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Citadel Creek for the Well-Informed

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Pandorym
Crew

PostPosted: Thu Jul 16, 2009 6:43 pm


The Super Powered roleplay takes place in the fictional city of Citadel Creek, Idaho, in the United States of America. It makes use of an alternate timeline of world events which, while very similar to our world in the way major events turned out, is very different as far as how these events happened. This is because Metahumans, commonly referred to as Metas or Supers, are not uncommon, and have shaped the development of Earth and its people since the dawn of time.

Because there's so much to know about Citadel Creek and the alternate world in which it exists, this section was created as the ultimate guide to everything about the city. Every section is very long; imagine if you had a book that tried to tell you everything about the history, power groups, and landmarks in Berlin, London, or New York. You're not expected to read anything all the way through, though it would help immensely if you did. The only required reading is the last six paragraphs of the History section, because even if you're a recent arrival in Citadel Creek you'll know about the events discussed there.

You should also read the description of whatever district you happen to be in, as well as the information about whatever enemy group you're facing (if you're facing one at the time, of course). I wrote a lot (all of this took between 16 and 20 hours over about a week on and off), and unless you really want to, you don't need to read it from start to finish.
PostPosted: Thu Jul 16, 2009 6:44 pm


Citadel Creek


History:


Citadel Creek is located in mid northeastern Idaho, at the eastern border of Clearwater County. It began as a humble trading post on the Elk River shortly after the Lewis and Clark expedition arrived in 1808, and was founded by the semi-mythical Jack "Citadel" Gordon, a giant of a man who was said to wrestle buffalo with his bare hands and wield two muskets at once. Gordon was a hunter and trapper who planned to strike it rich in the area; his dreams failed, and he turned to governing Citadel Creek until his death in 1843.

Under Gordon the town grew and prospered; strictly the area was still British territory, but the town wasn't an official American settlement, and despite some tense moments it survived as the first permanent habitation in what would later become a state. There were always peculiar happenings around the town, however; people saw ghosts, livestock went missing, and strange noises and lights flared in the middle of the night. These events were attributed to the rumor that the town was built over a Bannock Indian burial ground, but the barrow itself was never found.

In 1846, the area was officially designated as U.S. territory, bringing in more settlers to various areas of the state-to-be. It wasn't until 1860, however, that the area surged into the public eye with the discovery of gold at Orofino Creek. Citadel Creek was nowhere near the little gold that existed, but it revealed a treasure of its own: vast deposits of silver and coal. Miners and prospectors who weren't so naive as to believe they would find gold amidst thousands of others began to settle the area, and by 1870 more than sixty mines could be found in a fifteen mile radius. The bizarre hauntings continued, but inhabitants grew used to them.

1877 brought the near destruction of the settlement when the Bannock tribe, angered by the exploitation of the land and the confinement of their people to reservations, rose up for the third time in twenty years and attempted to flee to Canada. The U.S. army made their first attempt to contain them at Citadel Creek, and the efforts ended in disaster when a massive fire broke out; which side caused the fire is unclear.

As the battle left the burning town, a mysterious figure now shrouded in legend appeared seemingly from nowhere. Clad in a hooded cloak, the enigmatic woman raised her hands and called up water from the nearby Elk River, throwing it in great orbs at the flames to extinguish them. The town was saved, and the so-called Water Bearer vanished, never to be seen again. A statue was erected in her honor in front of the mayor's residence, and it remains there to this day; many call the Water Bearer's great deed the first confirmed evidence of super-heroics in Citadel Creek.

The 1880's-90's brought two distinct groups to the town. The first were the railway workers, building the Northern Pacific railroad and often settling in the area to work as miners and farmhands when their initial labors were complete. The second, drawn by the ability to easily ship livestock, were the big-time sheep and cattle ranchers; each was violently opposed to the other's animals, and had to be segregated to separate areas of pasture to keep the peace. Farmers, too, really began to flourish with easy transport and a larger market for their goods.

The dawn of the twentieth century brought many improvements to Citadel Creek. In 1902, it became one of the centers of massive government irrigation projects; two years later, it became the first city in Idaho with electric streetlights. The city became a manufacturing center; rich in zinc and lead, it imported steel to growing refineries and manufactured fully 6% of the rifles and sidearms used in the First World War by U.S. troops. It also provided a frontline hero, The Minuteman, whose ability to inspire troops to great acts of their own helped bring the war to a swifter conclusion.

With the coming of prohibition in 1919, criminal groups began to use basements of city buildings as moonshine distilleries; the police were notoriously incompetent, and it was easy to ship downriver or by private train car. As the crime rate skyrocketed, with protection rackets and muggings becoming commonplace, several new public figures emerged. A man calling himself "The Straight Shooter" took photos of corrupt police officers making dealings and the locations of illegal distilleries and left them on the police commissioner's front porch, while others, such as the flaming sword-wielding Seraph, took the more direct approach of capturing the crooks and destroying their equipment.

Prohibition lasted until 1933, and the fourteen years of its existence marked the Golden Age of superheroism in Citadel Creek. With criminals moving on to easier targets and a more competent police department taking the place of the old one, the heroes quietly faded away.

The city weathered the Great Depression surprisingly well; the local mayor Andrew Yates, suspected in the modern day to have been a super-genius, instituted one of the most successful public works programs in history, rescuing countless farms and keeping the homeless population at an all-time low despite the economic collapse. Yates stayed in office long enough to see "a date that shall live in infamy", December 7, 1941. As the U.S. finally entered the Second World War, Yates made his final great deed in office getting the rusted munitions factories going strong once more; this time, nearly eight percent of the infantry weapons by American troops came from Citadel Creek alone.

World War 2, like its predecessor, called forth heroes from the city. The famous Paragon flew in formation with Allied bombers, smashing down German fighter plans sent to intercept them; Windwytch created cloud cover and calmed the seas on D Day, saving the lives of countless soldiers. The exploits of others, such as the CIA's Chill Shadow, are rarely known, a testament to their perfect infiltration of the Nazi High Command and the theft of knowledge that doubled the pace of the Allied advance across occupied France.

They faced their share of super-powered enemies; far more than World War 1, this was the era of the metahuman battlefield. General Erwin Rommel was a super tactician, and proved nearly unbeatable in the North African campaign until he met his match in the similarly endowed Bernard Montgomery. Heinrich Himmler, the brutal head of the SS, had power over kinetics, and twice nearly killed Paragon using them before his eventual arrest and suicide. Adolf Hitler, master of the dark occult, personally battled Soviet forces as they marched into Berlin, and when they could not defeat him Paragon flew ahead of the U.S. forces and ripped open the warding circle on one of Hitler's demons, allowing the angered creature to drag its former master to the depths of hell.

The heroes of Europe turned their attention to the Pacific Theatre, and watched two atom bombs fall on Japan. The death toll, though terrible indeed, was less than what a land invasion would have cost in U.S. troops alone, and though such a victory had the bitter taste of civilian death, it meant the war was over at last. The heroes turned homeward, scarred by war and virtual gods in the eyes of the common man. Paragon, ever the most popular of U.S. heroes, was elected mayor of Citadel Creek. He soon announced his intent for the city to become a haven for super-powered beings, and constructed, in a billion-dollar process, the Paragon Academy and Deepwind Penitentiary.

The Academy was designed as a safe place for young metahumans to understand their powers, and to that end was constructed out of nigh indestructible materials to ensure that nothing got out of hand. The teachers were many of the heroes of the war, and the headmaster was Paragon himself until his mysterious departure into space in 1951. While the Academy trained new supers and kept them safe, the Deepwind Penitentiary was the first anti-super prison in the U.S. and the second in the world, after the Soviet Lubyanka. Outfitted with the best technology the period had to offer, Deepwind received powered prisoners from across the country, and no one ever escaped from it until the fateful year of 1957.

Throughout the 50's, many people reported seeing "Greys", little humanoid aliens with ovular heads and football-shaped eyes. Several abductions were reported, and it was rumored that the government was hiding a crashed alien craft somewhere in the Nevada Desert. But all of this was largely dismissed as silly rumors until, in February of 1957, an aged and battered Paragon returned from his six year journey among the stars. He brought with him grim news; the strange race known as the Kallam, avid and entirely amoral biologists with cryostasis technology and a vast information network, had set their sights on capturing and dissecting all of Earth's metahumans.

Panic followed this televised announcement; many citizens, pushing aside all the memories of the aid superheroes had provided, were all for handing them over to the Kallam. Paragon assembled a team of veteran heroes to battle the invaders, but the battle proved short-lived; a single Kallam scout ship, though formidable, was hardly the threat the veteran hero had warned of. The ship and its inhabitants were easily captured, but with the eyes of the heroes elsewhere, the master thief Skeleton Key, the ultimate contortionist, managed to escape from Deepwind Penitentiary. Paragon's credibility was broken, and he departed into space once again.

