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🎨 Creative [M&M] The Romverse, A Furry Superhero Campaign, RPG.net Edition.

LoneWolf23

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Okay, for some reason I'm having trouble reaching the Ronin Army forums. Hoping the issue gets resolved within the next few days, but in the meantime, I'll just start a copy of my worldbuilding notes right here on rpg.net.

So, this is an intro document to my new Romverse M&M setting, which I'm using as the backdrop to my current Claremont Academy campaign, which started recently on Roll20. I've attempted to build “Romverse” Campaign settings before, but usually end up abandonning them as too ambitious projects, because I was constantly trying to cram in multiple redundant things I liked from other settings, or got bent out of shape trying to figure out how to adapt something else. So this time around, I'm taking a more relaxed approach, focusing on things I can actually use for my game first and foremost.

Now, this setting begins with a few core concepts:
1- This is a Furry setting, where nearly everyone on Earth is an anthropomorphic animal, as are most of the “human-like” aliens. Degree of Anthropomorphism is “Petting Zoo People”, though some of the aliens do go into “Catgirl” territory. These Furries do co-exist with ordinary animals, however, so no questions about what the carnivore furries actually eat, please. Also, this is different from Canon Ani-Earth, as I'm using less puns and less cartoon physics.

2- The core of the setting uses Earth-Prime, with the addition of my favorite furry characters from various sources. This is a world where Scrooge McDuck is the unquestionned Richest Anthro in the world, where Sly Cooper has recently become the world's most notorious Thief, and the historical Robin Hood was indeed a fox.

3- On top of this Core, I will add elements from some of the following Universes: Champions; Heroes Unlimited; Super Powered Legends; Halt Evil Doer!; META-4; GURPS International Super-Teams; GURPS Cabal; d20 Urban Arcana; My Hero Academia; Digimon; Pokemon (although that one’s got a big twist).. ...others may be added as inspiration strikes me.

4- The world is basically like our Earth, except that a) every humanoid is a Furry, and b) Paranormals and Superheroes have been around throughout history. Despite this, the history and geography of the world are relatively similar: most nations and cities are the same, and the influences of superheroes on different sides of historical events canceled each other out. Despite this, some elements from Earth-Prime will be altered from the main universe. For example, rather then have the Nazis, I'm just going to have SHADOW itself be the instigating organization behind World War 2. And SHADOW itself has more of a focus on Social Darwinism then “racial purity”.

5- Tone of the setting and campaign will be relatively light-hearted and rather NSFW. Combat between superheroes and supervillains is now rarely lethal for either party due to an uneasy “peace treaty”, though defeated heroes generally end up captured for the villain's “entertainment.” Rumors that some heroes take advantage of defeated villains in such ways are still investigated. While still an evil act, it's seen by most heroes as a preferable compromise to the lethality and cruelty displayed during the Iron Age. (Yes, it’s that kind of RP with my friends and I. No judging, please.)

6- Since this is on RPG.net instead of a strict "only settings" forum, I may expand on the content here, including character write-ups and house rule concepts, as well as conversions of content from other games to fit into M&M3e.
 
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LoneWolf23

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Here is my first draft of the Romverse Timeline. At this point I was mostly focused on the Early eras. I'll return to it to cover the more recent heroic age.

Romverse Timeline – Main Historical Points

Prehistory

-Elder alien life-forms either evolve on Earth, or colonize it from space during the pre-cambrian age. Few remnants of these earliest civilizations survive to this day, save for a ruined city in the Antarctic and other ruined cities deep within the bowels of the Earth and the deepest oceans.

-Circa 2 Millions years B.C.E., the Serpentfolk civilization builds its empire on the Island-continent of Lemuria. The Extinction of the dinosaurs and the rise of mammal life causes them to draw inwards, embracing an isolationism supported by their advanced technomagic.

-The Preservers visit Earth and tamper with the DNA of the earliest Hominids. An unexpected solar flare after their departure caused a mutation within the altered Hominids, destabilizing their DNA. The proto-humans began assimilating the DNA of other animal life on Earth, altering to become more animal-like with each new generation. Approximately 100,000 years before the start of the Bronze Age, Humanity had entirely evolved into the various species of Anthros populating the Earth. But super-abilities would be rare among Anthro-kind until 1924.

