Jump to content

Mutants & Masterminds: Lake City Universe - Lake City Universe - General Information


Heritage

Recommended Posts

LAKE CITY UNIVERSE TIMELINE

The Ancient Past - Various transdimensional entities mix their blood with humanity's, beginning the seven great mystical bloodlines.

1786 - French fur trappers set up a trading post on the future site of Lake City at the mouth of the Fulton River near the shore of Lake Michigan.

1804 - Fort Chapman is constructed across from the trading post.

1813 - Fort Chapman Massacre. Thirteen Indian families seeking shelter from the harsh winter are killed by order of the base commander Captain Jonathan Strick just outside the gate; shortly thereafter, the fort is burned to the ground, leaving no survivors.

1836 - Lake City is founded.

1873 - William Walcott opens his first department store in downtown Lake City.

The 30s - First appearances of costumed crimefighters; most are merely highly-skilled or have the money or resources to procure innovative gadgets. Sadly the world also witnesses the rise of fascism.

1931 - Prohibition-era Lake City sees the appearance of the first costumed crimefighter, known only as the Whistler; with the aid of his lovely sidekick Echo, the 'Man in the Mask' makes the streets safe again. Within two years, more masked men and women inspired by his example appear in several major American cities; a few crimefighters operate overseas, but mostly it seems to be an American phenomena.

1939 - Germany invades Poland. The Whistler and Echo cease to patrol Lake City. Several crimefighters from around the globe join forces to fight the Nazis; this informal team will eventually become the Guardians of Justice. Among their number is the Amazing Al-Kazar (Ira Silbermann), a professional magician and escape artist.

The War Years - It is rumored that both sides are using unusual strategies and technologies; some of these stories are later confirmed, but the wildest theories are still speculation.

1945 - After VJ Day, the GoJ officially form, using the tower of the Walcott Building as their base. Al-Kazar prefers to remain an auxiliary member, allowing him to focus on his pursuit of escaped war criminals. Relations cool between former allies the US and the Soviet Union.

The 50s - The Cold War dominates humanity's thoughts; exceptional persons and technologies, the fallout from WWII, are snatched up by the superpowers. Anti-Communist fervor sweeps the US, but the Guardians deftly negotiate this political minefield. XPs play little role in the armed conflicts of the decade.

1952 - First use of the term 'exceptional person' in a Defense Department memo; use of the term quickly spreads outside of the military.

1957 - A bizarre plot to replace key political figures around the globe with robot duplicates is uncovered; the perpetrators are never publicly revealed, though Russia is of course blamed.

The 60s - Heroes become more and more numerous and are gradually accepted as part of mainstream American culture; episodes of such popular sitcoms as Bewitched, Gilligan's island and I Dream of Jeannie feature superhero themes, and Andy Warhol does his famous silkscreens of Winged Victory.

1963 - Black Eel first appears in Lake City; originally he focuses on protecting the lakefront, but over time he ventures further and further inland.

1967 - Ira Silbermann goes missing in Bolivia while on the trail of ex-Nazi occultists.

1968 - The remaining Guardians mysteriously disappear; to date, no explanation has ever been determined. Black Eel is left the only crimefighter in Lake City.

1969 - Congress passes the Exceptional Persons Regulatory Act, outlining the rights and responsibilities of XPs engaged in public service.

The 70s - With the Guardians gone, public dissatisfaction with superheroes hits an all-time high; Watergate, Vietnam and economic woes further sour the American mood.

1972 - California eccentric Dr. Chester Conklin claims aliens will come to Earth in forty years and begin a new golden age; he starts the Foundation for Human Enlightenment in an Encino storefront in preparation for their arrival.

1975 - The Alliance, the first superteam to seriously challenge the Guardians' legacy, is founded in New York City. Vowing to protect all of humankind, they operate globally wherever they're allowed.

1977 - Black Eel battles the Naked Monstrosity on the McKinley Bridge; he is able to defeat the gigantic menace, but not before dozens of innocent bystanders are killed. Ashamed, Eel retires from public life.

The 80s - Heroes cash in; renewed interest in XPs leads to a glut of cartoons, toys and breakfast cereals.

1983 - A new armored hero calling himself Tank-Top announces his presence in LC; he actively pursues merchandising tie-ins.

1985 - A youthful superteam calling itself the New Guardians makes its home in the city.

1986 - Stating that he's 'no longer needed', Tank-Top retires from crimefighting with a very public ceremony; many residents are critical of his perceived self-interest.

1987 - 'Spacegate' scandal. The Alliance is revealed to be merely one branch of an interstellar organization known as the 'Alliance of the Great Wing', which has been kept secret from the rest of Earth's population; since the team is based in the US and only the President is allowed to sign treaties, a full Congressional investigation takes place. Mankind learns that it is not alone in the universe. The Alliance is asked to leave their Manhattan base and begins construction of a massive complex across the Hudson in the New Jersey Meadowlands

The 90s - The 'Interstellar Era' begins as the Internet begins to emerge into the public consciousness.

1990 - After three years of intense negotiations behind the scenes, the other member races of the Alliance appear before the UN and on live television, watched by billions; the UN formally recognizes the Alliance. Construction starts on Orbital Station One, while plans for a second station are drawn up.

1992 - Alliance, a dramatic television show set on fictional Orbital Station Three, premieres on NBC's Thursday night schedule; at first seen to be blatant propaganda for the team, it will soon become extremely popular, with several successful spin-offs.

1995 - D-List actor Joshua Brody claims to have been contacted by the same aliens as deceased crackpot Chester Conklin; others soon come forth with similar stories. The Foundation for Human Enlightenment, once a SoCal cultural oddity, starts to receive press coverage; Brody and the Foundation's leadership claim the Alliance is withholding the truth about the benevolent creatures they call 'the Light'.

1997 - Silver Sorcerer unintentionally accesses dark energies and becomes the villainous Penumbra, who kills the rest of the New Guardians when they try to save him. The Alliance finally captures him, and he is currently confined at the federal megamax prison in Marion IL; before he is subdued, he does extensive damage to the city's infrastructure and kills 83 people.

The 2000s - America's War on Terror and economic challenges define the decade. The Orthi are openly criticized for not sharing more of their advanced weapons technology with humanity, though their communication technology changes the world.

2001 - 9/11 terrorist attacks in NYC and Washington DC; with alarming foresight, al-Queda planned the attacks to coincide with an Alliance peacekeeping mission overseas. After the attacks, several new Alliance bases are announced, to be built in Brussels, Tokyo, Buenos Aires and Johannesburg. Being unable to prevent 9/11 is seen as the team's greatest failure to date, though their efforts at Ground Zero after the fact are considerable. The Orthi Corporation debuts the O-Sound, a sleek MP3 player that changes the way we listen to music forever; Apple later releases the similar iPod, which is never as successful.

