short. The Captain was furious because he had almost fallen for that trick, so he didn’t use his Power. However, he gave Illooser (As that villain was known from then on) a very sad and concussive reminder of how much a well fed and angry man can beat up an underfed, fearful one.
The Police took care of him afterwards, with proper countermeasures to his power.
SpoilerHARD STATS 8
Powers: 3 [Fundamental Force Control].
SpoilerThomas, during his training with Architect, took the name Captain Hadron. He can create limited forcefields.
He is unable to use the power to interact with living beings (I.E he is unable to make a Dr Manhattan on them), but he is capable of launching small forcefields as projectiles.
He is already able to fly, to generate a shield to protect himself, to generate thunders and concussive air currents.
SpoilerHis day-personality has a small consulting business, that is generating constant revenue.
Database: 1 [Powers; People]
SpoilerCaptain Hadron’s experience has allowed him to gain knowledge on the powers of some of the city Capes.
SpoilerCaptain Hadron is recognized as a successful, law-abiding Cape.
Morale (Hard) : (+ 2)
Assets: 1 [Start in Cape City]. Start in Industrial district, Bank Industries.
Traits equal to [Hard Stats  minus Power Stat ]/2 = 2 TRAITS
Morale Trait: [Fast thinker] during the fights to reunite the US, Captain Hadron encountered several dangerous enemies. Anarchists, psychopaths, supervillains. It wasn’t just his power what allowed him to succeed, but his ability to manipulate and outclass them by thinking.
Information Trait [Detective] Captain Hadron is an expert researcher, and can find many details regarding misteries with little trouble.
SOFT STATS 40
VIP: Level 5 [20 points]
Cash: 8 
Influence: 6 [Law Enforcement]
SpoilerCaptain Hadron is recognized as a strong, smart Cape. –With strength comes respect. He is known in the Superhero Community, and has a few friends in the Police.
Tech [Asset]: 5 [Hadron Suit]
SpoilerCreated during his training, with help of his power, the Hadron Armor adjusts perfectly to his power, augmenting it and allowing Captain Hadron to generate a background defensive forcefield.
The suit comes with a full Repairing Kit.
Morale (Soft): 5
Last edited by Ragnar Lodbroke; 2013-04-19 at 10:32 AM.
- Join Date
- Jun 2010
- Great Britain
Re: Cape City (OOC)
Wealth:1 [Death or Taxes]
Information: 3 [Watching the Streets] [Database; Powers (People) 2] [Database: Outer City 1]
Morale: 2 [No Surrender]
VIP:15 (1 Level 5)
Influence: 2 (Council)
2: (Mercantile Gang)
[Death or Taxes]: Somewhat bizarrely for a criminal gang, Maestro's men don't seem interested in drug peddling or most other petty money-making schemes that tend to fund a criminal enterprise. Instead, his men collect what they call 'taxes' but effectively works out to be a protection racket. His local area thoroughly cowed, the gang has a very reliable source of income.
[Watching the Streets]: In the modern age, any information gatherer worth his salt is a hacker. Maestro, however, prefers a somewhat more antiquated approach of paying a network of informants and spies to report in to him. That said, having a man on every street corner in the outer city has its advantages...
[No Surrender]: Under the leadership of Maestro, failure is not an option. His men will fight to the last breath, as long as it means they don't have to report their failure. Maestro's gang is extremely resistant to Morale loss.
Level 5: [Strategist 4] [Fast Thinker 1]
Description: Maestro is, as befits his name, possessed of a certain flair. He has a fondness for formal wear, and is rarely seen without his customary bowler hat, atop his long dark hair. In spite of the flair for the theatric, he is, in truth, not much to look at, overly tall, often unkempt, and in possession of a serpentine smile. He makes no attempt to hide his face on the rare occasion that he appears in public, but it has yet to be matched to a name. More due to indifference than impossibility.
History: Maestro is one of the myriad criminal lords of the Outer City, carving out a slice of territory in Tinwell Street, where his gang quietly exact a toll on the residents near the Walls. The gang is a new one, and their rise has been sudden and great, springing up from nothing when the villian Maestro arrived in the city.
The gang itself is clearly just an extension of whatever agenda Maestro is pushing, held together only by force of personality, and by a steady supply of cash. Maestro himself is a European import, an Anglo-Italian with known links to the Godlike.
He first appeared in Greece, taking part in a high profile robbery. From then, his attacks turn more political, but it remains unclear what exactly his powers entail. He was a follower, not a leader at this time, and his attacks seemed to use conventional weapons.
His associations with the Godlike ended rather explosively, and his falling out with the power supremacists ended with his incarceration and extradition to the UK.
The villain made his escape well before he ever reached the British Isles, however, and one hijacked plane, several bribes and a cross-country jaunt later, he went to ground in Cape City, taking advantage of the chaos to forge his own criminal gang.
His aims? Unclear. His power? Unknown. But sources agree, Maestro is a man to watch.
Last edited by Imperial Psycho; 2013-05-06 at 03:28 PM.
- Join Date
- Apr 2013
Re: Cape City (OOC)
SpoilerChris Long was on his way home from a long day of work, one hand holding his briefcase, the other texting his wife. He didn’t pay much attention to the where he was walking, so when the shadowy figures drifted to either side of him, he didn’t really notice. Before he knew what was happening, they were pushing and pulling on him, steering him into a darkened side street. As soon as they were off the main road, they stopped playing around. He was thrown to the ground, one of the assailants pushing a knife against his throat while the other grabbed his phone, pocketing it.
“You move a single muscle, we start taking more than your fancy toys,” the thug with the knife growled. He reached down with his spare hand to grip one of Chris’s fingers, just to make sure he got the point. “What the…”
The thug ripped a bright blue ring from Chris’s little finger, holding it into the light. “Dammit,” he breathed. “Let him go! He’s in the Cult!”
“What?!” shouted the other thug. “****, I didn’t… grab his case and let’s go!”
Knife guy took a few steps further into the alley, bending down to pick up the thrown briefcase. When he stood and turned around, he came face to face with Chris. He was carrying himself completely differently than he was just seconds ago, a wide grin on his face. Behind him, the second criminal was sprawled on the ground, clutching at his nose.
“Going somewhere?” Chris asked, with a confidence not fitting his scrawny figure.
“Out of my way, freak,” the thug snarled, trying to barrel past Chris. The businessman caught him by the throat, lifting him off the ground with inexplicable strength.
“This man is under my protection,” Chris declared, “along with all the other good people of this city. No matter where you are, no matter who you decide to antagonize, I hope you remember this: it’s me you’re picking a fight with.” Before the thug could react, Chris thrust a knee into his gut and tossed him on top of his friend.
Then Chris nearly fell over, bracing himself against the closest building. He looked around for a moment, bewildered, before putting it all together. He retrieved his phone, his briefcase, and most importantly, his ring. He gave it a grateful kiss before slipping it back onto his finger. It was the least he could do to thank Mr. Unity for stepping in.
Information: 1 (Outer City) [Eyes and Ears]
Reputation: 2 [Justice for All]
Morale: 4 [United in Cause] [Heroic]
Followers: 25 (Cult of the United)
Cult of the United: Enough of Cape City’s inhabitants have heard of Mister Unity that it quickly became clear that the more of them who joined his cause, the better a hero he could be. The Cult of the United is a public organization of citizens who declare their willingness to let Mister Unity use their body, if he needs to. Individually, they can’t do much, but when there’s a United citizen on every corner, Mr. Unity can be the first responder to most crimes.
Eyes and Ears: Every member of the Cult of the United is a potential spy. The most dedicated carry an emergency signal that sends an alert to Mister Unity himself when activated. If they happen across a crime in progress, or notice some off-duty villains carelessly discussing their plans, he can take over to hear and see everything they would. Nobody suspects the average Joe.