-During the earliest period of the Bronze Age, various Anthroids come across ancient Preserver relics and locations that, collectively, allowed for the Anthros to rapidly develop their own technomagical civilization on the island-continent of Atlantis, quickly rivaling the declining Lemurian empire. A series of wars between the two powers ended with the destruction and sinking of both islands, collapsing both civilizations.

-The power of the Serpentfolk was utterly destroyed, and most of the survivors simply assimilated into larger Anthro society, eventually intermingling with them, though other communities of “Purebloods” retreated underground or into netherworlds. One group altered their bodies to survive underwater, remaining in their sunken city. Anthro civilization itself endured through centuries of barbarism and savagery, nearly regressing back into animalistic behavior until 12,000 years ago, when a group of tribes got together to build a massive temple structure, marking the resurrection of Anthro-kind as an species of builders, as well as the invocation of the first deities. This led to the first high cultures independent of Preserver meddling in the Indus Valley, Ancient Egypt, Minoa, Sumeria and the first Dynasty of China, also leading to the arrival (creation?) of new deities.

The Age of Gods and Heroes

-These early civilizations were shaped as much by their new patron deities as by environmental and cultural factors. The gods descended to Earth from time to time, often intermingling with mortals, the fruits of these relations becoming many of the great heroes of legend. Others were empowered by divine might, chosen as champions of other forces, or delved into the secrets of Atlantean and Lemurian sorcery.

-In Ancient Egypt, the prince Heru-Ra, champion of the sun god, championed the cause of Light until betrayed and murdered by the sorceror Tan-Aktor, leader of the Cult of Apophis the Nightbringer. Their Ka, or life-force, were bound together in an internal struggle, doomed to reincarnate and battle over and over the centuries. His power of Light also becomes passed on to a new champion decades later, who would become known as Pharos, the first Lightbearer.

-In the Mediterranean, the Olympians quarreled among themselves as much as they guided the rise of the Greek civilizations such as the Spartans and Athenians. The destruction of Troy lead to an end of these games, as Zeus reinforced his authority before uniting the Pantheon as the patrons of the Roman Empire centuries later.

-In Northern Europe, the Celtic gods and the Norse gods shaped the local civilizations, but also weakened the dimensional barriers between Earth and Faerie, allowing the Fae to visit Earth in these regions, becoming the elves and sprites and wood nymphs of Myth.

-In Asia, a similar weakening of the dimensional barriers allows for various spirits and demons to start spilling into the region, such as the Yokai of Japan. A group of monks and mystics built the hidden city of Shamballah, in the Valley of Peace, hidden within the Himalayas.

-The Age of Heroes comes to an end with the collapse of the Bronze Age civilizations, following a wave of invasions from the “Sea People”, the last remnants of the Atlantean empire, consisting of Anthros of Fish and Sea Mammal types. The invaders are ultimately pushed back, retreating to their underwater kingdom, while the Europeans slowly rebuild, though with more interference from the deities.

-This lead to then Archmage of Earth Simon Magus to forge the Pact, calling upon ancient eldritch forces, an alliance of various Mages, both from the Cabal and its rivals, and even the intervention of the Celestials of the Angelic Council, to craft a massive magical weaving of such power it created a near-impassible barrier around Earth's dimension, keeping gods and other entities from outside from entering without mortal permission. The sole exception to this were the Celestials themselves, who would enforce the Pact. The ancient gods had little choice but to largely withdraw from the world, retreating to their own realms, some leaving behind touchstones, relics, talismans and rituals that would allow mortals to summon them. Others simply fled, leaving their worshippers behind.

The Dark Ages
-The Archmage Merlin conspired to bring about the birth of Arthur Pendragon, using him as the focal point of the Kingdom of Canterlot, intending to use him to unify the world under a single magical kingdom. This was sabotaged by the machinations of Arthur's half-sister Morgana LeFey and their bastard son Mordred.

