CLASS: TEMPLATE
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Spells (d12)
Bauble (d20)
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
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The men of the east fear death. Episcopal priests, sermonizing on gilt steps in the great cathedra of the old world, apostolic monks, meditating in silence as the faithful gather on the sand below to see the withered bodies of the holy man of the pillar, restorationist pastors, delivering fiery sermons beneath moldy canvas to the humble farmers of the new colonies; their practice is dissimilar, but their object identical. The ascension holy men seek is ascension to the life immortal, ascension beyond of the ultimate fate of all men. This is the root of the law of the umbrella, the reason mankind depends on the Tathagata. Without His intercession, uncleansed by His purifying waters and unenlightened by His illuminating flame, man is doomed to moulder in the grave, to wander the land as ghosts and ghouls as their flesh rots and their memories fade til at last the world is extinguished and they with it, gone forever into the black sea of nothingness.
The five cantons of the Dileigh Confederacy have been less than receptive to this soteriology, for they do not believe in the finality of death.

When a man of the Dileigh dies, he does not rise as a ghost or ascend to the pure land of paradise. Instead, he is reborn in animal form, in the land of the dead far across the sea. When he dies in the land of the dead, he will be born again to the Dileigh as a human babe. In this way, the Dileigh already know immortality, for their souls never leave the tribe, only briefly vacation away from it. They need no external savior, for as long as their dead are buried with the mask of the animal they will become, the proper rites administered, and their soul carried off by the crows, their future eternal is secure.
The Dileigh have cousins in the land of the dead, for the reincarnation is circular and flows both ways. The animals of the present world are men in the hereafter. Each of the cantons is born as a different sort of beast when they die, and so they recognize that animal as their own kin, just out of step. They are Cougar, Bear, Wolf, Bobcat, Eagle, and Whale. They are sacred - which doesn't mean they can't be hunted, just that they need to be treated with respect. To kill an animal means to send them back to their people, after all, and it is important to ensure that their departure is properly celebrated to avoid causing offense.
All other peoples also reincarnate as animals in the land of the dead, and all the animals of the world of the living are people in the land of the dead. They don't know it, though, they have no control over the process, and so they reincarnate as prey, as deer and rabbit and salmon and turkey and all the other meat-animals placed on earth for eating. Only the Dileigh reincarnate as predators, only they the secret arts that give them mastery over the cycle and mark them as rulers of the world.
It is the natural right of the predator to take his prey, and so of course there is nothing wrong at all the slaughter either of wild game or the barbarians with the souls of such. Even for game, though, a certain level of ritual must be observed - nothing so elaborate as the ceremonies for the carnivore kin, but some basic respect is necessary, and taking in excess ought to be avoided, for when many prey die angry, the ranks of the barbarians and their hostility swells in the next world. When the barbarians swell in number, and begin to make war on the Dileigh, it is because their cousins across the sea have taken too much game, and sent their souls over without observing the proper rites. When the hunting is especially good, and game is abundant and easy to reach, it is because the same cousins have achieved great glory in war, and slain many barbarians. Thus, the cousins must be placated, for it is on their observance of the proper rites that the Dileigh of the living-world depend, and vice versa.
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The breach of the special relation can be incurred not only through communal neglect, but by individual corruption, and so to there are individual methods of subverting the cycle and reaching to the other world before one's natural time. There are three ways in which the cycle is subverted.
When one of the kin-beasts is killed with profound disrespect, to the point of active disrespect, they are carried off to the next world carrying a grudge they cannot enact. Sometimes, this grudge is of such strength that they cannot bear to pass on, and so when crow comes to carry them away, they play a trick. As soul-form, they walk away from their body, and then lie in the dirt and cry out in distress - when crow comes to collect them, they look to them and beg them for help. "Oh cousin Crow", they say, "While you carried me across the sea the spray slicked your talons, and so I slid through and fell onto the earth. While you carried me across the sea, the crack of the thunder loosened your grip, and so I slid through and fell onto the earth. While you carried me across the sea, the winds shook me out of your grasp, and so I slid through and fell onto the earth. Oh cousin Crow, pick me up once more and finish your journey, bring me to the people of this land".
And so they do, and the kin-beast is reincarnated in human form in the world of the living, not the land across the sea. The result is birth in right form but wrong world, the right sequence but the wrong step, and the person so born is a "Chugal". A liminal entity, they are born already half-dead, a ghost drawn by the order of the world to the land across the sea - their skin pale and cold to the touch, their movements slow, their speech strange, their minds overfilled, the animal memories that drove them to hang on crowding out their instincts and customs as a man or woman. This is the world they come to in the cloak of the beast, and so in donning it they can become briefly as they are meant to, a human cloak of an animal-cloaked soul inside the cloak of an animal, stalking unseen with silent pulse, slipping out alone to avenge themselves on their enemies from a past life.