Justice for All: Mister Unity relies on the people’s image of him, and he knows it. He is a kind and just hero, always standing up against crime, no matter how great or small. If you’re in trouble, you’re a priority to him.
United in Cause: He’s a hero to everybody. Most people in the Cult of the United say he’s stepped in to save their lives at least once. It’s easy to stay dedicated to a guy who can save you from trouble and make you look like the hero.
Heroic: As much as the people depend on Mister Unity, he carries a heavier burden from his own expectations of himself. With so many people counting on him, believing in him, how could he ever let them down? His resolve is borderline unshakable, with the faces of his supporters always fresh in his mind reminding him that he can never give up.
Level 3: [Intervener 2] [Cult Leader 1]
Powers: [Willing Vessel 3]
Ask anyone on the street who they can count on to save them in a pinch, and they’ll…well, they’ll probably say Captain Hadron. Ask the next person, or maybe the one after that, and they’ll say “Mister Unity.” He may not soar above the city or shoot lasers from his eyes, but the people know they can count on him to be there. When they get pulled into an alley to be mugged, then suddenly black out, and wake up standing over the unconscious form of their attacker, they know how to thank. And then they tell their friends to Unite with them.
Willing Vessel: Mr. Unity has the power to send his consciousness out of his body, leaving him comatose while his mind is free to take control of someone else. Ordinarily, this mind control would cast him as a sinister villain, but there’s a limit: he can only use someone’s body if he has their permission. To this end, as much as the people count on him to help them, he counts on them to build up his versatility through the Cult of the United.
See faction bio: jumping in to save an ordinary citizen from muggers.
Jumping into a Cultist who happens to have stumbled across a villain’s plot.
Jumping into a police officer who’s in over his head pursuing a supervillain
- Join Date
- Jun 2010
Re: Cape City (OOC)Robin
SpoilerEmily tapped the man on his shoulder. What was his name? Micheal? Micky? He turned abruptly in his chair, giving her a disdainful glare.
"You again? Thought I told you not to come up here during work hours"
"Where's Robin? She was supposed to meet me for lunch."
"Slacking off again. Went up to the roof about an hour ago."
Emily swore, racing for the elevator. Pressing the button, it opened immediately. Emily jumped in, grateful it was empty, sending it up to the top. Though it only took a few seconds, the journey felt like hours, Emily's heart racing in her chest.
The roof was an exposed expanse of flat stone. A low wall ran along the edge of the roof, barely two-feet off the ground. Robin sat on the wall, her feet dangling over the edge.
"Robin!" Emily had to yell over the harsh wind.
Robin stood, standing up on the low wall, her back to Emily.
"Oh. You're here. Going to give me a push?"
"No! Robin, come down from there."
"Why? Michael's going to fire me you know. It's not a real surprise. Can't do anything right"
"It's not your fault."
"Isn't it? How many jobs have I lost now? Doesn't matter how hard I try, I'm not good at anything."
"That's not true. You're smart, and one of the most caring people I know"
"You're lying. You always lie. You don't really like me. No-one does. My family disowned me. I don't have any friends. You just pity me"
"I do like you Robin. I'm here for you. We can work on this together. Things will get better."
Robin turned, facing Emily. Tears running down her face, she looked Emily straight in the eyes, silent for a long moment.
"I don't believe you".
Robin dropped backwards off the edge of the building.
SpoilerThe ambulance arrived a few minutes later. A crowd of people were gathered around Robins body; Emily crouched over her, hugging the body in a fit of tears. The paramedics pushed their way through the crowd, having to forcibly pry Emily away from the body.
The paramedics checked the body. The fall had been from the twelfth story, there was no real chance of her surviving. Near every-bone in her body had shattered. A large pool of blood showed a few had torn right through the flesh
"She's still got a pulse!" one of the paramedics yelled. Shocked, he checked again.
"It's thready, get her onto the van"
The paramedics lifted robin's body up onto a stretcher. Emily got into the van with them, setting off for the hospital. The paramedics performed CPR, and began tying up the bleeding cuts, trying to keep Robin alive long enough to reach the hospital.
The ambulance arrived at the hospital a few minutes later. A team of medics was waiting to take Robin to surgery. Emily followed along, silently watching her friend, not speaking to anyone. The ambulance staff moved Robin onto the medics stretcher, helping push it down the corridor.
"You said she fell off a building?"
"Yeah. A dozen stories high"
The surgeon looked at Robins body incredulously.
"She's in remarkably good shape....take her through to surgery room two."
Emily was led through into an observatory, overlooking the surgery room. Robin was lifted onto the main bed, wires attaching her up to a rack of machinery read a stable, strong pulse. Cutting through her blood-soaked clothes revealed serious bruises along the entire backside of her body, and dozens of small cuts, though nearly no bleeding.
"No signs of internal bleeding. Let's get an x-ray."
Setting up a full-body x-ray took a couple minutes. One of the surgeons looked the results over as they came out the machine.
"James, you need to see this."
The appendicular skeleton was as one would expect. Arms, legs, pelvis and shoulders shattered, the larger bones broken in several places. The axial however was...odd. The skull had evidently been shattered, but appeared to have been put back together and given a few days to heal. Same with the spine and ribs. Those around the heart and lungs seemed to be fully healed.
"What...is this? .... We need to have a look inside."
The surgeons prepared the tools, placing them around the body.
"We'll start at the shoulders... left side."
Cutting into the left shoulder, the surgeons exposed the bone, preparing to set the fracture. Both surgeons jumped back in shock.
The bone was slowing, but surely repairing itself, fractures visibly repairing themselves of their own accord.
"**** She's a cape
Robin: Power 8, VIP II
SpoilerRobin is a mental cape; a macro-empath; her powers revolve around empathy and mental healing.
She has a sixth sense, allowing her to feel the minds of others. At long distances she can sense intense feelings of hate and compassion. At closer distances she can pick up weaker feelings, and identify the cause of these feelings. At close ranges she can also sense and identify mental conditions.
She can create a field of mental energy around herself, that suppress hateful thoughts and amplifies feelings of empathy. The field can be impressively large, affecting hundreds of people at a time, or focused to strongly affect powerful individuals. The field can be enough to stop battles in their tracks, hardened warriors unable to bring themselves to do harm. Or it can bring aid to those who desperately need it, damaged communities standing together as as a group to rebuild their lives.
In close proximity, Robin exhibits another power. She can reach into a persons mind, getting a better understanding of their motivations and feelings then she can with her raw mental senses. From there she can change things; curing mental conditions, cleansing hate from a persons mind and replacing it with compassion. Criminal gangs, psychopaths, murderers and supervillians, give up their old life, make amends for their crimes, and take up the fight for the cause of good.
As with any cape that affects the brain, Robin has a degree of fear among the populace. She seems to have only done good thus far, but her fragile mental state is well known. Many wonder how terrible she could be if she used her power for the reverse effect, turning heroes to evil, and spreading hate and destruction.
Followers and Influence:
Robin has a massive following in the outer docks, particularly the residential areas worst damaged by infighting between the various gangs. People flock to her, seeing an alternative to the power-mongering gangs. A chance to rebuild what they once had. Robin unites these disparate people into one community, everyone looking out for each other, working together to make a better life for themselves.
The community lacks specialization, but is very diverse, people of nearly all professions and backgrounds are represented. They lack in soldiers, since most of those are taken by the gangs, but they're capable of practically everything else.
