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  1. - Top - End - #1
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

    Join Date
    Nov 2008

    Default Total War - Icon City (OOC)

    ICON CITY
    Spoiler
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    S = Subway Station
    Z = Zeppelin Tower


    Icon City has ten major districts, not counting the Arcosphere, which is privately owned and usually off-limits to visitors on non-tour days.

    Most of the inner city is serviced by the Subway system... The glaring exception is Cobbles Cove. A villainous plot gone awry in the 90s caused a collapse and instability in the tunnels that is still being repaired, and the station and network there are out of commission.

    There is a thriving zeppelin service that offers both public and private transport around the city... The standard zeppelins are about the size of the average city bus, though the towers they use for stops, anchoring, and maintenance also have plenty of room for privately owned blimps that tend to be van-sized or smaller.

    There are still a few bus lines in the city, though the busses are aging and only run three or four times a day. Automobile traffic is always an option, though traffic jams in the inner city can be quite fierce.

    Every District is served by its own precinct house, that ensures the ICPD always has SOMEONE patrolling the streets. Well, except for Westmarket. That place is a mess right now.

    Each district is divided up into five neighborhoods...


    A. THE SUBURBS
    To the west of the city, once open land is starting to succumb to urban sprawl. Many of the middle class and lower echelons of the rich who don't take to city life find residence here, and the schools and businesses are well-kept and affluent. Police response is fairly fast here, and there's always traffic coming and going from the international airport in its northern outskirts. White picket fences, young urban professionals, and country clubs abound, though a growing drug problem, and a recent recession are threatening to bring hard times to this once-seemingly idyllic place...

    NEIGHBORHOODS
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    1. Bryson's Field Airport - A sprawling complex, and the hotels and businesses that service it, this historical airport sees travellers from around the globe and ensures that some of their money stops along the way. Though the flights themselves are fairly well-guarded, the place has a lot of disused lots and old hangars that are full of old equipment that's been left in mothballs.

    FACTIONS: Hardliners, Werner & Schmidt Construction

    2. Major Malls - And then there's the shopping! Overpriced luxuries, grease-soaked food courts, holiday music playing two months before the fact, and commercialism there for all to see. Hordes of dissatisfied teenagers, tons of low-paid employees, and security guards who use segue scooters to get around. Nonetheless, it's a major economic component of the area, and the malls themselves are surrounded by tons of satellite businesses that provide jobs, goods, and services, to the suburbs.

    FACTIONS:

    3. Yuppieville - These rows of nearly-identical houses, neatly trimmed lawns, parks, and schools, are aimed squarely at the Young Urban Professionals who buy into the american dream. Though the houses of Yuppieville look idyllic on the outside, not everything's as clean as it seems. Drug labs have been turning up here of late, and the recession has caused some foreclosures and abandonments. Time will tell if the area can recover.

    FACTIONS: ICPD

    4. McMansions - Huge, gaudy houses with ALL the modern luxuries. Hot tubs on the porch, big screen tv's, security systems as far as the eye can see, and gaudy art of all varities set to impress visitors. When you make it good in Yuppieville, you graduate up to the McMansions, have 2.5 kids, join a local (opulent) church of your choice, and go on flashy vacations to the envy of your social circle. And you try to ignore the fact that you don't live on Pyre Hill and probably never will.

    FACTIONS:

    5. Icon Health Services - The Daysend Medical Center sprawls in the center of the district by the zeppelin tower, providing top-of-the-line health care for the western half of Icon City. It's a huge complex, and the various businesses that service and contract for it sprawl around it, dominating much of the district.

    FACTIONS: Lazarus



    B. WESTMARKET
    Once the heart of industry for the region, this northern district has been hit hard by the transfer of factory work overseas. For a while, it looked like it was going to become a full-on rustbelt and slum, but local businesses moved in to save things. It's still a dangerous place after dark, and the police can't cover it as well as they'd like. Too many empty, crumbling factory complexes, too many dark corners. Bad things happen here on a regular basis.

    Recently devastated by the Black Bloods war, three neighborhoods have been destroyed. The entire area is under martial law, the national guard patrol it regularly, and there is a strict curfew under effect until further notice.

    NEIGHBORHOODS
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    1. Factories - The still-active factories in the southern end of the District provide many of the low-end jobs in Icon City. True, some of the factories haven't been seriously updated since the 1940s, and true, some of them are pretty dangerous, but all in all working here beats starving in the streets. Trucks full of goods enter and depart from here on a regular basis, moving to and from the truckstops to the west.

    FACTIONS: Edison Electric Company, Morgenstern Inc.

    2. Warehouses - Destroyed, though many abandoned warehouses remain.

    3. Railyards - Though Icon City's rail network is a shadow of what it once was, the northern railyards provide an artery of trade to the rest of the continental US. Trains hundreds of cars long ship out every week, while smaller shipments are sorted and recieved all the time. There's even a subway uplink, that allows small freight shipments to inner-city industries via the underground.

    FACTIONS: Knight of Blades

    4. Urban Blight - Destroyed, heavily shelled and burned.

    5. Truckstops - Destroyed, the shattered remnants of the overpasses and highways stand as a monument to the brave policemen who fell here.



    C. BROWNSTONES
    Political activism in the 60s and 70s drove the construction of the massive low-end housing projects of the Brownstones, and the narcissism of the 80s and apathy of the 90s brought them to their current state. Made by the lowest bidder, crumbling, and often full of insects and exposed wiring, the towering complexes of the Brownstones are a haven of vice and violence. No one who can afford to live elsewhere lives here, except for a few die-hards who are trying to save it. Police response here is pathetic, the station is underfunded and undermanned. If you want out of the Brownstones, crime is the easiest path...

    NEIGHBORHOODS
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    1. Slumside - A cluster of the largest towers, with small "houses" crowding the streets to either side. Rife with poverty, drug abuse, and disrepair, there's nonetheless a sense of community. If you're from the place, you can find friends easily, neighbors will look the other way so long as you're not an utter psycho, and it's safe to go out at night. If you're an outsider... Eh, best to stay out of Slumside.

    FACTIONS: Family

    2. Rustbelt - Toward the west, what used to be the district's industrial park has long moldered. Like Westmarket before it, the place suffered serious crises, and unlike Westmarket, the industry never returned to it. The place is a haven for the dregs of the Brownstones, and the barrel-fires are the only illumination at night.

    FACTIONS: Watchmen, Gilgamesh

    3. Shanty Towns - And in the east, along the shores, shacks of salvaged material from the old port authority dot the beachline. You can find one or two working piers still here, but no one in their right mind leaves any valuable boats tied to them overnight. The defunct MARINETOWN amusement park is on the southernmost pier, its skeletal roller coasters and waterslides casting a macabre shadow over the waterfront skyline to the south.

    FACTIONS: ICPD, Watchmen

    4. Blue Collar Blvd - To the south, toward downtown, the better neighborhood of the Brownstones fills a thin line of blocks. The houses here are from the 20's and 30's, squat and brick and well-built. It's still a poor neighborhood, but the community is pretty good... You STILL take risks going out at night, but if your door's locked then you probably won't get robbed.

    FACTIONS:

    5. Public Housing - The smaller, less-dangerous towers are still in use by the city's social services today. Paid for by grants and donations, the caseworkers fill them with people coming out of rehab or treatment, or prisoners just out of jail, or others in need who are willing to at least try to stay on the straight and narrow. But the paperwork is a mess, it's impossible to keep track of the comings and goings, and crime is still a problem here most days...

    FACTIONS:



    D. PYRE HILL
    From the rich mansions to the marble civic buildings, Pyre hill breathes the scent of money and status, wafting it across the city as it looks down on the surrounding neighborhoods. (Much like its residents.) Only the very rich, or the very influential (often both) can afford to live here, and they get all the things they think they deserve. Police response here is lightning fast, though most of the estates on the Hill still have good security systems. And at the edge of it, the colleges offer a slightly less snooty experience...

    NEIGHBORHOODS
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    1. Nob Row - The oldest mansions, the best land, the most unique architecture... Vine and Hill street, those are the names to remember. If you don't live there, darling, you don't live ANYWHERE. You can't BUY a spot on Nob row. You can marry into a family and wait a few decades for daddy and mummy to pass on, if you're lucky.

    FACTIONS: Cardinal Crowley, The Upper Crust

    2. Civic Center - To the east, near Cobbles Cove and Downtown, the city's public buildings stand. City hall, the Winslow memorial Library, Police HQ, and several other marble eyesores. (Though there's some truly kickin' gargoyle statues around.) The place is slowly being modernized, and construction keeps turning up surprised below ground. Old rooms, fallout shelters from the 50s, hidden lairs...

    FACTIONS: City Hall, ICPD, MRB, Super PAC, Virtue

    3. Turk's Way - Where the outskirts touch Pyre Hill, so begins the neighborhood known as Turk's Way. If you have money but no breeding, a mansion here is still worth bragging rights anywhere else in the city. With more space to spread out, and more modern infrastructure possible, the rich can truly live in luxury here without having to worry about the standards and judgements of the Hill crowd.

    FACTIONS: The Young Turks

    4. The Boutiques - The trendiest of shops, the best dealers of rare books, the snazziest of (legal) gadgets, the finest of clothes... Custom rolls-royce racing Zeppelin for getting around town fast? Easy! Clothes that would bankrupt a third world nation? Done! And slightly less... Savory pleasures, served discretely and quietly for the... Discerning customers. At a price. ALL at a price. Seriously, don't try window-shopping here. If you don't have money, the clerks won't waste their time.

    FACTIONS: Crossroads Club

    5. University Row - Two old and well-respected Universities, and a number of trade schools, are set up on the south end of the Hill. The local facilities include high priced student housing, old-but-well-kept dormitories, and the campuses themselves. Isler University was the first University in town, with St. Thomas Catholic School following shortly thereafter. St. Thomas is more of a technical school, with a cutting-edge engineering department. Isler is primarily a business school, though it supports even the most esoteric majors. The local college hockey playoffs, pitting the Isler Icemen versus the St. Thomas Fightin' Saints never fails to draw a crowd every winter!

    FACTIONS:



    E. DOWNTOWN
    Bright lights, big city, and skyscrapers as far as the eye can see... And in between the tall buildings, old brick meets modern asphalt, and young bohemians rub elbows with partygoers looking for inner city entertainment. Crime isn't big here, but it happens. With so many people, it's always a struggle for the police to get through traffic to respond, or notice crimes in the first place, and a lot of thieves make a living slipping through the cracks. The homeless are out in force here, thanks to the recent recession, and the city council is currently trying to figure out a solution to clean up the streets without alienating the softer-hearted voters.

    NEIGHBORHOODS
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    1. Grand Central Ave. - Ah, main street. The most scenic buildings are here to greet those who step off the Zeppelin tower, or out of the nearby subway station. Tesla park is at the exact hard of this neighborhood, with a monument of the man himself, wearing his costume and holding aloft a bolt of lightning. A lot of the lower-key businesses have buildings off of Grand Central Avenue, and it's a shipping waypoint for a lot of the city's goods.

    FACTIONS: ICPD, MRB, CCP, Lightning Centurion!!!

    2. Club Central - What downtown would be complete without nightlife? Dark clubs with flashing lights, the hottest bands blaring away until late in the AM, and when last call hits you don't have to go home, but you can't stay here. The rich and poor alike rub elbows (and sometimes trade drugs and STDs) in the hottest parts of the scene, and dance like there ain't no tomorrow hon, cause maybe there ain't.