2002 - Orbital Station Two is completed; it is primarily used as a shipyard and manufacturing facility, taking advantage of microgravity and a fully controlled environment to make more advanced computer chips. The Orthi Corporation debuts a home video game console called Imagine; it soon rivals the PS2 and Gamecube in popularity.

2004 - Orthi Corp buys out struggling Apple for $3.5 billion. Alliance Online, a massive multiplayer game that allows 'anyone to be a hero' debuts, soon rivaling World of Warcraft in popularity.

2005 - The Imagine 3000 game system is released.

2006 - Stalwart makes his presence known by leaving a gift-wrapped crime boss on the steps of City Hall. In a press conference that stuns the world, members of the Alliance admit an invasion may indeed come to Earth early in the next decade, but maintain that between Earth's military resources and their own fleet, the outcome is not in doubt.

2007 - The first O-Phone is released in time for Christmas, and sales skyrocket. Humanity's first star-faring vessel, the Da Vinci, is completed at the OS2 docks.

2008 - Barack Obama is elected president of the United States.

2009 - Stalwart is joined in his war on crime by the energetic Grimalkin, the self-styled 'Mistress of Mystery'.

The 2010s - Many of the previous decade's challenges still face the world, though the threat of possible planetary invasion now looms.

2010 - The O-Tablet, the newest alien technological breakthrough, is another huge success, pumping more cash into the Alliance's coffers.

2011 - While working undercover, Grimalkin kills suspected crime boss William 'Nuke' Carmichael as he's being transferred from the Baker County Correctional Facility to appear in federal court. Disgusted over the actions of his partner, Stalwart becomes the second sanctioned crimefighter in Lake City to resign in disgrace.

Link to comment
Share on other sites

THE NAMELESS

Party Blonde: "Do you have any protection?"

Stiffler: "What, like a rubber? I don't...uh, I don't need any protection. I'm one of those robot alien guys."

Party Blonde: "You mean you're a Nameless?"

Stiffler (dramatically) : "Yes...I am Nameless."

Party Blonde: "Oh, okay. Then prove it; eat this."

(she hands him a piece of pizza she finds face down on the carpet)

Stiffler: "Um...sure."

Dialogue excerpt, American Pie 2 (2001)

- - -

What can be said about a race of creatures that refuse to be named? First of all, you can call them con men, tricksters and moguls, libertines and Method actors. If you combine the heartless manipulative faeries of legend with the entrepreneurial sense of Star Trek's Ferengi, you have a fairly close approximation of the average Nameless. Except they look like us...except when they don't.

Imagine a dark chitinous creature like a centipede as thick and as long as your arm, with a long venomous spike for a tail; now make it breathe methane and require trace amounts of various toxic elements to survive. Coil it up in the belly of a robotic shell that is physically indistinguishable from a human, with a head full of cloned brain matter to help translate its alien thoughts into human speech and behavior, as well as boost the centipede's natural telepathic abilities. Now have it ask you to trust it.

It's said that most of the three years the UN and various heads of state spent prior to the revelation of the Alliance member races were taken up with security issues, the vast majority of which stemmed from the Nameless, and it's not hard to see why. From any perspective, they present a security nightmare, and the revelation that several of them had been living amongst humanity since 1975 is enough to make one's blood run cold. Some conspiracy theorists believe they might have been here much longer, pointing to the still-unexplained Maskers Plot of 1957 as their proof.

What the leaders of the world came up with after three years was if they've been here for over ten years and they still haven't taken over the world, maybe that's not their game? A confidential list was provided to the UN of all known Nameless agents on Earth, a list which purportedly raised a lot of alarmed eyebrows, but not nearly as much as the 'known' caveat. Yes, the alien ambassador admitted, they had lost track of a few agents over the years, some of whom may indeed pose serious security threats. Yes, they would do everything in their power to help us track them down. No, they couldn't anticipate how long it would take. It's widely considered that while several of these 'rogue' Nameless were indeed just that, the declaration was also made as a form of plausible deniability in case the bugs had any dirty work to pull off.

A Nameless pilot has a great deal of control over its shell; it cannot alter its mass, but skin and eye color, hair color, length and style, and even facial and body features can be altered with ease; combined with their boosted mental abilities and the Nameless are perfectly suited for espionage. The fact that several of them volunteered for government service also helped smooth things over, though of course they'll never be fully trusted. Nameless operating publicly typically sport an unnatural skin tone like green, red or blue to advertise their alien nature, though pranks are often common. In addition to allowing the bugs to survive in Earth's atmosphere, the shells often contain hidden weapons or communication devices useful for their work. Among humans, a Nameless agent will eat regular food, which is allowed to decompose in a special internal chamber, providing the methane they need to survive; however the shell is also used to intake a bewildering variety of substances for trace elements, so it's not uncommon for a bug to be seen eating eggshells, old batteries or lint. This bizarre diet has been the source of much inter-species humor over the years.

It should also be noted that a pilot can abandon its shell for another by climbing up the throat and entering the mouth of another shell; few outside of the Alliance have seen this disturbing Cronenbergian phenomena, and it is not a sight soon forgotten. It is also therefore possible for a pilot to use another's shell, in essence hijacking it; since most elements of the created human personality are housed in the shell's brain matter, it can theoretic ally be very hard to tell who's really who when addressing a shell.

Predatory creatures before the development of the shell technology, the Nameless still show much of their biological legacy; though they've developed a great deal of affection for the humans they've lived amongst for all these years, they still enjoy toying with them like a cat with a mouse, or pulling the wool over a human rube's eyes.

Link to comment
Share on other sites

THE ORTHI

"Does anyone else think it's kind of disturbing that the most popular kid's show on TV is produced by aliens?"

Ray Thompson Jr, letter to the Lake City Sentinel, 07/29/06

- - -

It's been over twenty years since we've learned we're not alone in the universe, but humanity is still not quite sure what to make of the Orthi, a curious, outgoing and earnest race of, let's be honest, floating starfish. The Nameless have at least gone to the trouble of faking a humanoid appearance, and everyone knows the notoriously camera shy Lhan-Gar hate us, but why do the friendliest aliens have to be so damn weird looking?

Picture a three-limbed starfish about eight feet across; between each set of arms are three eyes, one large one attuned to the visible spectrum, with two smaller ones sensitive to infra-red below. The upper half of their body is covered by a hard shell, and a frightened Orthi will wrap its three limbs around itself in a spiral fashion, protecting its sensitive eyes. The mouth is located on the underside, which humans rarely see as this is where an adaptation disc is worn, though perhaps 'ridden' is a more accurate term. The disc is a metallic device that completely covers the underside of the wearer, drawing oxygen from our atmosphere to replenish an internal water supply 'breathed' by the aquatic Orthi. In addition, the disc has a number of other functions: using gravmags (a bit of Orthi superscience), it allows the wearer to slowly levitate and move through space, controlling direction and speed of motion by tilting this way and that. It also serves as an electronic translator, since there is no way an Orthi can organically replicate human speech. And lastly, it contains a wide variety of probes, tools and metallic tentacles that lets the wearer manipulate the world around it with much finer control than the stubby, sucker-like digits its natural tentacles provide. There are 3.5 Orthi genders (Alpha, Beta, Gamma and the strange, infertile Gamma Epic) and they possess an extremely diverse society and culture. In addition to their advanced technology, they are also known for their inimitable sense of humor; the inept conquerors Kang and Kodos, regular Orthi characters on The Simpsons Halloween specials, are an excellent example of the race's gift for self-deprecation.

