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The Crinoverse 2 (End of Part 2)

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Re: The Crinoverse 2 (Hunter)

Postby Yeoman » Fri Jul 08, 2011 2:02 pm

Charles Phipps wrote:
Crinos wrote:Malleus Maleficarum: Spawned from the spanish Inquisition, The Maleficarum are the Catholic Church's secret taskforce against vampires and other supernatural horrors, using faith based magic to fight the undead. Their most prominent member is Paladin Alexander Anderson. Naturally, they are bitter foes of Dracula and his ilk.


Alexander Anderson says that reports of his death during the Death's Head attack on London were greatly exaggerated.



If it's the TV version of Anderson, I'd like to suggest he never meet Megan. Ever. It would be... messy.
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Re: The Crinoverse 2 (Hunter)

Postby Leliel » Fri Jul 08, 2011 2:43 pm

Given how I have the complete line, I'll use some of the "secrets" I know to expand these.

Crinos wrote:Hunter

Alright, gonna skip the intro, and just mainly cover the various Hunter organizations as they fit into the Crinoverse.

Ashwood Abbey: A gentleman's club for jaded thrill seeker's who alternatively party down with or kill and torture supernatural creatures. Rarely, they also go after superhumans for similar kicks. The Abbey has ties with the Pact, PHANTOM, and the Knights for a pure mankind.

Unbeknown to most of them, part of their success comes from a tie to Jack o' Knives-they possess a postcard from him as Jack the Ripper, and through a ritual involving sending him a well-written response (often with a complimentary murder dedicated to Hades), they can call him up to serve as a mentor in the art of super killing-and getting away with it.

The Long Night: A group secretly funded by Leo Barnett, the Long Night are a loose confederation of Christian Fundamentalists turned monster hunters who believe the end times are near and see supernatural beings as the agents of Satan. Often clash with the Pact and Covenant.

It should be noted, though, that many of the more moderate members do not apply to the "born bad" theology their backer promotes, and instead believe that the true way to victory over evil is redemption of it's unwilling soldiers. These "Merciful" run many super-prison rehabilitation programs, are often allies of MERLIN and the Celestial Chorus (even if the former tends to stuff their ears with cotton when working together). They are largely responsible for the exposure and banishment of the false angel Gamugur (actually an idigam obsessed with the concept of order).

Loyalists of Thule: A group of truth seekers and scholars, these are the same Loyalists that once touted Wilhelm Kantor as a member before he joined up with the Nazi's. The Loyalists never really lived it down, and now hate SHADOW as much as the supernatural beings they learn about. Not above using blackmail to get what they want.

Lending credence to the idea that becoming a supernatural hunter leads to the inability to comprehend irony, the way they plan to redeem themselves from the days of Nazi Germany is...stamping out all possible dissent in their ranks, stamp out all ideology that reminds them of what they hate, and strive towards the perfection of Thule.

Network Zero: Originally a loose group of amateur movie makers, Network Zero now documents encounters with supernatural beings, and is well on its way to becoming a branch of MERLIN. Has been targeted in particular by the supernatural horror known as Slender Man, who has gone after numerous Network members. (Yes, in the Crinoverse, the Marble Hornets people are in Network Zero.)

Ironically for an organization that prides itself on investigative reporting, they aren't actually sure how their (closest thing to) leadership works-the YouTube channel they use to document their footage is moderated by a single account, which approves or denies videos at a bordering on superhuman rate-the most one waits for a response from "Colt64" (along with a detailed critique) is 24 hours. Theories abound over the owner, ranging from Daedalus, to a self-aware bot, to the Grue Unity.

Null Mysteriis A group of "true" (read: Mundane) scientists who set out to study and "disprove" the supernatural. The John Smith Society and MERLIN find them hilarious.

This is changing, though-a growing subset of the group, called the Open Minds, are beginning to work from the assumption that the supernatural, while still scientifically possible, applies to laws which modern science has no inkling of. It's really too bad that the leadership of the majority-the Rationalists-have begun to radicalize to the point where they're seriously considering "pruning the ranks".