When one of the Dileigh dies bearing a strong grudge, they play a different trick. They do not journey to the next world at all - instead, when Cousin crow comes for them, they rise wrapped in the skin of the beast and thank Crow for their safe delivery, laying a kiss on crow's black-feathered cheek and showering them in such adulation that Crow forgets the funeral dirge and the deceased waves them goodbye without ever being carried off across the sea. Left behind by the psychopomp, they reincarnate themselves, again in wrong world but right step. Even more fearsome than half-dead with the grudge of beast and body of man is the beast-form with human grudge, and so far worse than the Chugal is the "Tungak".
Worse is when a Dileigh dies, grudge or not, and is left unburied, never wrapped in the skin, the rites never administered, no song to call the crows, and so they cannot go to the land across the sea. They walk the land as ghosts, looking for a skin with which to cloak themselves so that they may pass on - howling in grief, flaying whatsoever they touch with teeth and nail and wrapping themselves in cooling skins - without the administration of the living, though, all of it fails. Thus even more greatly feared is the third subversion, the "Usehoh" ghosts.
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Chugal, Eagle-Canton
No. Appearing: 1, Treasure type: U
2 HD, AC: as Leather (7↧/13↥), Morale: 8
A man or woman of the Dileigh in traditional robes of barkcloth and buckskin, but with pale, clammy skin, a sharp beaked nose, and a utterly bizarre gait, legs moved as if directed by one who forgets that human legs do not bend forwards. Otherwise unremarkable, til he or she hikes up a hood of feathers and flies off in the form of a bird as large as a man.
Move: 90' (30'), Fly: 120' (40'), Intelligence: Very (12)
Attacks: 1 warclub (d6) or 2 claws (d4-d4)
Special: Can don or doff the form of a giant eagle as a full-round action, swapping legs, club, and speech for flight and claws.
Tungak, Whale-Skin
No. Appearing: 1, Treasure type: Nil
A great toothed whale, with all the fierce majesty implied, smooth, grey skin glimpsed briefly before the stroke of a fluked tail protects the awful thing beneath the waves. Not only skin, but black eyes, white flippers, and a small fin - utterly usual, save for one thing - the great teeth lining its mouth are ever so subtly heterodoxy.
13 HD, AC as Chain (5↧/15↥), Morale: 10
Move: 15' (5'), Swim: 120' (40'), Intelligence: Average (10)
Attacks: Ram (4d6, doubled against structures) and Bite (6d6, grapples)
Special: Nonmagical ranged weapon attacks against the Tungak are absorbed into the blubber on hit, dealing halved-damage. After accumulating 25 damage worth of such projectiles (before halving) the Tungak can, in addition to their normal attacks, release all absorbed projectiles from it's backside, forcing everyone within a 80' by 30' cone to save or take 2d6 damage.
Usehoh
No. Appearing: 1-3, Treasure type: U
An invisible something, visible only through the contours in the rotting, bloody hides that drape its form. It is raised upright, and seems something like a man, save the terrifying speed at which it shambles and the utter silence of its movement.
2 HD, AC as Leather (7↧/13↥), Morale: 12
Move: 150 (50'), Intelligence: Average (8)
Attack: 2 Claws (d6)
Special: At half total hp, the Usehoh sheds its skin-cloak and becomes invisible.
In the late 1400’s, an irishman raised the banner of Portugal on a small island in the indian ocean. That irishman was Kieran O’Seachnasaigh, who in honor of St. Kieran the Younger, his own namesake, christened the new land Santo Círian, and whatever name had been used by the ones who were there already disappeared as they did - into the ground, beneath the fields of sugarcane which soon blanketed whatever arable land could be found. As the centuries passed, the name stuck, but the ownership of the island itself did not.
It changed hands between portuguese and spaniard, frenchmen and dutch, and eventually, finally, the english; gaining formal independence in the 1960's, as a constitutional monarchy with the queen as head of state, and then full independence when a socialist revolution seized power and declared a republic. Soviet advisors sent to aid with the modernization of the economy discovered the presence of an oil field just offshore, just in time for the oil-price spikes of the 70's.
The resulting economic boom brought prosperity to the island, prosperity that vanished when prices dropped, and the resulting discontent gave fertile soil for the (american-supported) democratic movement that toppled the socialist government and returned the island to a liberal democracy which never quite managed to return to the old living standards, but did manage to send the young back into the cane-fields. It did not, that is, until recently, when the depopulation of the persian gulf in the first wave of the invasion sent energy prices skyrocketing again. Of course, the renewal of drilling on the island meant the attention of the invaders that had cut off mainland supply in the first place...