The Orthi are an essentially peaceful but non-judgmental race; they are sad that humans are still so warlike in their infancy, but their own history is marked by thousands of years of savage warfare, and they are hopeful that one day we too shall rise above our differences. To this end, the Orthi have offered humanity a large number of non-lethal weapons systems that they've used for hundreds of years whenever diplomacy or the rule of law has broken down on their world. Pacifiers are the most common, a neurological stun weapon recalibrated for human nervous systems; they have been made available to Earth's militaries, police departments and private security firms at a very reasonable price, though the patents are still held exclusively by the Orthi Corporation, a source of much frustration to defense contractors. The Orthi Corporation also manufactures affordable personal electronics, such as the now ubiquitous O-phone, as well as medical technology. The Orthi are becoming rich on our world, and that makes a lot of folks unhappy; the fact that Orthi battlecruisers bristle with advanced energy weapons they haven't deigned to share with us makes these same folks furious.

And what do they use that money for? Most of it is used to fund the Alliance's operations here on Earth, maintaining bases in the US, Europe, Africa, South America and Asia, but a significant portion goes to charitable donations. In the US, the Orthi have heavily invested in public broadcasting, even going so far as producing their own cross-cultural children's show, Rinkadinkadoo, a surreal exploration of human/Orthi cooperation and friendship; famous for its singsong dialogue and trippy spiral motifs, it is beloved by kids and druggies alike. Several conservative and anti-alien groups are deeply suspicious of this program.

Link to comment
Share on other sites

THE LHAN-GAR

"And why do the all the Lhan-Gar have microwave ovens for heads?"

(laughter)

"These guys say they're weapons, but who exactly are they fighting with these things? Have they declared war on Orville Redenbacher or something?"

(laughter)

Jay Leno, Tonight Show appearance, 11/13/90

- - -

We know very little about the Lhan-Gar, and can only make educated guesses based on casual observation (no Lhan-Gar has ever volunteered for a Terran examination) and a few brief comments gathered by other Alliance members working with them in field. Very little video footage of these immense creatures exists and they've only visited our world once back in 1990, so the information provided below is rather sketchy.

First of all, it is understood that 'Lhan-Gar' is not the name of an actual race, but rather refers to a warrior caste or clan that members of an unnamed race belong to, and have for many generations; it is unknown if other races may join this order, but none of the other three Allied races have ever been asked to join, and future invitations seem unlikely, considering the thinly-veiled contempt these warriors apparently hold for all other lifeforms.

In general body type, the Lhan-Gar are said to somewhat resemble carnivorous theropod dinosaurs such as Tyrannosaurus Rex, with a length of about 30 feet from tip to tail, and a height of about 10 feet at the hip. Their massive legs allow them to run at great speed, reportedly up to 30 miles an hour, counterbalanced by their long and heavy tails. Apparently they possess no arms whatsoever, relying instead on small remote-controlled robotic 'aides' that scurry, float or roll after them in a sort of protective cloud of service; these aides open doors, lift objects and perform repairs as needed. The Lhan-Gar's skin is described as being thick and leathery, and mottled in a wide variety of colors, mostly browns, olives, light yellows and deep reds.

However, the most striking thing about these gigantic warriors are their heads, or rather what we see of their heads, which is practically nothing; all Lhan-Gar wear gleaming metal helmets that completely obscure their features. A Lhan-Gar refers to this helm as its warface or just 'my face', and it is a disgrace punishable by death to be seen without it. The warface serves many functions; it allows the Lhan-Gar to breathe our atmosphere, the heavy smooth top is frequently used for devastating ramming attacks (mostly seen by other Alliance members in lethal ritualized duels), and it contains a wide array of microwave-based technology. The Lhan-Gar use bounced microwaves to 'see', broadcast microwaves to communicate with each other and other races (via radio) and control their robotic aides, and focused microwaves to 'cook' their enemies up to a range of 20 feet.

It has been noted by many that based on their lack of fine manipulation, the Lhan-Gar could not have built their own tools or technology, especially their aides and warfaces, and this has led to widespread speculation; some experts believe that they are all of one gender, possibly male, and that the other 'female' gender is smaller and kept locked away inside their giant starships, developing and repairing all the equipment. Of course it has been pointed out that these gender assignments are inherently chauvinistic, and like the Terran lion, perhaps the warriors who go out on the hunt are all female, while others state that applying Terran gender roles to an alien race is a mistake in and of itself. Another theory is that other species are perhaps subjugated and forced into performing these tasks for the warriors; until the Lhan-gar let any of the other Alliance races onto their vessels, we may never know the truth, but human groups of many kinds are closely watching them for possible 'sentient's rights' violations.

One last very curious attribute of this 'race' has to do with their social relationships with other races, and it's really quite extraordinary; unless they see an individual as being anywhere close to being their 'equal', they appear to be unable to perceive them. We are unsure if this cultural or actually developmental, but it has been reported a few times: a Lhan-Gar blithely trampling or knocking aside a human with complete indifference. Once an individual has proven themselves to a Lhan-Gar, he will suddenly be 'seen' by that warrior, and bizarrely enough every one he meets after that, possibly due to some sort of mass microwave broadcast. Members of the Alliance have spoken of this process, and sheepishly admit they are among the few humans the Lhan-Gar even acknowledge to exist.

Link to comment
Share on other sites

THE LIGHT

"For the first time in millennia, humanity is being offered the opportunity to transcend this world of physical hardship, right now, in this life, not some uncertain afterlife that may or may not exist. So of course, no one wants you to know the truth."

Joshua Brody, interview on Larry King Live, 05/14/07

"Fight the Light!"

Alliance recruitment poster, 2007

- - -

If we know little about the Lhan-Gar, we know even less about the mysterious creatures popularly known as the Light. Most of what we know the claims of their Earthbound followers, and it is highly distorted; Dr. Chester Conklin, the eccentric California anthropologist turned New Age guru claims to have been contacted telepathically by them as early as 1972, though he also claimed an advanced scouting mission first came to Earth in 200 BC and taught the Mayans astronomy and other sciences, including such esoteric practices as ESP and astral projection. By these means the Light would contact us again when they returned to herald a golden age, for humanity just wasn't ready all those years ago. Conklin wrote extensively about something he called 'YAR', short for 'your ambient radiance', which he claimed was the key to humanity's specialness, what myths referred to as magic as well as the superpowers of the modern age. By tapping into YAR, he stated that anyone can become exceptional, and it was these qualities that will ultimately allow us to transcend out physical bodies and become immortal beings of pure thought.