The Union: A loose confederation of labor unions who know about the supernatural and fight it. They are also known for fighting mundane criminals who enter their turf, and have even crossed the odd supervillain. Foreshadow is actually on friendly terms with the Freedom City branch, and has been patched up by them on occasion.

They are also, sadly, known as the "dupes of choice" for many supervillain groups, especially PHANTOM-their main form of organization is an internet forum, the main security measure is a password that changes weekly...They aren't stupid, so any post that sounds suspect (ie, a bit more specific then the rules suggest, to keep out supernatural hackers from figuring out their plans) quickly sets off alarm bells, but they're wonderful for distractions.

Aegis Kai Doru: A group of warriors and scholars who claim to be descendants of the mortal slaves of Lemuria, they have a deep hatred for magic users and supernatural shapeshifters, and are also avid collectors of magical artifacts (which they use while hunting). They have clashed with both the Covenant and the Pact, as well as individual mystics like Adrian Eldrich.

Quietly, there's also some hints that they're actually the creation of the Guardians of the Veil, a radical faction of the White Lotus Society that believes the only way to protect magic from those who would abuse it is to hoard and hide it. It's quite possible they've grown out of control...or that the Guardians feel that they no longer need constant supervision.

Ascending Ones: A hunter group based in the middle east, the Ascending ones are masters of alchemy, and combine magic potions with deep faith to increase their power. Unfortunately, they usually finance their activities by selling drugs, which makes them foes of AEGIS and UNISON, but also allies of the International Crime League.

They also are rumored to have ties to the Djinn, and much of their alchemy comes from the fallen race's magitech.

The Cheiron Group: Cheiron group is a European based Pharmecutical company at the cutting edge of medical technology... Mainly because all their expenses come from unholy experiments carried out on supernatural creatures. Naturally, Cherion is a front for Spartacorp, and many of the supernatural implants they create end up on PHANTOM agents.

This would be all fine and dandy...except for once in his life, Kenneth Kane doesn't know everything about his own scheme, which both terrifies and excites him. The ten-member board of directors has made it quite clear they could cut ties with PHANTOM if it becomes advantageous, and the conglomerate that became Cherion actually existed before Death Mask III (he just happened to approach them with a deal), and that their unique logo has been around since the Stone Age. He also happens to know said board are disguised aliens of some sort, and not humanoid ones at all...but nothing at all where they come from or even if they're aligned with the Entropic Masters or the Cosmic Eternals. All he knows is that they have very unique technology based around "bio-magitech", which is where the Thaumatech Implants derive from.

The Lucifurge: A collection of mortals descended from demons, the Lucifurge hunt down other spawns of the underworld, either forcing them to join or wiping them out. There are always 666 members of the group, and new ones are inducted to replace ones who have died.

It is also an open secret that their leader (also known as the Lucifuge, or more often the Lady of Milan) has a yearly meeting with Baudolino, the driving force behind the Malleus Maleficarum. The reason behing these meeting is ultimately ambiguous, but one member (soon to be assigned a suicide mission) remarked that they act "like they should really get a room".

Malleus Maleficarum: Spawned from the spanish Inquisition, The Maleficarum are the Catholic Church's secret taskforce against vampires and other supernatural horrors, using faith based magic to fight the undead. Their most prominent member is Paladin Alexander Anderson. Naturally, they are bitter foes of Dracula and his ilk.

Ironically (and unlike the Aegis or the Loyalists, those in the know are aware of the irony), their founder, Padre Ambrogio Baudolino, is actually a free ghoul who's main motive is to acquire more vitae to continue his immortal existence. He's not a bad man, however-he's just an old, jaded priest who happens to be just as terrified of death as everyone who happens to be sane. Perhaps because of this, the Malleus is more capable of seeing moral complexity then the Long Night, and can tolerate working with magicians (despite their origin).