C-IDF (Círian Insular Defense Forces):
The military of Santo Círian, and, following the execution of the civilian government on charges of communist sympathies and collaboration with the alien enemy, the acting government of the island state. Lead by general Paul Campstock (Soldier B), the military has control of the capital and port, and has outsourced protection of the water system to Ogun's Hammer, but despite its best efforts its attempts to re-nationalize Círian Petroleum have been stymied by the refusal of the company to recognize the legitimacy of the military government, and attempts at the platform's recapture by force have so far failed, with the already small air and water forces completely wiped out in the first failed assault. At present, their forces consist of one mech (Campstock's), 3 tanks, and 3 infantry companies, spread out across the island.
In reality, Paul Campstock was replaced by a shapeshifting alien on the first day of the attacks, and the rest of the military leaders willingly sold out to the invaders due to promises the true aim of the military is to destroy the oil rig as soon as possible, in order to further the energy crisis suffered by the human forces. They're aware that Ogun's Hammer would depose them should the truth come out, so they've been sent off to protect the water infrastructure and distracted with occasional half-hearted alien raids while the military prepares for their second assault, where the mercenaries will be distracted by the army while the growing alien threat attacks the rig from the seabed - an internet shutdown and radio jamming being deployed to prevent SCP from telling Ogun's Hammer about their true intentions.
Ogun's Hammer PMC:
A mercenary company helmed and founded by the mech-pilot Oyin Afonja (Superhero C), hired by the civilian government of Santo Círian as security shortly before the attacks as insurance. They fended off the initial alien assault, stood by and did nothing when the coup was launched, and tolerated the orders of the new government to avoid pursuing the invaders and hold the line at the sewage treatment plant. But professionalism only goes so far - they might be happy as long as the junta keeps paying their retainer, but the lack of any action to root out the threat, and the total shutdown of the airwaves and closing of all outside communication is beginning to make them grow suspicious. Their force consist of Afonja himself, his business partner Abdiweli Mohammad (Superhero A), and one infantry company.
SCP (Santo Círian Petroleum):
SCP was established with soviet aid as Santo Círian's state-run oil company, the chief source of national revenue for most of its existence. After the fall of the socialist regime, the company was privatized, but drilling ceased entirely as the countries ultra-heavy reserves proved uneconomic to extract at the lower oil prices that followed and the company went bankrupt. It was only far more recently that the new energy boom lead to the re-establishment of the corporation as a private entity, which was promptly acquired as a subsidiary by Marduk International. As the director of SCP, Leo Singh, was on the oil rig when the coup occurred, the junta was unable to seize control of the corporation, and its continued refusal to recognize the legitimacy of the island government is backed up by the force of the two biomecha (Lab Rat B x2) guarding the platform. The two mecha, Castor and Pollux, are the only guards of the platform, but they're more than sufficient - they quite easily eliminated the initial invasion force and continue standing guard against both human and alien assault.
Marduk International is, in reality, not merely a normal human multinational corporation, but a shell for the Lyran security apparatus. The felinoids who first seeded humanity - not only on Earth but also on Mars and Venus - do not much appreciate the meddling of other aliens with their experiment before it's had the opportunity to run it's course, and so have spread biomechanical technology to the humans in order to fight back the invaders. Leo Singh is, of course, a Lyran himself, and as an alien in human guise himself suspects the C-IDF of alien infiltration, though as of yet has no actual evidence.. still, their reluctance to accept nationalization is not just corporate interest by any means, rooted insteadd in deeper plans to maintain the energy supply of the human forces to prevent their extinction.
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I- Forest
An area of forest and mountain left undeveloped, though more as a source of lumber than as nature preserve. Hiding beneath the tree-cover, and venturing forth periodically to assail the mercenaries in IV are two Invaders, two Lernaeans and one Fortean. Though ordinarily their raids end in tactical retreats, if pursued here the aliens will not hesitate to fight to the brink of death - only as their companions actually start falling while they flee, and when they do it will be running not towards the camp in tile IV (obviously) or their mother in tile II but the city in tile III, that the fight might cause more collateral damage.
II- Crash Site
A small area of undeveloped forest, held close to the rim of the small mountain range of the northern half of the isle. Below the slopes lies an impact crater, 50' across and about as deep, the center of which is occupied by a 30' by 15' cylindrical capsule made of some strange alien metal. The outer walls of the alien pill are impenetrable against anything short of a nuclear shaped charge, but the queen-factory inside is totally blind and deaf as a consequence. It opens at a pre-set schedule every night at 12:30 AM, unsealing from the inside, pushing out the domed cap of it's front section on blood-slicked pistons, and waiting for exactly that time is the Pythian ravaging VII, dragging with it load of stolen agricultural machinery to feed to its mother. At the moment, one final batch of Invaders is being gestation-printed for the shortly upcoming assault on the rig, three amphibious Charbydians - at the landing of the players, two days remaining before they're ready for release and the invasion commences. Should the vulnerable queen be destroyed inside her shell, of course, no such release will ever be forthcoming, but if an attack commences every Invader on the island will rush to protect their mother (including Campstock).