'Lightbulbs' (as Foundation members are derisively called) espouse a life of purity, which means a strict vegan diet and abstinence from drugs, smoking, caffeine and alcohol; sexual intercourse for pure pleasure is discouraged, but in general the Foundation is reluctant to force the issue. Children are however fine, and Lightseekers (as they prefer to call themselves) often have large families, with whom they are eager to spend eternity. The FHE is a registered non-profit organization, and members are encouraged to donate at every opportunity. Seeker retreats seem to blanket the West Coast, where the movement is still the most popular, and it is in these idyllic camps and pleasant storefronts that believers gather to mediate, exercise and focus their YAR. Many religious groups are highly critical of their message, as it seems to trivialize the concept of the immortal soul by denying a divine hand in eternal life.

The FHE had a small following in Southern California for many years, and their billboards were a familiar site to residents of the Los Angeles Basin; it wasn't until Joshua Brody, a struggling actor mainly known for a recurring role on Baywatch Nights began to make public statements about his 'contact experience' that the movement began to grow. Brody was handsome, charismatic and photogenic, and it wasn't long after his first press conference that other Angelenos, and soon people from around the country, began to come forth with similar stories. Experts spoke of mass delusion and New Age trendiness, but the stories became more detailed and more compelling. Brody called out the members of the Alliance for hiding the truth from the people of Earth, and attempting to keep us fearful and ignorant; for years, the team offered no response or vague denials, but finally in 2006 they admitted knowledge of the Light, though they painted a very different picture of these so-called benevolent entities.

They spoke of an implacable foe spreading their influence outward from the center of the galaxy, a race intolerant of all others who seek to force every sentient creature into their own image. The Alliance had said nothing for years because they hoped to stop the Light from reaching our portion of the galaxy, but sadly that looked less and less likely, and an armed and potentially deadly conflict now seemed inevitable. They spoke of eleven sentient races that no longer existed, wholly absorbed against their will into the Light. But they also spoke of the historical courage of the Earth's people, they extraordinary gifts they possessed (independent of the Light's supposed influence) and the resolve of all the member races to keep humanity free. And then the posters started to go up...

Link to comment
Share on other sites

ORBITAL STATION ONE

Known informally as the Spindle, OS1 is a five kilometer long structure parked at Lagrange Point 4 of the Moon's orbit; its spine is triangular in cross-section, each side fifty meters wide. The spine primarily serves as a energy and communication conduit, as well as supporting tracks for three rocket-propelled shuttles used for traveling up and down its length. At one end, normally referred to as 'up' or 'the top', is the docking module, where both Earth-based shuttles and Alliance interstellar vessels may link up to the station; at least one gravmag surface shuttle and one Orthi jump-capable cruiser are present at all times. At the other end, often referred to as 'down' or 'the bottom' are the station's fusion reactors as well as the waste processing plant.

In between these two ends there are three rotating rings which provide habitation for the station's residents; the rings are each a different size and rotate at different speeds, since they are designed to approximate three entirely different environments. The largest ring at five kilometers in circumference, often called the Oxygen ring, is for the human population, and it spins to maintain near-Earth gravity of .96 Gs; it is also the closest to the docking module. The next smallest ring at four kilometers is the so-called Hydrogen ring for the Orthi, and it provides the .83 Gs the starfish find most comfortable; the atmosphere is extremely moist, typically around 70% humidity, and there are several water tanks for the aquatic creature's relaxation. The smallest ring (aka the Methane ring) is a mere three kilometers in circumference and spins the fastest at 1.68 Gs, and as the name attests, the atmosphere is quite toxic by human standards; in general, the Nameless prefer to remain in their shells, but from time to time the do like to come out and socialize among their own, and as they no longer have a homeworld, bases like OS1 are among the few places they may do so. The vast wriggling piles of chitinous arthropods, sometimes containing over two thousand individuals, are a sight not soon forgotten. The Methane ring is the 'lowest' ring, and therefore closest to the waste processing plant, which helps to provide its atmosphere; the fact that it is also closest to the potentially hazardous fusion reactor has not been lost on the Nameless. All three rings are equipped with four escape shuttles in case of emergency, and there are two additional shuttles docked between the waste processing and fusion plants.

Between the three rings, several specialized pods are attached to the spine; most of these are clear 'ecobubbles' of thick polarized glass, micro-gravity gardens and rain forests scrubbing the air and providing fresh vegetables for the humans and Orthi, but there are also micro-gravity labs and other facilities.

The Oxygen ring is where most human team members spend there time on base; at five kilometers in circumference and one hundred meters in width, its single deck has 500,000 square meters of floor space (over 1.5 million square feet), so crowding isn't too much of an issue yet. Most of the over 300 human staffers are normal 'unexceptionals', maintaining the base's infrastructure and communications grid and providing other essential services; they live in comfortable five room apartment units in residential sectors, watch live concerts, plays or high-quality vids in one of the four pleasant theaters, and shop in the any of over thirty stores localized in the commercial sectors. There's a jazz club (Take 5), three museums and an authentic Irish pub, the Black Stone of Kilkenny, brought up into orbit piece by piece and reconstructed in the ring (with minor adjustments made for curvature, of course). And a wide variety of Earth cuisine can be purchased at one of the markets or in several fine restaurants, though fast food such as McDonalds, Subway and Starbucks cannot be escaped by merely leaving our atmosphere.

ORBITAL STATION TWO

Also known as 'the Spiderweb' or simple 'the Web', OS2 (built at Lagrange 5) is very different from the earlier station; it has a much smaller resident population and was designed for a very different function, primarily space vessel construction and micro-gravity manufacturing. In essence the Web is a more like a framework than anything else, constructed using the same modular technology as OS1; thirty meter triangular sections are used throughout, with smaller ten meter wide sections used as well. Rather than the one long elegant spine of OS1 we find a series of spindly intersecting spines something like Charlie Brown's sickly Christmas tree, with feathery scaffolding reaching out into cold space in-between. A slowly revolving three kilometer ring at the base of the structure provides quarters for the human crew, though much of the base's operations are automated. Numerous assembly pods and vessels in various states of construction or repair dot the framework, like juicy flies caught in a spider's web, and there is a large fusion plant opposite the habitation ring. Gravmag shuttles regularly use the small docking module to deliver supplies or pick up a shipment of computer chips and other electronics destined for the planet's surface.

Living conditions are much more Spartan than on OS1, which means just a Starbucks and a lot of vending machines.