Task Force VALKYRIE: The Governments supernatural fighting division, The Taskforce is technically a division of AEGIS, though they have their own budget, headquarters, and don't actually answer to Director Powers. Since this the crinoverse, their tech is a bit more advanced then the weapons presented in the WOD version.

Most bitterly, they have had to turn to bribery-often from splinter factions of the Vampire Nation or the House of Serpents-to support their funding; Thanks to a set of economic projections meant more to placate politicians then actually calculate the resources needed to support monster hunters, their grand total budget amounts to 875,000 in US dollars-barely enough to pay for their ammunition. Thus, it has become a dirty secret that VALKYRIE often needs to play mercenary just to stay afloat, even as they covertly lobby to increase their budget. The real kicker, through, is that the leadership is genuinely composed of people who do AEGIS proud-they just happen to have been forced into a situation they loathe.

The VASCU: an AEGIS branch, the VASCU have the job of hunting down supernatural serial killers called slashers (to be covered later). The VASCU actively recruits psychics, but aren't as well funded or staffed as AEGIS or Taskforce VALKYRIE.

Which, given the above information, is really saying something about how much politics have screwed over VASCU-more than a few of them are members of the Citizen Militia of the House of Serpents, believing that the US government cares more about it's own wallet and power then protecting it's citizens.


Most of this has been taken from the PDF on Compacts and Conspiracies, and I think Crinos owns the books that the rest is.

After you do Slashers, I'll do the other Conspiracies that have been presented (the Cainites, the Knights of Saint George, and the Rites du Cheval).
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Re: The Crinoverse 2 (Slashers)

Postby Crinos » Fri Jul 08, 2011 4:24 pm

Thanks, I don't own the books with those guys yet (But now that I'm into this again I'll have to resume collecting these books and the new MnM stuff).

Anyways, here is Slashers

Slashers

Slashers are murderers; homicidal maniacs with seemingly unholy powers, beings that go above and beyond even the most prolific serial killers with both their scope and the sheer horror of their acts.

This is because Slashers are not ordinary serial killers; they are the creation of Hades.

There's nothing the Lord of Tartarus loves more than a good killer; The creation of the murder spirit Jack of Knives is proof of that, but Hades is always on the look out for mortals with potential; Someone who has been wrong, someone who is an outcast because of his physical deformities, someone with a bad upbringing, or even someone with a warped outlook on life.

When Hades touches these mortals with his power (and many are unaware they are so changed), they become Rippers, and begin murdering people. In this stage the Ripper still possesses some connection with the rest of humanity, and his abilities, while impressive, are not superhuman. However, as the more they kill, the more powerful they become, and the less human they become; The wronged avenger starts to become a living legend, the deformed outcast becomes a hideous monster, the genius who sets up elaborate murder schemes becomes so alien in his outlook he begins to infect others with his madness. At this point, they become Scourges; slashers with obvious supernatural powers, minor Avatars to Hades and other Gods of death and destruction, and they just keep on killing until they are stopped and contained.

Sadly, most superheroes don't really do battle with Slashers, since they aren't aware that Slasher's have a supernatural origin. Even Daedalus doesn't see them as the handiwork of Hades. Athena does however, and does her best to try and defeat and redeem those corrupted by her uncle. AEGIS has an entire division (The VASCU) dedicated to fighting slashers, and most Street Level heroes (such as Raven, Blackheart, Bowman, and Foreshadow) have at least one Slasher in their rogues gallery.

Probably the most infamous slasher is Jason Voorhes: a deformed child who drowned at camp crystal lake years ago and was brought back by Hades as an unkillable engine of death. So far, every attempt to execute Voorhes has failed, simply because Hades refuses to let him die. Most people believe Voorhes is a metaman with incredible regenerative powers, and he was incarcerated in the Cube prior to the breakout.