- Join Date
- Feb 2012
- Sinister Intent
Re: Cape City (OOC)
LOCKWOOD-COBAN AUGMENTED INDUSTRIES
(LCAI official mesh site, accessed January 10, 1985)
Lockwood-Coban Augmented Industries has since its inception been the final word in defense solutions for a superpowered world, from home security systems to police enforcement and military contracts. Our bleeding-edge technology is tempered with a strong sense of business ethics that lets you know you are always dealing with someone you can trust with both your money and your life. Whatever the danger, whatever the threat, Lockwood-Coban's top-of-the-line products will keep you safe.
Whether you are a private citizen worried about the safety of your friends and family, a police force dedicated to keeping the peace or a government in need of the latest in defense technologies, LCAI has a solution within your budget capable of resolving any issue brought to the table. With Lockwood-Coban by your side you need never face the dangers of the world alone.
Gear up, friend.
Shareholder Report (Q1 1985)
(Internal Use Only)
Wealth: 2 [Military-Industrial Complex][The Numbers Man]
Information: 1 [Technology 1]
Technology: 3 [Tomorrow's War][Genius Inventor]
Reputation: 1 [High Quality]
Assets: Cape City Residency [1 hard point]
Followers: 12 (Scientists, Factory Workers, Security)
Cash: 10 (Doubles to 20)
Influence: 3 (Military-Industrial Complex)
Military-Industrial Complex (Wealth): Lockwood-Coban is one of the major players in the international military-industrial complex and supplies weapons, armor, vehicles and other gear to an extensive client list worldwide. In the current climate of warlords, supervillains and rogue states, their wares are more in demand than ever before.
Tomorrow's War (Technology): Lockwood-Coban is at the forefront of design and development for the equipment that will be seen on next year's battlefields.
High Quality (Reputation): Lockwood-Coban products are known to be extremely good at what they set out to do--even the cheap ones.
Genius Inventor (Technology): While Jeremiah Lockwood may have the personality of a frat boy, he is one of the top combat system engineers and inventors in the world today.
The Numbers Man (Wealth): Benedikt Coban is the man who made Lockwood-Coban into the giant of industry it is today. Rumors that he has personally been around since the founding of the Cold War spy-gear company Coban Industrial in 1953 should not be believed by any rational person.
Jeremiah Lockwood (Level 1 Inventor): The mind of an absolute genius with the mentality of the college student he was when he made his first breakthrough, Jeremiah "Jeremy" Lockwood is the tech-focused half of the duo that makes LCAI great. He has great enthusiasm for high technology, weapons and armor development and beer, and has an inordinate fondness for his old alma mater, Cape City University.
Benedikt Coban (Level 1 Businessman): The business half of the partnership, Benedikt Coban is the latest in a long line of Coban captains of industry who have made and lost more fortunes than can be counted. He is a stern man with a perpetual frown on his face, seemingly the opposite in temperament to his perpetually cheerful colleague. How Coban and Lockwood have managed to work together this long without Coban trying to strangle Lockwood is anyone's guess; the two of them even appear to be close friends, of all things.
Lockwood and Coban: Saviors of the Union or Supervillain Profiteers?
(Time archives, March 1983)
American soldiers were issued new body armor last month of a make never before seen anywhere on earth. It was a sleek and almost organic design, a far cry from the bulkier suits of yesteryear, each one stamped with the logo of Lockwood-Coban Augmented Industries across the interior of the chest piece. This new armor, with enhanced ballistic properties understood only by a few men in a Cape City laboratory, was credited by anonymous Pentagon sources with saving the lives of many of America's finest when the reunification effort turned bloody in Bellest, Virginia just a few short weeks ago. Lockwood-Coban representative Michael DuLac is far more talkative, saying that casualties would have been a full thirty percent higher had it not been for the new armor. In a public statement after the Bellest engagement he stated that "Thanks to the purchase of our products and the tireless work of our scientists, American soldiers have reclaimed their place as the world's best equipped fighting force."
On the face of it, this claim seems to be entirely factual. The United States army is, along with their traditional M16 assault rifles, carrying LCAI freeze-lock munitions, advanced armor and communications systems that do seem to have been giving them an edge on even some powered opponents. The L-C HT-36, the most notorious new weapon in their arsenal, certainly has, and it is here that the darker side of Lockwood-Coban begins. While freeze-lock, speck grenades and MindWatch neural helmets may not yet have entered the public eye, the HT-36 has certainly made an impact. You may better recognize this particular weapon by the monicker "Herokiller," which was applied to the line after an older model was used by a member of the Killarz gang in Cape City in a recorded execution of a local superhero. Lockwood-Coban has vigorously denied any sales of weapons to the gang, and a subsequent Interpol investigation found them innocent of any blame, but the fact remains that a Lockwood-Coban Hard Target Model 25 that was in no way supposed to be there still found its way to that dark Cape City street. Some rumors on the Mesh suggest that LCAI was equipping the gang with prototype weaponry in order to get live-fire test data, which seems unlikely, or that the weapon used was from the so-called "grey market," where companies offload defective or excess stock to arms dealers who then resell them to people--such as the Killarz--who don't mind buying damaged goods as long as they're cheap. While Lockwood-Coban has long denied participating in this practice, the presence of the Herokiller in the hands of an Outer City gang member suggests that someone, somewhere along the line, is being less than honest.
Story continued on page 36...
LCAI Q1 Preferred Client Catalog: 1985
(Downloaded from #gund3v 5 "Red" mesh server 00:03:28 before file deletion)
This publication is meant for internal use and favored clients only. Any redistribution beyond this audience will be met with the full force of the law and possible intervention by LCAI security. This file will delete itself from any non LCAI-authorized Mesh server after fifteen minutes. If you are an authorized user and your catalog file self-destructs, please contact your LCAI customer service representative or any sysadmin.
Lockwood-Coban Hard Target Model 42: The next generation of this now-classic design features heavier chambering than previous models to better take advantage of the new integrated SteadyHand recoil management system. Older ammunition will still work with the HT-42, but we are also able to supply heavier rounds that can take advantage of the improvements the new chamber design offers. Due to popular demand the ability to fire standard lead ammunition has been reintegrated this iteration of the weapon system, though depleted uranium is still the round of choice for those truly dedicated to removing powered threats.
Lockwood-Coban "Furykiller" FK-22 Cluster Bomb: The latest iteration of the weapon system favored worldwide for defending against Fury attacks when all else has failed. Tungsten discarding-sabot munitions break from the casing of the main bomb and accelerate to supersonic speeds, easily penetrating the target to detonate for maximum damage to the bioweapon or other armored target. For additional peace of mind, a new generation of smart targeting system ensures that the 1983 Buenos Aires friendly-fire incident will not happen again.
Lockwood-Coban Tactical Model 65: This next-generation assault rifle is perfe$c^% or #$^|||||||
Last edited by Zemalac; 2013-04-20 at 02:10 PM.
- Join Date
- Jan 2007
Re: Cape City (OOC)
Splicer and Chimaera, Backstory
Christopher Blake was always a brilliant scientist. Zoology, genetics, biotechnology, pharmaceuticals, he had mastered the lot of them.
He just had one problem. He didn't know where to stop. A transhumanist by heart, he always believed that scientists should be freed of constraints, so that they could finally get to work on solving humanity's real problems. Scarcity of resources. Immortality. Free energy. If only those bureaucrats would stop imposing restrictions. Surely, the ends would justify the means.
His employments in various corporate and state-owned laboratories were never long. Everyone seemed to agree that he was a genius, but also that he refused to follow orders, to work with others who did not agree with his ideals and that he was, quite frankly, insufferable.
But while he was moved from one position to another, he always stayed, at least nominally, within the limits. The law never quite got to him.
Until he fell in love with a dying woman.
Charra was her name, and she was his patient, then his wife. Cancer was eating her body, metastasis had set in, and even if all the tumours could be removed, she would lose half her body in the process. The disease could only be halted with conventional science, but not stopped.