Link to comment
Share on other sites

SUPER-VILLAINS OF THE LAKE CITY UNIVERSE

Chronomaster - A time-traveling thief and mischief maker, primarily a foe of the Guardians of Justice back in the 60s. He's known to have died on July 17th, 1971, but that hasn't stopped him from jumping up and down the time stream in an attempt to find a 'cure' to prevent his well-documented demise. An 'old school' criminal, Chronomaster has never taken a human life, though he has been known to send his opponents to dangerous eras in the past, including leaving the original GoJ back in Revolutionary Paris and hurling the New Guardians into the Jurassic Period.

Doctor Doppler and Amp - Dr Gwendolyn Ditmer was a noted scientist specializing in acoustical engineering who was kidnapped by a thuggish XP with sound-controlling powers who called himself 'Amp'; somehow during her subsequent captivity, Ditmer developed feelings for Amp, who confessed he'd secretly been attracted to her from afar. What started out as a case of Stockholm syndrome blossomed into a bizarre Bonnie and Clyde romance, with Ditmer joining Amp in his crimes and even designing some high-tech sonic weaponry of her own. The couple married in Las Vegas and are spending their honeymoon crossing the USA in a series of stolen vehicles as they pull of a string of daring bank robberies. Witnesses agree the pair appear to be competent, essentially non-violent (they've been careful to avoid any deaths or even serious injuries during their heists) and still very much in love.

Grimalkin - A former Baker County Special Deputy turned vigilante, the 'Mistress of Mystery' is a wily and dangerous foe; a skilled shapeshifter and trickster, she is wanted for her role in the death of suspected crime boss William 'Nuke' Carmichael, who was killed in the process of her undercover investigation. Since Carmichael's death, she has been targeting respected local businessmen in a campaign of harassment and public humiliation that has lead to five lawsuits, three criminal investigations, two filings for divorce and one failed suicide attempt. While some citizens have been vocal in their support of her actions directed at these so-called 'fat cats', her methods are undeniably criminal, if only because she is pursuing her own brand of justice after her special deputy privileges have been revoked.

Lord Shiva - Widely considered to be the most dangerous Exceptional to have ever lived; he's reported to have died three times (most recently in 2007), but the FBI and Interpol still keep an open file on him, since his previous two deaths apparently didn't take. Born Kurt Hunyadi in Budapest in 1915, Shiva was (is?) a brilliant nuclear physicist who fled the Nazis to the United States, and was part of the Manhattan Project. It's unknown just how he came to possess his powers (Shiva himself gave conflicting accounts during power-mad tirades), but somehow his body became intensely radioactive, requiring him to design a special containment suit for the protection of others. Over time, the strain of this existence appears to have driven him insane, and Hunyadi began to design new suits that converted his radiation into tremendous mechanical strength and focused energy blasts. One of the few true 'world conquerer' criminals, Shiva carved a small dictatorship out of the Amazonian rainforest, and held the combined Brazilian, Columbian and Venezuelan forces at bay for three years using only his suit, some high-tech weaponry of his own design, and a small army of fanatical brainwashed soldiers. Other than possibly the Soviets (which they fervently deny), he's most likely to have been behind the Maskers Plot of '57.

Penumbra - Formerly the young crimefighter Thomas Wu, aka Silver Sorcerer of the New Guardians, Penumbra was unleashed on this world when Tomas attempted to wrest control of a mystical artifact from a dark magician known only as 'Mister Pitt', who lived in the penthouse of the Hotel Ravenswood in Lake City. While the rest of the New Guardians fought his henchmen, Thomas reached out to the object with his power, then suddenly screamed as waves of energy flowed out of him; a fire broke out, and in the chaos that ensued Pitt escaped, leaving the Guardians to battle the new menace who'd appeared in their midst as well the deadly blaze. His former teammates tried to reason with him, and the team's resident telepath Turquoise tried to free his mind from the corrupting influence, but it was too late; with cruel mocking laughter, he unleashed his newfound power on his friends, killing five of them outright and mortally wounding Turquoise, who died from her injuries a day later. Dubbing himself Penumbra, Thomas then went on a rampage of destruction, drawing power from both the deaths of his teammates and the victims of the hotel fire, which he turned into a massive vortex of flame. Soon twelve city blocks were ablaze and hundreds of lives in jeopardy; within nine minutes the Alliance arrived in force, but in that time the dark sorcerer had claimed another seventy-seven lives, bringing the final death toll to eighty-three in one of the worst Exceptional conflicts in US history. After a highly televised and controversial trial, Thomas Wu was sentenced to sixty-eight consecutive life sentences, which he is currently serving in the federal megamax facility in Marion, Illinois.

The Red Queen - Teleporting thief, assassin and suspected terrorist. Faye Spenser has the power to open portals into different dimensions, which she uses to cross vast distances and bypass obstacles. A gun-for-hire who can seemingly go anywhere is a terrifying prospect, which is why she's high up on almost every most wanted list in the world. Her one saving grace appears to be her ruthless professionalism; she has no tolerance for collateral damage, refuses to resort to torture and kills with surgical precision. Spenser is the third villainess to bear the title, though she bears no connection to the previous Queens; she is believed to be responsible for over $35 million in stolen property and the deaths of twenty-three people, though some say these estimates are low.

The Secret Federation - A shadowy organization rumored to connect several smaller criminal groups into a vast global conspiracy; a favorite target of comic book writers and conspiracy theorists alike, no concrete evidence of the Federation's existence has ever been presented. If such an organization truly does exist, it would possess considerable resources and pose a grave threaten to humanity.

Tin Soldier - A former US operative, (name redacted) was mistakenly listed as KIA after 2/3 of his body were recovered from the wreckage of his Humvee after an IED detonated next to his convoy in Afghanistan; the remaining third was apparently seized by a mysterious group of militants who somehow managed to nurse him back to health and replace his missing body parts with cybernetically-enhanced limbs and weapon systems. Now calling himself Tin Soldier after the one-legged toy from the Hans Christian Anderson story, (named redacted) has sworn revenge on the people who left him for dead. He's amassed a group of fanatically loyal followers and is currently operating out of Afghanistan, where their attacks are further impeding the allied efforts in the region.

Link to comment
Share on other sites

GENERAL ALLIANCE INFO

The Member Races

The Orthi are the master technicians of the Alliance, designing most of the fighting vessels and weapons technology employed in the fight against the Light and any other threats.

The Nameless are the security experts; using their skills of mind reading and infiltration, they are perfecting for investigating organizations and individuals that pose a threat to the member races. The bugs also are highly skilled in robotics and psionic boosting technologies.

The Lhan-Gar are the warriors, living only to prove themselves in battle; these ferocious creatures fight fearlessly no matter what the odds. Their heavy battle cruisers are the most powerful fighting vessels in known space.