Okay, tomorrow we give WOD week a long overdue wrap up with Geist.
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Re: The Crinoverse 2 (Slasher)

Postby Kreuzritter » Fri Jul 08, 2011 5:45 pm

oh yeah, Crinos, there's a new villainomicon out for Icons. buncha bad guys in there that werren't in the original, from Auntie Social to Zergo
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Re: The Crinoverse 2 (Slasher)

Postby Crinos » Fri Jul 08, 2011 6:00 pm

Auntie Social? With a name like that how can I resist?
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Re: The Crinoverse 2 (Slasher)

Postby Kreuzritter » Fri Jul 08, 2011 6:10 pm

here's the whole list (including the repeats from the M&M version)

Auntie Social
Beastman (kinda looks like ricardo montalban)
Black Flame
the Black hoods
Blonde Bombshell
Copy Cat
Corsair Queen
Count Malochio
The Creeper
Dark Rider
Dirge
Downsizer
Drusilla White
Dr. Zodiac
Earworm
The Fox
Gorn: Warlord of the Molten Men
The Grudge
Harlequin & columbina
Incognito
In-Human
the Killer Game-Master
Little Augie Caesar
Lord Kisin
Merry Widow
Mister Mastermind
Monster Mastermind
Nepthene
Paper Tiger
Patriot
Professor Hominid
Professor Kafka
Redkap
Rorek
Mr Sandman
Scarecrowe
Skeletron
Smith
Speedsaw
Sock puppet
Talion
Tarpit
Tempus Khan
Ultra-Mind
Warbride
Warlock
The Wraith
X The Unknown
Yama King
Zergo, youngest of the eldest
Zero
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Re: The Crinoverse 2 (Slasher)

Postby Crinos » Fri Jul 08, 2011 7:56 pm

Yeah, I checked out the preview over at drive thru, soon as I get some more cash, I will go and get it.
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Re: The Crinoverse 2 (Slasher)

Postby Leliel » Fri Jul 08, 2011 9:16 pm

A promise is a promise:

The Cainite Heresy: More frequently known as just "the Cainites", the Heresy is an old mystical order dedicated to the total eradication of the "Marked of Cain"-ie, vampires, and to a lesser extent all other undead. Composed almost exclusively of people that would frighten Alexander Anderson in their fanaticism, the Cainites are a non-centralized, flexible organization who's main commonality between cells is their use of a unique form of blood magic called the Rites of Denial, in which the blood of five Cainites (and only Cainites-how a political affiliation does this is anyone's guess) are mixed together in a specially prepared phial to create a solution that can be used in a variety of anti-undead spells. Their ideology is similarly flexible-quite simply, they teach that vampires are the ultimate source of all evils in the world, and that only after the extinction of their kind can the sin of the First Murderer (Cain, in case you're wondering) can be redeemed and the world turned into a true paradise. Other than that, their only real distinguishing mark is likely the last question vampire is ever asked; "Who is Cain?", said just before a blitzkrieg ambush on the bloodsucker in question, and usually a successful one.

All of this helps obscure the fact that, when it comes down to it, the Cainites have absolutely no bugger-all idea how their magic works, or even how they are tipped off to the location and plots of vampires in the first place; Rather, they are guided to their targets and given new Rites via mail from the mysterious Sources, who also manufacture the ritual phials. Given that a Cainite has to be a diehard zealot even before being considered a potential member, any potential doubts are quickly quashed out-which is a good thing for the Sources, who are actually themselves vampires under the aegis of VII (it's a Roman numeral, not a word). An enigmatic group to say the least, VII seems to despise all other vampires almost as much as the Cainites for unknown reasons-and reasons that will likely remain unknown, given how they have learned a way to make their minds literally impenetrable, able to resist all forms of interrogation and mind-reading. Theories vary on what they are-the dominant three are that they are descendants of Gomorrah sworn to avenge their lost kingdom, with powers derived from the disgraced demon prince Shaddad (the Akhud), an entirely new strain of vampire created entirely separately from Dracula after a bloody feud with the Vampire Nation in Russia (the Betrayed), or the hosts of a sort of "organic computer virus" created by a radical member of the Lancea Sanctum gone horribly right (the Sleepers).

