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Khakhan

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  1. Khakhan

    groups
    Founded and led by The One Above, the High Table is probably best thought of as an international labor union for assassins. Through the Table, assassins receive support services ranging from logistics and medical to accounting and customer relationship management. It even maintains its own internal currency (in gold) to help service providers support Table members without the complications of operating as black market providers.
    The Table’s most visible component is a network of hotels located in major cities, which the Table maintains as neutral ground – no violence is permitted on the grounds, on pain of death. The hotels are not advertised (DC15 Streetwise to locate one), and serve only members of the criminal underworld – anyone else will be politely told there are no rooms available. From the concierge desk, an Assassin can get access to any service the Table provides and recommendations for those it does not. Referrals for non-assassins are at the management’s discretion.
    Members of the Table are private contractors, not an army – though few would turn down a contract from the Table itself. While members, they are expected to obey its rules, which are few, pay dues, and execute any member the Table declares in violation of the rules.
    The Table plays both sides of the assassination game – it also hires members out as security. There are no restrictions on members going up against one another, so long as they don’t do so on Table ground. There are even some friendly rivalries. It is customary, though, when confronted by another member of the Table, to say if one is working or not – at which point, two working assassins are probably going to get violent.
    The Table also enforces a type of contract, the Marker system, among both its members and other criminals. Participation must be voluntary by both parties. In exchange for a favor, one party gives a Marker, a locket containing his thumbprint in his own blood. He may not harm the holder of the Marker until it is redeemed by returning the favor, at which point the holder’s bloody thumbprint is added to the locket and the Marker is closed. Markers are registered with the Table; should the party who gave the Marker refuse a favor when the Marker is called, or deliberately harm the holder, the Table will kill them.
    The Table does not condone indiscriminate mayhem. They are assassins, not terrorists. Deliberate targeting of civilians will get an Assassin’s membership terminated, though not earn him a death sentence.
    Assassin • PL6 • MR5 Str 2 Sta 2 Agl 2 Dex 4 Fgt 5 Int 1 Awe 1 Pre 1
    Equipment: Assault Rifle (Ranged Lethal Multiattack Ballistic Damage 5), AE Pistol (Ranged Lethal Ballistic Damage 3); Smartphone
    Advantages: Benefit (Table member), Improved Aim, Equipment 4
    Skills: Athletics 4 (+6), Deception 6 (+7), Expertise: Streetwise 6 (+7), Insight 0 (+1), Interview 0 (+1), Intimidation 4 (+5), Perception 5 (+6), Performance 0 (+1), Persuasion 0 (+1), Ranged Combat: Guns 3 (+7), Stealth 6 (+8), Technology 6 (+7).
    Offense: Init +2; Assault Rifle +7 (Ranged Multiattack Damage 5), Pistol +7 (Ranged Damage 3), Unarmed +5 (Damage 2)
    Defense: Dodge 9, Pary 9, Fort 2, Will 2, Tou 2
    Totals: Abilities 36 + Powers 0 + Advantages 6 + Skills 20 + Defenses 9 = 71.
  2. Khakhan