    FACTIONS: Merlin, SCK, Watchmen

    3. Business Center - Yeah, all the skyscrapers in this part of things have private zeppelin docks. Old businesses and young up-and-comers alike purchase space on the towering monuments of glass, and wooden panels line luxurious board rooms where vast sums of money are shifted around on a daily basis. Names, money, influence... The smell of success is strong here, and business is good.

    FACTIONS: Banker's Dozen, Morgenstern Inc.

    4. Luxury Lofts - It's expensive as hell to live downtown, but if you can afford it, you're right next door to the best shops, the hottest clubs, the most influential businessmen, and a mere subway or zeppelin hop away from the rest of the city! Apartments are small, and rent is big, but it's THE place to be for the wealthiest of bohemians!

    FACTIONS: The Golden Flock

    5. Convention District - THIS SUNDAY SUNDAY SUNDAY! AT THE ICON ARENADROME! COME SEE THE MIGHTY TRUCKASAURUS VERSUS FUNNY CARS! All that and whatever's playing, the arena is surrounded by bars, low-end clubs, hotels, and everything else catering to those come to enjoy the modern day bread and circuses. WATCH THE ICEMEN PLAY THE FIGHTIN' SAINTS THIS SUNDAY, SUNDAY, SUNDAY!!!

    FACTIONS: SCK, Die Kriegers



    F. WATERFRONT
    The original dockside of the town, a lot of waterfront industry has since been repurposed to tourist venues. Nowadays the only ships that dock here are recreational ones along the boardwalk marinas, and you're more likely to see speedboats and yachts than serious traffic. The view is nice, the shore is lined with tourist traps, and the beaches are dazzling and golden. That said, crime is on the rise here. Tourists are easy to fleece, and too much police presence drives paying customers down. Also, winning too much in the wrong casino can end badly, for the "lucky" patron.

    NEIGHBORHOODS
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    1. Tourist Traps - Kitschy shops selling all sorts of city and local-hero memorabilia, the bigger marinas doing brisk business in watercraft rental, and overpriced restaurants selling twenty varieties of fried food... Not to mention enough G-rated fun for the whole (paying) family! What's not to like? You can kill a day (And a small checking account) here pretty easily.

    FACTIONS: Watchmen, Mordecai Carter

    2. High Rollers - The casinos are set up just off the boardwalk, as per city regulation. Though it's no Atlantic City the slots are hot, the first drink is comped, and the cards never stop shuffling. It's a little confusing sometimes as to who actually owns a given casino, at the rate they change hands and management, but it's always a guarantee that SOMEONE'S getting a lot of money from the action.

    FACTIONS: Caviliogne Mob, Majesty

    3. Boardwalk - This is where the rich tourists go. The best marinas, the most exclusive and famous restaraunts, the fanciest bars, the independent artists selling high-end local works, the street musicians, the performers... Yeah. It's not quite Bourbon street, but when a festival comes to town, it gets pretty wild. This is where the grown-ups come to play.

    FACTIONS: Caviliogne Mob, Watchmen

    4. Barside - And back toward Cobbles Cove, you find blocks worth of grungy strip clubs, little bars, and places that don't advertise. The locals know where they are, and it's a nice place to rest and recover away from the tourists. The smell of fish coming off the bay from the Whaler's Wharf canneries keeps the tourists away, and the locals are fine with that. Enough booze and you can't smell the fish anyway.

    FACTIONS: ICPD

    5. Hotels - Well, when you've got a bunch of drunken tourists they've got to stay SOMEWHERE, right? Not far from the Downtown convention districts, this series of ocean-view hotels and small, cozy Bed and Breakfast establishments does brisk trade in out-of-town money. Or in-town money that leaves quietly and goes back to their wife in the morning, they're not picky.

    FACTIONS:



    G. OUTSKIRTS
    To the west of the city, the hills rise wild! And the woods. And the fields. Quaint little moldering new england farmhouses turn up on the old country roads, and fields full of grain still show up as small farmers try to turn a little business. The national guard base squats on the gateway to the southeast, and is a major employer, but much of the district is empty and secluded. Police response here is usually delayed due to the distances involved and limited roads, but the area around the Guard base is unsurprisingly pretty safe.

    NEIGHBORHOODS
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    1. Fort Steyer - The national guard base for the Icon City area, Fort Steyer has been here before the city existed, and only gotten bigger as the metropolis encroached. Much of the fort complex is greenspace, with vine-overgrown metal fences walling off training zones and storage hangars, though the modern and well-used parts of the base are quite well-guarded, and patrolled by both men and vehicles.

    FACTIONS: Fort Steyer

    2. Wilderness Preserve - The Augustine State Park is a beautiful series of woods, hills, and trails overlooking lake Silence. The place is host to all forms of camping, has facilities for off-road vehicles, and plenty of rustic cabins back in the hills perfect for private getaways. The rangers in charge of the place have had to deal with some pretty severe budget cuts lately, and as such are struggling to keep the place operational and free of trouble.

    FACTIONS: ICPD

    3. Farmland - The once lush fields that supported the early populace of a growing Icon City are now spotty and sparse, as much of the city's food is shipped in from elsewhere. Many of the isolated farmhouses are now boarded up, and the few that remain are as often as not struggling households trying to deal with property taxes out of proportion to their actual value. More and more rural inhabitants are turning to homebrew drug trafficking, in order to make rent.

    FACTIONS:

    4. Lake Silence - Back in the 30s, the Army Corps of engineers used funding from Roosevelt's New Deal to finance the construction of a reservoir for the growing Icon City. Dynamite and digging reshaped the aquifer, and a few small investments from private industry decades later put up some nice resorts around the edge of it. Still, the lake is oddly murky for something so man-made, and the wilderness around the non-resort gets pretty thick at times. Bad things are supposed to have happened out here, and the woods could hold any number of deep graves...

    FACTIONS: The Trifecta

    5. Junkyards - Old, decommissioned vehicles from the base. Junker cars left by the highways. Industrial machine wreckage from Westmarket. The non-exploding parts of Doctor Destructor's giant robots. Everything that was old, already picked over, and scrapped ends up in the junkyards and landfills at the southern edge of the District. Fort Steyer has a pretty good view of the area and patrols now and again to keep scavengers down, but still it's a good place to glean materials if you're desparate.

    FACTIONS: Fort Steyer


    H. MUSE MEWS
    A once thriving neighborhood during Icon City's founding years, it fell into disrepute as the money moved north, and the old stablehouses that gave the district half of its name were turned into poorhouses. Up until the 80s it was known as Halfhouse for its small buildings, and was the site of the worst slums in the city. But in the 80s, an influx of money and projects in the area started to revitalize it, and the University crowd took to it with gusto... Now the place is a bohemian paradise, low-rent enough for starving artists to survive in comfy lofts, with art galleries, theaters, and coffee houses down any street in the district! This is the creative heart of Icon City, and it's not unusual to find random statues sprouting up like mushrooms overnight among the small parks and wide walkways. The place is fairly calm, less violent crime goes on here. On the other hand, the drug trade is through the roof, as artists sometimes seek chemical inspirations...

    NEIGHBORHOODS
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    1. Art Alley - The most well-known galleries and venues are found here, and many garage bands and sculptors get their start on these streets. Club Central in Downtown may have the nightlife, but Art Alley is a bright and shining joy that won't break your wallet.

    FACTIONS: Garren Gomar , SCK

    2. Cafe Run - Muse Mews runs on caffeine, and a ton of little teahouses, ethnic restaraunts, and coffee shops caters to that need. It's the place to go to discuss anything from Depeche Mode to Dvorak, and pay good money for only mildly-stale pastries.

    FACTIONS: ICPD

    3. Sin City - Well. The Bohemian lifestyle encourages SOME vices, and fetish clubs, strip joints, opium dens, cathouses, and all manner of vices are tended to here. That said, the occasional raid keeps the establishments from getting TOO dangerous, and the local cops tend to look the other way as long as people aren't being too obvious and no one's getting hurt.

    FACTIONS: SCK, Sergei Kalinin

    4. Frat Row - Greek letters adorn large houses along the streets here, and everything from sports bars to classy java joints to bookstores to gyms can be found in this area. It's designed to milk university students of their aid money, and it's a fun place to be if you're attending Isler U or St. Thomas in the north. Any weekend you go, you can hear the thumping music of block parties, and enjoy the sight of way-too-young kids trying to score drinks they shouldn't have.

    FACTIONS: SCK

    5. Emberlane Cemetary - Big, sprawling, and strangely foggy in the mornings regardless of the weather, Emberlane is a creepy complex of crypts and moss-covered statues. The place has suffered from vandalism over the years, and its proximity to Whaler's Wharf on the eastern side of the district hasn't helped much. Still, it's not a bad place to hide, so long as Baron Tuesday isn't in town, or you stay out of the way of the graverobbers.

    FACTIONS: The Graveyard Gang



    I. COBBLES COVE
    The Cove has had its ups and downs over the years. It was the site of initial settlement for the city, and much of the infrastructure has had to struggle to keep up with the times. The last time a major revitilization came through was during the 70s, in the hopes of attracting wealth that never showed up. The local currents make the beaches too small and rocky for tourist use, the bay is too small for shipping purposes, and every time there's a hurricane, the area gets flooded. That said, it's not a bad place to live, affordable and quiet. Crime is usually low, but it's still best to keep your door locked at night. It's a place in the big city where neighbors tend to know each other, which can be a good thing and a bad thing sometimes...

    NEIGHBORHOODS
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    1. Aging Apartments - Established during the 70s, these long one and two story complexes cater to the less-wealthy student crowd. They get a fair number of people down on their luck, and retirees who can't afford to live elsewhere. The plumbing is old and cracked, the wiring only works as well as it does thanks to the proximity to the broadcast towers, and the gutters have trees growing in them, but for the residents, they are home.

    FACTIONS: Caviliogne Mob

    2. Utility Stations - The tall broadcast towers and surrounding blocks are the purview of GC&E, who ensures that the electricity beamed in from power plants far off from the city gets distributed as needed. Security here is tight, and regular checks make sure that villainous types don't squirm in through the cracks.

    FACTIONS: ICPD, GC&E

    3. Mini Marts - Small strip malls full of bail bonds establishments, paycheck loans, tiny car dealerships, and convenience stores, the Mini Marts provide low-paying jobs to anyone who's unlikely to show up to work high. Even then, they'll sometimes make exceptions.

    FACTIONS: Die Kriegers

    4. Historic District - On the eastern edge of Cobbles Cove, near the civic center, the oldest buildings can be found. Built in the 1910s-20s, this used to be the richest neighborhood in the city, but most of the wealth has since moved on up to Pyre Hill. The Nikola Tesla Memorial Museum can be found here, as can a number of archives and historically preserved monuments and buildings. The Underground Railroad had quite a few secret passages in the area, many of which are subjects of tours today.

    FACTIONS: IC Historical Society

    5. The Barrios - The industry to the south attracts a lot of unskilled workers, and quite a few immigrants to the city, having no other prospects, live in these low-end neighborhoods. Call the Barrios a slum and you're likely to get a busted jaw... It's a nice place, full of grocery stores that cater to various cultures, and clubs where english is rarely spoken. Sure, there's not much money to go around in this area, but that's okay. People get by.

