Cascade City: a Mutants and Masterminds Campaign.

Teflon Billy said:
Thanks!..now how did you know I had a big Champions campaign? :confused: Glad you are enjoying it:)

A couple of things gave it a way, the most obvious being that I recall you mentioning it in another thread a while back. Another thing was your use of a hero team called the Pacific Sentinels. IIRC, they were a team of Canadian heroes from a Canadian Champions sourcebook.
 

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Ahh yes:)

My Sentinels organization includes virtually all "Canadian Identity" heroes (which is something any government super team in Canada would require let me tell you :) )

SETTING RELATED, NON PLOT ENTRY

The Sentinels Organization is headed by Canadian Forces Lieut. Col. Richard Uppington-Smythe, a career paper pusher.

The Sentinels duties involve very little mundane "Law Enforcement" (as a poll showed that the government using a team of supers to police the citizenry was not apopular concept with Canadians), and more along the ines of dealing with natural disasters, and super villainy.

In truth, The Sentinels were created, more than for any other reason, as a response to the formation of the U.S. President's personal super-team Executive Sanction, and are chronically underfunded and poorly marketed.

The Pacific Sentinels: Headquarters-Pacific Landmark Tower; Cascade City, British Columbia.

  • The Defenceman: Hockey themed Speedster
  • Lumber Jack: Big, Strong, Axe-wielding bearded man in a Mackinaw jacket, toque and work boots.
  • Grizzly: Humanoid Grizzly bear. Super Strength Super scientist.

The Central Canadian Sentinels: Headquarters-Brotherhood Citadel; Empire City, Ontario.

  • L'Habitant: Oar-Wielding, Sonic Power (Singing) hero with a flying canoe for team transport.
  • Le Chat: Human woman with the proportional strength, leaping ability, claws, senses and agility of a cat. Media darling.
  • Fleur De Lys: Solar Powered Energy blaster.
  • Loup Garou: Mild mannered loafer/Giant Werewolf (can control transformation)

There is also an Atlantic Sentinels organization, but they are not well detailed in my campaign, being more along the lines of pulp-level heroes (Atlantic Canada always gets the shaft from our government). The only member ever mentioned was
  • The Maritimer

...who was essentially a much, weaker version of earth: Marvel's Sub-Mariner.

Executive Sanction: Headquarters-Fortress XS ; Emerald City, Washington (The new Capitol of the United States since the destruction of Republic City by the Hoon's asteroid Mass-Driver.

  • G-Man: Gravitic Powers, Tactical Genius.
  • Straight Arrow: Incredible Archer with a variety of super-tech arrows.
  • G.I. Gantic: U.S. Army Ranger with Growth powers.
  • The U.S.Archon: Flying, super strong super patriot
 
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Lonely Planet: Cascade city... First Church of the Cosmonaut

SETTING RELATED, NON PLOT ENTRY

When Soviet Cosmonaut Vladislav Rubachenko was ordered to pilot the experimental reationless space vehicle The Soldarity of the Working Class on a 6 month mission out past the moon (a mission of the utmost secrecy) it was assumed by all in the politburo that he was not coming back.

But something happened to Colonel Rubachenko while he was out there. When the Solidarity came limping back to the Zvezdny Gorodok ("Star City") space facility Rubachenko had been...changed.

Though he physically looked much the same as when he left, he was imbued with powers beyond those of normal men. First manifesting as powerful telekinetic abilites, Rubachenko was attached to the Soviet National Super Team (an arm of the Red Army) and renamed Kosmonaut.

But this was not an ordinary metahuman. Seemingly with every passing day, Kosmonaut's powers increased, or manifested entirely new aspects (inside of a year of his being attached to the Red Army, he could effect nearly every metahuman power that had ever been observed), and for awhile, the Supreme Soviet was incredibly happy with their Kosmonaut.

But with his seemingly ever-increasing levels of power came mental changes that were making it harder and harder for the Russians to "aim" their weapon. The immense levels of telepathy and enhanced senses he was devloping made it next to impossible for The Kosmonaut to concentrate on communication with one person, he was developing a truly "global" view of things.

The Soviet push into Afghanistan, originally so successful with The Kosmonaut in the Vanguard (disintegrating entrie cities with but a gesture, striding across battlefields like a titan), simply stalled out (eventually being repulsed by fanatical Mujahedeen guerillas led by the fabled Lion of Islam) when he, to all apparent purposes, simply decided to no longer fight.

The Kosmonaut attempted briefly to work with elements of The Honor Guard, hoping that he might have a place amongst Earth's most powerful heroes, but in very short order, his power growth left even a group this powerful in his wake. It was being speculated by the world media that there was virtually nothing that The Kosmonaut couldn't do, and there was little reason to question this position.