The humans, the most recent members to join, are the wild cards; they don't yet possess the technical know-how of the other races, but their enthusiasm and fresh ideas are pumping new blood into the Alliance. Humans learn remarkably fast, especially XPs, and the amazing abilities some of them manifest easily outstrip the other races' most gifted specimens. Humans also extensively staff the various Alliance bases on Earth and in orbit.

Alliance North America's Current Roster

Gossamer - Tactical Tresses! Dr Estelle de Havilland is a Harvard-trained medical researcher with animated prehensile hair, which allows her to lift several tons. As brilliant as she is lovely, Goss is one of the few XPs with a public identity.

Psi-Clone - Adaptive Alien! A highly-respected Nameless agent, Psi-Clone maintains a 'bodyshop' of shells for all occasions; a master of deception exceeding the best of 'his' race, few can match Clone's skills at infiltration.

Ratcatcher - Whispering Warrior! A gifted fighter and acrobat though a man of few words, many were surprised when New York's masked vigilante went legit and joined the Alliance; with his tall, lanky frame and extensible 'ratpole', Rats is a familiar sight in the Big Apple, vaulting from rooftop to rooftop.

Redline - Sardonic Speedster! 'The Fastest Man Known to Man' (yes, the redundancy is deliberate), Redline is in high demand, frequently aiding local crimefighters around the globe who participate in the Alliance's affiliate program. Red's no longer allowed to talk to the press alone, due to his tendency to make disdainful, sarcastic quips.

Scattershot - Bouncing Blaster! As bubbly as a faceful of seltzer water, the young crimefighter known as Scattershot is sometimes as irritating to her teammates as she is to the bad guys; tumbling, twisting and leaping high into the air, one never knows which direction Scatter's energy blasts are going to come from next.

Voice of Reason - Persuasive Pundit! There are few people who can listen to the Voice and not be swayed, but his amazing gift of gab is not the real reason he's the leader of the US team; using only the power of his mind, he can also deflect bullets, lift several hundred tons and fly at supersonic speed.

Link to comment
Share on other sites

CENTRAL LAKE CITY

Bounded by the lake to the east, the Fulton River to the north and west and the Michigan-Fulton Drainage Canal to the south, Central Lake City is sometimes referred to as 'the Island' or more poetically 'the Isle'; it is the pulsing heart of the city, and the primary home of LC's government, business interests and art scene.

Downtown - The business district, with most of the tallest buildings in the city, including the world-famous Walcott Building (former headquarters of the Guardians of Justice, and now a hotel and GoJ museum, though the top floors of the tower remain sealed) and Karl von Kelmer's controversial Sunset-Kalkay Tower (aka ‘the Crystal Column'), the first building to break the gentlemen's agreement to not exceed the height of the Veteran's Memorial in Lake Bluff to the north. There are also many civic, county and federal offices downtown, including the courts.

Bishop Park - Built around the tony green square of the same name, Bishop Park features some of the city's ritziest addresses and is dominated by several swanky high-rise apartments, hotels and townhouses. It's located just south of downtown, and many city officials and businessmen enjoy taking meals in the small bistros and wood-paneled hotel restaurants in the area.

Cortland - Crossing Dearborn Avenue to the west, one comes to Cortland, which was shaped by its proximity to the South Branch of the Fulton River; the many large red brick factories and warehouses have mostly been converted into spacious loft apartments, enclosed shopping malls and galleries. It’s a major destination for tourists due to both the shopping and the large number of bars, nightclubs and eateries in the area.

Riverville - Like Cortland to the north, Riverville is a formerly industrial neighborhood that became gentrified starting in the mid-Eighties, though it's still maintained a bit of its edge; most of the warehouses and docks that thrust into the Fulton River Turning Basin fell into disuse back in the Seventies, but now they house hip boutiques, artists' collectives and small black box theaters. Riverville is also home to the prestigious Lake City College of the Arts, formally abbreviated to 'LCCA' but usually referred to in the city as 'COTA'; a liberal and fine arts college with a national reputation, it has produced a number of talented artists and performers.

The Theater District - To the east of Riverville and south of Bishop Park one finds the primary focus of the city's entertainment scene. Touring Broadway shows make frequent visits to the major venues, as do big name entertainers; sadly the southern edge of this neighborhood was badly damaged by the '97 fire, though a few brave souls like the Rise From The Ashes Theater Company are making a go of it. The sinister blackened hulk of the infamous Hotel Ravenswood still looms over the weed-choked ruins, as City Hall, local businessmen and various architectural preservation groups argue its fate.

McKinley Park - Mention the city's lakefront to anyone and the first thing they think of is McKinley Park, the three hundred and fifty acres of grass, trees, playgrounds and bike paths that are cherished by Lake City residents. Home to three museums (including the world-famous Heroes' Hall of Fame), the Aerodrome Stadium (always referred to as 'the Drome') and the Lake City Convention Center, which hosts the annual Justicon superhero convention every summer, something is always happening in the park. Nearby McKinley Harbor is dotted with small pleasure craft all summer long, and the sounds of ice cream pushcarts, softball games and live concerts combine to create a truly festive atmosphere.

Long Pier - At the far northern end of McKinley Park where the Fulton River flows into Lake Michigan, the Cornelius Long Amusement Pier (named for the city planner who first envisioned it) thrusts out over the lake, a mecca for both tourists and locals all year 'round. It offers a wide variety of activities, including an IMAX theater, dozens of shops and a small amusement park. Every Fourth of July, Walcott's department store sponsors the city's fireworks display, which is launched from the end of the pier. Tour boats going out over the lake or up the river also dock here, and leave nearly every day on the hour.

Link to comment
Share on other sites

NORTH LAKE CITY

North of the Fulton River, the terrain rises up into a series of low rolling hills; the tree-lined streets become more winding and the grid system seen on the Island is abandoned. It's the home to a major university campus as well as the popular Lake City Zoological Gardens.

Lake Bluff - Across the the Harrison Bride from downtown is the wealthy enclave of Lake Bluff, home to the most affluent families in Lake City. Incorporated into the city in 1889, the former village still retains an independent character; residents blocked attempts to bring the city's commuter rail line into their neighborhood, instead retaining the handful of quaint trolley bus lines that serve the area. Old-fashioned streetlamps using energy-efficient fluorescent lightbulbs offer a sharp contrast to the orange sodium glow over the rest of the city at night. The Incline Railway coming up from nearby Downey offers one of the most spectacular views in town, exceeded only by the observation deck at the top of the Monument in Veteran's Memorial Park (long-time LC residents typically chose not to use the deck at the top of the S-K Tower, though visitors from out of town have no such problems). The VMP is a popular place for picnics, frisbee and volleyball in warm weather, and the concert series at the bandshell is not to be missed.