Research conducted on the Kallam technology advanced Human science by leaps and bounds. Buddy the chimpanzee was successfully cryogenically frozen for twenty minutes with an Earth-built machine on August 18, 1961, and on November 3, 1965, the first fully-functional artificial heart was transplanted to a recipient who lived another thirty years. Cloning technology was within reach, and with further advancements in cryo-technology, the path to interstellar colonization might be open to the Human race. Unfortunately, this technology all too often fell into the wrong hands, and once again Citadel Creek's heroes were forced into a period of frenzied action.

Unfortunately, it proved impossible to completely fight back the crime wave for nearly a decade. The fire-wielding F. C. Kelvin burned city hall to the ground, and the ruins became the battleground against The Dominator's massive army of cloned mindslaves only hours later. The apprehension of Mastermynd on April 4, 1973 marked the end of the crime wave, but it was almost as if the city had been invaded and partially razed. Recovery efforts took another half of a decade, and much of the historic district could not be saved, but when the city rose again it was with all the benefits Kallam technology had provided. It was, by far, the most advanced city in the United States, and probably in the world.

The 1980's brought about the end of a Cold War that Citadel Creek had played almost no part in anyway. The U.S. overturned various pro-communism groups in South America, replacing various governments with democracies, and got relatively little heat for this interference due to the impending collapse of the Warsaw Pact. Back in Idaho, various new villains began to crop up, but with the massed population of heroes and an ever more high-tech police department, their arrest and sentencing was hardly worthy of a headline. All seemed well until the emergence of Living Fission, an insane supervillain who emitted radiation from his body.

Living Fission might have easily been contained had more caution been used, but a group of brash young heroes called the Aggressive Defenders rushed to the attack with less strategy than should have been employed. In the resulting battle, much of the financial district was destroyed, and seven hundred people were killed in the space of two hours. When the police arrived, they found the villain still not contained, but were able to capture him at the cost of the lives of more than thirty officers. Public opinion swung against metahumans in a tide more powerful than ever, and on May 13, 1989, a bill was signed into national law that made all super-vigilantism illegal. Equipped with the right tools, the police managed to arrest most of their former allies; the few that escaped were forced into hiding.

Citadel Creek functioned much like a normal city through the 90's; with the Paragon Academy closed, people with metahuman children desperately hid them however they could, but only occasionally was an actual super arrested. Deepwind Penitentiary was expanded to house normal prisoners as well, and by the dawn of the second millenium AD the area still had the lowest crime rate in America. People became certain that they didn't need superheroes, but they were about to be proven wrong.

On December 30, 2002, the broken and battered body of Paragon fell from the sky and landed in front of the statue of the Water Bearer. Examination revealed that he had actually been dead for many years, but cryogenic freezing had kept him from decaying. People turned their eyes to the skies and saw what they dreaded most; the invasion fleet of Kallam that their once-great hero had promised. Reacting quickly, the local government released heroes and villains alike from Deepwind and provided them with transport to the stars to battle the alien enemy. The war lasted only three days, but changed the face of metahuman-Human relations on Earth.

No Kallam from the invasion fleet ever set foot on the planet they had planned to ruthlessly study and take vengeance upon; their fleet was destroyed to the last ship in orbit. By the same token, of the hundred and fifty powered individuals who had been sent to fight on Humanity's behalf, only seven came back, and four died within the next year. The last of the Kallam, dying, unveiled a final gambit by forcing the wreckage of their fleet through the atmosphere on top of Citadel Creek; the seven survivors could not begin to stop the projectiles, though two of those doomed to die did so trying to intercept the deadly rain.

Once again, Citadel Creek was forced to rebuild, and its resources were stretched thin. Superheroes were made legal once more; the help of a new generation was badly needed, from government projects to natural phenomena to wielders of magical artifacts. By 2009 and the present day, much of the area had recovered, but lingering scars provide opportunities for the less heroic, and with resources still scattered across the teeming metropolis, it falls to the heroes to stop these individuals from bringing their home to its knees once again...

Pandorym
Crew


Pandorym
Crew

PostPosted: Thu Jul 16, 2009 6:45 pm


Citadel Creek Map and District Descriptions:


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1. City Center: The center of both tourism and government in Citadel Creek, the aptly named City Center sees a great deal of traffic and is the best patrolled area in the city. A permanent police task force guards the area, and sees plenty of action given that the district is surrounded on all sides by Yellow districts. Containing the rebuilt City Hall, the police supreme headquarters, and the oldest building in Idaho, the City Center is the first stop for most aspiring heroes and the last for powerful villains. It has seen many attacks, particularly during the turbulent 1980's, but with a vast budget and devoted defenders it seems unlikely to be the battlefield for a power struggle any time soon.

City Hall and the famed statue of the Water Bearer that stands in front of it are the single most important landmark in Citadel Creek, having seen much history. The cracked pavement in front of the statue where Paragon fell after his defeat at the hands of the Kallam has never been repaired as a gesture of respect for Earth's once-disgraced defender. Aside from tourists taking pictures of the statue and with heavily armed and armored police patrollers, the area sees traffic from politicians and their flunkies, as well as the city's most respected Metas. Award ceremonies are almost never held near City Hall, lest it become even more of a target, but many prominent figures want problems taken care of quietly, or simply wish to congratulate successful heroes in person. The office buildings adjacent to City Hall, or the Hall itself, are usually the locations in which such meetings take place.

The CCPD's primary headquarters, aptly named the Supreme Headquarters, are also located in the district. From this location all emergency services are remotely coordinated with the aid of sensors throughout the city, and broadcasts are often sent out requesting heroic intervention in particularly difficult cases. The actual dispatches are cleverly encoded with ciphers that are changed weekly, but despite a relatively small window of opportunity almost every villain group in Citadel Creek would pay a small fortune to get their hands on the week's ciphers without the police becoming aware of the theft. Beneath Supreme Headquarters is an old military bunker that contains a special communications array; this array is used in dire circumstances to contact the Ghosts and request military intervention in the city. Next to the headquarters is the trading post constructed by Jack Gordon and his followers, lovingly preserved and cared for for over two hundred years; it remains one of the oldest buildings in the region, and certainly the oldest in Idaho.

2. Historic District: The location of Yates International Airport and the famed store for Metahumans known as "The Beyond", the Historic District was mostly constructed in the 1950's and sees a great deal of tourism as a result. The second most popular area for out of towners, it also gets plenty of police protection, second only to City Center in vigilance and numbers.

Yates International Airport, named in honor of the legendary mayor Andrew Yates, offers direct flights to most major airports in the United States as well as Canada, Mexico, and Panama. Its most famous service, however, is the massive double-decker superjet flight direct to Magadan, Russia, with continuing service to Moscow and St. Petersburg. Security has always been high, but thanks to a great deal of Meta attention no bomb plot has ever succeeded on any plane leaving or entering the city. Heroes and villains who need to get somewhere fast and lack super transport usually depart from here.

The Beyond is a rare business; a store targeted at Metahumans. Entered by getting into a parked limo, warded with powerful spells to prevent its destruction, the store is built in a pocket dimension and managed by a rogue entity of the void known as Kobal. Once referred to as the "Demon of hilarity", morbid practical jokes lost their appeal to Kobal around a thousand years ago. He now travels the multiverse, finding mysterious magical and technological treasures from a million million parallel worlds and bringing them home to sell. Money, of course, is useless to him, and he accepts only favors as payments. Incredibly curious, he often sends those who owe him into dangerous situations to answer some bizarre question, and with his powers of lie detection can easily determine if those he's dealing with are telling the truth. His store appears as a vast warehouse filled with racks of strange items; all are powerfully warded and entirely impossible for denizens of Earth to steal, and more wards ensure that powers of any sort are simply nullified within the pocket dimension. Kobal, who appears as a giant raven with a talking Human head in place of his tongue, expels anyone who tries to get violent and refuses to deal with them until a bit of time, say fifty years, has passed.

3. Financial District: Filled with towering skyscrapers that form vast canyons of glass and steel, the Financial District is the center of business in Citadel Creek, and every corporation with a local power base (along with several that lack one) maintains an office in the area. To both prevent villains from crippling this valuable economic center and to stall corporate warfare as much as possible, the police presence here is the third highest in the city. Of particular interest to Metahumans are the offices of Super Solutions, the one and only Super-Powered mercenary agency.

Super Solutions exists because, in Citadel Creek and across the world, there are tasks that normal Humans simply can't complete. When businessmen need super-intelligent folks to come up with infallible corporate plans or clever stock market moves, or when millionaires find that normal bodyguards aren't sufficient, Super Solutions puts out advertisements through channels both public and private seeking an individual with the desired powers on either side of the moral spectrum. When a Meta is found and accepts the job, fifteen percent of the fee goes to the company, while the Meta pockets the rest. There are so many requests, and each for so much money, that Super Solutions can easily pay its bills and much, much more with its income, and the company is highly successful and respected in the city and, to be frank, the world.