    groups
    The Outfit is the Chicago branch of the Mafia; it's also known as the Chicago Syndicate or just the Mob. It is distinct from the Five Families of New York and Bay City, though it falls under the Commission. While it operates far beyond Chicago, it does not have a true monopoly in Chicago; it must contend with rivals from the Russian Mafia, the 14K Triad, and the Latin Kings.
    OUTFIT FACTIONS & ASSOCIATES
    The Outfit has several "factions" outside Chicago: The Iowa Faction (based in Des Moines), the Las Vegas faction, the Milwaukee faction, the San Diego faction, and of course, the Cape City faction. Previously there were also factions in Los Angeles and Nebraska; it is unknown if those are still operating.
    The Outfit has employed super-villain mercenaries sparsely in the past.
    CRIMINAL ENTERPRISES
    The Outfit engages in racketeering, smuggling weapons and drugs (heroin, cocaine, & meth, but not street-level distribution), prostitution, loan sharking, and extortion, but its biggest income is from gambling.
    MEMBERS
    Soldier • PL5 • MR5 Str 2 Sta 3 Agl 2 Dex 3 Fgt 4 Int 1 Awe 1 Pre 1
    Equipment: Pistol (Ranged Ballistic Damage 3), Brass Knuckles (Strength-based Damage 1, Subtle), Smartphone, Car
    Advantages: Benefit 1 (Made Man), Defensive Roll 1, Equipment 4, Ranged Attack 2, Teamwork
    Skills: Athletics 3 (+5), Close Combat: Unarmed 2 (+6), Deception 2 (+4), Expertise: Racket 4 (+5), Expertise: Streetwise 4 (+5), Insight 2 (+3), Performance: Intimidation 5 (+6), Perception 2 (+3), Persuasion 2 (+3), Sleight of Hand 1 (+4), Stealth 2 (+4), Vehicles 1 (+4).
    Offense: Init +2; Brass Knuckles +6 (Damage 3), Pistol +5 (Ranged Damage 3), Unarmed +6 (Damage 2)
    Defense: Dodge 6, Parry 6, Fort 3, Will 4, Toughness 4/3 (without Defensive Roll)
    Totals: Abilities 34 + Advantages 9 + Skills 15 + Defenses 9 = 6.
    Soldiers, or made men (back East they call them wise guys) are the Outfit’s middle management. They run a particular criminal enterprise, such as a hijacking or robbery ring, a particular betting parlor, or a corner where drugs are sold. They either get a commission on their sales or pay a percentage of profits to their superiors. They often form partnerships between themselves or with their higher-ups.
    Though they are the lowest rung of the Outfit proper, soldiers command a lot of respect – and fear – in their communities. People on the street know they need the permission of the local made man before expanding their businesses, even if they’re legitimate.
    Members of the Outfit must be male and of Italian descent on their father’s side, though both sides is preferred. In most cases, the candidate will have committed a murder at the Outfit’s direction; personally motivated killings don’t count toward making one’s bones. (Exceptions are made for “heavy earners,” though they may be looked down on as having “bought their bones.”) A newly made man must be sponsored by at least two made men who have known him for many years and vouch for his reliability.
    Made men are protected by the Outfit from the law and from other criminals. To strike, let alone kill, a made man is punishable by death – even for other members of the Outfit – unless done with the permission of Outfit authorities. In return, the soldier pledges silence and absolute loyalty to the Outfit. When being introduced to other members of the Mafia, a soldier is presented as “a friend of ours,” as opposed to an associate or outsider who is merely “a friend of mine.”
    Associates • PL3 • MR3 Str 2 Sta 2 Agl 1 Dex 2 Fgt 3 Int 0 Awe 0 Pre 0
    Equipment: Handgun (Ranged Ballistic Damage 3), Knife or brass knuckles (Strength-based Damage 1), Smartphone
    Advantages: Defensive Roll 1, Equipment 2, Ranged Attack 1
    Skills: Athletics 2 (+4), Deception 3 (+3), Expertise: Specify 4 (+4), Expertise: Streetwise 4 (+4), Performance: Intimidation 4 (+4), Sleight of Hand 1 (+3), Stealth 2 (+3), Vehicles 2 (+4).
    Offense: Init +1; Handgun +3 (Ranged Damage 3), Knife +3 (Damage 3), Unarmed +3 (Damage 2).
    Defense: Dodge 3, Parry 3, Fort 2, Will 0, Toughness 3/2 (without Defensive Roll).
    Totals: Attributes 20 + Advantages 4 + Skills 11 + Defenses 2 = 3.
    Associates are the rank and file of the Outfit. They are not entitled to protection if they’re arrested; they’re just disposable employees. On the other hand, if they break the code of silence, they’ll be disposed of.
    Street Enforcer • PL4 • MR3 Str 2 Sta 3 Agl 1 Dex 2 Fgt 4 Int 0 Awe 0 Pre 1
    Equipment: Heavy Pistol (Ranged Ballistic Damage 4), Baseball bat (Strength-base Damage 2), Knife (Strength-based Damage 1, Dangerous), Smartphone
    Advantages: Defensive Roll 1, Equipment 3, Ranged Attack 2
    Skills: Athletics 2 (+4), Deception 2 (+3), Expertise: Specify 4 (+4), Expertise: Streetwise 4 (+4), Performance: Intimidation 4 (+5), Stealth 2 (+3), Vehicles 2 (+4).
    Offense: Init +1; Baseball bat +4 (Damage 4), Heavy Pistol +4 (Ranged Damage 4), Knife +4 (Damage 3, Crit 19-20), Unarmed +4 (Damage 2).
    Defense: Dodge 4, Parry 4, Fort 3, Will 0, Toughness 4/3 (without Defensive Roll).
    Totals: Attributes 26 + Advantages 6 + Skills 10 + Defenses 3 = 45.
    These are the guys on a crew tasked with handing out beatings; kidnapping or extortion crews may be made up entirely of them.
     