Downey - To the southeast of Lake Bluff (and a few hundred feet below) is the quaint neighborhood of Downey, running down to the river; once the site of extensive limestone quarrying, Downey is notable for a large number of 19th Century homes, many of them built right up the limestone cliffs. It was falling on hard times up until the Sixties, when the youth movement seized upon the cheap apartments and dilapidated storefronts; since then, a great deal of money has poured into Downey, and now it's primarily known for antiques, second-hand bookstores and it's growing LGBTQ scene. The Incline Railway has been in continuous use since 1924, and is a registered historical landmark.

Randolph Heights - Farther up the North Branch of the river (which technically runs more west than north) is the former domain of J. Thomas Randolph, the 19th Century 'robber baron' who built his huge glassworks here, along with a small planned community for his thousands of employees. Randolph died alone and childless in 1913 and his business soon failed (eclipsed by the Wentworth Glassworks across the river), but the neighborhood he built soon became home to wave after wave of Jewish immigrants from Eastern Europe. Today Randolph Heights has seven synagogues in a wide variety of denominations, including a small Hasidic community.

Lake City University - The large and beautiful LCU campus sprawls over several hundred rolling acres north of Lake Bluff, and runs east to the lakefront itself. Built on land purchased by glass magnate Jacob Wentworth in 1926, most of the academic halls are constructed in a heavy Gothic style, with lots of gray stone, wrought iron and gargoyles, but the newer dorms and science buildings feature a wide variety of architectural styles. LCU has a large endowment but is far from cheap, though it does offer a wide variety of athletic scholarships (the football and basketball programs are nationally recognized for excellence). The Force Applications and Robotics Laboratory (aka 'the FAR Lab') in particular is known for cutting edge research and engineering, and rivals the MIT and Cal Tech programs. Most of the major fraternities and sororities are represented on campus.

Link to comment
Share on other sites

WEST LAKE CITY

The city's West Side has perhaps struggled more than any other since the second half of the Twentieth Century, due to the large numbers of industries that have left the Fulton River Valley over the years. Once known for glass, steel and manufacturing, the West Side is now mostly known for struggling families and crime, though a state college campus and a new sports complex provide some hope for a better tomorrow. The land west of the river rises gently up to the hilly forest preserves just outside the city.

The Yards - Once a major railhead and port for Great Lakes shipping, the Yards lie just across the river from Downtown, at the point where the North and South Branches go their separate ways. Many years ago, these narrow cobbled streets were the scene of intense labor struggles that helped shaped the modern American trade unions, but with more and more factories and warehouses shutting their doors, the neighborhood has slid deeper and deeper into decay. Shantytowns have blossomed under the viaducts and expressway overpasses, and packs of feral dogs are not an uncommon sight.

LaMotte - Across 8th Street and south of the Yards is the city's largest Hispanic neighborhood; formerly the home to Polish and Czech immigrants who crossed the Atlantic to toil in Lake City's factories and steel mills, LaMotte's ethnic makeup gradually changed as the years passed. Many beautiful old churches rise above this predominantly Catholic neighborhood, which has struggled to keep its young people out of the many Latino gangs active in the area.

Calumet Park - Proudly Italian-American in flavor, 'Cal Park' is a working class neighborhood just south of LaMotte along the river; since Prohibition, it's been associated with the Mafia's 'Three Families', but the FBI crackdown on the Outfit has greatly reduced its influence in the area. Cal Park is also home to the beloved Ramblers, Lake City's major league baseball team; team owner Mike Kolansky controversially tore down aging Springer Field in 2004, but the new Fulton River Stadium is a wonder to behold, incorporating classic design elements of the old park with better washrooms, food vendors and overall sightlines.

Wentworth - It may not produce its famous glass anymore since the last furnace went cold in 2002, but Wentworth isn't down for the count yet; it's still home to the Lake City Brewery (makers of Lake City Lager and a handful of other brands) and several other struggling firms, as well as the Cleavers, the city's rough-and-tumble hockey franchise. Increasingly African-American in character, this lower middle class neighborhood has teetered on the verge of collapse time and again, only to pull together as a community to make it work.

University of Wisconsin-Lake City - An ugly sea of poured concrete and tinted glass, the UW-LC campus dates back to the mid-70s, when the academic world lived in fear of student riots; as a result, the blockish buildings were designed more for security and safety than aesthetics or ease of access. Spread over many grim acres to the west of LaMotte and Cal Park (both of which it's slowly devouring as its campus expands), this inexpensive state school nonetheless has many excellent programs, including top-ranked schools of management, education and design. It's sports teams, however, are continually disappointing.

Abbot's Farm Family Fun Center and Water Park - Driving west of Wentworth along Route 18 in the summertime has been a Lake City tradition since 1927, when struggling farmer Walter Abbot began to offer hay rides, fresh pressed apple cider and homemade preserves to local motorists. In time he began to add attractions to his property, like a Haunted Barn (still a perennial favorite), petting zoo and a merry-go-round; since those humble beginnings, Abbot's Farm has expanded into a delightful amusement park, with four roller coasters, a giant Ferris wheel and dozens of other rides, including many for smaller children. Still owned by the Abbot family, the park is surprisingly affordable and even allows families to bring their own food into the designated picnic area. Abbot's Farm frozen custard, a Lake City favorite, is also sold at a number of stores, malls and restaurants throughout the metropolitan area.

Link to comment
Share on other sites

SOUTH LAKE CITY

Unlike the somewhat hilly North and West Sides, South Lake City is mostly flat as a pancake, since the land was reclaimed by clearing prairie and draining marshes, much like the central city. Closer to Downtown, the neighborhoods tend to be somewhat poorer, but in the far south they are a bit more affluent as they approach the outlying suburbs.

North Taylor - Before the '97 fire, North Taylor was known for urban blight, badly-designed housing projects and gang activity; since Penumbra sent his flames over the canal that night and destroyed seven city blocks, it has only gotten worse. Many of the damaged buildings have since been bulldozed, but little has been built here since, and the remaining gutted shells and empty lots are a breeding ground for drug traffic and prostitution.

Taylorville - A lower-to-middle class African-American neighborhood that has worked hard to clean up its streets, Taylorville continues to improve itself through the diligence of its residents, churches and community organizations. In addition to lobbying City Hall for better schools and city services, the families here want to see North Taylor cleaned up and the last of the projects knocked down. This up and coming South Side neighborhood is also home to some of the best jazz and blues clubs in the city.

Chinatown - Not as large or as famous as similar neighborhoods in LA and New York, Lake City's Chinatown lies west of North Taylor and across the 27th Street Bridge from Cal Park. There are a few buildings with Chinese architectural elements, but mostly there are restaurants, grocery stores and import DVD shops catering to both area residents and curious tourists.

Greenbriar - On the far South Side is residential Greenbriar, where the tree-lined streets have a distinctly suburban feel; traditionally Irish Catholic in population (though this is gradually changing), it's home to many city employees, especially firemen, police officers and park district workers. There is very little crime down here, since one never knows if a cop is living next door.