4. Tek Town During the 80's and 90's, the factories in what is now the United Technocracy were expanded and enhanced with the newest, best available technologies to help the city prosper. With high safety standards and very few accidents, people flocked to them, gaining tremendous respect for technology. They took the quiet residential district of Falling Water, which had violently protested against the construction of the factories, and turned it into the hip, bustling area known as Tek Town, a place they could be proud to live in-between factory shifts. When the Technocracy broke away in late 2008, the area looked doomed, but the locals banded together. They planned to create a business of their own that would allow them to survive the loss of the factories, and they succeeded with the birth of Virtuo City, the world's largest and most advanced arcade. The area is heavily patrolled by the police, lest it be taken over by the robot armies of the Technocracy and the income it provides lost to the city, and this promotes tourism in the area.

Virtuo City takes up four city blocks; a vast number of people volunteered to have their houses bulldozed in order to allow for it to be built, and were awarded the first jobs there as well as good quality apartments in return. Filled with total immersion arcade games that create an almost perfect feeling of being somewhere else, the place is the closest most normal citizens can get to actual being a Meta, or a medieval warrior, or (in some cases) married. Private rooms are rented out to parties, and both tourists and locals attend in force almost constantly, made possible by the fact that the arcade is open twenty-four hours a day, seven days a week, with no exceptions save for technological difficulties; so many people are trained to run it, and so much money flows in from it, that someone who's off most of the time can easily fill in on holidays, when even more customers are available. On a separate block is a service of more interest to Metas: the Virtual Training Dome. Built of nigh indestructible materials in an effort that cost nearly a billion dollars not counting the actual systems, the Dome allows any and all paying customers to run virtual scenarios that allow them to gain more precise control over their powers and hone their skills.

5. The Outpost: The only Green District south of the Elk River, The Outpost isn't a tourist area or important economic center; it is the site of most of Citadel Creek's government labs and housing for the scientists that work in them. The whole area is surrounded by a thirty-foot electrified fence with guard towers every thirty feet. A vast sensor net covers the whole area, granting advanced data to both Supreme Headquarters and the guardians of the compound. Those guardians are the most lethal military force in the world, for the compound is personally guarded by a detachment of the Ghosts.

Only the most powerful of heroes would ever be invited here, and even the most powerful of villains stand very little chance of making it inside. In the district labs research of every imaginable kind goes on; portal technology, practical faster than light travel, bombs that crack open planets, spells that could force the next jump in Human evolution to come early. Everything that's too powerful and disturbing for the public to ever know about or understand is locked up in one of the world's most inaccessible places to keep it safe from those who would misuse it, or, in many cases, use it at all.

6. Northern Docks: The Northern Docks have always been seedy. Lined with warehouses used for criminal activities by the Bomb Squad, the Gabrelovics, and the Southriver Assassins, this area is the most disgraceful Yellow district in the city; an area just south of the most important district and absolutely infested with crime. It is only because of its proximity to the City Center that it isn't a Red district; the police can quickly mobilize and do some good, at least, but it's dangerous work even against the gangs with relatively few supers. The fact that the Ghasts have begun to periodically raid the area to intercept legitimate artifact shipments and kidnap new recruits has only worsened a bad situation, causing warfare between the gangs to become almost impossible to disguise. With the mercurial balance of power and relatively few significant powered individuals, this district is the perfect starting point for young heroes trying to make a name for themselves with the police or villains attempting to muscle their way into a respected and feared position in the criminal underworld.

7. Gordon Park: West of City Center is Gordon Park, the location of the first settler's cabins built in Citadel Creek. None of those wooden constructions now remain; instead, criminals covertly war over the district, the gateway to the western half of the Northern Docks, while the police attempt to contain the situation with little success. The district, home to many middle-class families, is chock full of teenagers looking to rebel against respectable parents, and most of them end up on the wrong side of the law in the process. They quickly discover that the Bomb Squad thinks they own the area, but the Gabrelovic Mob is doing their best to set up their rackets and extend their reach until they can freely move into the Docks. With their superior numbers and cash, the Mob began to bribe the police and patrol the streets, but the Bomb Squad hit back, striking by ambush and killing many of the family's top soldiers in the area through ambush attacks. The police rushed in, disregarding bribes to save their jobs, and were promptly subjected to the same attacks.

The young, rebellious punks gravitated to the cause of the successful underdogs, and the Bomb Squad has found its ranks significantly bolstered in the area. Police and freelance informants report that they've stepped up their shipments of weapons into the area, perhaps preparing for truly open war in the hopes of driving the Gabrelovics out of Gordon Park and the Docks alike. While heroes can aid the police by defusing the situation, villains that manage to speed the process might be able to take advantage of the chaos such a gang war would cause.

8. Paragon Lane: Named for the most famous hero of Citadel Creek, Paragon Lane is a slum that tourists are shooed away from and does little justice to the man whose alias it shares. Inhabited by the desperate and poor, many of whom were pushed out of jobs when the reconstruction period ended and the gangs carved up the city, there is little love for those who profess to follow high moral codes here; for all the criminals they've busted, they've only driven more to crime and lowered the standard of life in the area as a result. The citizens treat the police, who live considerably better lives than they do, with hostility, and are subsequently blamed whenever something goes wrong that can't be pinned on a specific gang. Then again, their only alternative is to welcome a full takeover by the Gabrelovics, who don't care at all about the citizens of their territory.

The Gabreloivcs use the district as a road down to Gordon Park and the Northern Docks; the shops are so dirt poor that there's no purpose in racketeering in the area. The Bomb Squad leaves the place alone ; there are no government buildings or libraries to burn, and the police are more fun to harass in a less depressing atmosphere. The Brawlers, however, make an occasional appearance, sometimes attacking the Gabrelovics or even the police if they try to intervene. If they issue formal challenges to Metas, as they sometimes do, they offer to meet them in this district and question them about how they would change it before fighting them as hard as they can.

9. Kirk Square: Named for the large Presbyterian church (Kirk in the old Scot's tongue) that dominates the center of the district, Kirk Square is what Paragon Lane would be if more people believed the latter was worth saving. Though undeniably a slum, aid workers and police patrols are more common here, and community spirit is not focused into hostility toward the government. The Gabrelovics in Angel's Walk to the north would very much like to add Kirk Square to their domain, but are blocked from making a move by the constant media presence. While heroes might work to better the area by protecting aid workers from thieves and soup kitchens from protection rackets, villains could be paid a great deal by the Gabrelovics to ensure that the media attention disappears, allowing them to finally make their move.

First Presbyterian Church of Citadel Creek has usually done its best to aid the citizens of Kirk Square, but has found itself almost devoid of funds, and aid groups have been forced to spend all of their time and energy keeping Kirk Square from suffering the same fate as Paragon Lane. If a hero could find a way to support the Church's community outreach, or forge a new group to take its place, the aid groups might be able to restore Paragon Lane to a more pleasant status. Villains that managed to cripple the aid groups here could crush the hopes of the poor and destitute of Citadel Creek in one fell swoop.

10. Shepherd's Hill: When Citadel Creek was a booming town contested by both shepherds and cattle ranchers, Shepherd's Hill, as its name might suggest, was the headquarters of the former. This conflict proved an eerie premonition of what was to come more than a hundred years later, when what had become the peaceful residential district that was home to those who wanted to stay away from the new factories but close to the landmarks they knew was invaded by a strange enemy. The Rimefrost Coven, seeking to expand their trade in magical items, became discontent with waiting for people to come to them; they instead became aggressive door to door salesmen and women, doing their utmost to convince the local citizens to buy their goods and threatening them with a long and painful death if the police ever heard about the visit. People believed them, and rightfully so, but because of this it took a long time for anyone to realize that Shepherd's Hill had become a Yellow district overnight. Heroes and villains wanting to take on the Coven usually get their start here, outside of the place of true power inhabited by their foes.

The other reason the Coven targeted Shepherd's Hill is Clyde's, a famed auction house that sells artifacts from private collections when their owners die, need money, or tire of them. Many of the items they sell are tied to legends of immortality, if only by the scene a Greek vase depicts, and the Cabal is eternally interested in such legends. Clyde's also sells minor magic items from time to time; villains seeking money or power might be interested in a little smash and grab burglary, while heroes might work to protect such auctions from both the Coven and any other groups that try to seize them.

11. Oaken Vista: Not far from City Center, Oaken Vista plays host to Citadel Creek University, a private college known for its Metahuman, magical, and archeological studies programs. It is also known to give vast scholarships to the monetarily disadvantaged who excel in school across the nation, netting it donations that support its programs as well as a highly intelligent and determined (for the most part) student body. The neighborhood around the University is a wealthy one, with vast manor-like homes and fancy restaurants, but despite relatively regular police patrols it has suffered criminal incursions by the Ghasts and the long-reaching Rimefrost Coven. Both kidnap innocents, albeit for different reasons, and both fight over magical items that belong to neither of them, causing destruction and civilian casualties left and right.

CC University has a great museum of items its students and faculty recovered from across the world, but these items are constantly being stolen and many are destroyed in the process despite the hiring of a large security staff. Between the Ghasts, the Coven, and enterprising villains, heroes have a tough job keeping this area from turning into a war-torn Red district, which would cripple to college's reputation and deal a severe blow to the city.