Les Mysteries: Less of an organization and more of a class of hunter with identical powers, the Les Mysteries are, in theory, people chosen to be emissaries to and from the Imagineria, but in practice, end up being it's stable of monster hunters. The result of a pact in which a person agrees to serve the interests of the Imagineria as a whole (disparate and vague those may be), the Les Mysteries gain the ability to temporarily serve as hosts for it's spirits, gaining their powers in return for serving their interests (the name for the group comes from the Rites du Cheval's similarity to many voodoo rituals). Generally, their duties involve spreading the belief in the supernatural and extraordinary, along with promoting the molestation of the Imagineria by those who seek to abuse it, thus promoting it's "ecology" so to speak. Unfortunately, their efforts to mold the spirit world to their liking often irks werewolves who resent a human's idea of what the ideal Imagineria should look like, thus leading to a cold war between the two groups.

Thanks to being a cabal in the very loosest sense of the word, the Les Mysteries like to divide themselves into various "sects", based around the way the individual members see their powers. The dominant, unnamed faction (often just called bokors) filter their power through the lens of the Voodun that gave the spirit emissaries their name-they are simply hougans and mambos who have a closer relationship to the Imagineria then most. The Apostolic Pentecostal Church based in upstate New York, formerly a particularly liberal enclave of the Long Night, believe that their abilities were thrust upon them by God, to serve as gardeners of the spirit world in much the same way that man was meant to serve as the Lords of Earth in the material realm. The Starlight Children are the most interesting, as they view themselves in terms of New Age science; Rather than being shamans, the Children think of themselves as psionically awakened ambassadors from a multidimensional alien race, and that their mission is to heal the universal unconscious of savage and animalistic thoughts in preparation for humanity's evolution (which, given what the Imagineria is, may not be as nutty as it first appears).

It should be noted, though, that these are only the most prominent and peaceful; Given the scope of the Imagineria, there are a literally infinite amount of potential sects, and it is inevitable that there are a few that possess a creed of domination.

Knights of Saint George: An old Anglican order of philanthropists and humanitarians, the Knights of St. George are a fraternal organization dedicated to missionary work and the reconstruction of lives destroyed by supernatural events. According to their creed, the Knights are supposedly an order formed to combat evil sorcerers and dark magic, named after the Dragonslayer because it was discovered that excessive use of powerful spells summoned the dragon that he gave his life destroying. They themselves were charted after a witch who had infiltrated the court of Richard the Lionheart and laid a curse on him so that Henry the Young could reign over England alone. A group of valiant knights discovered the curse, and after a long quest discovered the lost Goetic Gospels, esoteric teachings of Christ meant as a way to counter supernatural power with nothing but the soul. Using the strange magics in the Gospels, they were able to expose the witch and break the hex, at which point they decided to form a fraternity meant to protect the innocent from the trepidations of sorcery....

...At least, that's what they'd like everyone to believe. They desperately want to believe it themselves, because then, at least, they can sleep at night.

In reality, the Goetic Gospels are the devising of the Faceless Angels, a pantheon of Entropic Masters embodying the concept of misplaced virtue and justifications for wicked deeds. The exorcisms and rituals of the Knights actually draw upon the Abyss to consume wonder and hope in the form of magic and superhuman powers-the principle is that by using the dark parts of their own minds to call archetypal "inner demons" and sic them on spells (actually any effect that hints at a better and grander future, including "hypertech"), a Knight is actually inviting the Abyss to strip meaning and purpose from the world, leaving only emptiness and ennui behind. The belief that this ultimately works to the benefit of the world is critical to this process-the gap between the motive and the effect creates the cognitive dissonance that the Jungian Shadow thrives in, and the Shadow is needed to call up the inner demons. Of course, lower-ranking Knights don't know this-the bottom of the order honestly believes in the cover story, and mid-ranking members are just told they serve eldritch orders of angels rather then God directly (which is also when their orders grow increasingly amoral-after all, it's not an omnibenevolent deity that's guiding them, is it?). It's only the most diehard, self-justifying members that are told of the true nature of the angels, those who can honestly look at their own hypocrisy and convince themselves that the means justify the ends.