    SEE ALSO
    Fat Lou Nicky the Roman Joey the Butcher
  3. Khakhan

    groups
    Vampires were created by a cult of pre-cataclysmic Atlanteans who used an ancient dark ritual to raise one of their own as Ambrosios around 18,500 BC. Ambrosios immediately turned his fellow cultists into vampires as well. Atlantis sank 500 years later, and Ambrosios went into hibernation.
    The vampires have diverged into several sects and sub-races, all originating with the original bloodline created in the ritual. Ambrosios eventually ceded his title as king of the vampires to Vlad Tepes, later called Dracula, who has ruled them ever since.
    Vampire • PL6 • MR7 Str 6 Sta – Agl 3 Dex 2 Fgt 4 Int 0 Awe 0 Pre 0
    Powers: Concealment 2 (Vision; Limited to mirrors & cameras), Enhanced Advantages 5 (Animal Empathy, Daze (Intimidation), Fascinate (Intimidation), Improved Critical (Unarmed), Improved Initiative), Enhanced Skills 11 (Intimidation +7, Perception +7, Stealth +8), Immortality 5 (1 day; Vampiric vulnerabilities), Immunity 20 (Non-sensory, Non-blood-borne Fortitude effects), Leaping 2 (30’), Protection 6, Regeneration 5 (1/ 2 rounds), Speed 2 (8 mph), Senses 3 (Infravision, Acute Ranged Scent). Bite: Weaken Stamina 6 (Grab-based).
    Advantages: Animal Empathy, Daze (Intimidation), Fascinate (Intimidation), Improved Critical (Unarmed).
    Skills: Close Combat: Unarmed 2 (+6), Deception 4 (+4), Insight 4 (+4), Intimidation 0 (+7), Perception 0 (+7), Stealth 0 (+8).
    Offense: Init +4; Bite +6 (Weaken 6), Unarmed +6 (Damage 6, Crit 19-20).
    Defense: Parry 6, Dodge 6, Fort 0, Will 0, Toughness 6.
    Totals: Abilities 20 + Powers 70 + Advantages 0 + Skills 5 + Defenses 5 = 100.
    The typical vampire is superhumanly fast and strong, and immune to most things that would bother biology (they still have to deal with sensory effects, though, and things that corrupt their blood). Their mental powers are down at the level of advantages.
    VULNERABILITIES
    Vampires cannot be seen in mirrors or photographed. They must make an opposed Will check to approach a religious symbol wielded by someone who believes in it; a person with strong faith can use a holy symbol to cause a Perception Affliction (Will; Dazed, Stunned, Paralyzed) attack on the vampire, with rank equal to their Persuasion. They cannot cross the threshold of a home without an invitation. The odor of garlic is an Affliction to vampires (Dazed & Impaired, Stunned & Disabled, Incapacitated), typically rank 5 or so. If it gets in their blood, it’s Damage resisted by Fortitude. Enough sunlight to reduce total concealment to partial does Damage equal to the vampire’s Stamina every minute, resisted by Will and not subject to Regeneration until the vampire is out of the light. Actual sunlight does the same damage every turn.
    Vampires require blood. They are Impaired if without it for a day, Disabled after 2 days, and Debilitated after 4 days. After a week, they’re Incapacitated, and in another week, Dying (but may still be revived by using their Immortality). They cannot recover from Fatigue without resting in their native earth. They must also drink blood in order to recover from damage inflicted by silver, wood, garlic, sunlight, or holy items; their regeneration is ineffective.
    A vampire's Immortality is blocked by decapitation, wood piercing the heart, the presence of holy items in the body, or scattering the body widely (usually by incineration and scattering the ashes, but sunlight also tends to have that effect). Depending on how it was killed, the vampire may also require blood to fully recover.
    SECTS
    Anchorite Sect
    The Anchorite Sect is composed of vampires who choose to withdraw from human society to avoid the temptation to prey on humans. They live in hidden enclaves where they raise livestock for their blood. With fewer and fewer places free from human habitation, the Anchorites are being pushed to fight for territory if not for food.
    Aqueos Sect
    The Aqueos are vampire Atlanteans, long thought extinct, they have recently reappeared. They cannot pass for living Atlanteans; their features mutate into a more inhuman form, and they become larger and stronger than normal Atlanteans. They claim to be the original Vampires, tracing descent from Ambrosios, the first vampire. In addition to their undersea refuges from the sun, they practice ancient blood sacrifices and rituals.
    Powers: Swimming 6 (30 mph).
    Claw Sect
    According to the Claw Sect, vampires are meant to be predators, and they revel in the hunt. These days they are based primarily in the Middle East and Africa, where brushfire wars allow them to hide their predation.
    Powers: Enhanced Fighting 2, Senses 1 (Tracking Scent).
    Charniputra Sect
    An unusual Tibetan sect of vampires, the Charniputra spend most of their time in a half-bat, half-humanoid form and prefer to strike their prey from the air.
    Advantages: Move-By Action.
    Powers: Flight 4 (30 mph; Winged).
    Krieger Sect
    The Krieger Sect consider themselves a vampire army, and observe strict discipline among themselves. They are the most powerful fighters of the vampire sects, and are often employed as bodyguards by other sects.
    Advantages: Ranged Attack 2.
    Skills: Expertise: Soldier 4 (+4), Ranged Combat: Guns 4 (+8).
    Mystikos Sect
    The Mystikos Sect has infiltrated the human world, accumulating wealth and power within human structures. Their habitats are boardrooms and corner offices, though they seldom keep office hours. All employees are expected to donate at the quarterly blood drives.
    Advantages: Benefit 1 (Wealthy).
    Skills: Expertise: Business 6 (+6).
    Nosferatu Sect
    If the Mystikos Sect are the progressives, the Nosferatu are the conservatives of the vampire world. They’re the undead most likely to be found living in crypts and sewers, performing dark rituals and preying on the homeless.
    Advantages: Hide in Plain Sight, Ritualist.
    Powers: Strength-based Cutting Damage 1.
    Skills: Expertise: Magic 4 (+4).
    Siren Sect
    The Siren Sect embraces the sensual and seductive side of vampirism; they are the probable source of the modern idea of a vampire. Sirens make a point of not turning a human unless they find him or her beautiful; they will eliminate their own if they are permanently scarred.
    Advantages: Attractive, Fascinate (Deception).
    Skills: Deception 4 (+8).
  4. Khakhan