III- City
The center of the island, Santo Círian city, the capital of and only settlement on the entire island nation. The C-IDF have imposed martial law - checkpoints around the city, 5pm curfew, total internet and radio blackout, ban on all communication - and brutally enforce their rigid measures. Stationed in the city are 1/3 of the C-IDF's infantry companies, 2/3 of it's tanks, and General Campstock himself, and his mech - angular, rugged, and currently equipped with Ablative Plate.
IV- Infrastructure and Camp
Both the sewage treatment camp, water tank, and power plant are all located just outside the city here. Ogun's Hammer is here guarding all that critical infrastructure, and suffers periodic lightning raids from the Invaders hiding in tile I, though all such raids have easily been rebuffed. Their camp contains Afonja and his clean, caped mech wielding a Sagittarius bow, Abdiweli and his clean, symmetrical mech wielding a Master Sword, and the one Infantry Company of Ogun's Hammer.
V- Oil Rig
The oil rig, just offshore and still pumping just past the reach of the junta. Castor and Pollux (both identically gaunt and smooth, Castor with a Flamethrower and Pollux with an Autocannon) stand over the platform like gargoyles, as Leo Singh continues to direct the company from the bowels of the machine below.
VI- Port
This is the port of the island, the only way anything can get to or off the island with the airways shut down. The C-IDF control it, and stationed there are 2/3 of its Companies and 1/3 of its Tanks, ready to move immediately against any assault. They still permit the landing of private vessels so that the island has some measure of supply, but nobody is allowed to step on or off the island without special permission from General Campstock himself.
VII- Cane fields
The sugarcane fields, lying fallow since the invasion as the farmers are to afraid to harvest- rightly so, as a Pythian Invader stalks the fields at day, attacking anyone it sees and dragging off whatever abandoned machinery, first into underground piles and then to the maw of it's mother in tile II.![]() |
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| As the strongest curse, Jogoat, fought the fraud "the King of Curses," he began to open his domain. Sukuna shrugged back in fear, then Jogoat said "Stand proud Sukuna, you are strong". |
Starting Skill: 1) Frauding, 2) Asspulling, 3) Glazing
+1 CD per template
A) Jujutsu, Innate Technique, +1 to-Hit
B) Curse Refinement, +1 HP
C) Curse Refinement, +1 to-Hit
D) Curse Refinement, Domain Expansion
Jujutsu.
You're a a member of that genetically gifted class of superhuman known as "Jujutsu Sorcerers". What that means in practical terms is that you can see curses and generate substantial amounts of Cursed Energy, represented by CD's - Cursed Die.
As long as you have at least one CD, you can reinforce your body with cursed energy, which in practical terms means you have unarmored AC-as-chain and your fists count as magical medium weapons. You can reinforce melee weapons with cursed energy as well, making them deal +[templates] damage and count as magical, but ordinary ones struggle to handle the strain (shattering on crits and fumbles).
Also you can make binding vows, either to yourself (permanently placing some restriction on your future actions in exchange for a temporary power boost or just changing the way your Innate Technique works arbitrarily) or to others (making a verbal contract that guarantees intense karmic backlash if one party backs out).
Also you have the potential to learn non-innate techniques (raising barriers, making talismans using anti-domain arts, making simple shikigami, learning new shadow style, etc) but you have to find someone to teach you that.
Innate Technique.
Roll on the spell list of any non-terrible GLOG wizard school or use that Skerple's d100 table, whatever you get is your one, singular, unchangeable innate technique, no rerolls if it sucks you're stuck with it. You can cast it like normal but you don't trigger mishaps or dooms and your CD's only deplete on 5's and 6's because you're cool like that.
Curse Refinement.
At every [template] past A, you get a Curse Refinement. Each time, choose one of the following.
Domain Expansion.
Literally just use semi's rules they seem good enough and I'm not copying over the entire thing here.
Δ - Black Flash.
Hit a Black Flash. Before you have this delta, that requires rolling a regular critical hit and then flipping a coin and getting heads.
You permanently gain one extra CD. Also, every time you land a critical hit, it becomes a Black Flash, dealing double damage and replenishing a spent CD. The next attack you make has it's crit range expanded by 1, stacking for each consecutive Black Flash you land (so if you crit on a 20 and land a black flash, your next attack crits on a 19-20, and after that 18-20 and so on and so forth).
Originally this was going to be a recycling of old material used to prep for an old, failed, campaign (because, in lieu of a proper hook, the players spent the entire thing cuckolding, murdering and trying to hide the corpse of a random bartender), hastily half-converted to sboob because of that one Archon’s Court post..