Blake ate his shame and went begging to the authorities. He could see a cure, in his head. It would be radical. It would be illegal. It would require human trials. But it would save her. In the future, maybe it would save may others.
He went over the edge. Many details of the following weeks are classified, but there were victims involved. Blake claims, to this day, that they were volunteers, that they were killed in the crossfire when capes showed up to arrest him in his lair. But the pictures went around the world. Blake had created monsters. They were mishappen, inelegant, these first few trials. More lumps of flesh, badly grafted together with too many limbs, not the sleekly moulded splices of his later career. No one quite knows how he got his hands on eight cows, two lions and an elephant, though it's suspected a bank robbery and a quiet corrupt circus director were involved.
Splicer, as he was called now, was a wanted man, when he took shelter in the outskirts of Cape City, hiding in the sewers. But at least his Charra was cured.
Dr. Christopher Blake, aka Splicer
SpoilerA man in his late thirties, small, slight of build, with a nervous twitch of his hands and a giant passion for long, rambling speeches about the power of science and the human intellect.
How much of his power is supernatural and how much is simply applied technology is not quite known. It lies in creating Splices, new life forms combining aspects of two or more animals. He is never without a few of his more successful creations.
An extraordinary feature is his deep love and trust for his wife, Chimaera. He adores her, and would, quite probably, do anything for her.
SpoilerChimaera is a special woman. A good ten years younger than Blake, she fell in love with the energetic, passionate doctor, perhaps the only person who ever got close to him. Their relation ship is gentle and loving, and only deepened by what he did to save her life.
Much of Chimaera's flesh has been replaced, mostly with reptilian flesh and skin. But the Doctor did not stop at curing her. She shares his love for science and experimentation and is his most willing test subject. Her muscles and reflexes have been much enhanced, he interior organs have been re-arranged, new sensory organs have been added to her body and, most strikingly, two long, fully movable cobras have been grafted to her lower back, from which they strike out almost like tentacles.
SpoilerBlake has no henchmen or minions. He doens't get along with most people. Instead, the pair's operation consists of only the two and their many animals.
If he could, Blake would work exclusively on his research, but of course, equipment costs money. To earn it, he works as both a mercenary, creating specialized disposable minions for others to use, and as a blackmarket doctor, curing the kind of horrible injuries and plagues that come with living in a post-war world dominated by superpowers.
Wealth: 1 [Cloning Vats]
Technology: 3 [Biotechnology]
Morale: 1 [True Love]
Lair: 1 [Mesh Access]
VIPs: 4 (15)
Followers: 5 (Spliced animals)
[Cloning Vats]: The cloning vats are used by Splicer to produce the raw materials for his power: various nutrients are filled in at one end, genetic material at the other, and finished life forms (or just various biomaterials) come out. They also make a handy amount of cash, by selling everything from meat and exotic woods to spider silk and artificial hormones.
[Biotechnology]: Splicer is an expert in biotechnology. He knows everything about splicing, cloning, genetics and medicine.
[True Love]: Splicer and Chimaera will never be separated. They know everything about one another and there will be no betrayal of any kind.
Chimaera (Power 1, Level 1): apart from her powers, Chimaera is a mediocre painter, a trained dancer and a skilled martial artist. Her powers give her increased dexterity and muscle strength, as well as faster reflexes, though for a cape she is surprisingly fragile. Splicer also gave her an array of animal senses, so that she can smell the air like a snake, see infrared naturally and has amazing hearing and distance vision.
She will be used mainly as a mid-level combatant and spy, not able to take the fight to strong capes, but surprisingly effective against mooks.
Splicer (Power 1, Level 3): Splicer can meld animals together in surprising ways. The process, however, is slow and requires time and expensive equipment. However, the man is also a world-class healer and scientist in most biological fields.
He will be used for healing and producing various minions. Brute combat beasts with a variety of terrain adaptions, of course, but also things like modified insects and other small critters for surveillance.
Last edited by Eldan; 2013-05-02 at 04:07 PM."Après la vie - le mort, après le mort, la vie de noveau.
Après le monde - le gris; après le gris - le monde de nouveau."
- Join Date
- Oct 2010
Re: Cape City (OOC)
Faction: Hugh Donovan
SpoilerFew who walk the streets really know what it is like to have nothing. Some work several jobs just to get by, others have no job only holding onto their shredded pride, all feel that life has screwed them over but they still have something that they hold onto. This cannot be said for Hugh Donovan. Hugh had nothing. He was at the absolute lowest a person in Cape City could go. Then by some quirk of fate the weakest became the most powerful. Hugh was granted powers beyond his imagination, constantly shifting, changing in its nature, never settling on a single ability. Reborn into the world of men, Hugh plans to witness with his own eyes what wonders the world was hiding from him.
Morale: 2 (only the minimum)
Level : 10 [Hard to Kill 5][Beyond Human 5]
Power : [Joker 8]
A disheveled, unemployed, homeless man who until the discovery of his powers had nothing to lose. Years of living on the streets and mild schizophrenia has left him with a less then cheerful personality. The sudden ability to assert his huge amounts of power has left him somewhat unpredictable and more then a little bit dangerous. He was a desperate man and his mindset has not yet adjusted from such.
Hard to Kill : Hugh's powers are in a state of constant flux but he still retains an unnatural ability to shrug off wounds that would have removed any normal person from the conflict.
Beyond Human : Hugh is very much still human, he must eat, drink and sleep just like the rest of us. However, his body seems to be more efficient then that of a normal human. He can go for extended periods of time without food, water, or sleep. He can push himself to limits beyond normal. His senses are sharper then that of most humans. Everything that he does he does slightly better then he reasonably should. In short, he has very small bonuses to all of his physical attributes.
Total War Faction(s):
SpoilerCredit goes to Nyrt
- Join Date
- Aug 2010
Re: Cape City (OOC)
Legion of Steel
SpoilerFormed in the early days of World War III, the Legion of Steel took those jobs the United States and its allies simply couldn't afford to be associated with. As such, they got the worst of the war and didn't complain once, despite often being outgunned and outmanned 10-to-1. They fought hard and they fought well, no matter what they were up against, using tactics--both conventional and unorthodox--not seen in decades and scored victories even when it had seemed impossible, though at a cost most would deem too high. This earned them a reputation as being crazy and reckless--though very reliable--bastards who would charge into hell itself if they were paid enough. Though that is a slight exaggeration(very, very slight), the reputation stuck causing business--and profits--to exponentially grow.
By the end of the war, the Legion had bases all around the world--each fully-staffed and capable of responding to any situation--and more firepower than most nations. In short, things were looking good. But, then the end of the war came...needless, to say, peace is not good for mercenaries and the Legions riches quickly vanished and they had to close bases and layoff thousands just to stay afloat. Eventually, they were down to one base in...Cape City. Their base here is relatively large and they enjoy considerable amount of support from the sparse population of civilians in the Junks, where their base is located, for occasional sending their men to clean up crime and protecting them from the multiple warlords in the District. In short, it is a perfect place to rebuild their numbers.
Appearance: Gizel is a large man by any stretch of the imagination standing at 6'4 and full of muscle as he is; the combat-armor he never leaves home without makes him appear even larger. Though you don't often see it under the visored-helmet he rarely removes in public, he keeps his hair cut short in a buzz. On top of the assault weaponry he openly packs if at all possible, he carries an array of poorly-hidden knives and handguns.
Personality Traits/Quirks: Gizel is seen as a strong leader with a good grasp of battle-tactics and strategy who is not afraid to lead his soldiers by example, from the front. He takes his responsibility to his men very seriously and will risk his life for his soldiers; that responsibility is even more apparant when it comes to Brianna who he views as the daughter he never had after some sort of contract gone awry. Always willing to respect the enemy and views any good general as his equal.