    FACTIONS: Die Kriegers, Limpeza Chama



    J. WHALER'S WHARF
    When the oceanic industry of Icon City shifted away from the Waterfront, it went to Whaler's Wharf. The great cargo ships still stop here, just not as frequently as they used to, and a small cruise ship line still sends great vessels out to exotic locales.

    The local fishing industry still thrives, and the smell of oceanlife pervades the district. It's a rough place at times, and you don't want to be here after dark, but as long as you mind your business you can usually survive a trip through without incident.

    NEIGHBORHOODS
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    1. Warehouse Row - Goods being shipped out, goods being shipped in, they all have to wait somewhere until the port authority's through with them. Just back from the Docks, they are quite busy at all hours of day and night.

    FACTIONS: Die Kriegers, Teamsters Post #785

    2. Fishmarket - The freshest catches, the finest seafood, the best open air markets in the city. (They have to be. This much sealife in a confined space would stink horrendously.) Open stalls line the streets, while the more established markets and seafood restaraunts make do with good ventilation.

    FACTIONS: Die Kriegers

    3. The Canneries - Of course, only a fraction of the daily catch goes to the fishmarket. The rest of it usually ends up in the canneries, processed into more travel-safe forms. The factories and complexes that support them always need more workers, and their noise wakes the district up every morning.

    FACTIONS: Die Kriegers

    4. Dragon Street - Back in the roaring 20s when Opium was the local drug of choice, and the Terror Tong was trying to set up a clawhold in Icon City, Dragon Street was a mini-chinatown. The Tong is long gone thanks to the fearsome vigilante known as the Phantasm, but the street's reputation has yet to fade. Now it's just another part of the Cove with more bizarre architecture than most, though it IS host to a functioning buddhist temple.

    It's still known as being a good place to score drugs.

    FACTIONS: SCK

    5. Dockside - This is where the work gets done. Massive cranes, long piers, and cargo containers as far as the eye can see. The teamsters call to each other as goods from all over the world are sorted into the warehouses to the west, and yell insults at the fishing trawlers who never move fast enough to suit them.

    FACTIONS: ICPD, Teamsters Post #785



    K. THE ARCOSPHERE
    Not really a district, so much as a massive laboratory/isolated arcology, the Arcosphere looms out of the water like a massive golf ball, similar in color and appearance. The famous research foundation, Helios Core, built this establishment, and they conduct strange experiments within the place. They also don't let people stay here without a damn good reason, and visitors are restricted to staying within clearly-marked areas, and generally only allowed on tour days. They rate their own subway station, for those employees who live in the city proper and still commute to work.

    FACTIONS: Helios Core


    NPC REP CHART(Note: This chart holds only the NPC's revealed to date. More may be hidden from you...)


    Name |Rep |Known Traits | Territories
    Banker's Dozen |1 |Kings of Finance | E3
    Caviliogne Mob |2 | Know where the bodies are buried |F2 F3 I1
    CCP |4 |Incorruptible, Tech Bureaucracy | E1
    City Hall |3 |Clean Administration, Open Door Policy | D1
    Die Kriegers |3 |Anti-Powers Rhetoric, Armsdealers | I3 I5 J1 J2 J3
    Fort Steyer |4 |Last Resort, Military Force | G1 G5
    GC&E |1 |Power and Light | I2
    Graveyard Gang |2 |Pragmatic Villainy | H5
    Helios Core |3 |Ethical Science, Major Employer | K
    Heralds |4 |Apocalyptic Truths, Fast-growing | E1
    IC Historical Society |1 |It Belongs in a Museum! | I4
    ICPD |3 |Reasonably Reasonable, Cop Killers Die | A3 B5 C3 D2 E1 F4 G2 H2 I2 J5
    Morganstern Inc. |4 |Losers get Nothing, More money than you | B1 D3
    MRB |3 |Men in Black, Metahuman Monitors | D1 E1
    SCK |1 |Drug Dealers | H1 H2 H3 J2 J4
    Steampunks |1 |Thrill Villains | B2
    Teamsters Post #785 |2 |Don't MESS with the Docks, son | J1 J5
    The Upper Crust |3 |Cliques and Contacts, Old money | D1
    Watchmen |1 |Vigilantes | C1 C3 F1 F3
    W&S Construction |2 |Puttin' the City back together... Again | A1
    The Young Turks |2 |Losers get Nothing | D3
    Last edited by Lost Demiurge; 2014-04-01 at 01:24 PM.
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  2. - Top - End - #2
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

    Join Date
    Nov 2008

    Default Re: Total War - Icon City (OOC)

    And we are LIVE.

    Now, some rules.

    YOUR SHEETS

    You have access to two google docs. Your Stats Spreadsheet, and the Turns Record.

    The stats spreadsheet is viewable. The DM alone changes it. It shows your stats, and the mechanical side of things.

    The Turns Record is where you will write your EOT reports. It's also where you'll get your Turn Summaries from me. You can write your mid-turn actions in there too, or other sensitive actions that you really, really don't want people knowing about.

    Please note that I will not officially check the Turn Record without a reason to do so. Usually this reason is midturn, or End of Turn. If you ask me to check the Turn Record in this thread, I'll do so, but I prefer that all but the sneakiest stuff go in the thread, unless it's midturn or end of turn.

    Though DO feel free to scrawl notes in the Turns report if you like, for your own usage. Just bear in mind that I'll write in it at some point.

    At EOT, your report should look like this:

    REPORT EXAMPLE - S.H.I.E.L.D
    Spoiler
    Show


    Faction Actions
    1. Investigate rumors of Loki in Stuttgart (Done)
    2. Get Shield agents and captain America on the scene (Done)
    3. Lend Fire Support to Captain America (Failed)
    4. Get Iron Man clearance to move through German Airspace (Done)
    5. Secure Loki for transport (Interrupted by enemy)
    6. Investigate the flight path to make sure there are no more Thunder goddish surprises. (Done)
    7. Attempting to recruit Thor. (In process)
    8. Securing the @!%@ out of Loki in our HULK CELL. (In process)

    VIP Actions

    Samuel L MotherFrackin' Jackson Nick Fury
    1. Stomp around and be badarse and @#%@!#. (Done)
    2. Look over reports of Loki in Stuttgart, assisting analysts. Use Competent Mutha*[email protected]%# x2 to make sure they're good and @%%#. (Succeeded)
    3. Coordinate the assault on Loki. (Done)
    4. Impress the @%##!% out of Thor with Badarse [email protected]%%! x3 (In Process)
    5. Go harass Loki. All traits should apply here. (In process)


    Captain America
    1. Attack Loki in the Mid-turn, with Supersoldier 1 Power, Tactician x1, Soldier x1, and Scrapper x1. Throw in All-American Hero x1 if someone in the crowd needs saving. (Done)
    2. Attack Loki some more, same traits. Switching to defensive fighting until I can get some support. (Done)
    3. Break up the fight with this Thor guy. See how that hammer thing does against my shield if he attacks, but otherwise use All-American Hero x1 to convince him we're good guys. (Done)
    4. Go train some more. Could really, really use that next VIP level. (In Process)

    Iron Man
    1. Go save Mr. USA by zooming through German airspace and totally tooling Loki. (Done, with STYLE)
    2. Blast the hell outta this Thor guy. Battlesuit x1, Cocky Git x1, you know the drill. If the blasters don't work, close combat until he falls down. (Heh. Uh, well, Done. Let's call it a draw.)
    3. Fix the damn suit. Genius Inventor x1 should do it without requiring cash. (Again)


    MISCELLANEOUS
    Paid 2 cash to bribe german officials to let Iron Man through without repercussions.
    Dedicating 4 TP to repairing the damaged Quinjet from Thor's little hijacking, let me know if I need to dedicate more.





    DOING STUFF

    WHAT YOU CAN DO FOR FREE:
    -Send an [E]mail message to someone.
    -Send a [M]ail message to someone.
    -Send a [P]hone call to someone.
    -Post some roleplaying fluff. (It might add a bonus to something you do later!)
    -Ask the GM for information on something happening in or around your territory, I'll tell you what you know so far based on your databases, VIP traits, followers, etc.
    -Do something internal to your faction. IE: Take stock of your recent plundered loot, put out a memo to watch out for trouble,

    WHAT TAKES ACTIONS


    -PM Conversations
    If you want a nearly guaranteed Private Conversation with someone, you can flag a message as a [PM]. If the other person then flags their response with [PM], you can talk for as long as you like throughout the turn. This represents a private meeting, a secured phone line, a heavily shielded network, that sort of thing. It also takes one action from each person involved. You can have multiple people in the same PM session, but everyone involved has to pay the action cost.

    There may be ways of getting free PM's. Different ways of going about it, all of which cost resources.

    -Investigating things
    If you want to poke around a location or spy on a person, or poke around online, that takes an action. It might take more than one if things don't work out, or additional actions may help increase your odds of success.

    -Doing sneaky stuff to other factions.
    Self-explanatory.

    -Sending forces to battle!
    Self-explanatory. Note this action can only be taken at the mid-turn, or during the End of the Turn.

    -Trying to make some money/mana/tech
    Sure, go for it. The better the opportunity or the idea you exploit, the more softstat resources you stand to gain.

    -Raising Hard stats
    This isn't easy. It'll take time, actions, and soft stat expenditures, but you CAN do it. You'll also gain a bit of hard stat exp for pulling off successes and doing cool things.

    -Etc.
    Etc, etc, etc....

    HOW MANY ACTIONS CAN I TAKE?

    There are two kinds of actions... Faction actions and VIP actions.

    If you have at least ONE follower, you gain 8 faction actions each turn. faction actions can involve as many of your followers as you please. Bear in mind that they do get tired, so if you try to use the same followers in many consecutive actions, they do suffer a slight penalty from fatigue.

    VIP actions are a bit different. Each VIP has a number of actions equal to his level plus one. So a level 1 VIP has 2 actions each turn.

    MID TURN

    The mid turn is when conflict with other factions happens. If you submit an action go to battle, it will resolve in the next available mid-turn. Also, some events that may have no conflict will still be complex enough that they'll resolve in the mid-turn. Conflict can also happen at the end-of-turn.

    Each mid-turn has two phases. Attacking in each phase costs usually at least one action. Attacking in the EOT usually costs at least one action. So bear in mind that if you want to do a prolonged assault, three actions may be required.

    Not every attack requires a prolonged assault. Sometimes enemies are no match for you, sometimes they run like bunnies.

    Defense is usually free, but if you're expecting trouble, you can set up defenses in an area, deploy your followers, ready tactics, etc. This makes your defense more effective.

    Also, the mid-turn isn't limited to attacks, and there are exceptions to the mid-turn = conflict rule.

    If a total [email protected][email protected]!% manages to jump a non-combatant prior to mid-turn, for example, and the dice agree, then the total bad*@%!% is probably gonna win without much of a fight. Or if one side is hilariously outmatched, then it might be resolved before the mid-turn.

    Generally if a conflict involves one of your VIPs at risk it WILL resolve in the mid-turn, though.

    HOW DO I TRADE DATABASES
    Trading databases takes time and effort. You're basically trying to teach someone a vast array of knowledge that is pretty much natural for you, and alien to them.

    As such, it takes 1 action per level of database that you're giving to someone else.

    What's more, the person gaining the database has to pay 1 action per level of the database gained.

    Also, you should be careful who you trade with. They can corrupt the database, changing or altering information that might not be caught later, if at all. If you don't trust someone, then caveat emptor...

    Finally, if you have a trait that helps you deal with databases, then you pay 1 less action on all database trades! That means that level I database trades are FREE, level II databases cost 1 action, etc. You might be able to extend this courtesy to others, depending on the nature of the trait.