    groups
    The mysterious Shadow Syndicate has made an appearance within the past few years, filling in the power gap created when The Cabal discorporated for reasons unknown.
    What the ultimate goals of this group are remains a mystery, as does their origin. It is yet to be determined if the field operatives make up the entirety of the organization, or if they are working for an individual higher up the chain of command.
    What is known is that they have access to high-tech weaponry, are highly trained and each member of the group has a number on their chest-piece, ranging from 1 through 10, which is the name they operate under while in the field. Number 1, as may be obvious, appears to be the leader of the team, with Number 2 as his second in command. Numbers 2, 3 and 7 are women, while the rest of the group are men.
    Group MO includes the theft of high-tech and prototype-level technology, corporate espionage and blackmail.
    MEMBERS
    Number 1 Number 2 Number 3 Number 4 Number 5 Number 6 Number 7 Number 8 Number 9 Number 10
  5. Khakhan

    history
    Founded in the mid-1800s, and originally called Cape Yerba, Cape City experienced a boom in growth towards the early 1900s, after experiencing a major earthquake that destroyed much of the city. During the rebuilding, numerous entrepreneurial spirits chose to relocate to the newly reborn city, helping to boost its economy to new heights.
    After rebuilding was finished, it became something of a cultural center and melting pot of various cultures.
    During World War II, the city was defended from Axis plots and doomsday weapons by heroes such as Neptuna, Colonel Crag, and Blind Justice (Justice Hodgins, the first African-American hero of note in U.S. history).
    Tens of Thousands of Years Ago
    PRE-CATACLYSM
    22,000 BCE - A powerful civilization develops on the continent of Atlantis. Over time, Atlantis develops into a highly advanced civilization, both technologically and mystically. They engage in a war with the rivaling kingdom of Lemuria, a confrontation that results in the sinking and total destruction of the two continents.
    Just prior to the sinking of the two kingdoms, an ancient ritual was used to create the first vampires, the first of which was Ambrosios.
    CATACLYSM
    18,000 BCE - The war between Atlantis and Lemuria escalates over the course of several centuries. No one is certain what causes it, but an event upsets the geological foundations of the continent of Atlantis, dragging it beneath the waves, dragging Lemuria in with the aftershocks. Historians debate if it was an experimental weapon or an ancient magic ritual or even potentially a natural disaster paired with ill-timing.
    10,000 BCE - Some Atlanteans and Lemurians survive the destruction, using unknown means, they adapt to life underwater, enabling them to breath underwater and survive the inhospitable depths to repopulate their ruined kingdoms. These Atlanteans and Lemurians become the first of the human off-shoot species, Homo Mermani.
    20th Century
    WORLD WAR II
    April 14, 1938 - Praetorian first arrives in neighboring Bay City, in a massive crater that later becomes a community park.
    1939 - Colonel Crag becomes the first publicly meta soldier in WW2, launching a huge recruitment drive for new metas in the military, serving in special units throughout the American military.
    December 1940 - The Guardsmen is formed, lead by the combined wisdom of Blind Justice and Praetorian.
    1942 - The Guardsmen recommissioned into becoming The Star-Spangled Squadron under orders from President Roosevelt, tasked to help combat Nazi supermen. Later, the Star-Spangled Squadron will become a separate roster, working in conjunction with the Guardsmen.
    POST-WW2
    1950 - Senator Joe McCarthy calls for an end to the subversive influence of the "Masked Man" on the United States of America.