12. Severance: The grimly-named Severance district was indeed severed; its citizens, a combination of middle and lower class people trying to start over south of the river in the wake of the Kallam fleet's destructive fall, were cut off from the rest of the city when the Southriver Assassins took over the docks north of them, and were further shut out when they were denied entry to the heavily fortified Outpost district. Trapped between uncaring government agents and criminals who wanted to tear them apart for sport and profit, the locals banded together and built their own little town, buying weapons from the Bomb Squad and using them to drive away the Southriver Assassins in a massed community effort. In a sad parody of the high-tech walls of the nearby scientific compound, Severance is a town built of scrap metal and surrounded by scrap metal walls topped with barbed wire. Security is tight, heroes and police are not trusted, and those known to be villains are fired upon as soon as they are spotted. These grim and gritty survivalists have lost even their dreams, but not their will to live.

If a villain managed to conquer Severance, whether by wit and guile or overpowering brute strength, he or she could twist the attitudes of the inhabitants into hate for the city and have a premade base populated with fanatical minions. If a hero managed to protect the district and bring them back into the fold, it would be a vital leap in the direction of restoring all the territories south of the Elk River, perhaps hosting the first intact police station in that region of the city. Either way, Severance is the key to the far south, and everyone there knows it all too well.

13. Quarantine: This district is still patrolled by the police for one simple reason; they have to keep anyone from getting out. A long-term task force is assigned to the area, and has been since a canister from the Kallam fleet fell and released an unknown toxin into the area. The toxin was considered dangerous, and the entire district quarantined for eight years, expiring on January 3, 2011. Until then, no one has any idea what's going on inside; some sort of electromagnetic interference destroys all sensor equipment deployed to the area, and due to the potentially massive hazard provided by the toxin no one that goes in is allowed to come out. Sentries in biohazard suits patrol massive walls, and report that the district is sheathed in a deep darkness even during the day; it is likely that the protective spells woven by hired Danger Outfit mages are the only things containing whatever force is generating the darkness. No hero nor villain has ever volunteered to enter.

14. Kindheart Place: A sleepy residential district that has now been taking over by a massive and mysterious silicon-based life form, Kindheart Place lies in ruins because of Silicae. Only the bravest, greediest, and most foolish will dare enter this area, in which every building has been leveled, every car crushed, and the ruins of the streets thrum with the pulsing of organs entirely incomprehensible to Human science. Protective spells cast by the Danger Outfit for a vast profit keep the creature inside, but to conserve energy for its attempts to break out, anyone can wander in. Of course, the same walls that hold Silicae in would hold in Metas and normal Humans alike if they entered; extracting them whether they met their objective or not would be tricky indeed.

((See Silicae under Power Groups Continued for more info))

15. Wintersedge: Now home to the Rimefrost Coven and their evil creations, Wintersedge was once a quiet and peaceful suburb. Unfortunately for its residents, it happened to fall on a nexus of ley lines, currents of magical energy that run through the Earth's crust. These ley lines can give spellcasters the extra energy they need to weave powerful spells, and the Coven quickly recognized their presence and importance. They struck hard and fast, drawing on the energy below to lock the district in perpetual winter and to animate many of the bodies in the nearby Last Journey Cemetery, transforming them into zombielike Hosts. With the police caught by surprise and pinned down by other problems, the Coven solidified their grip, making blood sacrifices to create defenses against intrusion. They then began to strike out at the rest of the city from their new home base, relentlessly pursuing the secret of eternal life.

The bodies of many of the Metas that fell fighting the Kallam were interred in a vast and ornate memorial crypt in the cemetery, along with the ashes of Paragon, who had been cremated in accordance with the will he written before becoming a costumed hero. These Metas provided the Coven with Metahosts, their peaceful rest disturbed as they shambled through the streets to guard the new fortress. In that crypt, the most powerful spellcasters of the Coven are suspected to reside, plotting their sinister rituals and seeking immortality.

((See Rimefrost Coven under Power Groups Continued for more info))

16. Angel's Walk: Once a lower middle class residential and business area, Angel's Walk is now ruled with an iron first by the Gabrelovic Mob, who seized power in the wake of the rain of flaming Kallam debris and expanded their domain with the assistance of a young but powerful Meta. With that Meta gone his own way, the Mob has become especially brutal to compensate, enforcing a curfew and dealing in a harsh and lethal manner with any who refuse to cooperate with their demands. Ippolit Gabrelovic rules the district from his fortified mansion, guarded constantly by his best men while he plans his conquest of the Yellow districts south of his position. His security is almost military tight, and the word is he's looking into hiring some Metas to keep his enemies on the defensive.

The citizens of Angel's Walk don't dare provide help to anyone but the Mob; many don't even dare to come out of their homes. Those who try to escape tend to show up gorily displayed as an example for others who try the same route; the whole district is a manmade hell.

((See Gabrelovic Mob under Power Groups Continued for more info))

17. The United Technocracy: The utopian secessionist "nation" on the outskirts of the city, the Technocracy has effectively punched Citadel Creek's economy below the belt merely by existing. Within its borders, patrolled by robots that combine magic and technology, opulent palaces exist beside massive factories crewed entirely by machines; these palaces hold some of the world's most narcissistic, self-serving individuals that lack powers, along with the mad genius that created the whole place, Jonah Pike.

((See United Technocracy under Power Groups Continued for more info))

18. Bannock Grove: Home of the strange Ghasts, Bannock Grove was once a moderately-patrolled residential district that was completely razed during the rain of Kallam fleet debris. Now, atop the wreckage, magically brainwashed men and women keep watch with bows and arrows while ghostly versions of long-dead Bannock Native Americans hunt equally ghostly and long dead deer and very real packs of feral dogs assist in the defense. It can be hard to tell which teepees are real and which are incorporeal, and almost no one has ever made it into the district peacefully. No permanent buildings remain, just a long plain of rubble atop which a half unliving encampment is built.

((See Ghasts under Power Groups for more info))

19. Southern Docks: Once a part of the shipping of legitimate goods up and down the Elk River and a port of entry to the districts on the southern bank, the Southern Docks are now ruled by the Southriver Assassins, a brutal gang of drug smugglers with illegally and dangerously enhanced henchmen to oppose Metas that strike at them. The district contains the fortified mansion of the Alchemist, an evil and callous brewer of illegal chemicals who leads the Assassins, though no one can be sure exactly where it is. Every other warehouse in the whole vast area has been turned to nefarious purposes, making the trade difficult to slow and almost impossible to break or seize.

((See Southriver Assassins under Power Groups for more info))

20. The Haven: Villains, unlike heroes, are often hostile to one another as well as their moral enemies; those who have just arrived in the city stand little chance of surviving in most Red or Green districts unless they have great power indeed, so they are forced into the Yellow to try and make a name for themselves. But the heroes and police could just retreat into the heavily-defended Green districts and be safe from all but the most powerful or most covert assaults, and only gangs with vast swaths of conquered territory could say the same. For that reason the thief and master contortionist Skeleton Key established The Haven in, around, and beneath the ruins of the Citadel Creek School of Engineering. In the Haven, villains of all affiliations can meet, hide from the law, buy illegal goods, and be at least somewhat safe from each other. The guards, powerful prototype robots stolen from The Outpost itself during a test drive, tend to disintegrate combatants first and ask questions later.

The Haven is a fully-functional and self-sufficient town, with housing and supermarkets and barbers, but it is also the place to go for those looking to hire villains or sell them various devices in relative safety. The police dare not come here under any circumstances, and even the mightiest of heroes should think twice before walking into a veritable nest of evil.
PostPosted: Thu Jul 16, 2009 6:46 pm


Power Groups:


CCPD: The Citadel Creek Police Department is the most advanced in the world, with access to powerful nonlethal weapons and an unparalleled ability to track targets through the city they protect. In these dangerous times, even basic patrolmen are equipped with kevlar vests and the famed web grenades, which hold foes in position as the sticky substance they spew hardens over those trapped in it. Their trademark sidearm, the Thunderstorm Subdual and Personal Defense Weapon, fires powerful and long-range gel bullets that shatter like paintballs on impact; each is filled with a numbing agent that quickly brings perps to the ground. The weapon's stun gun and flashlight attachments have also served the city's finest well.

Handcuffs have also been updated in this new approach to Law Enforcement. Rather than costly metal handcuffs or zip-ties, which cannot be reused, super-scientists working with the government developed a carbon fiber alternative resistant to heat and cold, nonconductive, and five times stronger than steel. To deal with restraining metahumans in the short term, other scientists added the "buzzer", a little device that, when attached to the handcuffs, vibrates at a high frequency to create interference in the mental processes of its wearer. This makes it difficult for them to use their powers. Squad cars got an update as well; ironically, they are now constructed of the same material as the handcuffs, to avoid exploding when the car is zapped with fire or electricity and to shed bullets more easily.