Then I ended up putting way too much effort into it all and there’s like, 0% old material surviving here now, it’s like, almost entirely new. Note that this assumes a fairly different mode of superheroic existence than the cyberpunk hellscapes of Bayport or I-Re… this is because it’s in the middle of the rust belt and the corporations have largely left this place to rot, so the main supermen-employing organizations are street gangs rather than megacorps or technofascist paramilitaries. Adjust your mission tables to match or whatever - you’re hitting licks, not taking jobs.
Still haven't figured out how blogspot formatting works, sorry for the wonky text spacing and stuff
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Kwangchow is dying. That is to say, Kwangchow - not Guangzhou, China, Kwangchow, Illinois. Kwangchow IL is in every respect dramatically inferior to its namesake, a small city of sixty-six thousand souls and a perfect model of the rust belt in microcosm. It’s a city that’s been in decline since the 60’s - June 6th, 1966, to be exact, the day Marx Steelworks finally shut its doors. You won’t find anyone in town that doesn’t have the exact calendar date drilled into their skull deeper than the day of their own birth, from the tweaker dying on the street corner to the gilded office of Mayor Ding-Marx herself.
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| What if Brockton bay was Gary, Indiana |
Founded in 1902 by Friedrich Wolfgang Marx of Marx Steel Industries, Kwangchow, like a few other american cities, took its name from its supposed geographical antipode. A former model company town, it lived and died inseparable from the industry that supported it, in many ways a model of the rust belt as a whole. Marx was an interesting figure - chiefly in the fact that he never sold, never merged, and never, ever, unionized. The city’s unique makeup is a testament to his legacy of racial tolerance - whites are still the majority, at around 55% of the population, and african-americans make up most of the rest, but there's also large hispanic and asian minority groups. The latter category is, unusually, composed mostly of hui and uyghur chinese- who first came as muslim warlord Ma Ding and his soldiers, personally invited to Kwangchow by Marx after their defeat by the KMT, whose collection of oriental artworks was been built up chiefly through purchase of Ding’s looted artifacts. The community has since been reinforced over the years by successive waves of muslim chinese migrants, the Uyghur community in particular migrating in large enough numbers to justify a rare piece of federal support (in the form of over a million dollars in grants to establish a local branch of the East Turkestan Government in Exile).
The steelworks still lies rotting, picked over by crows, raccoons, and bored teenagers. The rest of town fares little better, crumbling houses with overgrown yards and peeling paint. Economically, the only options left for those without pensions or social security to live off are to fight over the few jobs left in government and the service industries, commute two hours to Chicago, or turn to crime. Pump gas and flip burgers for senior citizens, teach timetables to the offspring of anyone still stupid enough to have kids in Kwanchow, or start stealing copper wire and dealing meth - the 2nd option is substantially less soul-crushing. It’s no wonder, then, that Kwanchow has an absurdly exaggerated Supervillain per Capita ratio - which means, of course, that there’s no shortage of opportunities for cape-work, for any enterprising super who walks into town. Someone, perhaps, much like yourself?
Places of Interest
Marx Steelworks - The factory-complex that birthed the town and served as its beating heart until it was finally shut down in the 60’s, when the bottom fell out of the steel industry - the Marx family saved from bankruptcy by a diversified portfolio, the workforce not so much. Deserted, fenced off, and the frequent target of urban explorers - every square inch covered in graffiti, periodic sweeps by the city police force evicting homeless squatters.
Absalom K-12 Academy - The integrated charter school that serves as the only public institution in the city for primary and secondary education, with a history rooted, unsurprisingly, in the privately-operated schools Marx had built when he first set up the company town. Notable for having had at least one bomb or shooting threat a year every year since 2002, and for the shoestring budget it’s operating on after payouts of several million dollars in child abuse settlements in a continuous string of scandals involving multiple different teachers and administrators (but mostly campus security).
Wolfgang-Marx Museum of the Orient - Inside the red-brick walls of a romanesque villa lie the only reason anyone would ever willing visit Kwangchow… an actually really good collection of chinese and central asian art, every single part of which was purchased illegally and which the Chinese government has demanded the repatriation of on an annual basis since 1949. Technically held in trust, the museum and everything else it manages are still entirely controlled by the Marx family, and the entire museum is not infrequently closed to the public for special events. The stuff on display is only ever a fraction of the full collection, the vaults below holding many pieces individually worth millions and the entire sum of the collection worth who knows how much more… museum security is tight, but far from impenetrable, and several ambitious heists have been foiled only seconds from completion.