    HOW DO I RESEARCH SCHEMATICS
    Well, you start by sending me a thorough description of the device, gadget, spell, enchantment,or ritual you want to make. You also assign a desired power level to it. You can research things that are higher than your tech/magic, but it's a lot tougher.

    Then you assign at least one action to research. You wait, and at the EOT, you get an update on the progress of the project.

    Now, it IS possible to hurry a project along and get it done during the same turn. You do this by assigning an extra action to it, and saying you want to rush it. This can be risky... If the research roll doesn't make enough progress to get the completion to 100%, then the rush action is lost. Still, if you're at 85% on a project, and REALLY, REALLY want it before the next turn, then it can be worth it.

    Bear in mind that skilled followers and VIPs can also be assigned to research (VIPs with VIP actions, mind you). They help improve your progress.

    HOW DO I MANUFACTURE THINGS
    Simple. Assign an action to making something, pay the cash cost, and any MP/TP cost, and wait. At the EOT, you will produce the item.

    Like research, you can rush a manufacturing job by assigning an extra action to it.

    Also, you don't have to create one item at a time. You can create batches of the same item in the same action. So long as you can cover the cost, you're good.

    If you want to create different types of items, it still takes one action per batch. Can't use the same action to manufacture different types of items.

    Example: Doctor Dire wants more Devastators! She has enough money and TP to manufacture three devastators. She only needs to spend one action to get them started, but she still has to pay the cost for all 3 Devastators.

    Now if she also wanted to manufacture a Decrypter, she'd have to use a separate action to do that, and pay the cash and TP costs for a Decrypter.

    TRADING SCHEMATICS
    You can trade schematics with anyone at any time, for free. You don't need to spend an action.

    Of course, you have to figure out how you want to get them the schematics. Send them online? Send them through the mail? Bear in mind that either has a chance of interception. A physical meeting between representatives of each faction, trading the instructions, might be a little more secure. Or there might be other ways to do it. Your call.

    WOUNDS, AND DEATH
    Well, the good news is that you're playing in a mainstream modern-comics genre. Mostly. There's a few nods to the silver age, and suchlike, and dead is usually dead. But your VIPs are fairly resilient, your followers a little less so.

    VIPs have four hit boxes on their damage track: Injured/Wounded/Down/Dying

    When they are INJURED, they have been bruised, battered, maybe a little lacerated, or a strained muscle here or there. They can still walk, talk, and do anything they need to do, it just hurts a bit is all. No penalty. INJURED VIPs lose this condition at the start of the next turn, or they can seek minor treatment to get rid of it sooner.

    When they are WOUNDED, they have taken a serious cut, or broken a rib or two, or taken a serious beating. Something that's gonna slow them down, make them less effective. They get a penalty to every action until it's healed. WOUNDED VIPs turn into INJURED VIPs at the start of the next turn, or they can seek serious treatment to get rid of it sooner.

    When they are DOWN, they've been knocked out. The good news is that anyone around them can shake them awake, or restore them to consciousness by committing an action to doing so. The bad news is that then they go from DOWN to WOUNDED. If no one wakes up a DOWNED VIP, then at the start of the next turn they go from DOWN to WOUNDED. As always, treatment is your buddy.

    When they are DYING, they need help ASAP. If someone doesn't spend an action to give them treatment before their body gives out, they die. Sorry friend. It usually takes someone with medical training to fix DYING. Or having stuff around like a good first aid kit might improve your chances. Or rushing them to a hospital, or wherever.

    Followers have Two hit boxes on their damage track, DOWN and DYING. They don't have WOUNDED, which means that if you revive them from DOWN, they're generally fine.


    IC THREADS
    Current thread (2) is HERE!
    http://www.giantitp.com/forums/showt...0#post17425430

    Old thread (1) is HERE
    http://www.giantitp.com/forums/showt...Icon-City-(IC)
    Last edited by Lost Demiurge; 2014-05-06 at 01:10 PM.
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  3. - Top - End - #3
    Colossus in the Playground
     
    Eldan's Avatar

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    Default Re: Total War - Icon City (OOC)

    Gilgamesh

    Hard Stats:
    Powers: 5 [Immortal 3, Warrior 2]
    Reputation: 2 [Mythic Hero]
    Assets: 1 [Sky Chariot]
    Databases: 1 [Magic 1]
    Secrecy: 1 [Soft Stats]
    Technology: 0
    Wealth: 0

    Soft Stats:
    Secret

    A man in 400 year old conquistador uniform and a musket. Oh, and a magic flying chariot. Claims to be the mythological Gilgamesh, just returned from a 400 year trip to Mars. Has a rocking beard.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  4. - Top - End - #4
    Firbolg in the Playground
     
    OldWizardGuy

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    Default Re: Total War - Icon City (OOC)

    Quote Originally Posted by Lost Demiurge View Post
    Alright, folks! STEP 5!

    Everyone with 0 secrecy, that's ZERO secrecy, please go ahead and pick a starting neighborhood! You can share it with other factions. Some factions, you might not want to, but that's your call.

    I will be posting a rep chart soon for the listed NPC's above. If you wanna hang off until then, that's fine.

    YOU HAVE UNTIL MIDNIGHT OF FRIDAY THE 22ND (EST) to pick a starting location. If you do not pick by then, I'll assign you one.

    And then we'll move onto the secrecy 1 folks...

    NOTE: If your secrecy is HIGHER than 0, and you WANT to pick a location now, go right ahead. I don't mind.
    Farmlands.

    Father Epiphanes (Slight name change)
    Eternal Night: (Full-name: The Eternal Brotherhood Of the Night, or TEBON/Tebon.
    Super Power:
    Elder Vampire 4
    The Eternal Darkness
    Father Epiphany 4 SP
    Powers:
    Vampire Lord Form He turns into a fiendish, bat like monster, and all of his physical power is dramatically increased.
    Life Force Manipulation: With a wave of the hand, Epiphany can grant his life force to others, heal or draw out someone's life force, draining it supernaturally without the need to sink his fangs into them.
    Father Epiphany is one of the junior members on the Order of Nosferatu's Council. He was a minor Councilor, but he nonetheless had his mind partially erased as the Council was dissolved. The Order of Nosferatu's original purpose is still unknown to even ancient vampires, however, Father Epiphany, once known simply as Epiphany, "miraculously" remembered where the Book of Nosferatu was located, and he recovered the book from the library of a Romanian Cultural Anthropology professor, Professor Alexandru. Alexandru was afraid of releasing evil spirits from the book by burning it or destroying it, so Epiphany found the book as Alexandru was sleeping.
    Uncharacteristically mercifully, Epiphany did not murder Alexandru, he merely stole the book and left the estate.
    Epiphany is a very powerful, ancient Vampire. He has not feasted on the blood of his vampires, he merely transferred a portion of his life force into them with the sheer power of his will.
    Hard:
    Assets: 1
    Trait: Occultic Tomes On Vampirism detail secrets of the Vampires, how to grow in power, etcetera.
    Powers: "Elder Vampires" 4
    Wealth: 3
    Magic: 1
    Trait: The folk are Vampires
    Magical Invention:
    Blessed Be The Blood: Vampires who routinely perform a ritual of blood, with some kind of nocturnal creature, or, failing that, a small mammal, a bird, etcetera, slowly build up their vitality, durability and stamina.
    Aristocracy: They are either related to Aristocracy or are Aristocracy. They can acquire wealth from their families overseas or local.
    Ancient Treasures They have ancient Treasure caches. These caches are secret and even those loyal to the faction will only bring small "doses" of their treasure per period of time.
    Database: Magic: 1
    Ordo Nosferatu: The Order of Nosferatu, an ancient Tome based on a now dissolved Vampiric Order.

    Soft:
    Morale: 6
    VIP: 20 (4 Levels)
    Followers: 7
    Followers: Vampire Fledglings They are highly durable, with enhanced reflexes and strength.
    Influence: 7
    Last edited by ArlEammon; 2013-11-14 at 04:41 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
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    Default Re: Total War - Icon City (OOC)

    Concept/Faction Info
    Spoiler
    Show
    The Family is a tight group of friends and family who thought they might be able to take advantage of the recent chaos in Icon City and the world in general to improve their lot in life. Though not necessarilly villains in their own eyes, they have been implicated in enough crimes to have most of the authorities consider them as such even if they don't have the resources to take them into custody. The truth of the matter, though, is that The Family is simply a group of friends who are out to have fun and make a quick profit.

    Recently, using the fortunes made in their various illicit activities as well as the personal funds of one of their members, The Family has begun seizing a small territory and driving out any other competitors in the area through use of an elite force of hired mercenaries in order to secure themselves a safe place to relax and unwind between jobs. Rumor has it that they have also began construction of a secret compound with a state-of-the-art security system as additional clout.


    Hard Stats
    Spoiler
    Show
    Assets: 2[Underground Hideout]

    Databases: (Powers 1)(Movers and Shakers 1)

    Magic: 0

    Powers: 5[Charmspeak 2][Earth Manipulation 1][Invulnerability 1]

    Reputation: 0

    Secrecy: 0

    Technology: 0

    Wealth: 1[Black Market Fronts]


    Traits
    Spoiler
    Show
    Black Market Fronts: A big portion of The Family's income is dependant on the profits being made by their contacts in the black market. If business is good, life is good. If not...

    Charmspeak: The Charmspeak Power grants its empowered user an unnaturally charismatic personality and extends an almost hypnotic effect on those in his presence, making them far more agreeable and willing to perform certain deeds. Obviously a higher rating in the Charmspeak catagory increases its effectiveness.

    Earth Manipulation: The Earth Manipulation Power grants the empowered individual mastery over earth. At lower levels the cape can form small barriers made of rock and stone as well as throw small chunks of earth(like an earthbender from A:TLA). Higher powered individuals of this sort have been known to create small, localized earthquakes, armor their bodies in a flexible layer of earth, and throw even larger chunks of rock.

    Invulnerable: Exactly as the name states, this power grants one invulnerability. What it doesn't state is the fact that each level in this power determines the extent of your invulnerability. For instance, just because a lower ranked individual is unnaturally resistant to small-arms doesn't mean he can take on a tank unscathed.


    Soft Stats
    Spoiler
    Show
    VIPs: 30(6 Levels)

    Followers: 4[Mercenaries 2][Street Thugs 2]

    Cash: 3(6)

    Influence: 1

    Morale: 2


    VIPs
    Spoiler
    Show
    Merissa:
    Levels: 2 Diplomat
    Powers: Charmspeak 2

    Merissa is the de facto leader of The Family. She doesn't tend to go around in costume or maintain much of a secret-identity, but not much is known about her past, leading authorities to assume the name "Merissa" is an alias of some sort. Merissa tends to be the most level-headed and cunning of the group, on account of what her Power can do. She is also the public face of The Family and is the one present at most of their negotiations with other groups.

    Gladiator:
    Levels: 2 Scrapper
    Powers: Invulnerable 1, Earth-Manipulation 1

    Gladiator is the violent member of the group, accused of multiple charges of assault and battery. He is also the newest member of The Family, being the only one to have not known each other before they rose to power. Despite this, he has helped them out of some tight spots over the past year. He is a fighter, no matter how you spin it; instead of any real style, he fights just as an ancient roman gladiator would--cheap and dirty. Because of his Power he can afford to place himself in front of most blows so he doesn't worry about injury as much as most.