Amongst the list of acts attributed to The Kosmonaut

  • Removal of Cancer from every sufferer on Earth (new cancer has appeared since this mass healing)
  • The conversion of Greenland to arable land (and a subsequent change back to Tundra whe it became clear that the Russians and Americans were going to go to war over it)
  • The elimination of the moon-sized comet DaSilva-McIntyre as it was about to collide with the Earth.

Without their "Pet God" (as he was known to the Western press), the Soviets were incapable of maintaining the level of control over their territories as they had in the past, and President Mikhail Gorbachev began instituting a program of Glasnost ("Openness"), heralding the fall of the Soviet Union.

The world feared the worst when Malcolm Factor, the centenarian criminal mastermind, laid a trap for The Kosmonaut in the New Mexico desert. Factor (correctly) assumed that a Nuclear detonation would draw the attention of Earth's mightiest creature, and (incorrectly) assumed that subsequent detonations would destroy him.

That they weaponry did nothing to him was a surprise to all involved.

It was seemingly without anger that the Kosmonaut collected all of the musroom cloud fallout back toward himself as well as somehow (it was, and is, beyond the ken of current science) pulling all of the residual radiation into a 1km square area and containing it therein.

He summoned Factor to him (that is to say; materialized him) and in front of the gathered press, made Factor immortal(forever frozen at age 104), and incapable of suriviving outside of a high radiation environment.

He then tossed Factor, through the air into what the press has, in recent years, come to refer to asl the "Factor Zone"....the 1km square area of nuclear fallout and blast debris. Malcolm Factor resides there to this day; mad from boredom and loneliness, incapable of leaving due to the excruciating pain involved.

In recent years, The Kosmonaut has withdrawn almost entirely from earthly concerns, residing in high orbit in a crystal space station of his own creation (approx. 10km across). Attempts to contact him go unnoticed, attempts to approach The Cosmopolis are gently rebuffed.

In this same time frame, there have been several instances of individuals "praying" to The Kosmonaut for aid....and recieving it in some way (though never with a direct intervention).

Across the world, small chapters of the U.S. based First Church of the Cosmonaut, have sprung up and are growing in popularity.

It would seem that people have a much easier time with a religion that requires no faith at all; simply belief that there is a higher power for good. Many see the Cosmonaut as that higher power.

The Vatican has yet to issue a statement on the existence of The Cosmonaut, except to say that "everything is part of God's plan"

The Chosen, the leaders of New Zion have not been so diplomatic, going so far as to speculate that The Cosmonaut may be the AntiChrist mentioned in the book of revelation, and that they intend to keep an eye out for any attempts to unite the world under his rule (though The Armored Saint, in one of his more candid moments, admitted he hd no idea what they could hope to do should tis come to pass).

It was largely the intervention of The Cosmonaut that allowed Earth's heroes to mobilize against the Hoon, holding as he did some 2000 of the Hoon's Capital Ships immobile in the oort belt, and alerting (by taking control of every piece of technology on Eath capable of transmitting a voice; Televisions, Radios, hearing aids...) humanity to it's threat at virtually the same moment the Justice Hurricane unmasked the Hoon Infiltrators on live TV.

The Hoon were reduced to using Troop Transport Saucers without the planned pre-invasion bombardment.

Why The Cosmonaut allowed the Troop Ships through reamins a mystery to this day. Speculation ranges from "there is a limit to his power", to "The Cosmonaut works in mysterious ways".

Stats...

There are no stats. The Cosmonaut is not a character, he is a plot device. Part Galactus, part Dr. Manahattan.
 
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Thanks for the bump Tear44 :)

We arep laying tonight for the first time since our Christmas/New Year's Hiatus...so there should be anew story post either late tonight or tomorrow...featuring the debut of the long awaited Bionic Ninja:eek:

Stay tuned true believers.
 

Due to circumstances beyond the control of anyone, the players of Arc Angel (gone to Scotland with her boyfriend) and Molly Kewler (had to work late at her hospital) were absent. To cover this eventuality, we went with my tried-and-true make no mention of them whatsoever plan.

*ahem*

When we last left our heroes (that is, before Christmas :rolleyes:), they had just finished battling one another in the streets of Cascade City, out front of the infamous (and suprisingly well-known) Warehouse 13A...a government special containment facility.

Short moments after they had realized they were all working toward the same ends (investigating a suspected plot by variously, The Cranium, Big Lummox or Damage inc.), they caught sight of The Mumbler, a dwarfish, hunchbacked supervillain of some repute as he walked out into the fenced parking lot off one side of the warehouse.