Of course, there are problems in Citadel Creek that ordinary patrolmen, however advanced, simply cannot handle. That's where the SWAT teams come in. Equipped to handle hostage situations, bomb threats, and sting operations, these men and women are some of the best trained in the city. Armored in layered kevlar and ballistic gel, they are capable of surviving several shots of direct handgun fire. In order to combat greater threats, they are armed with both web grenades and grenades that exude an unconsciousness-inducing gas. Their rifles are similar to the Thunderstorm pistols which they carry as sidearms, but rather than containing the numbing agent the gel bullets hold the same gas as is found in the grenades. Each SWAT member is, of course, equipped with a gas mask to avoid succumbing to their own projectiles, and carries several clips of hollow-point bullets for extreme situations where being nonlethal isn't an option.

SWAT entry teams are supported by one to three snipers, but despite their lethal name and incredible accuracy they rarely kill unless necessary. Their default ammunition consists of balls of water contained in a thin membrane, but by the time the ball has left the gun it's going so fast that even water can knock down perps, or kill them if incorrectly aimed. In addition to the most intensive training of any police unit in the nation, snipers are outfitted with high-tech scopes for their rifles that allow them to see on the infared spectrum to track targets that have moved behind walls. Able to magnify nearly 500 times in addition to this feature, the scopes also have an unpowered mode that prevents them from being rendered entirely useless by an electricity-powered criminal. Like all SWAT members, they carry several clips of deadly hollow-point bullets for situations that demand lethal force.

SWAT teams are the toughest examples of non-powered Humans in the city, but they cannot be everywhere at once, and are targeted at containing small situations before they spiral out of control. When things get really big, the Riot Police are called in. Riding in carbon-armored amphibious crawlers, these men and women are armed with the ultimate in crowd dispersal technology: microwave projectors. Far more effective and far less wasteful than the water cannons of old, few can stand in the path of a microwave projector for more than a second or two. If foes prove resistant to this tactic, the Riot Police have access to web cannons as well, rapidly sticking criminals to the road beneath them. If forced into non-vehicle combat, they are armed as normal patrolmen, but also granted a thick plastic riot shield with the front covered in electrified wires. Not only can the shield stop a bullet, but it also delivers an electric shock to anyone who touches the front without proper insulation.

When things become too tough for even SWAT teams and the Riot Police to handle, and it has happened before, the city has one last trick up its sleeve. A crack military unit known as the Ghosts, who rounded up the most troublesome supers in the years in which their activities were illegal, can arrive at any location within the city in ten minutes via chinook. Their training is the toughest of any military unit in the world, and not everyone who tries their hand at the career survives; even fewer are accepted. Equipped with stealth and surveillance technologies, the Ghosts can literally tap into the phones, emails, and bank accounts of anyone in the city. With an order, they can black out any city block, impound any vehicle, and arrest anyone they see as a threat. They have the blueprints of every building in the city, and an expansive database that includes every official resident's fingerprints, criminal record, and more. They're no slouches in combat, either; very few devices are beyond their reach, from battlesuits to tanks to rifles that fire gamma rays.

The main problem facing the CCPD is that they simply aren't numerous enough to patrol the entire city in which they are based. They've been forced to divide the city into districts, and assign each a color. In Green districts, the police patrol regularly, and crime is very low. Of the twenty districts in the city, only five are Green, and they are generally key governmental sites or tourist attractions. In Yellow districts crime is low to moderate, but the police still do their best to patrol the area. They do not have major bases in these districts, and often call for metahumans to aid them; these zones are usually an aspiring hero's first stop. There are eight Yellow districts out of twenty total. Finally, there are Red districts. In these areas, the police dare not patrol due to the high crime rate. They might as well be miniature cities of their own, with their petty governments and gang armies plotting to chew up yet more of the city. Only experienced heroes dare venture here. There are seven Red districts of twenty total.

The Bomb Squad: Rumored to be led by the son of the famed F. C. Kelvin who burned down City Hall back in the late sixties, The Bomb Squad is an anarchist gang which specializes in arson and illegal weapons sales. Too widely spread out to take a Red district for themselves, they lurk in the Yellow districts of the city, spreading anti-government propaganda, spraying graffiti on everything within reach, and building custom explosives. They've recently gotten very good at placing firebombs along police patrol routes and escaping raids on their hideouts, and some suspect that they have agents inside the police department feeding them information.

The Bomb Squad, first and foremost, is dedicated to blowing things up. The homes of government workers, the offices of corporations that take government contracts, and libraries (apparently just for the hell of it) are all common targets. Police informants report that their attacks follow almost the same pattern every time they occur. First, a few members of the gang stake out the location, make note of all entrances and exits, and over several days find out the time when the most people are in the building. The day before the attack, another gang member goes in covertly and sabotages the fire alarm, while others graffiti adjacent buildings with their gang slogans. On the day of the attack, small firebombs are placed at particularly flammable locations, at doors and windows, and on fire escapes. When a large number of people have entered the building, the gang detonates the bombs and flees the scene.

The Squad's other forte is arms dealing, and they've made many a situation worse by providing powerful weapons to angry souls. Exactly how they get their guns and components is unknown, but evidence leads the police to believe that they have a tunnel network leading from warehouses in the northern docks to gang safehouses in other districts. No gang members have ever been apprehended while transporting weapons, which indicates that they are wealthy enough to be able to dump the goods into the river if the police get too close. Once the gang has the weapons in their safehouses, they employ skilled tinkerers to work on them, commonly enhancing their stopping power at the cost of range. The modified weapons are loaded into vans and driven to hidden spots in the city; the same spot is never used twice in a month. While the gang members selling the weapons are unarmed, snipers on nearby rooftops make sure no one tries any funny business. Everything from the ever-popular AK-47 to military-grade grenade launchers is sold.

Very little is known about the gang's leadership; police informants who were instructed to actively seek promotion were found dead in various alleyways within a week. Some suspect that this means there are telepaths in the upper ranks, but most dismiss this as foolishness, claiming that any fanatical organization can easily weed out those who don't share their goals to the maximum. Those informants who have managed to infiltrate the lower levels report that "Firebugs" preside over safehouses and lead the gang's day to day affairs, reporting to members of the "Bonefire Pact" who in turn report to "the Chaos Boss". This "Chaos Boss" is probably a metahuman by merit of technology, and according to rumor may be the son of F. C. Kelvin, who had no powers but did possess a stash of dangerous technologies that were stolen from private labs. Despite Kelvin's apprehension and later death of a heart attack while in Deepwind Penitentiary, several of his most powerful devices were never recovered, and may be in the gang leader's possession.

Most of the gang's arson squads are young punks looking to rebel; with their relatively careful planning and armament of handguns, knives, and molotov cocktails, they can provide a challenge for inexperienced metahumans, but can usually be handled by the police. Those supervising weapons modification and dealing, setting fire to government buildings, and organizing police ambushes are usually tougher; they may have access to rocket propelled grenade launchers, assault rifles, and improvised explosive devices, and are capable of giving supers a run for their money and providing the cops with serious trouble. Members of the Bonefire Pact and their guards are tough to find and tougher to bring down, with access to proximity mines, armored vehicles, plastic explosives, flamethrowers, and more. Tracking down the Chaos Boss himself would be an epic venture indeed, and defeating him would earn the good graces of the CCPD or considerable respect from the criminal underworld.

The Ghasts: The ghosts of the Bannock Indians, disturbed by the settlers of Citadel Creek, were said to haunt the town for many years, but all reports of their supposed activity faded away by the beginning of the twentieth century. A few ambitious reporters with nothing better to do interviewed those who were old enough to have seen the hauntings and searched for the burial ground, but were all were unable to find it. The stories were almost entirely forgotten until, during the rebuilding in the aftermath of the rain of Kallam fleet debris, workers attempting to mend broken sewer pipes mysteriously went missing. The police were stumped; no bodies emerged, nor any ransom notes. The victims were both male and female, of all races and varied ages. It was eventually concluded that a demented serial killer haunted the area and somehow evaded all searches, disposing of the bodies by cremation or something similar.

Workers were placed under armed guard, and the attacks stopped. All was soon forgotten, and reconstruction efforts went on. Six months later, however, a store owned by a man of native American ancestry was burglarized. The police responded quickly, and two of the culprits, covered from head to toe in newspaper with holes for sight and wielding bits of rebar and pipe, were apprehended. Both, when unmasked, looked around blearily and replied that they had no idea where they were or how they had gotten there. When their histories were checked, it was revealed that both were workers who had gone missing in the reconstruction incident. The police, suspecting some sort of new mind control drug, kept an eye out for similar burglaries, and were rewarded for their patience a week later. This time, however, a softly shining figure accompanied the newspaper-clad robbers. As the police revealed themselves, instructing their cornered quarries to drop their weapons and surrender, the shining figure slipped into the ground and vanished. The spot was examined; no sewer tunnels ran beneath it, and the ground was intact.