    Blaine:
    Levels: 1 Marksman
    Powers: None

    Blaine, another known member of The Family, is Merissa's brother. While she stayed in Icon City, he joined a mercenary band as a sniper and traveled the world, fighting in multiple engagements and learning the tools of the trade. When his sister hatched the brilliant idea of seizing a slice of the Icon City, he convinced some of his old company to return with him.

    Mya:
    Levels: 1 Accountant
    Powers: None

    Mya is a childhood friend of Melissa and Blaine. Always the "good girl" of the group, Mya actually went to school and majored in business and accounting. She now spends most of her time cooped up in The Family's compound handling their accounting and business ventures.
    Last edited by oblivion6; 2013-11-14 at 11:39 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    Imperial Psycho's Avatar

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    Default Re: Total War - Icon City (OOC)

    James Edison
    Edison Electric Company

    History
    Spoiler
    Show
    James Edison is the inheritor of the Edison fortune. An ironic name, considering the current fortunes of the Edison family. First, there was the battle of the Currents. Entrepreneur and innovator Thomas Edison backing direct current, Westinghouse pushing for alternating current, on the back of innovations by Nikola Tesla.

    Despite efforts by Edison to prove that alternating current was dangerous, He lost that war. But no matter, for he was still a wealthy man, and a man with a boundless energy, always ready to find the next big thing and try to sell it.

    As it happened, the next big thing was parahuman research. The incredible powers on display would change the world, and the right man in the right place could change everything. Thomas Edison knew his time had come. By every means at his disposal, he got hold of parahuman subjects to study. His experiments, later the subject of some controversy, form the basis of much of scientific understanding of Powers.

    But once again, he was drawn into a competition. This time, directly with Nikola Tesla. The man apparently manifested some incredible powers of his own, whether by his own methods or elsewise is unclear. And not only was he using the opportunity to do research, he was... fighting crime? Was he insane? Of course the public would see that he was a vigilante madman. Flying around zapping criminals? A disgusting waste of the potential parahuman abilities provided. The potential for improvements to engineering, to every field of science... and he was using it to illegally run around doing the job of the cops?

    And yet, Edison watched as the population, instead of being horrified as he predicted, instead indulged in some kind of hero worship for the mans. Edison submitted a patent. It was delayed, delayed, delayed. Edison wrote a paper, it was ignored. But Tesla? His derivative slock was worshipped. His patents were always approved instantly. People began to see him as the father of all powers research. The Beginning of the Superhero age, embodied in a heroic figure.

    Edison indisputably lost the War of Parahuman understanding, just as he lost the War of the Currents. And then, as if to rub it in, Tesla's invention of wireless power transmission dealt a death blow to Edison in the energy sector, too.

    Edison was ruined. His output slowed to almost nothing. He was reduced almost to poverty. He watched as the world began to elevate Tesla to an almost god-like status. He watched as Tesla built his own city, a monument to his ego. When Edison, in one of his occasional sparks of activity after his effective retirement, came up with designs for passenger jets, his reputation was so far gone that they were rejected in favour of some insane dirigible system, simply because the latter was backed by Tesla. His resentment to his rival, who no doubt barely even remembered his name, was incalculable.

    But this is not the story of Thomas Edison.

    James Edison is the great-grandson of the semi-remembered Thomas. He was born into a world of superscience and super powers. A world of Tesla's creation, filled with his inventions. And he was raised on stories of Nikola. The man that ruined his family. He never knew his great grandfather, of course, but he was a voracious reader of his prolific writings. He reads about the Pyongyang incident, then reads an article by his great-grandfather warning that Tesla, by legitimizing the violent use of powers, would cause the militarization of parahumans.

    James Edison left schooling at the age of 18, and immediately founded his own company, the Edison Electric Company. Based in the city of his ancestors greatest rival, Icon City, not much is known about the young entrepreneur at this point, but EEC is a promising small company, manufacturing electronics, and truly innovating in a way not seen in decades. James is utterly determined to restore his family name, and word on the street is, that this kid might just be the next Tesla.


    Hard Stats
    Spoiler
    Show

    Powers: 4
    James Edison:
    [Electrokinesis 4]: James has mastery of electricity. Firing bolts of lightning from his hands is the most direct use of this power, but far from only use. He can produce and control ball lightning, turn electrical gadgets on and off, or fry them from a distance. He even seems able to use this ability to run at a superhuman speed

    Technology: 3
    The Edison Electric Company does not have the largest budget of tech companies out there, but they already have an independent and innovative streak that has given them some success. They may not be the most advanced company out there yet, but they have a well stocked workshop.

    [1% Inspiration]: Edison is not here to make money by copying everyone else. He is here to show the world his own designs. The EEC gets a bonus to the construction of entirely new schematics, as opposed to reverse-engineering

    [99% Perspiration]: That said, a flashy new idea that no-one can use because it's too expensive, impractical, or downright unreliable is no good to anyone. The EEC are experts at improving on old inventions, ironing out disadvantages or adding new features.

    Assets: 1
    Edison Electric HQ: Taking the questionable decision to blow almost all his initial budget on a fancy workshop, Edison has all the resources he and his team need to invent all sorts of gadgets in their large Headquarters

    Database: 1
    Technology I

    [Adverse Engineering]: Edison doesn't need to take your device apart to know how it works. A good look at a technology in operation, and the mind is awhirr with theories about it's mechanisms. The EEC can reverse engineer foreign technologies without having a copy to study, though it isn't as easy.

    Wealth 1
    [The Price of Innovation]: The EEC knows exactly how to price their products to get top dollar for their goods without driving away their customers. The efficiency of the Wealth collection for the EEC is increased


    Soft Stats
    Spoiler
    Show
    VIP: 20
    James Edison
    [Inventor 4]: James is an engineer and an innovator at heart. Building little gadgets to solve problems is what he does. He has a knack of building devices that is more than can just be attributed to his power. He is a mechanical and electrical genius, in short.

    Followers: 2 (Staff)
    Edison has a small crew right now, helping him research and build new inventions, prototyping, and testing in the HQ.

    Cash: 5 [10 Cash]
    What with the sale of a whole new series of wireless power transmitters and receivers, EEC has a windfall that it can use to keep the projects running and Edison's dreams alive.

    Tech Limit: 8

    Morale: 5


    Territory: The nicer end of WestMarket, close to Pyre Hill.
    Last edited by Imperial Psycho; 2013-11-14 at 05:51 PM.

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
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    Seattle, WA
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    Default Re: Total War - Icon City (OOC)

    Mordecai Carter

    Background
    Spoiler
    Show
    Origins, pt. 1
    Spoiler
    Show
    "Twenty bucks. Twenty bucks and it's yours."

    Mordecai glanced again at the amulet hanging from the portly fellow's neck. Looked gold, but that was no guarantee. A couple of gems. It would fit right in with the other useless knick-knacks in the window.

    "And it's magic?" he asked.

    "Yes! Yes, absolutely!" The man was actually sweating. "Please. Ten dollars. Just take it!"

    Mordecai sighed. Even with profit to be made, might as well humor the guy. "Sure. Ten bucks."

    "Really? You... you'll take it! Thank you, thank you!" He nearly dropped the amulet as he hurried to take it off.

    Why is it that I get all the crazies, Mordecai wondered. Then again, the answer was obvious - what other kind of customer would come to a place called the Eldritch Emporium? He certainly would never have given the unassuming shop a second glance, if he hadn't inherited it from his parents. The family business, they called it. Family scam was a better description.

    They were sitting at a squat wooden table in the back corner of the shop. The surface was covered in Celtic runes that Mordecai had copied from a Google search. People loved the mystery of it. The table, nestled snugly between a couple racks of dusty crystal balls and decks of tarot cards, was allegedly reserved for private dealings. Not that it was really needed - having more than one customer in the shop at the same time would be a Christmas miracle. Turns out there isn't much demand for Magic Marvels and Arcane Artifacts in a world where everyone knows magic doesn't exist. Sure, there were magic-themed metahumans and entirely different creatures like the Atlanteans, but it was just Powers. Mordecai sighed. Flashy Powers were ruining things for old-fashioned con men like him worldwide.

    A small cloud of dust was launched into Mordecai's face as the cash register sprung open. He didn't want to think about how long it had been since he had a paying customer. He pulled the last ten out of the register. By his account, he figured the shop had another two or three months before he had to close it down and get a real job.

    "Here's your money," he said, offering the bill. The man took it and handed over the amulet, then turned and RELEASE ME.

    Mordecai shook his head. The man was gone. Outside there was nothing but darkness and the occasional headlights of a passing car. What time was it?

    RELEASE MEEEEEEEEEE.

    His head throbbed. The voice was coming from inside him, but also... the amulet? He looked down at the necklace, which now glowed with a deep crimson red. YOU WILL COWER IN THE PRESENCE OF THE DREAD VRINLOK'BAL. SUBMIT TO MY DARK WILL AND FREE ME FROM THIS PRISON, AND YOU WILL KNOW A LESSER TORMENT WHEN I HARVEST THE SOULS OF THE LIVING. RELEASE ME IMMEDIATELY!

    Well. This was new.


    Origins, pt. 2
    Spoiler
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    Smoke was already clinging to the basement ceiling by the time he lit the final candle. Mordecai reviewed his work. The chalk circles matched up with the illustrations in the book, more or less. He still wasn’t entirely sure what the concentric rings were supposed to mean, but this particular design had appeared in three of the “spellbooks” the Emporium had collected over the years. That had to count for something, right?

    I HAVE WAITED LONG ENOUGH, SLAVE. RELEASE ME!

    Mordecai did his best to ignore the voice in his head. The amulet sat in the center of the magic circle, still shimmering with an unholy light. Was he really doing this? He never believed in all this ritual nonsense, but then again, earlier today he didn’t believe in demons trapped in jewelry. If this circle actually worked, he’d have to reevaluate a lot of things. If it went wrong, well, the shop wasn’t going to last much longer anyway.

    One last trace around the circle to complete the seal. YOU WASTE THE TIME OF THE GREAT AND TERRIBLE VRINLOK’BAL. YOUR INSOLENCE SHALL-

    “Dammit, would you shut up for two seconds?” There, circle finished. He stepped back, looked at the amulet, and spoke the incantation to release the demon. Nothing happened.

    IMPOTENT FOOL. WHAT ARE YOU DOING?

    “I swear that was supposed to work.”

    REPEAT THE INCANTATION.

    He did.

    NO, NO. THE FOURTH SYLLABLE IS A HARD C, LIKE A ‘KUH’ SOUND. YOU’RE DOING IT LIKE AN S … YES, THAT’S IT! NOW AGAIN, FROM THE BEGINNING.

    This time, as he uttered the final words of the ritual, the amulet shook violently. A red mist seeped from its gem, and a creature began to grow from nothingness. Only inches tall, then a foot, then three feet. AT LAST! AFTER CENTURIES OF CONFINEMENT, I AM FREE ONCE MORE! THE WORLD SHALL KNEEL BEFORE ME, AND I… WAIT. I’VE STOPPED. I’M SUPPOSED TO BE TALLER THAN THIS, AND STRONGER. WHAT HAVE YOU DONE? The demon leveled an accusatory finger at Mordecai, but recoiled in pain as it touched the space above the chalk circle.

    Mordecai pulled out a chair from the basement corner and sat. He picked up the first of a large pile of empty ten-cent notebooks and retrieved a pen. “I’ll be asking the questions now. You know a thing or two about magic, I’m guessing?”