Of course, this begs the question of how, exactly, the Knights have gotten away for it for so long without going insane. The answer is actually quite simple, and quite tragic; The Knights do not serve, because they worship the Angels-rather, the Angels are blackmailing the Knights. According the Goetic Gospels, magic and wonder break down the barrier between what is real and what is not, and that allows the Abyss-a place that is both real and unreal-to enter the world. Too much, and the Entropic Masters will be able to enter reality through it, and awaken the Darkness Beyond Time. By feeding the Angels a steady diet of magic, the Knights can satiate the hunger of the Darkness, and keep it placid enough to remain safely sealed. Sadly, the Faceless Angels are not complete liars-the wonder they eat through the Abyss is channeled to the Darkness, convincing at least a part of it's intellect that it is witnessing the final dissolution of the remains of the universe before the Light remakes it. If that happens to be dark magic and terrifying wonder, so be it-so long as it inspires strong emotion, even fear, it satisfies the Angels (although they prefer hope and positive magic). As a result of what they have to do to save the world, the average high-ranking Knight is a compacted ball of existential dread and depression wrapped in a facade of humility and gregariousness, his hate for his masters matched only by his hate for himself-a hate, ironically, which provides a bastion for his sanity against the otherworldly madness around him.

Of course, this arrangement is also rather fragile-if there was ever some way to show the Knights that there's another way to pacify the Darkness without feeding it wonder, every single member would turn on Angels and publicly renounce them and the Goetic Gospels; The main problem would be preventing the more suicidal ones from going out in an attempt to take the Angels down with them.
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Re: The Crinoverse 2 (Geist)

Postby Crinos » Sat Jul 09, 2011 8:41 pm

Alright, the finale for WOD week, with arguably my favorite of the new series (along with hunter and Changeling), but also the most obscure (I had to pay 60 bucks for a used copy for the core book).

Geist: The Sin Eaters

Some people just plain refuse to stay dead; Its a common trope of the superhero world; the guy you think died either doesn't stay dead, or actually didn't ever die.

for some people, its just a part of the story, for others, its how they had their breakout.

Sin Eaters are mortals who would have died, but made a deal with a Geist, an ancient and inhuman ghost, in order to get a new lease on life. In exchange for their life, they become living hosts for their Geists, and become intermediaries between the mortal world and the land of the dead.

Being Sin Eaters does have some benefits: All Sin Eaters gain powers based on how they died and what kind of Geist they teamed up with, they can also freely enter the lower Imageria (described below), and of course can see ghosts and ethereal creatures in the Near Imageria. The greatest benefit of being a Sin Eater is their Geist can bring them back from life if they die again. The downside of this is that each time a Geist has to resurrect his host, the host loses more and more control of their body until they are just a puppet being controlled by a Geist.

Most Sin Eaters don't go around advertising their existence; virtually none of them are superheroes or villains, and most of them either form their own private groups (known as Krewes), though there are a significant number of them in groups such as The Covenant, The Pact, the White Lotus, and the Black Hand.

The Lower Imageria: The mythical land of the dead in the imageria, the Lower Imageria is the realm of the dead who have not yet been sorted into either Elysium or the Netherworld. As the name suggests, the way to get to the Lower Imageria is to go down; in the near Imageria simply find an underground door and you'll get there.