-With the fall of Rome and the destruction of the Library of Alexandria, the Cabal shattered into rival factions that engaged in conflicts that influenced history. The Fae wizard Garravin was the most powerful Cabalist of this era, nearly claiming the title of Archmage for his own. This period saw the rise of the Knights Templars (publicly intended to protect Pilgrims on the way to Jerusalem, but secretly existing as an order of hunters of demons, monsters and dark mages), as well as the Society of Assassins (secretly a tool of the Djinns of the Bronze City against the Cabal and the Templars)

The Renaissance and Enlightenment
-The Cabal reorganized as a cohesive group, even as the Templars and Assassins retreated into the shadows. The rise of John Dee to the rank of Archmage is believed to be one cause of Great Britain's eventual rise to prominance.

-In 1719, the Hell-Fire Club, a union of debauched libertines is founded to lure high government officials to drunken revels. This was secretly a front for Infernal agents seeking to corrupt the Government of England with demonic influences.

The Victorian Age
-This age sees the rise of the Mad Scientists, as a new age of discovery and experimentation leads to the awakening of multiple “Uber-cognitives”, individuals with an uncanny level of intelligence and imagination, capable of bending Science to their whims.

The Pulp Age

-In 1924, a dimensional tear over Freedom City releases the rocket-pod containing an infant Centurion, and unleashes a burst of outerdimensional energies that wash over the world, causing a new wave of genetic mutations, which would lead to the rise of a growing population of Superbeings. This also weakened the magical weave of the Pact, which would make it easier for gods and other supernatural beings to be summoned to Earth, even accidentally.

The Golden Age
-Centurion makes his first public appearance stopping a bank robbery in Freedom City. This inspires other “Mystery Men” to start operating more publicly.

-In Germany, a new political organization arises: The Kommission für die Legislatur aller Untertiere auf der Erde (Commission for the Legislation of all “Underanimals” of the Earth), or K.L.A.U.E. For short. A political party that subscribed to ideas of species hierarchy and social darwinism, believing that predators naturally belonged at the top of the social order and rejecting any form of species intermingling. Lead by Wilhelm Anktor, they rapidly took control of a Germany still in turmoil, uniting it under their iron rule. Then, via a mix of Mad Science and Dark Sorceries, create the world's first real team of Superbeings, the “UberRaubtier” (Super-Predators). This leads to World War II.

-A group of American superheroes unite as the Liberty League, under the leadership of Centurion, as a response to the UberRaubtier. At the same time, the USSR launched Project October Reborn, drafting and creating their own Superhero team to fight on the Eastern front.

-After the War, the investigations of the House on Un-American Activities Committy forces the disbanding of the Liberty League and other super-teams, due to lack of cooperation with Government Investigations.

The Silver Age
-The Martian Invasion: In 1951, the Confederacy of Allied Worlds sends a diplomatic mission to Earth in response to both the USA and USSR developing atomic weapons. An accidental killing due to a panicking soldier causes an Interstellar Incident. The government of Mars decides to take the opportunity to invade Earth, presenting the CAW with a fait accompli. A first wave of invasion devastates Los Angeles, Freedom City and other cities, before succumbing to an unforseen complication - the common cold. Both the US and USSR governments begin crash program of science-weaponry and space research in retaliation. The fallout from the Martian weapons and continued atomic testing also begins to awaken long-dormant prehistoric creatures, mutate normal creatures who begin growing to enormous sizes, as well as trigger more Paranormal mutations among the next generation of Anthros.

-The first Freedom League is formed to battle the forces of Hades, invading from the attacked ruins of Freedom City (using the now death-aspected area as a dimensional weakspot). These heroes decide to remain united as a team, and inspire the formation of more superhero teams.

-The Atomic Wars: for the following Decade, Earth finds itself assailed by various alien threats, such as the shapeshifting Grue, who began infiltration missions onto Earth to subvert its governments. A few rogue alien warlords also began attacking Earth, seeing a chance to establish themselves as petty tyrants while the CAW was still arguing about what to do about the planet. These efforts are stopped by various heroes and superheroes, as well as the newly formed American Elite Government Intervention Service.