    I COMMANDED ARCANE ENERGIES BEFORE THIS WORLD EVEN-

    “Alright, that’s what I thought. Listen, buddy – you’re gonna have to bear with me, because I’m sort of new to this and I think the binding ritual was mostly beginner’s luck.” He opened the notebook to the first page. “So let’s just start from the top.”


    Hard Stats [10]
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    Assets: 1 (Arcane workshop)
    Databases: 2 (Magic 2) [Friends in Low Places]
    Magic: 5 [Infernal Stability] [Magic, a la carte] [Thrift Enchanting]
    Powers: 0
    Reputation: 1 [Practical Wizardry]
    Secrecy: 0
    Technology: 0
    Wealth: 1 [Mystic Merchandise]

    Traits
    Spoiler
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    Arcane Workshop (Asset): Mordecai's "magic" shop the Eldritch Emporium is more valuable than it first seems. In addition to the shop on the first floor and his apartment upstairs, the basement houses a workshop of magic tools, reagents, and reference texts. Enchantments and magic research are more effective with access to the workshop.

    Friends in Low Places (Databases): Vrin may be bound to the mortal realm now, but he still keeps in touch with his (quite literal) underworld contacts. Whenever something stirs up the world of magic, Mordecai and Vrin are likely to hear about it.

    Infernal Stability (Magic): Vrin knows more about the workings of magic than just about any human wizard, and passed on some of the secrets of not blowing oneself to pieces while channeling mana. Magic is less likely to go horribly wrong.

    Magic, a la carte (Magic): Mordecai spent most of his life surrounded by trinkets that, while utterly useless, do have a certain charm. This may be why he's taken a liking to enchanting. His magic items are more effective.

    Thrift Enchanting (Magic): You don't always have all the proper ingredients, so sometimes you have to improvise. Magic items created by Mordecai and Vrin cost less MP to maintain.

    Practical Wizardry (Reputation): Not many people know that Mordecai's cheap tchotchke shop masks a truly talented wizard, but those that are aware also know that he doesn't screw around with all that voodoo mumbo jumbo. His practical approach has earned him some favor with those who otherwise wouldn't consider hiring a magician - and some disdain from those with more traditional mindsets.

    Mystic Merchandise (Wealth): With new business from people seeking actual, functioning magic, the Eldritch Emporium is making a decent profit. His years behind the counter have taught Mordecai how to really talk up the value of magic artifacts - even if they aren't actually magic at all. Wealth from selling magic items and "magic" items is more efficient.


    Soft Stats [40]
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    VIPs: 25 [Mordecai: Wizard 2, Enchanter 2] [Vrin: Arcane Assistant 1]
    Followers: 2 (apprentices)
    Cash: 2 [4 Cash]
    Morale: 2
    Influence: 0
    Tech Limit: 0
    Mana Limit: 9


    VIPs
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    Mordecai Carter [Wizard 2] [Enchanter 2]
    Mordecai never believed in magic until it followed him home. After years studying under Vrin's mentoring, it turned out he's got a real knack for it - he's now one of the more powerful wizards in Icon City. He still runs the Eldritch Emporium, selling useless junk to tourists and actual enchanted goods to customers savvy enough to seek them out.

    Vrinlok'Bal [Arcane Assistant 1]
    Vrinlok'Bal, Demon Lord of Terror and Pain (or just Vrin, for short) is a lesser demon with far more bark than bite. Bound to the physical world by Mordecai's first experiment with magic, he gradually stopped hating his captor (or at least hates him less) and came to accept his new role as the wizard's partner. The binding ceremony left him drained of most of his infernal power, but his knowledge still makes him invaluable to Mordecai.


    Starting Location: Tourist Traps, Waterfront
    Last edited by Cognimancer; 2013-11-14 at 06:12 PM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Kobold

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    Default Re: Total War - Icon City (OOC)

    The Trifecta
    Tempest and his allies are here

    History
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    The trifecta is......as its aptly named a unique organization, its best described as a three people, tagging along more or less depending on who you ask.
    Some regard them as Villains, others as Vigilantes, many people forget the danger that is the combined might of these three together.

    And its all thanks to Tempest, an interesting man who put this group together. There are many versions on how it happened but the hard facts are as follow's, a month ago exactly after two days of captivity the Kaiju Strider was released by the combined forces of Mara and Tempest attacking the facility.

    That was the beginning of the triumvirate, they spent the following month running from the MRB by literally riding on top of Strider, while going around the country, in the end they managed to find proof of corruption among the Bureau.....among other things.
    And so a deal was struck, they would turn all evidence to the government and in return everyone in the group would be granted amnesty, that was all a couple of days ago. Now free to do anything they want they have arrived in Icon city to meet some old friends and kick some dust up.




    Hard stats
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    Wealth:[Classified]-Doubt they got wealth, but hey dont take my word for it.

    Powers:[Classified]-Its a Kaiju....what do you think?.

    Magic:[Classified]-Pew pew.

    technology:[Classified]-Vroom vroom.

    Databases:[Classified]-You should know i probably will have the magic database.

    Secrecy 1-Better luck next time Chaps.


    Soft Stats
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    Followers:
    [Cultists 1]-The remaining cultists the most loyal of the original bunch who follow Mara.

    Influence:3

    [Morale 1]-Low morale after being on the run for so long.

    VIP: 35

    Mara
    [Hard to kill 1] [Assassin 1]
    [Cult leader 1]
    As a real succubus from the infernal realm, you can guess that she would have made a cult. She started her cult a long long time ago and with age came wisdom, experience and all the skills related to making and leading a cult.


    Strider
    [Hard to Kill 1]

    Tempest
    [Hard to kill 1]
    [Appraiser 1]
    As someone who has been in the game of selling magical artefacts, technological items and plain old junk Tempest has learned to discover the real value of the items he is selling or he is being sold.

    [Tempest-fu 1]
    His own personal fighting style that kicks ass and chews more ass.



    Starting at: Silent Hill Lake
    Last edited by Orbiter; 2013-11-15 at 01:53 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Total War - Icon City (OOC)

    None of you know of me, and understand less.
    Power restored for christmass. I'm back!

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    dragonflycave.com/newpay.aspx][/url]


  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: Total War - Icon City (OOC)

    Merlin

    Spoiler: hard stats
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    Assets: library of McGuffins(2): over the years Merlin has built up a rather large collection of obscure things to deal with obscure beings. Need a cold iron sword buried for 100 years under an oak tree? He has it.

    Data: magic(2), Icon city (1): Merlin's people have been around and know some things.
    -traits: secrets long forgotten (bonus to historical data), secrets never known (faster record updates)

    Magic: (0): Merlin is magic, he doesn't have to do magic. It's just pestering the universe and having an over fondness of mercury with an underappreciation of bathing.

    Powers: Merlin(3): the man who lives backwards, a half-human known to exists hundreds of years ago. Skilled, durable, and able to see time in both directions. Forsook much of his memory to gain free will. (power works as it works)

    Reputation: (1): people mostly trust Merlin to do what he says and leave things less broken than he found them. It would be higher if Merlin wasn't...Merlin.
    -traits: old ties (extra starting influence)

    Secrecy: (0): the notes on the wall reminding Merlin of the buildings floor plan really don't help.

    Technology: (0): for a millennium old organization they're keeping up with the times great.

    Wealth: (1): Precogs tend to have an alright time gathering funds. If Merlin didn't have things to do he could really be quite rich
    -traits: venture capital (gain influence with emerging groups equal to a fraction of income)


    Spoiler: soft stats
    Show

    VIPs(15): Merlin(prophet(1), prince(1), knave(1))

    Followers(8): administrator, strike team, accountants, data analysts,security personnel, librarians(chiefly of McGuffins), operations(for transport, maintenance, etc.), representative

    Cash(0)

    Moral(5)

    Spoiler: Influence(17)
    Show
    6: Great Britain: Merlin is a cultural treasure (and an official cultural ambassador). Before they knighted him they asked him if they were doing it right

    8: Preternatural: Merlin is a lord of the ones who are, his word and deed bound by the rules that hold.

    3: icon city night life: Merlin has firmly ensconced himself in the operations of the cities clubs, restaurants, and assorted venues. He no longer seems to live inside them as he did in the aftermath of the millennium, but his face is still well known there.


    Technology level(0)

    Mana Level(0)


    Merlin's operations are focused in club central

  11. - Top - End - #11
    Bugbear in the Playground
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    Default Re: Total War - Icon City (OOC)

    The Ideal

    Background:
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    In wake of the averted apocalypse, there was a vacuum of power left by the deaths of so many heroes. In the hopes of preventing chaos, the United States government decided to gather the remaining heroes they could in hopes of deterring those of ill intent. The government gave them the resources they could, and began trumpeting them as the ideal of how Supers should use their powers for the betterment of everyone. There weren't all that many that wanted to join initially, but they did get two: Avalon, a metal-clad brawler who fights to protect those who can’t protect themselves, and The Engineer, a renowned (mad) scientist and inventor who could one day rival Tesla.

    Together, these two will form the core of The Ideal.

    Heroes:
    Spoiler
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    Avalon
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    Name: [Redacted]
    Age: 32

    Until just a few years ago, [Name Redacted] was a completely normal metalworker, living in [Town Redacted], Illinois. On [Date Redacted], there was an industrial accident that led to a several ton piece of machinery falling directly on him. Several minutes later, he managed to dig himself out of the wreckage, completely unharmed.

    Shortly after this, [Name Redacted] constructed his signature blue and red steel armor in his garage, and took to vigilantism as Avalon. (Ed: He says the name Avalon was just something he heard somewhere the sounded cool. As far as I can find, Avalon was a magical island from Arthurian legends. Think that’s worth looking into more?) He didn’t really make much of a name for himself for several years, mostly staying out of the limelight. That is, until [Supervillian Redacted] attempted to freeze all of Chicago. Luckily, Avalon was able to defeat the crazed super before his plan could come to fruition. This high-profile victory brought Avalon more into the public eye.

    Shortly after, the events of (name of apocalyptic event here) resulted in the death of many heroes. When the notion of forming The Ideal was put forth, Avalon was one of the only heroes contacted to have any interest in participating. He has since become the core of the initiative.


    Powers: Superhuman Strength, Endurance, and Durability

    Avalon is a fairly typical “Brick” super. He’s highly durable, incredibly strong, and much more athletic than should be possible. The only strange thing about him is that there is no discernible origin for his abilities. He uses no technological assistance to perform his feats. (Ed: The armor he wears is not powered, it’s basically just for show. He’s tougher than it is.) Magical scans have not been able to detect anything, and genetic tests have revealed no significant mutations that might account for his abilities. As far as anyone can tell, he should not be able to do what he does. But he does anyway.

    The Engineer
    Spoiler
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    Name: [Redacted]
    Age: 30-ish (Ed: That’s not right. Did someone change this?)

    (Yes, in fact. I’ve taken the liberty of editing out most of the unimportant bits, as well as changing other things for readability. Hope you don’t mind. - The Engineer)

    Before the events of (apocalyptic event’s name here), The Engineer worked for Global Dynamics, a research and development firm based out of Oregon. She was responsible for several major breakthroughs for the group, but disagreements over patent ownership eventually led to her leaving.

    Not long after, with the fallout from the near-apocalypse finally starting to settle, The Engineer was contacted by government officials for their Ideal Initiative. With little better to do with her considerable talents, she accepted the position.