Lake City International Airport (Merrick Field) - Though not a very large airport, Merrick Field does offer flights to Montreal, Toronto and Vancouver, thereby justifying its international designation. Much of its design dates back to the mid-Eighties and it desperately needs improvement; since the creation of the TSA, Merrick has consistently been named one of the worst airports to fly in or out of by business travelers, especially the International Terminal.

Link to comment
Share on other sites

BAKER COUNTY CORRECTIONAL FACILITY (aka 'the Grove')

It seems only fitting that a city with a history as unusual as Lake City should have a distinctive county jail, and this is certainly the case. Originally known as the Bachelors Grove Sanitarium for the Poor, it was built in 1896 for the care of impoverished tuberculosis patients; its location eight miles southwest of the city was chosen to keep the residents far away from the soot and smog, though the metropolis eventually grew out to meet them.

In 1932 'the Grove' was purchased by the county, and several wings and additions were added over years as its function changed from rest home to insane asylum, and finally to a house of corrections. The original structure is almost completely obscured by all the expansion, though the distinctive clock tower with its four illuminated faces remains looming over all. It's rare for a jail this size to have a megamax security block, but the Grove actually has two; the so-called 'Aviary' for female inmates, and the infamous 'Well' for the males, a titanium alloy shaft that drops down eight stories underground.

As in any megamax facility, XPs here receive O-chips during processing, Orthitech neural inhibitors specifically designed to counter the powers of each inmate and surgically implanted at the back of the neck. Forcibly removing an O-chip releases a powerful incapacitating sedative into the subject's bloodstream; as and added safety feature, a remote trigger can be used to activate the pleasure center of the brain, causing the subject to be 'blissed out' and incapable of any activity more complicated than drooling; a desperate corrections officer can even bliss out a whole cellblock if necessary, though this is strongly discouraged.

The old sanitarium is said to be haunted by no less than three specters, though the accounts and details are by now a jumble of conflicting urban legends.

Link to comment
Share on other sites

  • 3 weeks later...

And Now, A Word From Our Sponsor...

Hi gang! Just a few thoughts I wanted to say about the game(s) for far.

1. I am very happy. Though I haven't been posting as often as I'd like, the general direction we're all moving in please me muchly. We're still on the first day in-game, and already you guys are generating storylines and plot hooks. I applaud you!

2. Superpeople are not as common in my world as they are in some others. We have smashed through the ceiling yet, but we are bumping our head against it. By my own bogus made-up calculations, there are currently around 200 XPs in the US; this includes the Alliance, covert government teams, local teams like you guys, independent municipal defenders, active supervillains and those already behind bars. A team of six XPs, be they fair or foul, is pretty big and relatively rare; two teams of six XPs each battling in the streets or in the skies over a big city would be a huge deal, the type of thing you'd tell your grandkids about. You just don't see the big double-page spread battles with dozens of combatants in my world like you'd see in the Marvel of DC universes; if they do happen, it would be a once-in-a-generation kind of thing, like Woodstock or 9/11.

3. Supervillains don't play well with others. In general, supervillain teams don't last very long, because criminals by and large are selfish and mistrustful, so they typically turn on each other fairly quickly. They're a lot like rock bands, which either have a small core group of musicians (or even a single artist) and a rotating door of supporting players like the base player, drummer and keyboardist), or they go big very fast and then dramatically self-destruct in public. This is one of the reasons most people have a hard time believing in the so-called 'Secret Federation', since it seems to go against the normal way criminals operate. Some supervillain teams do manage to stick around, but they are by far the exception to the rule.

4. There is no mutant population. This is not to say that mutations don't occur, but the Marvelesque idea of lots of teenagers developing scales at puberty is not a part of the Lake City Universe. Yes, some kids have this happen to them, but not enough to have lobbyists, special schools and the like; most mutations are triggered by environment effects, which somehow incorporate themselves into the new XP's powers. Just because your classsed as an XP doesn't mean you have super powers; the legal definition of an exceptional person in the US is 'any individual who possesses powers or abilities well beyond those of the average citizen', so Batman would be called an XP even though he's merely rich, super-smart and works out for hours at a time.

5. You're all being paid. Whatever we end up calling the Lake City team, it is being jointly funded by the county sheriff’s department (the smallest amount, actually), Mike Kolansky and a grant from the Orthi Corporation. For the space game, the Alliance is footing the bill. Agent Samson is still a fed, so he's sort of the exception to the rule. So you don't have to worry about room and board (you're all free to move into the Clubhouse) or most other stuff.

Link to comment
Share on other sites

THE CLUBHOUSE (Lake City HQ)

Size: Medium

Toughness: 8

Features:

Communications

Computer

Fire Prevention System

Garage

Gym

Laboratory

Library

Living Space

Personnel

Power System

Secret

Security System

Workshop

15 ep

ORBITAL STATION 1 (Alliance Auxiliary Team HQ)

Size: Awesome

Toughness: 10

Features:

Combat Simulator

Communications

Computer

Defense System

Fire Prevention System

Gym

Hangar

Holding Cells

Infirmary

Isolated

Laboratory

Library

Living Space

Personnel

Power System

Security System

Workshop

25 ep

Link to comment
Share on other sites

  • 2 months later...

THE FOUR NAMELESS SHELL TEMPLATES

The Astro (Blue-skinned) - Masters of astrogation, technology and mathematics, Astros are hard to get to know; some humans genuinely dislike these seemingly cold individuals, who display behavior similar to humans at the far end of the autism scale. Not all use their skills for piloting, however; many are researchers, technicians and designers without peer. Astros rarely interact with the general public.

The Diplo (Green-skinned) - Outgoing, friendly and universally attractive, just about everyone likes hanging out with Diplos; skilled in a wide variety of social sciences and experts at reading body language, these agents always seem to know the right thing to say. While they make excellent spokespersons and negotiators, many Diplos are wonderful doctors, therapists and writers. Ditra Fifty-Five is an excellent example of a Diplo.

The Infil (Pink-skinned) - Shapeshifters and true masters of telepathy, Infils are what most people think of when they hear the term 'Nameless'; manipulative spies moving effortlessly through the human population. Though their skills would seem tailor made for security and espionage, many Infils can also be found in the visual and performing arts, though rarely openly. The colorful pop diva known only as 'One' (originally designated Sindra One Hundred and Five) is perhaps the best known Infil on Earth.

The Tac (Gold-skinned) - Huge and menacing, Tacs are the front-line warriors of the Nameless; built for strength and durability, most Tacs incorporate extensive internal weapon systems, and can frequently fly, shoot death rays from their hands and genuinely kick serious ass. However few of these giants are actually as fierce as they first appear, and their humble demeanor is a source of calm on the battlefield, though they also patiently toil in low-g factories and on hydroponic farms. Arbalest of Alliance Europa is the best known Tac on Earth.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...