-The Coalition of Allied Worlds finally returns to the Solar System, its starfleet stopping a second Martian invasion wave and enforcing an armistice, as well as putting Earth under a Non-Intervention isolation treaty, enforced by groups such as the CAW space rangers, the Star Knights, and the Green Lantern Corps.

-The Cold War: in the wake of the isolationism and new global peace, the US and USSR turn their attention back towards each other, fully engaging in a conflict of political influence through proxy states and organizations such as the American U.S.H.E.R. (United States Headquarters for Emergency Response) and the Soviet Red Directorate.


The Bronze Age
-In 1982, the United Nations bans both National Super-Teams and strategic nuclear weapons, and unveils the International Super-Teams, a large collective super-team intended to enforce both bans.

-The US government publicly disband their National Super-Teams, but also created the Paranormal Registration Agency for the legal oversight of Supers, as well as to act as a government liaison with various independent Super-Teams. The USSR, China and other world governments soon follow suit.

The Iron Age
-Many new Supers begin rebelling against Government oversight and start to operate as Vigilantes.

-The organization Citizens for Order, Decency and Ethics (CODE) is founded in Freedom City as a reaction to a growing tide in Vigilantism. The organization calls for greater regulation of costumed and masked heroes.

-Andrea Atom and Prince Mentac marks the end of the original Atom Family's adventuring career.

-Franklin Moore is elected mayor of Freedom City on a platform of "Zero Tolerance" for crime and vigilantism, including costumed vigilantes. His first act in office is to outlaw costumed heroes with the Moore Act. This act is by other newly elected civic governments also allied with CODE, and leads to a reduction in active costumed heroes. But this also leads to more extreme vigilante activity.

-The rise in Vigilantism peaks with the formation of the team calling itself the Justicar, but soon publicly known as the Psychotic Seven: Aquarius, The Red Lion, Jack Union, Jane Union, Manhatten Project, Moss Pit and Hecate. (I might change the membership of this group, though)

-The Freedom League reforms to stop the Psychotic Seven from attacking Washington D.C.

-Some time later, the Terminus Invasion in Freedom City happens, with many heroes being seriously injured, killed or lost during the battle, with even Centurion giving his life to defeat Omega to turn back the invaders.

-Mayor O'Connor officially repeals the Moore Act, making costumed heroes legal again.

The Modern Age
-The Freedom League establishes strong working ties with the I.S.T. and begins to establish satellite teams worldwide. The new Crime Syndicate also forms during this time; after a few tense early encounters between heroes and villains, negotiations between both factions lead to the formation of the Unspoken Accords, establishing the limits resticting super-fights, to prevent further deaths. Villains and Vigilantes who choose not to adhere to these restrictions are labled "Rogue" and seen as valid targets by both sides.

-Claremont Academy re-establishes itself as a school for superheroes.
 

LoneWolf23

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A Screen flickers to life, showing a desk in front of a black board. Behind the desk, a Mature, grey-haired Rabbit male with classes checks some papers, adjusting his glasses as he looks at the camera. “Ah, hello. Today, in this video, we'll be going into the basics on the evolution of Anthro-kind, and our relationship with the rest of the animal kingdom.”

The Rabbit gets up and spins the blackboard around, showing pre-made chalk drawings showing a hominid skeleton alongside skeletons of a primitive anthro felinoid. “Now, as you may already know, the earliest fossil records discovered by anthropologists of sapient beings have revealed that our earliest ancestors all descended from proto-simian mammals, before an event now known as 'the great mutation', where it is believed external environmental stresses triggered dormant metagenetic traits hidden within the hominid genome.” He points to the proto-felinoid with a laser pointer. “These led to mutations within new generations of hominids, who developped physical traits based on the wildlife within their environments.

The rabbit turns the board again, and this time the formerly blank side now shows a map of the world, with migration lines on it. “As the hominids and their mutant brethren spread across the Earth's surface, they came into contact with new animal species, and acquired further mutations. “ The camera follows the pointer to another board, one showing a rendition of a hominid hunting a deer with a spear, alongside an early wolf anthro hunting with a knife and his teeth. Another picture shows another hominid picking berries, while a stag anthro is eating the leaves alongside the berries. “While both anthros and hominids could use intelligence and tool-creation for survival and influencing their environments, the anthros also had their atavistic traits giving them more options for survival, either in advantages for hunting, or for greater foraging options. As both subspecies were still genetically compatible, it didn't take long for the mutants to outpace their cousins, and slowly absorb the last few hominids into their numbers. It is now believed Anthro Simians are the last people most closely resembling our earliest hominid ancestors.”