Mosques - There are three different mosques in Kwangchow, the Islamic Center of Kwangchow, the Kwangchow Holy Mosque, and the WD Fard Moorish Temple. The Islamic Center is the older institution, founded by the hui community, the Mosque the second oldest, originally a Nation of Islam institution which was converted to mainstream sunni islam under Wallace Muhammad’s leadership and entered into communion with the existing hui community. The Moorish temple is the smallest but most militant of the temples, founded by those who rejected joining the islamic mainstream and entering into co-religionist relations with the Hui - fiercely independent, they’ve additionally refused to align themselves with Farrakhan’s revived church, and have largely degenerated into a criminal cult.
Other- Walmart super center #2,389, East Turkestan Government in Exile branch office, Kwangchow Municipal Hospital (exceedingly high complication rates), Kwangchow City Hall, Kwangchow public library, Kwangchow Jail, the headquarters of the Kwangchow Sun (only newspaper), Kwangchow Municipal Airport (incredibly tiny), Kwangchow savings bank, DMV of Kwangchow, Elysian Garden Residential Apartments (referred to by the locals the Lil’ O, as in O-block)
| Read blood syndicate plz |
Factions
Volunteers (AKA: The United Volunteers for the Defense of Public Order and the Muslim Faith)
Kwangchow’s premier superhero group, vigilante peacekeepers who claim strict adherence to sunni islam and a purely charitable status, being, according to themselves, entirely funded by donations from “the community”. They are technically funded by donations, in the legal sense, being a registered charity, but the greater part of their funding comes from local business and wealthy elites , rather than ordinary citizens.. on account of the Volunteer response time being weighted substantially in favor of their sponsors. Allegations of Volunteer-legbreaking for the Ding-Marx family have been proven unfounded by multiple winning libel suits.
Symbols - Their emblem (literally just their full title in “oriental” font), Green and white spandex uniforms
Henchmen - Most of their official member-roll consists of local citizens who donate and report criminal activity.. there’s a few unpowered employees who run the call center, manage finances, keep the headquarters in order and such, but only the supperhumans handle the actual crimefighting (and only they get paid full salaries)
Leader - Golden Horde, 2Σ (Martial I [+WIS, CHA], Shift II [Brawn I, Durable I, Zap])
Transforms into a 6’8 proto-turkic steppe warrior-demigod whenever in contact with a equine, gaining superhuman strength, durability, and a bottomless quiver of shining golden arrows which explode like anti-tank grenades on impact. Fancy high-tech compound bow that requires super-strength to draw back fully, 3 pedigree warhorses imported from turkmenistan at great expense, samurai horse-archery trick riding bullshit that lets him shoot people accurately while hanging upside-down and sideways with one foot on the saddle.
In his “true form” a 4’10 uyghur woman in her early sixties, Turan doesn’t really have a costume on account of every moment he spends crimefighting being in his war-shape, the bulletproof, bronze-skinned black-maned giant with washboard abs and rippling biceps and such. Is the formal leader of the volunteers, and a strong personality both as cape and civilian, though with a charisma that expresses itself quite differently between the warrior-king and the elderly chinese woman who founded and ran the team behind the scenes before awakening her superpowers. Though intelligent, is somewhat handicapped by a combination of vanity, greed, and a loose grasp of the english language (though fully fluent in mandarin and uyghur).
Volunteer superhumans
Ottoman, 1Σ (Durable I, Brawn I) Like 7ft tall, strong enough to tear off limbs with bare hands also physically impossible endurance.. will keep fighting with both legs broken, intestines on the sidewalk, and heart utterly vaporized by laser-gun
Safavid, 1Σ (Ace I, Durable I) Totally fireproof, asbestos skin, can make anything he touches extremely flammable.. making concrete and glass burst into flames like they’re cotton balls soaked in rubbing alcohol
Mughal, 1Σ (Create II) Can produce enormous quantities of shaped biodegradable sandstone on the fly, enough to raise small minarets and onion-domes in seconds - useful for putting up barriers, getting places by quick-bridging, encasing people in stone
Timurid, 1Σ (Percieve I, Zap I) Well-developed pineal eye which can see in infrared and also fire invisible death-rays
Crossburners (AKA: The Kwangchow Crossburners, The Invincible Insane Cross-burning Nation)
A violent, all-white criminal syndicate with a few superhuman members, exactly as racist as the name suggests. Single largest group in the city, though outnumbered by the many smaller outfits. Still, hands in a lot of different pies - they deal a lot of drugs, do a lot of ordinary burglary and armed robbery and stuff, but they’ve got a few more complicated rackets they inherited when they absorbed the remnants of the Kwantung mob. They’ve already fucked up most of them, though, on account of most of the new generation have had their capacity for delayed-gratification totally fried by methamphetamine abuse.