All five of those captured had been sewer workers, like the first two, and all had no memory of what had happened. In a press interview, one of the victims remarked that it had all been a "ghastly experience", and the media ran with it, calling the mysterious gang "The Ghasts". The story soon dropped when nothing happened for two months, but resurged when an area at the eastern edge of Citadel Creek a ways north of the Elk River, classified as a Yellow district and under reconstruction, suddenly suffered a massive ghostly onslaught. The district, which had been razed almost entirely to the ground by the fall of the Kallam fleet, was inhabited by hundreds of volunteer and professional workers, who looked up to see a vast group of iridescent Indians out of a wild west film marching toward them. The Indians paid no heed to the volunteers or any of the obstructions, and instead set up ghostly teepees among the ruins. Every one of the workers suddenly sought out newspaper and clothed themselves in it before setting up an encampment of their own among the ruins.

Since no one lived in the district at the time, the only victims were the workers, but they were still innocent people. This, combined with a lack of police manpower and reluctance to call the military in so close to a populated area, has kept the area (now a Red district called Bannock Grove) from being overrun by the forces of the law. The newspaper-clad workers fiercely defend their territory's borders with a twenty four-hour guard and handcrafted bows and arrows. Though not trained to fight, the same force controlling them seems to bolster their strength and aim, making them moderate opponents that can keep police intrusions back. Occasionally they head out from their territory in small hunting parties, burglarizing stores that sell Bannock artifacts as well as museums that display them. Those who manage to penetrate the Ghast defensive line find a far deadlier foe than brainwashed workers awaiting them; the ghosts of the Bannock will pause in their hunting of ghostly deer and cooking of ghostly meat to unleash powerful nature magics upon their foes, wrapping them in vines or striking them with lightning. These powers, along with their invulnerability to almost everything, make them highly dangerous opponents.

Besides attempting to steal artifacts and occasionally kidnapping someone to bring into their fold, the Ghasts also make sorties to seek out feral dog packs. The animals, banding together on the mean streets after abandonment by their owners, attack without mercy and have been known to kill and eat incautious tourists that walk down the wrong alley, but around the Ghasts they are quiet and submissive, meekly returning to Bannock Grove with them. The dog packs are often unleashed as a distraction during a burglary or as a second line of defense if perimeter sentries are being defeated. All of this collected evidence points to a single consciousness controlling dogs, men, and ghosts alike; this being's exact goals are unknown, but it is clearly powerful. Some suggest that it is The Dominator, whose body was never found after his supposed death in 1969, while others suspect a much more primal, ancient, and terrible force.

Southriver Assassins: Concentrated in the docks south of the Elk River, now considered a Red district, the Southriver Assassins are not, in fact, assassins. Their bug business is drug pushing, particularly their home-brewed drug "deathspike", a highly addictive compound that causes catastrophic damage to the frontal lobe of the brain. Since the frontal lobe controls judgement, it becomes almost impossible to resist becoming addicted after even a single dose, and addicts are lobotomized for the rest of their lives whether they manage to stay clean or not. Predictably, the Assassins do not care; every victim can easily become a source of steady cash flow or, if out of money, criminal favors. Though poorly armed by comparison to many other gangs, their experimentation with illegal compounds has created unstable minor metahumans to ensure that they are more than strong enough to defend their turf.

The drug running business that is the heart of the Assassins' enterprise is run entirely out of their turf in the southern docks. Within battered old warehouses they use their secret formula to create deathspike, then move their cargo by boat or truck to yellow zones across the city. It is unloaded in gang safehouses and given out to individual dealers, who are allowed to keep a mere fifteen percent of the sales and shot if they keep more, encouraging them to sell as much as possible. Each dealer is accompanied by two armed bodyguards, whose visible presence usually discourages other gangs from trying to attack the dealers unless they can do so in force. At the end of the shift, the dealers head back to the safehouses and surrender the money, then are given their cut. Many are addicts themselves, and elect to take their payments in the form of deathspike; their superiors are only too happy to oblige.

The Assassins have a stranglehold on the drug trade in Citadel Creek, and it earns them no friends. They occasionally deal with the Bomb Squad in order to get access to superior weaponry, but the Bomb Squad sees the southern docks as an ideal base of operations for their illegal gun modifications, and relationships between the two groups are tense. Most other gangs simply attack the Assassins wherever and whenever possible. Because of this, the gang turned to a bizarre but effective tactic; modifying deathspike to give to their own men. The results that survived the transformation became stronger and tougher, but their brain activities were almost entirely suspended; they had to be told to walk, to shoot, and sometimes to breathe if they forgot. These "skullcrushers", accompanied by a handler to direct them, defend the Assassins' turf fiercely and are sometimes hired out as mercenaries.

The leadership of the Southriver Assassins is no secret; a man called The Alchemist, responsible for the creation of deathspike and its modified form, has publicly admitted to leading the gang and even taunted their police with their inability to reach him. Safe in his fortified house in the southern docks, guarded by skullcrushers wielding chainguns and five and a half foot swords, The Alchemist plots new ways to expand his power and continue his proclaimed quest to seek immortal life. Police informants report that he is undeniably insane, but with a dangerous cunning that makes him a terrible foe indeed. Bringing him down would either cripple the drug trade in Citadel Creek or allow whoever defeated him to seize control of it...

Basic members of the Southriver Assassins are mere punks armed with handguns and switchblades. They are commonly assigned to protect dealers, and are not likely to pose much of a threat to metahumans. Metas may meet their match in the skullcrushers, however, for though they have become impossibly stupid they can lift cars and are capable of slicing through concrete with the massive swords they carry. It is suspected that The Alchemist has even more bizarre and sinister creations that he can unleash upon those who begin to target his operations, but this cannot be confirmed, as none who have gotten so close have survived. The Alchemist himself, if confronted, is powerful even without his armies of mutated goons; his chemical flasks can have many effects upon a target, and none are pretty.

The Danger Outfit: The Danger Outfit isn't a gang; it's a business. It supplies criminals and the police alike with one simple service: metahuman hunting. Established in 1991 by disgruntled KGB agents after the official fall of the Soviet Union, the organization made a beeline for the city where supers were illegal and bolstered its ranks with the discontent. They turned versatility into their main weapon; if a situation demands magic, they have sorcerous adepts. If a situation demands technology, they can field it from a vast and customizable stockpile of expensive goods. They have official permits to operate in Yellow districts so long as they don't target government-authorized metahumans, and often take contracts in the Red districts, where they can do just that without any legal ramifications due to a cleverly-worded agreement with the government. Like many hunters, they live for the thrill of the hunt; and the pile of cash in exchange for a body bag that comes afterward, of course.

As a unit of mercenaries, The Danger Outfit doesn't control any sort of criminal trade; it doesn't need to. Instead, it sends out its agents to infiltrate as many of the power groups in the city as possible, and meets directly with those it fails to infiltrate. They wait for a metahuman to cause trouble for the group, then offer their services for a massive fee. If this is refused, and it usually is, they begin perpetrating crimes of their own and cleverly passing them off as the work of the troublesome super. They return, and demand even more money, by which point the group is usually forced to accept. At the scene of the meta's next attack, the Outfit attacks with everything they have to avoid looking weak in front of their employers, and this massive assault usually brings the meta down. If it does not, they track the meta covertly, digging up as much information as possible and striking whenever their target is most vulnerable. To date, no meta has ever escaped the follow-up strike except by leaving Citadel Creek entirely.

Smart groups have learned to seek the Outfit before the Outfit comes to them, and pay the first price they are offered, but most are slow in that regard. The reputation of the mercenaries preceeds them even in the most curious of places; they remain the only group to have made non-hostile contact with The Ghasts. The greatest problem heroes face when fighting these mercs is that they simply cannot be arrested; the terms of their agreement with the government effectively put them above the law while operating against metahumans in Citadel Creek, and even if confronted with overwhelming evidence of illegal contract-taking the Outfit has one of the best teams of lawyers in the United States. They also have a powerhouse of a propaganda program; heroes and villains alike that target them or are targeted by them are suddenly portrayed in posters across the city, radio announcements, and television news as public menaces that citizens should be willing to sacrifice anything to destroy.

The group is not led by a single individual, but by three rugged survivors of the original KGB founders. The first, Ana Chausova, is an accomplished battlemage who draws power from the void between world and forces the terrible emptiness into frigid pillars of ice to hurl at her enemies. Her job is simple; when a meta takes on the Outfit and has some success, she hunts down and kills that meta without mercy. The second, Ivan Kiritskov, is an accomplished scryer who uses both his magical talent and his ability to tap into government databases to oversee and direct the Outfit's network of spies and infiltrators. The third, Oriel Seputzk, wields a high-tech alloyed sword that crackles with electric current and wears a prototype "probability sheath" that turns certain hits into near misses but overloads after more than a few minutes of use. He prefers to get up close and stare into the fading eyes of his prey as he guts them, and rarely takes interest in the affairs of the company as a whole. All three are highly dangerous and protected by law, making them very deadly enemies to have.