- Join Date
- Feb 2008
Re: Cape City (OOC)
Faction name: The Foundation (Administrative Site C-c)
SpoilerThe Foundation is a quasi-secretive organization that is much debated on whether they are 'good guys' or not. Most capes would tend to say that they are insane fanatics though. Their public mission statement is to preserve and protect humanity from the threats posed by dangerous power usage. They are a global organization
The Foundation is well known for taking in and protecting and even training new capes. What's it like working for the Foundation is a mystery, as their ex-employees give contradictory reports or have blurred memories of the time. As is they don't seem to have very many ex-employees at all but they are always hiring.
What the Foundation is particularly infamous for is declaring some individuals to be 'a possible threat to humanity' and assassinating them regardless of the individual's affiliation with heroes or villains. Despite their high recruitment rates of capes they rarely use powers, instead preferring to use top of the line, but normal, military tech.
SpoilerS-Class: Pretty much can be dispatched with a gun, and can cause devastation on a level lower or equal to a well-armed terrorist. Sure you might be able to lift up a car, or remotely shut down someone's brain but a well trained sniper trumps you any day. A creative S-Class can be devastating, but so can a creative mass murderer. (Example: Bitch, Skitter, Miss Martial, Trickster)
E-Class: Some strange ability that practically requires powers to defeat, or extreme planning, or perhaps overwhelming force. The nature of these powers makes it so that they can't just be sniped in a sneak attack. However these powers are either personal in nature or highly limited, they generally aren't considered a 'threat to humanity.' (example: Crawler, Siberian, Dragon, Defiant, Coil, Alexandria, Power Girl, Hookwolf)
K-Class: Their power could theoretically threaten humanity as a whole. Even if their personal durability is low they still have the potential to harm people on a global scale. Unfortantly for the Foundation those labeled K-Class tend to be extremely durable. If the target cannot be killed then the Foundation will attempt to contain the target instead. (example: Panacea, Bonesaw, Endbringers, Scion, Enchinda
Despite rumors to the contrary the Foundation does not like to label people, particularly heroes, as K-Class. It's only done when it's painfully obvious or after a long period of observation and experimentation. It's also false that the Foundation keeps a bunch of K-Class individuals as their own personal superweapons.
SpoilerOn a basic level each employee can roughly fall into one of four ranks. Mostly it's a quick and easy way to tell how much authority one individual possesses within the Foundation.
D-Rank: The lowest of the low. Jokingly known as the 'Dirt Rank'. They've likely just joined the Foundation and are completely expendable. They are recruited from all walks of life and experience a high turnover rate/mortality. They essentially know nothing and get the worst missions. While it's theoretically possible to stay a D-Rank for your entire life, in reality you have 6 months to prove yourself trustworthy or to get out.
C-Rank: This rank is pretty boring. They rarely get to command anything, but they are at least trusted to make field decisions (usually leading D-Rank). Still at this point training is available to rise the ranks, or you can lead a life as a C-Rank. Many C-Rank have S-Class powers but generally they aren't used due to the uselessness of said powers.
B-Rank: The day to day commanders of the Foundation. B-Rank individuals are highly trained, highly skilled individuals who have been selected to essentially run the Foundation. They do the research, decide how to take down the targets, and even run field operations. B-Rank like to call themselves the 'Best-Rank' and many like to think that they are really what controls the Foundation.
A-Rank: A secretive bunch with less then twenty total A-Ranks in existence. They are the only rank with the power to classify someone as a K-Class threat. They are never seen in the field or even in person. They decide the goals of the Foundation and direct the B-Rank to those jobs.
Rumors that the Foundation acts as assassins for governments around the world are unconfirmed. Still they have to get their funding from somewhere right?
Administrative Site C-c
This is the Foundation office in the Cape City region. Where exactly it's location remains a mystery but generally they keep their heads down, only showing up to deal with whatever threat is present this week. They are also known as having the only Foundation employee who openly uses his power.
They also have unusually amazing intelligence, even for the Foundation, an organization renowned for their espinoge activities.
Hard Stats for Administrative Site C-c
Tech: 2 [Military Grade]
Information: 2 [Archives] [Database Powers: People]
Reputation: 1 [Rumors]
Morale: 2 [Well Vetted]
Soft Stats for Administrative Site C-c
Followers: 13 (Special Forces Military Ops.)
Influence: 5 [Governments (sometimes a government needs a troublesome villain or even hero removed, in return the Foundation gets money and some leeway in their activities.)]
Traits for Administrative Site C-c
SpoilerMilitary Grade: The Foundation has access to nearly every military grade technology out there. Their teams are well equipped with automatic weapons, grenades, body armor, and even GPS equipment when possible.
Archives: Administrative Site C-c has full access to the archives of the Foundation. Much of this information deals with the details of individuals powers and the people behind said powers. Other global threats that don't necessarily have powers, such as the Dulls plague are also recorded, as well as associated organizations.
Well Vetted: One of the primary ways to get promoted is to show great loyalty and dedication to the Foundation. Not only that but the higher ups will check your background closely before letting you get to anything important.
Rumors: People like to talk about the Foundation. And the Foundation does nothing to stop it. As a result the Foundation has been blamed for everything to the creation of the Furies to the assassination of Julius Caesar. Most of it isn't true but it can make it difficult to find out what they've actually done when someone always blames the Foundation for what happened.
Dr. Doe: [Powers 2: Uncontrolled Consciousness Swap] LV 2: Squad Leader LV 1: Scientist
Dr. Doe is the only open power user in the Foundation. His power is simple but incredibly potent in its way. Every time Dr. Doe is killed his mind transfers to a random human mind somewhere on the planet. The transfer is not immediate but it destroys the host's memories. It is a incredibly inconvienant thing to go through as he/she has to wait several months to recover his mind and then contact the Foundation to be picked up. Still having death be reduced to an inconvienance is pretty amazing.
Other then that though he's completely normal in ability. Well he's a very experienced squad leader so he's often seen in the field. Still his biggest weakness is simply being captured, though it's hypothesized that if someone somehow identified his host before his consciousness reestablished itself and killed it he would actually die.Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
- Join Date
- Mar 2012
- All over the floor
Re: Cape City (OOC)
Powers: 5 hard stat going to powers for my 5 VIPs,
Wealth: 2 to wealth from song sales and shows
Tech: 1 for synth
VIPs: 15 (5 levels - the two I start with)
Followers: 10 worth of fans
Cash: 8 cash from shows and song sales (x2 = 16)
Influence: 4 The band has gained some clout in the entertainment industry due to it's popularity.
Tech: 2 +3 tech from Synth
Morale: default 2 +1
All VIPs have 1 point of powers, though some details are withheld (for obvious reasons)
Atlas: (Drums) He is viewed as the least intelligent of the group but is brighter than he is given credit for.
Synth: (Synthesizer, mixing, vocal effects) The daughter of the villain Dr. Destructo, she has inherited his natural brilliance.
Synth also has 1 point of tech
Hype: (Lead singer) Used to own a club called "The Venue," before he got bored and joined the band, replacing the old singer, Diva.
Atmos: (Bass) Atmos can control the air pressure in an area around him. He can change the pressure quite rapidly, at up to 30 Hz, creating a distinct subbass sound.
Laserwire: (Guitar) Laserwire can create light (or lasers, as his name would suggest,) blinding foes or being hot enough to burn if he concentrates. He uses this to create spectacular light shows while he plays and to advertise shows.
Spoilerwel trait: On the Charts
Mor trait: Fan loyalty
Tec trait (Synth): Direct interfacing
Last edited by Nyrt; 2013-05-06 at 03:05 PM.Total War factions
SpoilerTW: Broken City
Lord Founder needs no pants to face the beasts of the world, to descend into the darkest pits of the Earth and ascend above the divine clouds!