The first level of the Lower Imageria is a cave like series of catacombs, known as the Autocthonous Depths. This is a dark and unpleasant place, dominated with dark rivers filled with foul substances. Most of the ghosts and other beings living here have private domains eked out in caves. The largest city in the depths is Stygia, a large mishmash of lost cities stacked on one another like cord wood. It is ruled by an ancient and corrupt hierarchy and a gaggle of backstabbing guilds of ghosts based on their powers.

Beneath the depths is the Ghost Zone, the realm most beings who enter the Lower Imageria are familiar with. The Ghost Zone is a massive empty space of fog and doorways, resembling the mirror zone, but each doorway leads to the domain of a powerful Geist, some of which don't care for unwelcome guests.

even lower than the ghost zone is the edge of oblivion, a black void of nothingness. Anything that passes the edge is destroyed utterly down to their soul. Some whisper that this is where the abyss empties out into, and if Orkus has his way all the imageria will slide into it one day, but so far this is just talk.

Naturally, the primary denizen of the Lower Imageria are ghosts. Ghosts tend to look how they died, marred by how they died or changed based on their self perceptions. Most Ghosts cannot move on to any of the other imageria realms until they resolve mortal business on Earth. In most cases, Ghosts can only come to the near imageria if something that was close to them (known as a fetter) remains intact on Earth. Many unscrupulous mystics and Sin Eaters seek to gain power over Ghosts by controlling these items. Some particularly powerful ghosts, or ones doing the bidding of Cosmic Eternals or Entropic Masters, can bypass this rule (a notable example is the heroic ghost Deadman). Most Ghosts tend to be grouchy and disagreeable, especially if they're stuck in the land of the dead with no way back.

Kerberoi also exist in the realm of the dead; Inhuman ghosts, who enforce the strict, and often strange, rules of the underworld. Sooner or later, all those who enter the Lower Imageria have to deal with them. A notable Kerberoi is the ghostly Warden known as Walker, who is a recurring nemesis of the teen hero Danny Phantom (who is known for flouting the rules of the land of the dead.)

Geists are ghosts who have been dead for so long they no longer even resemble humans. Most of them come to resemble death gods, or signifying death in some way. Most of these beings inhabit the ghost zone, and can sometimes manifest at full power in the mortal world if a portal is provided for them (Most of the high end foes of Danny Phantom and the Ghost Busters could be considered Geists).

The most powerful of the Geists is Pariah Dark, the King of Ghosts, unquestioned ruler of the Ghost zone. Pariah is a cruel and pitiless tyrant, who has tried to conquer the mortal world. He keeps his two fetters, the Ring of rage and the crown of fire, with him at all time, and would be severely weakened without them.

Pariah has two main competitors for his crown, both as evil as he is.

The first is the Lich King. An inhuman and evil being who may have once been a Winter Lord. The Lich King seeks only to convert life into death, and his power has been compared to that of an Atom Bomb. Luckily, The Lich King is currently locked in a prison of amber in a huge tree in the ghost zone, so he cannot act directly. But the Lich's magic is great, and he can enslave anyone nearby to do his bidding.

The other is Prime Evil, a futuristic cybernetic ghost who commands a motley crew of supernatural horrors gathered from throughout the lower imageria. Prime Evil commands a mystical organ that can transport him and his minions throughout time and space.

Okay, that's WOD week... so now what?
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Re: The Crinoverse 2 (Geist)

Postby Kreuzritter » Sun Jul 10, 2011 5:59 am

how about Omlevex?
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Re: The Crinoverse 2 (Geist)

Postby Crinos » Sun Jul 10, 2011 6:32 am

Kreuzritter wrote:how about Omlevex?

Yeah, been putting that one off forever.
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Re: The Crinoverse 2 (Metazon)

Postby Crinos » Sun Jul 10, 2011 8:50 am

Alright, doing Omlevex. A note before I start; even though the setting is technically set in the sixties, I'm transplanting everything into the modern age (without using the grim and gritty "modern day" options given in the book.)