The Outfit doesn't exactly have footsoldiers; they have no territory to patrol save their heavily-guarded downtown offices. When deployed to hunt a meta, their basic troops are like more lethal police; armored in kevlar and equipped with rifles that fire orbs containing concentrated sulfuric acid. These men and women are supported by two types of specialists. First comes the adepts, whose job is to counterspell the magical attacks of foes that possess them and use darts of nether energy to pound those that do not. Also armored in kevlar, they are unarmed, using their magic in place of a conventional weapon. The other specialist type, the "circuit breakers", wear kevlar and wield rifles that overload electronics, rendering technological devices useless. Against non-technological foes, the jolt delivered by the rifles can be incapacitating or even lethal. Though these three make a good team against most threats, the mercenaries recognize that metas are clever and may be able to defeat or circumvent these troops types. Like SWAT, they employ crack snipers to provide cover fire, but with only hollow-point bullets for maximum damage. They also bring in air support via modified Blackhawk gunships and ground support via technicals (pickup trucks with mounted machine guns or missile launchers in the truck bed).

Pandorym
Crew


Pandorym
Crew

PostPosted: Thu Jul 16, 2009 6:47 pm


Power Groups Continued:


The Brawlers: During the ban on Metahuman vigilantism in the 90's, citizens of Citadel Creek who were used to being able to turn on the news and watch colossal super-powered fights began to become very bored. A gladiatorial spirit had awoken within them when they had they ability to watch the mighty attempt to crush one another into the pavement, and now that they were denied that pleasure they hungered for a way to find it again. Humans being Humans, opportunists soon recognized that the situation was perfect for a new business: underground fighting rings where people could come and watch teams of rough and tough warriors battle one another. They couldn't have picked a better time; most of the police officers were either assigned to Meta hunting and not street crime, or were also nostalgic for the great battles of old, which they had seen from mere feet away. With law enforcement in the front row seats, the rich in the lavishly decorated boxes, and the screaming crowd in-between, the clever managers had struck gold with their plan.

With perhaps thirty rings across the city, it would make sense that competition would be fierce, but a strange sort of community spirit arose between the arena managers. Thousands were in attendance for every fight, and there was little purpose in trying to make something illegal so concentrated in one spot that the city government would finally take real notice. Instead, the managers made deals to trade fighters whenever their audiences seemed to be getting bored, cooperating to keep them all in business for as long as possible. Even these plans could not ultimately save them, however, for another group was looking at their business with disgust. A mysterious group of strong, disciplined warriors began to show up at rings in the middle of fights, walking through the audience, climbing onto the stage, and beating up every fighter in the ring's employ at once. Sometimes they did the same ring twice, just to keep people guessing, but eventually they had hit every one, and showed no signs of slowing. People began to call them "The Brawlers", and tried to guess where they would strike next; a real fight was much more exciting than a staged one.

The Brawlers became more aggressive, beating up ring managers and interrupting transfers of fighters. No one dared report them, for to do so might uncover the fighting rings and force the city into action against them, as well as ruin the reputations of countless cops. Then, suddenly, they stopped coming to the rings at all, and the crowds stopped coming shortly after. Their appreciation of staged combat was at an end, and one by one, the rings closed. The Brawlers had proven themselves different from the ring teams by presenting a warrior's code of honor; fighting for money was abhorrent to them, and they had put a stop to it. As their foes faded away, so did they, and nothing was heard of them for several years. Then came the Kallam fleet and the three day war, and the Brawlers provided a service that the police could not: they maintained order while Citadel Creek's Metas were away. A man in a uniform is one thing; one who can and will break your legs if you don't do as he says is another entirely. When the war ended, the Brawlers vanished again, beginning to work covertly. Their goal was to test and temper the new generation of Metahumans through combat, and they continue to pursue that goal.

The Brawlers have no generic grunts, no special forces, and no real hierarchy. They are a true democracy that works toward a specific, though mysterious, goal while obeying the tenets of their warrior's code. They way they operate is simple; they target a young Meta, whether heroic or villainous, and send a squad of their men and women after him or her with instructions to do battle. If they lose and are arrested, they plead guilty and do whatever time they are assigned, crossing the Meta in question off their list unless they believe further testing is required. If they win, they move the Meta to a hospital anonymously and make a note to test them again once they've had time to recover. Their most obvious goal seems to be bringing balance to a city that has precious little of it; powerful heroes and villains alike can transform the districts and their petty criminals into something far greater. They only ever pursue someone with true malice if the person has killed one of their own, in which case they spare no expense in hunting down that person and returning the favor. They operate out of Yellow districts, moving around to stay hidden from prying eyes.

Though none of the Brawlers that are commonly seen are Metas, gaining what abilities they have from a combination of natural aptitude, warrior spirit, and intense training, one of the two things known for certain about their reclusive leader is that she most certainly is. The other is that she is a she. Speculation as to her exact identity usually takes one of two forms. Many say she is the hero Yottagram, the strongest person on Earth, who pulled an entire warehouse full of poorly-contained toxic waste out of the Elk River in the late 80's before vanishing during the ban on Metahuman vigilantism. Others suspect she is Tessa Godwinson, a woman more than a hundred years old with the ability to see the future and how the events of the present shape it. Either way, her motivations remain mysterious; all that is known for certain is that she seems to want all young Metas to achieve their true potential, and many who believe she is Tessa suspect she is attempting to prepare the city for another disaster in the not so distant future.

The Gabrelovic Mob: The mention of mobsters usually stirs up images of men in fedoras with tommy guns and Italian accents, but this television-based stereotype couldn't be further from the truth in the case of the Gabrelovic Mob. Started by the immigrant family of a Russian politician who had been banished to Siberia by Stalin, the mob picked up an Italian method of organization but kept all of their Russian survivalism. They flew under the radar of the Metas, smuggling drugs and weapons, but those trades were seized by bigger gangs with bigger chunks of city. The Gabrelovics and their henchmen waited patiently for the right moment, and that moment came when flaming wreckage rained down from the sky and Citadel Creek went up in flames. While the police worked to save the areas of historic and civic importance, the Gabrelovics mobilized and seized a vast swath of territory from the northwestern portion of the city. Ippolit Gabrelovic, the mob's leader, had emerged temporarily victorious, but problems soon beset his group once again. Other mobs which had been around longer and had more of the police in their pockets began a full-scale assault to take the new domain, and step by step they were winning.

A second answer to prayers came after five years of desperate struggle, when a seventeen year old Meta calling himself Loudmouth was found loitering in the streets on what remained of Gabrelovic turf. Ippolit encountered the boy while returning from a negotiation and instinctively felt that there was something special about him. His suspicions were proven correct when Loudmouth demonstrated his mighty sonic screams, a weapon that none of the other mobs could match. He treated the boy well, grooming him almost as an heir and teaching him much about the ways of crime. The Gabrelovics grew bold, and managed to hit a bank and escape with the aid of their secret weapon. Ippolit could not have been more pleased; he began to build a vast empire of protection rackets through his turf, and used the proceeds and Loudmouth's skill to systematically destroy every other mob family in the area. He turned to administrating his territory, setting himself up as a monarch. Then, the unthinkable happened: Loudmouth, a celebrity in his own right, abandoned the Gabrelovics and struck out on his own. Ippolit struggled to hold onto everything he had gained, and in the process became iron-fisted and tyrannical to an unbelievable degree. He also swore to destroy the Meta that had used him, then cast him aside.

Though concentrated in the northwestern city, a Red district known as Angel's Walk, the Gabrelovics also operate in nearby Yellow districts. They hold a monopoly on racketeering, with every honest businessman fearing them and most paying protection money regardless of their distance from the family's base. When setting up a new racket, the mob sends a pair of simple thugs and a negotiator, with a sniper to cover them if things go exceptionally poorly or if the police arrive. Usually their reputation is sufficient to secure cooperation, but if it is not, the thugs will rough up the store owner and probably smash his or her goods. If that still fails, and it rarely does, the trio leaves calmly without another word. To deal with those who refuse to pay or miss payments, they send four to eight burly gunmen armed with AK-47s. Each simply gets out of the car, fires several clips of ammunition through the front windows, gets back in, and departs. When that fails to kill or intimidate the store owner, a rare occurrence indeed, the mob comes back and hangs the owner outside the store. Their bribery of key police officers allows them to move virtually freely through Yellow districts, making this brutality possible.

Average grunts of the Gabrelovic Mob are simple men with pistols and AKs that know how to conceal their weapons and how to use them effectively. Metas that interfere with mob business first get swarmed by these guys, who aren't the toughest, but can do serious damage to the inexperienced and inattentive. Should this tactic fail, a hit squad is sent after the troublemaker. Armed with stolen SWAT sniper rifles and plastic explosives, these hit squads are highly dangerous and lethally clever, striking whenever the Meta least expects them to in ambush attacks that have claimed the lives of many lesser Supers over the years. Should the hit squad fail, a new tactic is devised. If the Meta in question is heroic, the mob usually takes prisoner a large number of civilians and threatens to shoot one to three for every subsequent interference; they're willing and able to carry out that threat. If the Meta is villainous and unlikely to care, they are offered a vast amount of money paid over several years to keep out of mob business. They do deliver, but also keep tabs on the Meta, trying to find some way to kill him or her before the cash flow stops and the attacks resume. If that offer is refused, or if things get way too close for comfort, Ippolit personally devises a plan to deal with the Meta. He rarely fails.