    1952 - President Truman calls for the Guardsmen to present themselves to the National Congress, unmask, and swear their allegiance to the current administration. In response, Blind Justice makes a public statement denouncing the actions of McCarthy and the HUAC, and disbands the Guardsmen. It is the last anyone sees of "Mystery Men" for almost fifty years. Shortly afterwards, Praetorian disappears from Earth, later revealed to have been pulled through space and time.
    Modern Heroic Era
    2009 - The Centurions are formed by Praetorian, Morningstar, Ultramarine I, with the aid of Orion, who joins the team officially. Grimoire joins the team shortly after.
    December 2021 - Ultramarine gives his life in defense of the city during the event known as the Red Winter.
    June 21, 2023 - Current Day.
  6. Khakhan

    places
    The Hollow Earth is an ancient subterranean ecosystem deep within the crust of the Earth, close to the planet’s core. It is a strange and alien ecosystem, with an inverted gravity system, enabling the inhabitants to roam freely between the “floor” and “ceiling” of the Hollow Earth without falling from either. The flora and fauna seem to be supported by a radioactive energy emitted by the energy field that surrounds the entirety of the space, and apparently allows for a great variety in the physiological variation of the inhabitants of the realm.
  7. Khakhan

    groups
    With a founding roster including Praetorian himself, along with Morningstar, Orion and the Ultramarine, the Centurions are among the elite of Earth’s heroes.
    The Centurions operate publicly from the Centurion Estate, which is just east of North Cascadia Park in Cape City. They’re predominantly funded by the Prefectus Foundation, set up in 1960 by Justice Hodgins, and sometimes government grants as well. Privately, they also have a series of training facilities for their various needs.
    EQUIPMENT
    Communicard: Comlink • 1 point
    Centurion Estate: Large, Toughness 10. Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Hangar, Infirmary, Library, Living Space, Personnel, Power System, Security System, Workshop • 17 points
    Centurion Training Facility: Large, Toughness 10. Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Hangar, Infirmary, Library, Living Space, Personnel, Power System, Security System, Workshop • 17 points
    C-jet: Gargantuan, Strength 12, Flight 10 (Mach 2.5), Defense 6, Toughness 11. Features: Autopilot (+4), Communications, Computer, Navigation System, Remote Control, Radar (Senses 3 (Acute Extended Radio)). • 32 points
    Members
    The current lineup of the Centurions is only the trio of Praetorian, Morningstar and Orion, as the team is in a period of flux after the death of the Ultramarine. Grimoire, nominally a part of the Centurions, often finds their attention diverted by their duties as the Keeper of the Codex Imperium.
    Grimoire Orion Praetorian Morningstar Ultramarine I
  8. Khakhan

    groups
    Homo mermani first appeared about 10,000 years ago, but so far their origins have not been traced. It is not clear if they emerged naturally or are the result of technological or magical manipulation; records from the time period are fragmentary and incomplete. Several tribes settled in the ruins of Atlantis, while an different branch of the race settled in Lemuria, under a precarious peace negotiation.
    Atlanteans are stronger than humans, with pressure-adapted bodies and dark-adapted eyes, and can out-swim most surface vessels. Homo Mermani often have blue or green skin, or aquatic features, such as finned limbs or webbed fingers and toes.
  9. Khakhan

    places
    Atlantis is the ancient sunken kingdom located at the bottom of the northern Atlantic Ocean. Actually the remains of an entire continent, it is one of the earliest and most highly advanced societies on Earth. Now, the combined city-states of Atlantis and Lemuria, the two were once rival kingdoms before the Great Cataclysm that sunk the two beneath the waves.
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