Symbols - A burning cross, the confederate flag, the colors white and red
Henchmen - Stereotypical white trash, men and women, with rotting teeth and a fondness for white wifebeaters, red plaid, and shotguns
Leader - China White, 1Σ (Zap II [Fly I])
Telekinetic control over any and all porcelain objects within 15 feet, with a lifting capacity near half a ton. “Flies” by telekinetically lifting his several-hundred pound suit of ceramic armor, floats a couple of old, dirty toilets behind him to throw at people - more damaging if he has time to spin them up to speed before he lets go.
He rarely lets himself be seen outside the armor, but when he does he’s just an extremely fat, extremely pale white guy in his late 40’s… lack of fitness and excessive paleness both caused by spending most of the day levitating around inside rather than like, walking normally, with some amount of bare skin showing. Not the brightest guy, though he is the leader - he’s arrogant as hell, but not actually that smart, mostly just ruling through fear and brute force.
Crossburner superhumans
Black Tar, 1Σ (Martial I [+DEX, STR], Ace I) , Combustion (gunfire included) fails in 30-ft radius, attempts jam machinery with black slime, fast as a racehorse, dual-wields machetes
Go-fast, 1Σ (Weird I, Martial I [+DEX, Con]) Daily “resets” to exact location, physical, mental, state, where he last had sex.. fearless, immune to pain, runs around nude with sawn-off shotguns
Bolivian March, 1Σ (Ace I, Create I) Can turn human corpses into clones of himself and his stuff (dissolves into corpse-dust when killed again), who walk in lockstep and repeat all his actions exactly… uses literal 19th century rifle-and-bayonet tactics
Moorish Native Mujahideen (AKA: The Moorish Native Mujhadeen, The Almighty Moorish Nation) -
A criminal syndicate from the south side of Chicago, the windy city’s largest and most powerful. They credit their success to the practice of a heterodox form of afrocentrist “islam” that appropriates doctrines from a bunch of other groups, but in practice it functions more as recruiting tool than actual moral code. They’ve tried taking over Kwangchow twice before, both times failing miserably. They’ve got a new guy trying it, though, a smarter guy.. under Poprock, they’ve been moving slower, more cautiously - still distrusted, but they’re making inroads, getting to know the city, recruiting locally.. at the moment, nobody thinks them a big enough threat to throw everything at, and by the time they change their mind, it’ll be far too late to matter.
Symbols - the letters MNM, scimitar and star, ankh and skull, stylized candy, rainbow-patterned clothing
Henchmen - Mostly older black guys with rainbow-bandanas and glocks, almost all imported from chicago.. very few local recruits atm
Leader - Poprock, 2Σ (Martial I, [+WIS, DEX] Ace I [Fly], Durable II)
Can reverse gravity for himself and anything he’s carrying, falling upwards into the heavens until he decides to stop. Ultra-tough, flexible flesh stops most bullets and makes him nearly immune to blunt force trauma, which he takes advantage of to let him get places quickly by just anti-gravving high up and then crashing to the ground wherever he needs to be. Proficient in dual-wielded uzis.
The leader of MNM’s expeditionary group, an older, but still lithe and agile black guy who’s been with the syndicate since its foundation. Sunglasses, fancy suit and shiesty, the latter two bleached-white and covered in swirling patterns of colorful rhinestone. He’s a seasoned criminal, and he didn’t get that way through being an idiot.. he favors a methodical, reserved, and cautious approach to criminal enterprise, or at least as cautious as one can be in a business like this. Really, there’s something in his calm, professional ruthlessness quite a bit more frightening than the in-your-face hostility of the stereotypical bloodthirsty lunatic.
MNM superhumans
Pixie-stick, 1Σ (Zap I, Durable I) Superheated plasma instead of blood, erupts as jet from any cut or breach and annihilates anything nearby.. Paper-thin skin, easily torn, but heals ultra-fast to close wounds, doesn’t help with internal injury though.. rapper of exceptional talent, only still robbing guys for the love of the game
Jolly Rancher, 1Σ (Create I, Martial I [+CON, CHA]) A cow-whisperer of exceptional skill.. can painfully vomit up a live, full-sized texas longhorn in about a minute, usually has a decent sized-herd built up to stampede
Airhead, 1Σ (Think I, Shift I) Instinctive knowledge of in-situ production of chemical weaponry, which she’s immune to because of the gas mask fused to her face
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| Read Marshal Law but not this far |
Immortal Soul (AKA: The Immortal Soul Disciples)
The second-greatest of Kwangchow’s supervillain groups, with a body of unpowered members on par with the crossburners and certainly exceeding MNM’s current presence - relegated to a secondary role by their lower number of superhumans, largely due to higher turnover rate. Mostly african-american, but a small latino minority - their relative inclusiveness being one of the things differentiating them from their archenemies the Black Mambas, with whom they’re constantly engaged in low-level territory war.