    Powers: Enhanced Intellect, Mechanical/Electronic/Digital Affinity

    The Engineer has displayed a genius level intellect, as well as considerable affinity for technology of any kind, from an early age. That she is the most intelligent individual to exist since Tesla, as some say, might be an exaggeration. Regardless, she is a skilled scientist and inventor who has revolutionized several aspects of computing and robotics. But since Global Dynamics insists on sitting on those patents, the world may never benefit from those discoveries.

    Hard Stats:
    Spoiler
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    Assets:
    1 - [Advanced VTOL Aircraft] :The government has given The Ideal one of their prototype VTOL aircraft. (Dunno how doing actions in the city will work, but perhaps this means they can be anywhere in the city at almost any time?)
    1 - [Secure Base]: A high tech base partially designed by the Engineer. It's main features are it's advanced security systems. Otherwise, it's a fairly comfortable base for the fledgling team. (Perhaps Quasi-Secrecy points when it regards things taking place in their base?)

    Databases:
    Technology: 1
    Powers: 1 - [Government Databases] - A bonus to identifying Supers.

    Magic: 0 - The Ideal doesn't have any magic users. Yet.

    Powers:
    Brick - 2: Basically, the Paragon track, except dropping flight in favor of further strength/toughness.
    "Mad" Scientist -1: Pretty much exactly what it says on the tin.

    Reputation: 1 - [By the Book Heroic] - The government has made the Ideal the poster-boys for what Supers SHOULD be. They get bonuses to influence with government and law enforcement agencies.

    Secrecy: 0 - The point of the Ideal is publicity. Why would they NOT be public?

    Technology: 2 - [Oh, We've got one of Those]-Whatever little thing you might need, between The Engineer's private workshop and certain government warehouses, the group can probably find it. (Perhaps a bonus to one action of my choosing per turn?]
    -Schematics: [Kinetic Barrier] - An energy field that completely deflects kinetic energy for a very short amount of time. (Just a few seconds.) Takes a long time to recharge though. (Something that stops my VIPs from taking damage when they otherwise would, but only works every other turn.)
    [Robotic Grabby Things (RGTs)] - Named by The Engineer’s niece, these are quadruped robots about the size and relative shape of a medium sized dog. Their main feature is the large robotic arm mounted on the top of the main body. Originally, The Engineer designed these to be assistants in her work, getting her tools and lifting things for her. However, their dexterity and surprising strength proved to be a major asset in combat. She now keeps a few around as bodyguards as well. (Robotic followers that can be used either for combat or tech bonuses?)
    [Electro-Bolt Gloves] - The power of lightning at your fingertips! (A simple buff to a VIPs fighting capabilities.)
    [Dazzler] - A specifically timed display of lights and sounds will disorient 95.483% of humans and humanoids. All the effects of a flash-bang, no explosives! (If deployed, will non-lethally defeat non-VIP opponents.)

    Wealth: 0 - The Ideal doesn't currently have much of a revenue stream. Mostly, they're just given whatever the government wants to give them. So far, they've been fairly generous.

    Soft Stats:
    Spoiler
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    VIPS:
    Avalon - 5 points (Brick Power): [Implacable Man] - Avalon is VERY hard to keep down. He takes a licking and keeps on ticking.
    The Engineer - 5 points: (Mad Scientist Power): [Genius Gadgeteer] - Though she much prefers to be working in her nice, safe, quiet workshop, The Engineer is exceedingly skilled at working on the fly on the battlefield.
    Agent Coldwell - 5 points: [Government Handler] - Agent Coldwell is The Ideal's field handler. It's his job to make sure the supers are on task, and that they and the local government of Icon City work together. Thus he's very good at dealing with the media and local government agencies.

    Followers: Enhanced Soldier Squads: 6 points worth - Not quite super-soldiers, these men and women are a cut above the average grunt, and have been put at the disposal of the Ideal to assist them in whatever needs doing. (With Agent Coldwell's approval, of course.)
    Support Staff: 2 points worth - Someone has to take care of the base, pilot the VTOL, and do all the grunt work for the Engineer’s projects. That’s these people.

    Cash: 3 points (6 Cash) - The government has given The Ideal money to get started. Not much, but slightly better than nothing.

    Morale: 6 points - The group is just starting out, but a string of early successes has them in good spirits.

    Influence: 5 points - Their Government backing means that the group has some pull among the local government and law enforcement groups.

    Tech Limit: 3 points ( 6 Tech Limit) - The Ideal’s base has a decent infrastructure set up to handle technological stuff.


    As far as territory goes, I'm sure an official US government organization would have probably swung some space in the Civic Center of Pyre Hill.
    Last edited by Sithis; 2013-11-14 at 07:02 PM.
    Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.

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  12. - Top - End - #12
    Ogre in the Playground
    Join Date
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    Default Re: Total War - Icon City (OOC)

    The Bloodwind

    Hydrargyrum Dead!
    Notorious supervillain murdered in midst of bank heist; body found drained dry of blood.

    A major robbery at the Bank of Arcosanti early Monday morning met a gruesome end, with the infamous villain Power Hydrargyrum found dead and bloodless at the site of the heist. Well known for his ability to manipulate liquid metal, the supervillain's scheme to make away with the gold bullion in the Bank's vaults went awry with the quick response of the local hero group Protectors, whom laid siege to the Bank, trapping Hydrargyrum and his Mercury Gang within the premises.

    According to eyewitness reports, Hydrargyrum was heard by the hostages engaging in a scuffle, out of their sight. After subduing the Mercury Gang, the police and the Protectors found Hydrargyrum's body before the vault, surrounded by the dead bodies of his minions, with their blood spilt all over the floor and walls. The perpetrator was not identified, though police are assuming the presence of a vampiric Power in the area.

    Law enforcement are requesting that anyone with information on the perpetrator's identity and/or methods to come forward to assist in the investigations.

    Mystery at the Warehouse District!
    Where did Galeforce's blood go?

    Police are investigating the case of the late local superhero Galeforce, who met her untimely end when the Vindicators - of which she was a member - during their assault on the base of supervillain Professor Chaos. Having met her doom by means of one of Chaos' life-quenching weapons, Galeforce was left where she fell while the rest of the Vindicators gave pursuit.

    Only after the conclusion of the battle, when her team mates returned to retrieve her body, was Galeforce found to be missing all of her blood. Police have found traces of the presence of a second, unknown Power on the scene at the time, and are investigating the possibility of the latter's culpability in this theft.

    Rise of the Bloodwind!
    Gang war ends in annihilation for both sides; 'fog of blood' marks the scene of the carnage.

    A gang war brewing in the Pit, the slums of Twain City, met an abrupt and bloody end when a singular Super intervened, slaughtering every gangster involved in the conflict to a man, and releasing a 'fog of blood' over the area which could be seen from miles away. At the time of writing, the 'fog' has settled over the area, coating buildings and streets full of the dead in a fine layer of rust-coloured moisture.

    The unknown Super responsible for the massacre has been given the codename 'Bloodwind'. Law enforcement is requesting the public's assistance in bringing this dangerous Power to justice, and local heroes are attempting to track down the new supervillain's whereabouts. Police are advising the public to stay away from the 'Bloodwind' if encountered, and to call for help at the soonest opportunity.
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  13. - Top - End - #13
    Titan in the Playground
     
    Forum Explorer's Avatar

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    Default Re: Total War - Icon City (OOC)

    Posting to track this and to remind you that the Knight of Blade (KoB) exists as the paragon who fights in full medieval plate armor. And yes, he does carry around multiple blades.
    Spoiler: I'm a writer!
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    Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"
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    here[/URL]
    ]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha

    I Fell in Love with a Storm: MLP

    Procrastination: MLP



    Spoiler: Original Fiction
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    The Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.



  14. - Top - End - #14
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Total War - Icon City (OOC)

    I think i'm going to claim Blue Collar Blvd.

  15. - Top - End - #15
    Troll in the Playground
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    Default Re: Total War - Icon City (OOC)

    Militaris Ordo Cruciferorum Purgatoria Flamma, A Chama de limpeza, The Cleansing Flame
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    With the rise of meta humans and things that would have once have been passed off as mythology the Catholic Church has been in something of a decline. With all the magic, powers, and super science being thrown around the Priests and Monks were having troubling holding the public's attention.

    This all changed when an order of monks in South America declared a local crusade to rid their country of all the unwholesome creatures and villains that were being overlooked by the government and so called heroes that did not want to help such a small isolated, and more importantly dirt poor, area.

    At first they were taken as a joke by the creatures and super powered criminals. But then they began displaying their own mystical abilities. Calling it divine intervention they began pushing back the regional crimelords and monsters. Eventually bringing order back to the area.

    Afterwards the began restoring the region's infrastructure by providing aid to the needy and encouraging local communities to help each. With their successes in hand they petitioned the Pope to form a Holy Order, and he agreed to do so. So formed the Limpeza Chama, or the Order of the Cleansing Flame.

    Since then they brought their own brand of righteous justice to the rest of South America, bringing justice criminals and charity to those in need. In recent years they have begun to look beyond South America and considered how to help the unfortunate around the rest of the world. As one effort to do this a new Mission has been dispatched to Icon City to begin giving the Limpeza Chama a more global presence.


    Hard Stats [10]
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    Assets: 1 (Prototype Rune Forged Plate Armor)
    Databases: 2 (Magic II) [Archives]
    Magic: 1 [Divine Aid]
    Powers: 3 (Divine Empowerment)
    Reputation: 3 [Noble] [Zealous]
    Secrecy: 0
    Technology: 0
    Wealth: 0


    Soft Stats [40]
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    VIPs: 20 [Moreno: Templar 1, Orator 1, Strategist 1] [Matos: Drill Sergeant 1]
    Followers: 13 (Initiates)
    Cash: 0
    Morale: 5
    Influence: 0
    Tech Limit: 0
    Mana Limit: 2 (4 ML)


    VIPs
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    Brother Lieutenant Moreno: Level 3 (Templar) (Orator) (Strategist)
    A charismatic leader and skilled warrior Brother Moreno was chosen as the ideal candidate to lead the Icon City Mission. His job is simply to establish the presence of the Order and make contacts to establish the Limpeza Chama's presence in North America.

    Brother Sergeant Matos: Level 1 (Drill Sergeant)
    Brother Moreno's second command is stern and taciturn sergeant who is well known among the Order for being able to train a batch of new recruits from green initiates to hardened soldiers faster than anyone else. And also for his ability to lead that squad to success no matter what mission he is assigned to.

  16. - Top - End - #16
    Bugbear in the Playground
     
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    Default Re: Total War - Icon City (OOC)

    The Order of the Hand and Eye

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    See a man who isn't there
    Won't catch you when you're falling
    See his feet upon the stair
    The temple's gold is calling

    See his eye shine like a star
    Won't wake you when you're dreaming
    See the light, know he's not far
    When no one wants redeeming

    See a hand marked red by sin
    Won't forgive the debt you're owing
    See his wisdom, see its twin
    What the hand and eye are knowing
    -Rhyme written on a stone tablet recovered from the ruins of the First Temple of Jerusalem, estimated to be from the 9th century BCE. Translated by Dr. E. Keller, Isler University, 1985.


    The Hand and Eye
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    So many rumors, so many of them wrong.
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  17. - Top - End - #17
    Ettin in the Playground
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    Default Re: Total War - Icon City (OOC)

    The Foundation
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    An organization that has supported a vast amount of research from the strange to the practical.