Image to come
Peoples Syndicalist Federation of China
Buy my music here
- Join Date
- Jul 2007
- Whose eye is that eye?
Re: Cape City (OOC)Unit Blue
Location: Trent Town: Sleepy Pines
Cape City is a strange place. The epitome of a center, where even the peripheries in the Outer City are significant enough to be able to affect things worldwide. Sometimes, that is - the countless destitute scraping by in their meagre existance count for little no matter where they dwell. But the influence and power of Cape City has gathered various groups and individuals of vast ambition, and been augmented by them in turn. And sometimes all this high-brow political, financial or, in many cases, literal muscle sort of seeps down into the cracks, and the rare ordinary guy or gal gets a share, happens to be in the right spot at the right time and has the chance to make a difference. Well, no-one is ordinary in this world of ours, we're all unique snowflakes, right?
Unit Blue is not an organization, really. It is not a corporation, not a Power team, not a secret cabal or a criminal gang. It's just a group of friends, really, except these people all have something that sets them apart and makes them special in their way. Not powers, just good old-fashioned ordinary specialness here. Oh, and they've got Pythia - that counts for something.
Most importantly of all, they have an idea. And we all know ideas are bulletproof, right?
Idealists, on the other hand, are not.
PVI (People of Varying Importance)
Radical (Kevry Brons) VIP 2 [Trait: Demagoguery]
"Kev, he's an interesting fellow. He might not look like much if you just glance at him passing by on the street. But give him a few moments to talk with you and he'll change your mind. There are people who live their lifes without making much of a splash - he's not one of them. I'd swear he's got a future ahead of him as a politician of some sort, if I didn't know he was a good-hearted, honest guy."
Brons is the 'leader' of the group. He was born a leader, despite never knowing his parents. He broke out of an orphanage with the help of pretty much every other kid in the place, and was the only one who actually got away. A demagogue, sometimes a joker but never a conman, part of what makes his speeches and presence so enthralling is his honesty and fire - he has that rare ability to break through the prevailing cynicism, to make people hope, think there might really be a way to change things. And that's because he really believes it's true.
Purely physically, Kevry is not handsome. He has an average build, features just a bit too sharp. But when he speaks, and his inner fire lights his face, he truly makes an impression.
He's animated, brash and always takes the center stage. Sometimes it leads him into trouble, other times his sheer audacity grants him refuge. Either way, he wouldn't do anything different. Before Daniel dragged him into the larger reality, he tended to drift locally and take part in various issues, gathering people together to fix whatever trouble popped up. He still has plenty of leftover gratitude locally.
Tune (Daniel Revila) VIP 3 [Trait: Hacker Contacts] [Trait: Software]
"Never would've thought. This kid, he just walks in one day, asks to use a computer. I tell him, what can he pay? He says he'll make it work better and fix any problems it has. Can you believe? I almost threw him out right there, but decided to give him this old, broken thing - just for a laugh, you know? It barely boots, no connection, slow as your grandma crossing the street. Twenty minutes later, he's on the Mesh with it and browsing three feeds at once after starting the thing up faster than my personal box boots. And it's been like that ever since."
Dan is a calming influence on the others in the group, and by far the most level-headed one. He tends to stay on the sidelines as the brash personalities interact, only to step in and steer the situation in the correct direction at the right moment. A quiet kid, sure, and smart, but he's also a good conversationalist and a nice person just to hang around with, far less exhausting than the rest of the group.
In many ways, he's the glue that keeps the team together. It's ironic, given what he does - he spends the majority of his time fixing things, taking old scrap from the heaps and making working equipment out of it. He's got an old van and runs the safehouse, makes the calls, dots the i's, crosses the t's and basically makes things work out. If the group was a band, he'd be the bassist.
His work has an artistry about it, and he's made a living of sorts on selling the things he makes. But off the record, his real field is on the Mesh. He's one of the best freelance software engineers around, and, knowing his way around the wires, can also do a fair bit of hacking on the side. In addition, his work means he has his fair share of contacts over the Mesh. This is what makes him the main information source for the group.
Ruby (Mirabel Ulmer)
"What a girl. She's beautiful, sure, but many women are. What she is that most aren't, though, is magnetic. If she wants you to notice her, you will. Then again, she's got an attitude and getting close? Forget about it. She only really hangs out with those two friends of hers, or brothers or whatever I don't know. Look only, don't touch or end up in the street with the headache of a lifetime, is my advice."
Mira. Opinions differ on whether she's Kev's girlfriend or not. I don't think the two know themselves. She has German roots and some Spanish or Italian blood in her, and cuts a striking figure when she wants to. Of course, she knows how people perceive things, and can also pass through unnoticed if she so chooses, but given her personality this happens rarely if ever. She tends to fight with Kevry often, trying to establish social dominance. Still, in the end, she isn't a bad person - thorny, annoying, a little selfish but she'll pull through when it counts.
She's been part of the group from the beginning, and while she has no obvious special talent or ability, she is irreplaceable for the purposes of keeping the squad functional and grounded in reality. Without her to drag everyone out to eat or watch a show, Bronz and Revila might as well drift their separate ways, attached to their separate interests.
Pythia (Anna) VIP 1 Power 1 [Radar] [Negative Trait: Unstable]
"They found her in an abandoned building, sitting alone in a dark room. Gave them quite a fright, in fact. A strange, pale girl, who seems to view the world through the distorted lens of her own mind. She is reliant on the others, a burden some might say, but they don't seem to mind."
Anna is the newest member of the 'main group', or at least the other three consider her such. She's a thin, pale girl, maybe sixteen at most. Mentally ill and heavily introverted she has trouble communicating properly, or on the bad days, at all. The others take care of her and she seems to like them more than anyone else she meets.
She tends to like dark corners and colours and looks depressed most of the time. Too much interaction tends to make her withdraw into her own delusions.
Her power gives her the ability to sense the strength and general type of a power being used, the intent or emotional state of the user and the general direction. It is very difficult for her to explain what she senses, as no-one else experiences anything comparable, combined with her unstable mindset. Usually she describes things in made-up words, emotions, shapes and colours.
Examples: A major use of Power in Cape City would be mentioned in my EoT in a sufficiently confusing fashion. On a good day, she could help track down a specific Power assuming the group has been able to match a Power to a 'greenish-blue circle' beforehand. Advance warning if a Power is about to attack. (Probably consisting of a high-pitched scream, some mumbled words and a mental shutdown)
Powers 1 [Power: Radar]
Technology 1 [Trait: Software]
Information 3 [Database 1: Outer City] [Database 2: Mesh] [Trait: Hacker Contacts]
Reputation 1 [Trait: Demagoguery]
Morale 3 [Trait: Naïveté]
Asset: Mesh Access
Followers: 3 [Local Toughs] 3 [Hackers]
Influence: 2 [Local Friends] 3 [UNKNOWN] 3 [Code Monkeys]
Tech: 4 [Computers]
Pythia is able to sense the use of powers, the range depending on some unknown and unstable criteria of how strong the usage is. She also feels the intent or emotional state of the user.
Tune is very skilled at interacting with the Mesh and creating programs that do so in various ways, be it gathering data or exploiting a vulnerability in a system.
[Trait: Hacker Contacts]
Tune knows some people who don't agree with MISA and make their disagreement known and felt across the servers.
If there's one thing Kevry is good at, it's improvizing a stirring speech. A result of constant practice, I'm sure.
The group does not yet know how dangerous the world really is, and how evil people really can be. This may be a curse or a blessing, but it isn't likely they'll be able to stay as such for very long.