Upon seeing them, The Mumbler immediately teleported.

Seconds later, the lights on the third floor of Warehouse13A began going on.

Let's rejoin the action...

Beaten up as the team was from Tephra's berserk, repeated self-detonation, Kronus, The Monarch felt that they could use a few stirring words to hearten them for the what obviously seemed to be the coming battle.

His words cut to the very core of their beings. Drumming up pride, determination, and that elusive quality known as fight. The entire team seemed to be standing taller, their eyes somehow a little more steely...as his speech drew to close even the savagely pummeled Mormodillo was nodding knowingly at the Gorilla King.

(OOC: Kronus spent a hero point to trigger his Inspire feat...healing everyone immediately for 3 stun hits)

The Monarch's words still ringing in his ears, The Cosmic Commissar, flush with a renewed sense of purpose, launched himself on magnetic waves of force up the third floor window where the lights had appeared, hurtling through the glass like a cannonball of proletarian fury.

Amid a storm of shattered glass, socialism's standard bearer alighted on the third floor...face to face with an very tall, morbidly, morbidly obese man in a red spandex singlet and matching mask. No sooner had his feet touched the floor than his arm shot forward, releasing a bolt of concentrated electromagnetism at the immense mound of human flesh.

As the shaft of energy blistered the skin of his scarlet-clad "broad side of a barn" the Commissar stentorially announced...

"You're going back to Island Z Big Lummox...we can---how do you say?--do it easy, or we can do it hard!"

(OOC: The Commissar flies up to the window, smashes through, and is rewarded with a surprise round. He spectacularly fails his untrained roll to identify the villain he is facing and incorrectly identifies him as Big Lummox, rather than his actual foe, The Fat Maniac. He makes an attack that hits and does a stun hit of damage to the obese marauder. At this point everyone rolls initiative...everyone rolls crap, the highest initiative amongst the PC's being 12)

Moments after Magnetik took flight, The Mormodillo dove snout first into the pavement and resumed his high speed burrowing. His head broke the surface inside the massive storage facility (reminiscent of an aircraft Hangar) and he scanned the area.

His eyes swung past crates stacked nearly to the ceiling, spray-stencilled with such labels as Cancer-Free Cigarettes and undying batteries...but they were ignored as the fabled Seerstones of Zahra-Hemla, their rhomboid forms perched atop his nose in a pair of sunglasses, allowed The Mormodillo to peer through the warehouse walls into the street, into the parking lot, and into the ground floor offices of Warehouse 13A!

There, unveiled before his eyes, was a scene that beggared description...

A giant, vacuum tube studded piece of brass machinery stood at the base of a man-sized tranparent cylinder. A shadowy form stood within the cylinder, greyish-green smoke swirling about him. A small team of scientists (guarded by an equal number of submachinegun-wierlding goons) worked feverishly on the odd machinery under the watchful gaze of the stooped, haggard Mumbler, and the titanic, cobalt-blue, Big Lummox (pictured below)

lummox.jpg


At that same moment, The Fakir, master of yogic mysticism, was levitating above the very spot where he had seen The Mumbler vanish mere moments before, hoping to find some residual "vibration" hinting at his whereabouts. When a moment's concentration proved fruitless, he sighed and drifted through the door from the parking lot into the crate-filled hangar area, and to the door that would lead to the first floor offices (one would assume).

Tephra (Volcano Elemental and all-around firebrand) stood looking at the three doors facing the street from the front of Warehouse 13Atwo loading bays side by side, and a third more conventional door to the right of them--briefly her eyes darted from door to door.

"The one in the middle" she growled and ran to the central loading bay door, pounding her basalt fists into it's steel facings to create handholds, then (seemingly effortlessly) simply tearing it off it's moorings. Her flaming eyes peered into the crate-filled warehouse and found no opponents.

A low grumble eminated from her as she hurled the gigantic door into the night sky (it was heard to splash into the bay moments later). She returned her attention to the warehouse a d saw the Fakir float across her line of sitight toward a door on the left-hand wall. She began her chrge and arrived moments ahead of him...

(more to come when I have a bit more time)
 
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Good to see an M&M Story hour. I'm finding the little vignettes that you're adding as interesting as the Story Hour. This is obviously a background with some depth, and I look forward to plumbing it...
:D
 


Whoa, this almost dropped off the first page, can't have that now :D

Still really enjoying this one - when's the next update coming?

EDIT: BTW, Cascade City is definitely getting yoinked for my game once I pick up the M&M book :)
 
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