    Cursory research into it shows that it was set up and partially funded by the government to for the apparent purpose of supporting scientific development, a sort of civilian DARPA.
    Quotes
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    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  18. - Top - End - #18
    Ogre in the Playground
     
    Kobold

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    Default Re: Total War - Icon City (OOC)

    Golden Flock

    The Golden Flock is a collection of intelligent animals and humans, that appears to be organized around sentient parrot - Eduard Popovsky. The group can be seen all other the city, as some of its members party with the rich and powerful in the skyscrapers, while others toil in the mud and muck of sewers system.

    The group has a certain shady elements to it such as ex-minions of super villains, but to the affluent this just adds spice and certainly Golden Flock is simply reforming those unfortunate souls?

    Location: Perched on Luxury Lofts.
    [I don't see enough reasons to postpone location selection for my faction.

    HS (10):
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    Asset: ?
    Magic: ?
    Powers: ?
    Wealth: ?
    Reputation: ?
    Technology: ?
    Secrecy: ?
    Databases: ?


    LS (40):
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    VIP: 15
    Followers: 14
    Cash: 2x2 = 4
    Morale: 6
    Influence: 3 [Historical Society 3]
    Tech Limit: 0
    Magic Limit: 0


    Followers
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    Icon City Socialites 2 [Upper Class Twits & Gossips]

    The party people you see at the parties at important events, drinking wine and gossiping. A number of them likes to hang out with Mr. Eduard.

    Owl Brothers 2 [Bird Thugs]

    The Owls are sophisticated thugs. They talk like gentlemen, act polite and use big words, but one can’t mistake a hidden menace behind their manner. They’ll claw your eyes out, if that’s their orders.

    Ratson’s Crew 2 [Rats!]

    Ratson’s Crew keeps to the sewers and stays out of trouble, unless a certain Parrot get’s whistling.

    Screamers 2 [Investigative Birds]

    Some people swear, the seagulls of the Icon City were magically or technologically enhanced to have the most annoying screams. Those bastards wake you up in the early morning and they like it.

    Street Reporters 3 [The lowest animal of them all, news reporters searching for sensation]

    The guys on the streets, looking for the next big thing to make news in the local paper.

    Maintenance Crews 3

    Employees of the ServiCo - the proud company keeping the city’s infrastructure running smoothly.


    VIPs
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    Eduard Popovsky [Parrot Socialite 1]

    Eduard Popovsky is a fixture in the high society, visiting parties and important events, talking with all sorts of people. Now that doesn’t mean that he is rubbing beaks with rich and powerful, but he is there near them, laughing at their jokes and livening up the mood.

    Where did he come from? Mad science. Probably created by a mad splicer-scientist to assist in the lab. He dislikes talking about his roots, instead praising the cosmopolitan nature of the Icon City that have let him fly as high as he had.

    Mr. Bongo [2] [Old Silverback Gorilla 1] [Jet-Pack Minion Past 1]

    Mr. Bongo's story begins decades ago, during a different age, when a science-supervillain decided he wanted to have a troop of jet-pack flying gorillas as his minions. Some brain surgeries and modifications later and Mr. Bongo was part of the flying gorilla army. He flew around, fought in a number of fights. Eventually the rest of his troop were lost. His first master was sent to do time in one of the prisons, though whether he remained there or broke out, Bongo neither knows nor cares. He sometimes speaks of those times, but never in details and one can see he doesn’t mention some things. Bongo worked for a number of other villains, seen all sorts of stuff. Then his modifications started to malfunction. An animal with human intelligence reduced to a state of an animal. That was a dark time - especially the part that he spent in a cage. There Eduard found him and managed to help him in restoring his mind to its unnatural state. So he joined Parrot’s crew. He’s no longer young - the days of flying jetpacks in the sky are gone, though some say he keeps his original, old and broken model. Now Bongo is happy to have a place he can call home. Then again an old silverback gorilla hasn’t grown that weak yet and Bongo’s age has taught him, if not wisdom, than enough tricks and insight to be an effective muscle for Eduard.
    I saw humans get on fine without power for millennia. You used to hunt and gather, what happened to that?

  19. - Top - End - #19
    Ogre in the Playground
     
    PirateGirl

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    Jun 2010
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    Default Re: Total War - Icon City (OOC)

    I am here with my faction.

    I'll pick a random name so I can refer to my faction in the OOC. Lets go with Lantern

  20. - Top - End - #20
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

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    Default Re: Total War - Icon City (OOC)

    Grrr, stupid formatting. Anyone around who's handier with charts than I? I put in an NPC rep chart up in the first post, and it looks like butt.
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  21. - Top - End - #21
    Troll in the Playground
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    Default Re: Total War - Icon City (OOC)

    {table=head]Name |Rep |Known Traits
    Banker's Dozen |1 |Kings of Finance
    Black Bloods |3 |They leave no bodies behind, Vicious Gang
    CCP |4 |Incorruptible, Tech Bureaucracy
    City Hall |3 |Clean Administration, Open Door Policy
    Die Kriegers |3 |Anti-Powers Rhetoric, Armsdealers
    Fort Steyer |4 |Last Resort, Military Force
    GC&E |1 |Power and Light
    Graveyard Gang |2 |Pragmatic Villainy
    Helios Core |3 |Ethical Science, Major Employer
    IC Historical Society |1 |It Belongs in a Museum!
    ICPD |3 |Reasonably Reasonable, Cop Killers Die
    Morganstern Inc. |4 |Losers get Nothing, More money than you
    MRB |3 |Men in Black, Metahuman Monitors
    SCK |1 |Drug Dealers
    Steampunks |1 |Thrill Villains
    Teamsters Post #785 |2 |Don't MESS with the Docks, son
    The Upper Crust |3 |Cliques and Contacts, Old money
    Watchmen |1 |Vigilantes
    W&S Construction |2 |Puttin' the City back together... Again
    The Young Turks |2 |Losers get Nothing[/table]

  22. - Top - End - #22
    Ogre in the Playground
     
    PirateGirl

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    Default Re: Total War - Icon City (OOC)

    Can you add location to that chart?
    Last edited by razovor; 2013-11-15 at 10:24 AM.

  23. - Top - End - #23
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

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    Default Re: Total War - Icon City (OOC)

    Thanks, Arcane!

    Quote Originally Posted by razovor View Post
    Can you add location to that chart?
    Raz, now that I have the format, I'll see what I can do. Gimme some time...
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  24. - Top - End - #24
    Ogre in the Playground
     
    PirateGirl

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    Default Re: Total War - Icon City (OOC)

    Thank you. And Thanks Arcane.

  25. - Top - End - #25
    Troll in the Playground
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    Default Re: Total War - Icon City (OOC)

    Also the Limpeza Chama is moving into the Barrios. Since all my guys are in fact immigrants it's perfect.

  26. - Top - End - #26
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

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    Nov 2008

    Default Re: Total War - Icon City (OOC)

    Alright, Barrios it is!

    Also, the chart now shows territory. (You will notice the snazzy new letters next to each district! Cross reference 'em with the awesome NUMBERS feature below the spoilers to see which neighborhood they inhabit!)

    If anyone has any questions about specific rep traits on the NPC's, speak up in this thread. I will tell you what would be public knowledge about those traits.

    Right.

    13 hours to go for all you 0 secrecy folks, and slumming higher secrecy folks. Pick territory, or have it chosen for you...
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  27. - Top - End - #27
    Ogre in the Playground
     
    PirateGirl

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    Default Re: Total War - Icon City (OOC)

    Quote Originally Posted by Lost Demiurge View Post
    Alright, folks! STEP 5!

    YOU HAVE UNTIL MIDNIGHT OF FRIDAY THE 22ND (EST) to pick a starting location. If you do not pick by then, I'll assign you one.

    Quote Originally Posted by Lost Demiurge View Post
    13 hours to go for all you 0 secrecy folks, and slumming higher secrecy folks. Pick territory, or have it chosen for you...
    Your recent post implies people have until the end of today, wheras your previous post implies people have until the end of next friday.
    Last edited by razovor; 2013-11-15 at 11:32 AM.

  28. - Top - End - #28
    Bugbear in the Playground
     
    Zemalac's Avatar

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    Default Re: Total War - Icon City (OOC)

    Quote Originally Posted by razovor View Post
    Your recent post implies people have until the end of today, wheras your previous post implies people have until the end of next friday.
    I think the first post was about everyone picking a territory, while the second was just for secrecy 0 people.
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  29. - Top - End - #29
    Firbolg in the Playground
     
    Lost Demiurge's Avatar

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    Default Re: Total War - Icon City (OOC)

    What? Crap, did I...

    Oh.

    Whoops!

    Uh, sorry. I meant Friday the 15th. God, that's an embarassing slip...

    Alright, gonna extend the deadline to Saturday the 16th. As always, if folks get them in sooner, we start sooner.

    Regardless, yeah, I plan for us to be done with territory choosing by the 22nd.
    Last edited by Lost Demiurge; 2013-11-15 at 11:44 AM.
    Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!


  30. - Top - End - #30
    Barbarian in the Playground
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    Somewhere!
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    Default Re: Total War - Icon City (OOC)

    The Lightning Centurion

    HARD Stats
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    Assets: The Mercurial Senate – 2 Points. A pocket dimension ruled by scholarly bird headed beings known as Skryarchs who follow the ideal of perfect order, and advise those who have dedicated themselves to the same ideals.
    Relics of War -1 Point. The Lightning Centurion is equipped with the equivalent of magical power armor. He is covered in armor of pearl white and deep blue, and wields a sword, shield, and javelins that can channel his power.

    Databases: 0
    Magic: 0

    Powers: God of Thunder – 5 Points. When the Lightning Centurion no longer wishes to be where he is, he calls down a bolt of lightning to strike him and take him away. Where he wishes to go, a lightning bolt lands, and the Lightning Centurion stands ready. He has leveled mobs with the sonic boom of a thundercrack emanating from his blade, and taken down aircraft with the throw of a javelin-made-lightning.
    Avian Prince – 1 Point. Though human himself, his servitude to the Skryarchs has blessed him not only with his elemental mastery, but has given him a sort of power over birds. He has an affinity with birds that does not allow direct communication with them (he does not understand bird squawks) but gives him the ability to read them for signs of danger and ask for their assistance.
    Reputation: 1 (Hero) Trait: Timely Intervention – The Lightning Centurion is known for coming down in a bolt of lightning to assist those whom the Mercurial Senate would have him help, and this reputation amplifies the impression he leaves on those he comes to save.

    Secrecy: 0
    Technology: 0
    Wealth: 0


    soft Stats
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    VIPS: Warrior 3 (15): If one were to take away the Centurion’s mastery over Thunder, they would find he does not possess superhuman combat capabilities. He does, however, possess peak human capabilities.
    Senator 1 (5): The Centurion has a basic knowledge of law and order.
    Followers: 6 points of birds. A few of the eagles, hawks, and owls that were more susceptible to the Centurion’s avian magnetism and can be counted on to do what the Centurion asks.

    Cash: 0

    Morale: 4. Birds may be loyal to him but they are still birds and unlikely to stick around a massacre.
    Influence: 10 – Skryarchs. The Centurion is the servant of the Skryarchs in Icon City, and they do what they can to assist him, as all he does is for them.

    Tech Limit: 0
    Mana Limit: 0
    My last breath... ...is also my mintiest...

    Avatar credit goes to a strictly platonic friend.

    Former Avatar credit goes to Howl.
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