The group has done plenty of good locally, and has old friends and associates in surprising places. For any ordinary or near-ordinary task, it's easy to call in a favour with the guy whose house you helped fix after a Power incident left it trashed.
Tune is very good at what he does, and also quite a nice guy overall. A natural consequence of this is he has a following of people online who are willing to pitch in for a project of his, given it is interesting enough.
[Negative Trait: Unstable]
Pythia is really just Anna, a little girl with some unfortunate history and a broken mind. She doesn't communicate well, her visions don't translate to useful data most of the time and on a bad day she's not going to be of any help. She needs people to take care of her, not being the type of person to be sent for a task requiring individual initiative.
- Join Date
- Apr 2009
Re: Cape City (OOC)
Murska you have too many VIPs. You get two free VIP levels and then one VIP level for each 5 you put into the VIP stat not one level for one point.
- Join Date
- Jul 2007
- Whose eye is that eye?
Re: Cape City (OOC)
I've marked my VIP stat as levels, not points, because it better illustrates what I have that way. I don't have 20 anything VIP, I have 2+4 VIP levels. Regardless, the points spent add up to the correct number.
- Join Date
- Apr 2009
- Join Date
- Mar 2013
Re: Cape City (OOC)
SpoilerOriginally a low profile race gang, Street Legal picked up followers in the early 70's. Decentralized in Trent Town, the night life suits the speedsters well. High speed cars were their passion, and despite their new line of work, are an affectionate holdover. When the original Mesh went online, the original gang slowly taught themselves its intricacies, and worked themselves into its underbelly, digging up corporate secrets and other curiosities.
Street Legal was devastated by its destruction. Devoid of their assets and technology, they went to ground, and changed their image entirely. Re-emerging during the collapse of the US, they began taking on infiltration and espionage jobs for any client: corporation, cape, or crime syndicate. Despite the high risk, Street Legal proved to be exceptionally competent, easily avoiding capture the rare times the CCP caught wind of the job. That, tied with their policy of confidentiality mark them as the best B&E team around. Their combat capability may not be as militaristic as some, but is more than enough when correctly applied.
Street Legal is more than willing to offer introductory prices to groups who've recently suffered anonymous break ins, and are looking to regain the edge they just lost on their competition.
With the introduction of Mesh 2.0, Street Legal dumped as many assets as it took to buy back into the server game, and has added hacking and data acquisition to their repertoire. The addition of these new avenues has allowed the team to work with even greater stealth inside Cape City.
SpoilerMadeline 'Red' Lyon: [Tactician 2] [Power 3: Mass Teleporter?]
The reason for the rise of the Street's reputation lies solely with Madeline. A sub-par hacker, she gained leadership during the Mesh's destruction, and spearheaded the change to industrial espionage, often leading the infiltration teams herself. Her powers are poorly reported, but are thought to be group teleportation: she appears with shock troops and equipment when it's least expected, and disappears if they lose the advantage.
SpoilerHard Stats :
Assets: 1 [Mesh Access]
Soft Stats :
Cash: 5 [in-game value of 10]
Morale: 4 [Base of 2; +2]
Redlined [Tech]: Streel Legal manages to go further than expected with their technology.
To the Max [Morale]: Street Legal has mastered high-octane situations, and almost seems to feed off them.
Red Team [Information]: The team is well trained at accessing non-permissive environments, electronic or physical.
Deniable Assets[Reputation]: Street Legal knows how to fade into the shadows of record-books, and well worth their price. They often work with clients on all sides of the law.
Last edited by Tin Lamb; 2013-04-22 at 01:21 PM.
- Join Date
- Mar 2013
Re: Cape City (OOC)
Are Street Legal's and Unit Blue's map locations flipped?
- Join Date
- Apr 2008
Re: Cape City (OOC)Dr. Baudouin LadeauObviously a charlatan...
"... and just because I don't have a degree, you claim I ain't a doctah! You've got a lot to learn, boy; if you're willing to come in I'll fix you right as rain. You may have been looking for an M.D, but I assure you you've come to a far better place to cure what ails you.
Now, what's the problem? Constant headaches? Well, I can fix that..."
*Dr. Baudouin grabs a pale red stone from a cluttered dresser, and tosses it to his client.*
"... just steep your morning tea with this in it for the next week, and come drop the stone off when you're done with it. But you and I both know something else is what's causing your head trouble. Problems with the ladies? No, no... problems at the job! A tough assignment could be, wait, no! Your boss! He's gettin' to ya, ain't he? A cruel man, a slavedriver in the office. You think your headaches would be better fixed by fixing the root of the issue? 'Cause I sure do!
*With far more gusto than before, Baudouin began to grab reagents from the dresser, then moved on to a larger shelf, collecting various hairs and rocks, and what looked like half of a liver from an animal approximately the size of a cat.*
"You come back here tomorrow, and I'll have just the thing for you. A little... bad omen for the big man in your office, ya catch my drift? Bring it to the office, and I promise, your headaches will be a thing of the past."
*The customer hurriedly nods his head in agreement.*
"Payment? Oh no, I wouldn't accept money from a friend. We're friends now, aren't we? You and I, two struggling souls in a dark city. We've gotta stay together to survive, and trust me kid, stick with me and you will do more than survive. You'll thrive! All I ask is that in return, you stick with me. Favors like this are a two way street, I know you understand. Right? Good! But don't go puttin' your wallet away just yet, because you have not had any of Ethel's gumbo yet! ETHEL! HAVE A MEAL READY FOR MY FRIEND HERE! There, you can have a hot meal downstairs before you go. Ethel's prices are the fairest in the district. Now, I believe our business is concluded for the night, but I'm sure I'll see you back tomorrow for your gift!"
*As the man walked down the stairs, Dr. Baudouin sized him up for one last time. Typical desperate wage-slave, probably from the Inner City. Shame, Baudouin preferred his favors to be either in a closer vicinity or of higher social class, but he took what he was given. Besides, a man like this might be good as a disposable mark. Stealing a man's watch was not a good way to remain his friend, but a watch like his golden timepiece may end up being worth more than a cubicle drone's favor in the long run. He'd have to talk to Ethel about it.*
*When the client came from Baudouin's upstairs lair, Ethel did indeed already have a plate of food and an ice cold drink waiting for him. She always did. It payed to impress Baudouin's clients. They were more likely to repeat business.*
"Why do I let a character like that Baudouin stay on the second floor of my building? He pays the rent, that's why! You sayin' I shouldn't? Something up there I don't know about? No! Then quit talking and eat before the food gets cold!"
*Ethel kept up the small talk as a tiny tendril of shadow on the counter pointed at the shadow of the man's wrist. Ethel took a short glance at the man's wrist, then coughed loudly and knocked on the counter twice.*
"Pardon me! Can I get you another drink?"
*Definitely take the watch. The man already seemed to question Baudouin's character, and a watch made of that much gold was worth far more than a wageslave of questionable allegiance. Baudouin apparently got the message, and the next thing Ethel knew, the man's watch was in her apron pocket, and the shadows on the table were again acting as one would expect them to. The man never noticed a thing.*
Baudouin: Power 4 Ethel: Power 1
Ethel's restaurant makes a pretty penny as (according to Baudouin) the best dive in the city. Not a fancy place, but the grub is well worth the money. The unwitting donations they make also help fill the coffers.
"Databases. Man, they don't know nothin'! Got no need for 'em, anything I need to know I just have come to me."
"No need for any toys that you'd consider cutting edge. My cane here, my charms, they're all the "technology" I need."
Baudouin (as of yet) doesn't hold any real celebrity status or political or industrial position of importance, but he is reasonably well known among the superstitious. More than one person believes they owe their success to Baudouin, whether a ganger who depends on his lucky charm to keep him safe when rolling or a politician who believes her husband loves her due to Baudouin's machinations.