Ippolit himself is in his early sixties, but is remarkably fit and athletic for his age. His mind is keener yet, with a shrewd business sense and a total disregard for morals and Human rights. He can and will have people shot and buildings burned at a whim if it benefits him in even the tiniest of ways, and his tyranny of fear over the citizens of Angel's Walk makes them entirely unwilling to help anyone who opposes him, lest they and their most distant relatives die in ways too horrible to imagine. The rewards for defeating him are substantial, but doing so would create a massive power vacuum in that area of the city, and the consequences of such a vacuum could be dire indeed.

The Rimefrost Coven: Idaho is one of the last place anyone would expect to find a group of evil pact mages, but Citadel Creek is hardly a normal Idaho town, and power attracts power-seekers. The Rimefrost Coven is a recent arrival in the city, but managed to carve out a space of its own with ease, taking over the Yellow district of Wintersedge and transforming it into a Red district within a week. As pact mages, members of the Coven invite otherworldly entities to share their souls and bodies, gaining powerful abilities at the cost of eternal damnation to the void between worlds. Few would seek it if they knew the real risks, but the magic is addictive, and many entities make it their mission to convince more and more Humans to take it up so that they can feast upon their souls when they arrive in the void. Most discover the truth too late, and spend what remains of their lives seeking immortality to avoid the fate they have earned. None are known to have succeeded, but the Coven is willing to go to any length to find the answer. They control the trade in magical items with an iron fist, and continuously attempt to research the transference of consciousness to a body built of nonorganic materials, often stealing and kidnapping to get the information they seek.

Shortly after seizing Wintersedge, the Coven came to understand that they needed income to survive in the modern world, even as enemies of the law. Being mages, they made the obvious decision to trade in magic, and imbuned items from rolls of duct tape to handguns to forklifts with minor spells that enhanced their performance. But before they sold a single one, they systematically hunted down and killed almost every trader of magical items in the city, creating a nearly complete monopoly on the trade and gaining further supplies in the process. They then set up shop, advertising themselves by word of mouth as the only group that could make life a little better in an affordable manner. Those that believe the tales and dare to enter Wintersedge itself are quickly found by Coven sentries and subjected to mind-reading spells. If they prove to be clean of any hostile intent toward the Coven and of any police involvement, they are allowed to browse the vast warehouses of minor magical items the Coven has created. If and when they buy something, and most do, they are instructed as to how to work it and sent on their way. Those who come back for seconds are told that they could learn to make the items themselves, and if they show interest, they are slowly inducted into the Coven.

The Coven's search for immortality leads them into Yellow and sometimes even Green districts across the city. Whenever an object of any culture that is rumored to be connected to myths of eternal life shows up at an auction house or museum, the Coven moves in and steals it. Whenever a doctor or university professor mentions immortality in a lecture or interview, they tend to go missing in the next few days. Even if the people know nothing or the artifacts prove worthless, the Coven doesn't harm them; they are released somewhere in a Yellow district or subtly returned to their owners and crossed off the list for a while. If they do have some knowledge or power, however, it is ruthlessly stripped from them by whatever means the Coven can devise. They have discovered ways to transfer brain patterns to fresh bodies, but this merely creates a copy of them rather than moving their consciousness, and is frightfully expensive and dangerous. They now seek grimoires of the blackest magic, trying to transfer their minds into mechanical bodies to evade the call of the void, and occasionally attempt powerful rituals to do so. Usually these go spectacularly wrong; frogs once rained over Wintersedge for almost a week before vanishing.

The basic troops of the Coven are the Hosts, dead bodies possessed by entities of the void. Slow, dumb, and weak, a single Host provides little challenge to a ten year old with a hockey stick. The problem is that the Coven can literally field a small army of the creatures against a single Meta, and eventually the wall of decaying hands is capable of pulling down anyone. Above the Hosts are the Metahosts, the bodies of slain Metas that provide havens for more powerful entities. Metahosts are considerably rarer and not all that much improved over their lesser cousins, but have weak control over the powers they used while alive, making them unpredictable and surprising in a crowd of normal Hosts. Above Metahosts are Rimefrost Golems, creatures carved from tainted ice. Faster and stronger than normal Humans, the Golems are vulnerable to heat, and are time-consuming to create. They are usually sent after Metas that provide problematic for the Hosts. Above the Golems are the actual witches and warlocks of the Coven, capable of throwing minor spells of darkness and ice as well as enhancing their strength, endurance, and speed to superhuman levels by invoking pact magic and sharing their bodies and souls. They are often armed with magical items, and can be very dangerous indeed.

The Coven is certainly well-organized; Wintersedge is a nightmare district, patrolled by the dead and ruled by the evil and corrupted. A single entity directs the group in its efforts, one very powerful in black magics of all sorts, and the magic of powerful spellcasters aligned with the law indicate that the entity is the underappreciated super spy of the Second World War, Chill Shadow. It is suspected that he was forced to call upon pact magic to escape from Germany with the vital plans he stole, and soon became addicted to it, losing his soul with terrible rapidity. Now has extended his life by unnatural means, driven mad by his experiences and retaining only enough coherence to recognize that his soul is in grave danger and only further depravity can save it.

Silicae: Shortly after the destruction of the Kallam fleet, during the process of rebuilding, a relatively intact cargo container of Kallam origin was discovered after having crashed into the middle of the Kindheart Place district. The container was opened in the presence of Metas, but the police soon discovered that whatever had been inside had already escaped by burrowing through the bottom of the container and into the ground beneath. The container was removed and the street repaired; all was quickly forgotten. Six years later, in mid 2008, a violent earthquake shook Kindheart Place. Emergency services were hindered in their arrival by vast tendrils made of what seemed to he an extremely flexible metal; they swiped at whatever came close, destroying the aid vehicles before they could do anything for the district. Kindheart Place had already been a Yellow district, and it was clear that it was fast becoming a Red one. The police did their best to evacuate and resettle all those within, taking significant losses in the process, then walled off the district and hired mages from The Danger Outfit to cast powerful spells to encase the whole area in an orb of energy. Whatever menace was inside, it was there to stay, so long as the spells held.

Recent scans of the area show strange pods growing out of the earth, made of much the same material as the vicious tendrils that still defend the area. The scans also reveal that the creature is, in fact, the first silicon-based life form Humanity has encountered. It was dubbed "Silicae", and researched from a distance. Precious little is known about it save that it must be vast indeed, for all the tendrils seem to connect to the same being. Each of the pods seems to contain a tiny silicon embryo, a baby version of the creature that single-handedly took over a city district. Needless to say, power groups across the city have very different plans for the pods. Those with foresight are willing to pay for them to be destroyed, then harvested for genetic material and researched; those with more ambition than sense want one of the pods brought to them for use as the ultimate biological weapon, a threat against any city in the world. Heroes and villains alike have set sights on the destroyed district for a multitude of different reasons and employers, but only the wisest have realized that it will be nearly impossible to survive threatening the young of a creature with a bestial intelligence and a body the size of thirty city blocks.

The United Technocracy: The Technocracy would like to believe that they are not part of Citadel Creek at all; in fact, they consider themselves to have officially seceded from the United States. Based in the former Forgehammer district, they have declared independence and maintained their status by threatening to detonate a bomb that would destroy the whole district by triggering a massive earthquake if anyone should attempt to take them back. They are led by Jonah Pike, the inheritor of the massive music company Resonance Instrumental Ltd., who had a bone sliver driven into his brain in a car crash and went insane. Charismatic and clever despite his madness, Jonah stirred up support for his rebellion by pointing out that the police had left large sections of Citadel Creek to rot, and that the U.S. government had been sluggish and seemingly reluctant to send any aid to the city at all. In his new order, he promised, every citizen would be cared for, and technologies would provide all necessities. He painted a picture of a utopia so vivid and beautiful that his following grew massive; when he seized the factory district of Forgehammer to be his new country, there was little the police could do to stop him without sparking massive riots across the city.

Jonah bankrupted himself working on a vast army of server robots to work the factories and fulfill the every whim of his followers, and when his money was nearly gone he gave the rest to the Rimefire Coven to craft a permanent enchantment of animation upon the robots, making them semi-sentient beyond the limitations of computerized artificial intelligence. Knowing full well they would betray him, he enlisted the help of heroic mages, begging for their aid in what he described as a Coven assault on his innocent followers. The two groups clashed in mid ceremony, and as a result the robots got their sentience and evaded the Coven's control. Adding to the magic with a little bit of programming, Jonah created a combination army and workforce that prevented either group from getting even. Only a few hundred people now inhabit the lavish palaces that stand between the factories, but they have truly found a utopia through the genius of a madman while they city they escaped dies economically due to their greed. His robot armies are destructible, but his bomb is a lingering threat. Heroes who restore the district to Green status might well save the city; villains who seize it for themselves could become wealthy and powerful beyond their wildest dreams.
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