Alright, first off, lets look at the setting of Omlevex:

Metazon

Often called the 51st state, Metazon is actually a commonwealth of the US, much like Puerto Rico. Located just off the coast of North Carolina, Metazon is known as the home of the worlds largest known supply of Omlevex, a rare green mineral that can give super powers to humans (as well as poison certain alien species, but enough about that).

Metazon is actually an archipeligo, and is divided into several different sectors. They are the following:

West Metazon: A bustling tourist community, West Metazon suffers from a somewhat unstable economy, while they do make money off of tourism, the sagging economy of Bay City is slowly dragging the region under. There are currently initiatives being put on by Omnitech Steel and Raven Industries to offset this collapse, but progress is slow.

South Metazon: A site of conflict and warfare, South Metazon was the site of warfare between American and Cuban forces during the sixties. Naturally, in modern times, without support from the Soviet Union, Cuba doesn't have the power to fight for Metazon anymore, but PHANTOM and SHADOW are more than willing to pick up the slack. There is currently a three way war in the region between PHANTOM, SHADOW, and the US military.

West Metazon: The gem of Metazon, West Metazon is a tourist attraction and the home of numerous super heroes. It is often the place visiting heroes often visit the most often. Both Alexander Timons and Callie Summers have summer homes here, which they use then their heroic alter egos have work to do int he region.

North Metazon: The Northen Metazon is a strange place, where high level of mystical energy which shuts down modern technology. One would expect the various mystical factions to fight over such a prize, but in truth its the opposite; North Metazon is considered a neutral zone by the Covenant and the Pact, and the main city in the region, Middleton, is a peaceful community set up by both factions in the name of mutual mystical research.

Central Metazon: The largest of the islands, the Central Island is a wild and lawless area usually used as a hideout by the criminal element of the island. There are also rumors the island is haunted, but these rumors have not been substantiated.

Valhalla Though not an island, Valhalla deserves mention. A joint venture of the John Smith Society and the US Government, Valhalla is an artificial island base and think tank, where some of the greatest minds on the planet do scientific research. Talos is always chomping at the bit at the idea of getting Valhalla's secrets for himself, and has attempted to take the base numerous times.

Up next: The crinoverses equivalent to Booster Gold: Drake Einstein.
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Re: The Crinoverse 2 (Metazon)

Postby Kreuzritter » Sun Jul 10, 2011 9:09 am

I imagine Valhalla's core design was based on the engineering theories of Andrew Ryan before he and several other of the world's best and brightest up and disappeared sometime in the 1950's
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Re: The Crinoverse 2 (Metazon)

Postby Crinos » Sun Jul 10, 2011 9:13 am

Yeah, sadly I probably wont be covering any video game stuff for a while since I cancelled my Gamefly account (it was too expensive and I wasn't playing the games I was renting anyways.)
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Re: The Crinoverse 2 (Metazon)

Postby Kreuzritter » Sun Jul 10, 2011 10:33 am

well, if it helps, here's a breif history of Rapture

as for connections, well, Andrew Ryan may have had ties to the Labyrinth, with Rapture justified to them as a private think-tank to explore the boundaries of super-science (in reality, to be Ryan's objectivist paradise)

then they discovered the biochemical compound they called ADAM. properly manipulated, ADAM produces cells that not normally present in the human body, acting like a seemingly benign form of cancer, destroying native cells and replacing them with the unstable stem versions. with ADAM, even the most grievous or otherwise fatal injury would heal itself, flesh could be molded like clay, and with enough ADAM, one could induce any of a variety of superpowers.

there was just one catch: ADAM could grant powers and enhancements, but it also causes tumorous mutations and brain damage just like a real cancer. a man hopped up on ADAM would need to more and more adam not just to fuel their powers, but to keep back the tide of mutations.

with so much ADAM flowing through almost every single man, woman or child in Rapture, its no surprise that the place destroyed itself in civil war. but, while it was going under, various agencies smuggled out the secrets of ADAM for use in the own super-power experiments.
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