Symbols - Heart with halo and wings, the colors white and blue
True Immortal, 2Σ (Shift III, Martial 1 [+INT, CHA])
Whenever he takes an actually substantial amount of damage, True Immortal transforms into a 12-ton mass of spiny red tentacles, strong enough to pull down concrete walls, fast enough to outrace most cars, and just about immune to anything short of high explosives. In this state, he is totally uncontrollable and fully non-sentient, and will attempt to kill and eat everything in sight.
The leader of Immortal Soul, a black guy in his late 50’s who goes about in diamond-studded chain and balenciaga, no costume other than raw wealth. His abilities are widely known, and he’ll try tactics like holding his enemies hostage by holding a gun to his own chest - generally not in his best interests to actually transform, due to the inevitable damage to his own side, but when push comes to shove he won’t hesitate to pull the trigger.
Baroque, 1Σ (Zap I, Shift I)
Constantly and involuntarily emits a blindingly bright light from her eyes, strong as a football-field floodlights when not blocked by her sunglasses.. with concentration, can focus into a single coherent beam powerful enough to flash-carbonize flesh at a range of several hundred feet.
Black woman who goes about in a hoodie, a black balaclava, and extremely thick flip-up-sunglasses (to protect everyone else ).. In her early 30’s, is actually True Immortal’s niece, has been trying to work up the courage to run away and go “hero” for ages now.
Coraźon, 1Σ (Shift I, Brawn I)
Ordinary super-strength allows him to go around cavorting around in extremely heavy metal armor without collapsing. Can dial up super-strength to substantially higher-levels, but starts sweating like a waterfall - has to throw back a bottle of gatorade every 6 seconds to avoid dying of dehydration while in super-state, more afterwards.
Immortal Soul’s remaining superhuman, a mexican dude whose recruitment was the reason Immortal Soul started letting latinos join at all - True Immortal thought he was too good to pass up, Cape muscle being relatively rare even in Kwangchow.
Black Mambas (AKA: The Almighty Mamba Nation)
Kwangchow’s third-ranking super-gang, Immortal Soul’s greatest rivals.. have fewer unpowered members and a smaller territory, but just as many capes, and a slightly better rep among the younger generation. For the most part the two gangs are bitter rivals, fighting constantly over territory and blood-debts and things of that sort, but they’ve collaborated once before, in the semi-recent past.. joining hand-in-hand to foil MNM’s second attempt at taking over the city. This time, though, there has ben and will be no alliance - not unless someone convinces them otherwise.
Symbols - A serpent with fangs bared, the colors black and red
Grootslang, 1Σ (Shift II [Durable I, Fly I, Brawn I])
Can, at will, take on an obviously draconic form, gaining a coat of black scales that turns knives and slows bullets and a pair of membranous wings which let him fly like a really large eagle. Flapping of wings creates deafening thunderclaps, can sweep up dustclouds and blow away light wheeled vehicles and small animals.
The leader of the black mambas, in his human shape a somewhat obese, heavily tattooed african-american male in his early 30’s, with a great deal of ambition but lacking the power or skill to match. Spends every night cursing the name of his younger brother, who he spent his childhood bullying for his interest in music, up until said brother attained actual success as a rapper and moved away to fame and fortune. Carries an M-16 with an underbarrel grenade-launcher.
Lazy Eye, 1Σ (Durable I, Percieve I) Extremely obese black man, with enough padding to reflect most blunt objects and cushion from sudden impacts. Can rotate eyes independently, see though own flesh, including back of head, giving effective 360 degree vision - surprisingly good at shooting backwards.
Antipatrick, 1Σ (Durable I, Create I) Immune to most poisons, can turn any water he looks at into a writhing mass of extremely aggressive venomous serpents which crawl as a living flood towards him until he reverts them to water. African-american, never been to europe, affects a faux-irish accent as part of the gimmick.
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| Have I mentioned you should read Blood Syndicate |
Fire and Ice
A smaller gang founded and led by twin sisters Pyroclastic and Cryoplastic, who have matching superpowers and luchado-styled costumes. It consists of them and a few henchmen, engaging mostly in low-level violent crime - smash-and-grabs, muggings, home invasions, corner-store stickups, etc. They’re both white (soundcloud rappers), but the gang itself is multiethnic on account of being a purely money-making operation.
Symbols - A burning ice cube, the colors blue and red
Pyroclastic, 1Σ (Zap I, Ace I) Can project blasts of flame from her hands, except her fire has the strange property of making whatever it heats more rigid, not less - everything solidifies, hardens, becomes inflexible, even ice.
Cryoplastic, 1Σ (Zap I, Ace I) Can project blasts of liquid nitrogen from her hands, except her cold has the strange property of making whatever it freezes more plastic, as the name implies - water becomes more malleable as it freezes, somehow.
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