A lot of people owe Baudouin a favor, but few actually answer directly to him. He can ask for a lot as long as it still stands within the realm of "a favor," but orders are something he is not in a position to give.
Baudouin: Level 4 Ethel: Level 2
I'll get into these two in their spoilers.
A dive restaurant and a witch doctor's "business" mean we're not broke, but we're by no means materially wealthy.
Influence: 4 Reapers: Baudouin knew it would be a good idea to get in the good graces of a gang in Walls, and the Brotherhood's eastern traditions meant they were less receptive to Baudouin's decidedly Western style.
4 Pharmacists: He might be loathe to admit it, but sometimes, access to drugs with scientifically recognizable effects can be more useful than creating a grease out of goat intestine and red moss.
2 Herr Tod & 2 Lightbringers: The main power groups in the area are both worth having influence with, and the Dr. has occasionally enhanced their luck or provided a distraction for both of them.
I've got no real explanation here, but my Morale range was from 2-6 and I figured the median sounded good.
Wealth: [Easy Money] Whenever Baudouin spends significant time in crowds or meeting many people (together or in succession), he tends to walk away with more money than he started with.
Reputation: [Friendly Neighborhood Shadowman] Despite his history as a conman and usage of unsavory magics, Dr. Baudouin still manages to maintain a list of contacts who view him as more than an untrustworthy thief.
Morale: [On The Winning Side] Has no issue working with villains and heroes one after the other (or at the same time), but has trouble continuing to work alongside someone with whom he experiences consistent failure.
Dr. Baudouin Ladeau
A Power 4 Level 4 witch doctor.
Skills: [Athletic 1] In above average shape, a necessity for certain thefts he has gotten away with and escapes he has enacted. Still going to lose to anybody with super-level strength or speed, but can still outrun the majority of people and probably beat the average schmuck in a scrap.
[Smoke and Mirrors 2] A lot of his magic is magic. A lot of his magic isn't. It pays to be knowledgeable in normal, mortal manners of tricking people, and Baudouin is more than just knowledgeable in these matters.
[We're Friends, Right? 1] Baudouin, at his best, can befriend nearly anybody, and even in the worst situations, will come across as a mere charlatan; less likely to be viewed as a real menace.
Powers: [Friends On The Other Side 4] I'm a voodoo sorcerer.
A Power 1 Level 2 restaurant owner who houses Baudouin and assists him in his work.
Skills: [Cook 1] There is a reason that Ethel's makes good money for a dive restaurant. That reason is Ethel's cooking. She can cook like nobody's business.
[Confidant 1] Ethel uses her (not entirely inaccurate) image as a kind old lady to gain the trust of many people. She uses this to lure marks to Baudouin, and also learns about local events in the same way a bartender often knows the issues of the locals.
Power: [Enchantress 1] Small-time enchanting magic.
Last edited by Copper8642; 2013-04-20 at 07:09 PM.My last breath... ...is also my mintiest...
Avatar credit goes to a strictly platonic friend.
Former Avatar credit goes to Howl.
- Join Date
- Dec 2009
Re: Cape City (OOC)
Wealth: 3 [Aggressive Takeovers]
Technology: 3 [Power Armor, Master Artificer]
Cape City Residency: 1
Morale: 2 [Tight Lipped]
12 Followers: 4 Security, 4 Engineers/Scientists, 2 Industrial Workers, 2 Businessmen
Aggressive Takeovers (Faction): Elpis Core is very adapt at corporate takeovers uses its wealth. It gained this talent after the attack of the Zeus Superweapon, taking advantage of those companies that couldn't compensate for the lack of electronics in the aftermath.
Power Armor (Faction): Starting with the first prototype of an exoskeleton, Elpis Core has been specializing in more advanced suits. Elpis Core is one of the leading groups pushing for a technological solution to deal with the numerous threats to world stability and progress, though they have stated they are willing to provide to both normal people and Powers so long as their reputation is sound.
Master Artificer (Graham al Ahmari): Graham iis well versed in several branches of science, but what sets him apart from others is his artistic approach to his work, working at very small detail. This precise detail leads to products that don't overlook the small thing, and can make it difficult to reproduce.
Tight Lipped (Faction): Elpis Core employees are known throughout the press at being very good at keeping their work a secret until it is unveiled publicly.
Graham al-Ahamari: 2nd Level VIP
Graham is focused primarily a researcher with a flair for creating truly detailed work. He is in charge of the company.
Whisperer: 2nd Level VIP, Power
The Whisperer's identity is unknown, nor does he have any one specific costume for his appearance. His power is to create silence. The Power creates some soft of vacuum where a target area's sound doesn't travel, though the limit to this is that the Whisperer needs to see the area, the further away, the less space he can affect.
Security: Elpis Core security almost all come from former military backgrounds. They often are the ones to test out a new battlesuit, and rumors persist that some belonged to shadier mercenary groups in the past.
Scientists/Engineers: Elpis Core researchers are the lifeblood of the company, coming up with new technology that helps the company keep ahead of its competition in some areas, or finding a separate niche.
Industrial Workers: Though the majority of Elpis Core's attention is on research and development, it does have men and women who help create what is designed.
Businessmen: Elpis Core has a strong business front to market, deal, and negotiate with clients. They help keep the company efficient in a competitive field, and in the past have facilitated takeovers of other companies.
SpoilerElpis Core is an emerging technological company, once small but gained a lot of momentum after the Zeus super weapon that took out the world’s electricity. Though it relied a lot on its electronic devices, its lead researcher and founder, Graham al Ahmari claim to fame was in the precision work of his company, much of it by his own hand. Though he was an expert in several fields of science, what set him apart from his rivals was his artistic approach to his work. He was once quoted as saying, “My colleagues thought science and art not one and the same. That is why they are grasping for what was lost, and why I am moving forward.”
This emphasis on fine detail reduced the number of steps Elpis Core needed to bounce back quicker. In particular, Elpis Core focused its attention on its “Modern Armor” research, work that began with a simple exoskeleton suit that helped Graham move beyond normal human capabilities despite the limb in his right leg. Graham’s stated that the company’s goal is to help restore order to the world by helping people defend themselves. When asked about the Furies, Graham’s response was that since they were created by man, so too did their destruction.
Elpis Core made a bold move, taking its operations from the Middle East to Cape City, letting go of its many, many contacts, and starting afresh, a stranger. Rumors follow them though, two particularly that are less than positive. The first is that the company is aggressive with its competitors and took over several rival companies while they were still recovery. A shrewd, but not noble tactic. The other is of the Whisperer, a supposed Power that works for the company. Graham does not deny that he has a Power under his employ, but has brushed off criticism by saying that he does not prejudice his employees except by their ability to do their job.
SpoilerElpis Core is the new kid in town, but it has made a splash. Most of it's employees have come from outside the city, though active hiring for security personnel did see more locals take part. Elpis Core has three main branches. Research and development is its primary asset. Construction and Manufacturing is secondary. Last, is their Public Advocacy group that focuses on touting its values to its partners and the media.
- Join Date
- Jan 2013
- Join Date
- Apr 2009
Re: Cape City (OOC)
I was looking back over the rules and I noticed that the lower threshold of our soft morale was defined as our hard morale. Does that mean we get an amount of soft morale equal to our hard morale for free at start?
If so pretty much everyone has extra soft points to spend.
Also Eldan it doesn't look like you included the starting 2 morale. I don't know if you left it out on purpose and just put the 8 points you could choose, or if you haven't realized it was available.
Last edited by ArcaneStomper; 2013-04-21 at 05:02 AM.
- Join Date
- Mar 2012
Re: Cape City (OOC)
Allright. big question here. how do I know what messages I can read?
- Join Date
- Nov 2008