The scene cuts to show the rabbit in front of another chalkboard, this one showing two Earths. “But we've also discovered that there are many alternate Earths where the Great Mutation never occured, or simply occured differently then on ours.“ The rabbit pulls up a of picture showing a statue of liberty shaped like a human woman rather then a female cow, followed by a picture of a crowd of humans. “Interestingly, in most of the ones we've found, Anthros are a rarety, and Hominids make up the sole sapient species. ...You'd assume this would prevent inter-species violence, but it seems that hominid-on-hominid violence is plentiful on its own despite the lack of great physical differences.”
 

LoneWolf23

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Here is a class picture of my campaign's PCs and their classmates at Claremont Academy. This ecclectic group comprises of native metas and magical beings, as well as aliens and a few "exchange students" from other dimensions.



Off-Center of the picture are the PCs:
-Seraph, aka Skye Eldrich, played by my bestie supersonic250 (futa fennec with light powers)
-Auriella, played by Matimura (Frog, Wrestler enhanced by a mask given to her by Archangel Michael)
-Polymorph, aka Tanya Masters, played by my old friend Silkis (Rabbit, Teen Genius with a Plastimorph Suit)
-Aka, played by Red_Rover (Snake, Former Ninja-style Assassin from a cult of orphans)
-Cignature, played by Repede (Kobold with smoke-melding powers)
-Wolfpack, aka Jayden Lupo, my own GMPC (Wolf with Duplication)

Then, from left to right, their classmates:
-Ojaltak son of Talrith, young draconic warrior from a hidden kingdom known as the Wyrmlands.
-Spider-Muffet, aka Gwen Parker, daughter of the class teacher Peter Parker, the amazing Spider-Fox. She inherited his powers, but has to assume a spider-form to use them.
-Sylvir Fenvaris, a Unicorn mage student from the Fae Courts (Basically, Unicorns replace Elves in my setting).
-Iceweasel (aka Tyrone Dolk, Weasel with Ice Powers)
-Nitro (aka Xander Sawyer, Rat with the power to create energy mini-bombs)
-Razorback (aka William Polzysky, Pig with Superstrength/Night Invulnerability) Iceweasel, Nitro and Razorback are the "Bulk and Skull" of the group)
-Mew (Pokemon, part of the Pokemorph Royal Family)
-Arc Pikachu (Pokemon, Mew's adopted brother)
-I-Mech (Female dog, aka Diane Bark, Daughter of Tony Bark, the Invincible Iron Dog)
-Platina (aka Clementine Demarais, Mink, Future Paragon template; Daughter of French Paragon Heroine La Victoire, who has serious “Beloved Smother” issues)
-Tails (aka Miles Prower, a transdimensional exchange student from the alternate world of Mobius)
-Cosmo (an alien refugee learning how to use her plant powers)
-Tiffany 'Gia (Werecheetah. Another dimensional transfer student)
-Charlotte Pincer (genetically created Harpy. Also from Tiffany's dimension)
-Jonni Rocket (Female Rabbit, Genderswapped Clone of Johnny Rocket, Speedster Superhero)
-Elite, aka Khan Summers (Male Crow. Grandson of Headmaster Duncan Summers, formerly the hero Blackwing. Basically, my version of Damien Wayne)

Again, took me a long time to finish this picture. I'll do smaller group pics for the staff.
 

LoneWolf23

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A wolf in a shirt and sweatervest stands before the class, adjusting his glasses. “All right Class, today I'm going to give you the basics on the Nature of Reality. So, let's start with the first thing you need to know: reality is an illusion, the universe is a hologram, and the 'laws of nature' you all heard about in your old brick schoolrooms are purely local laws, superseded by higher authority all the time.”

“Okay, if all of you science genius kids will stop grinding your teeth at me, time to clarify.” He pulls down a chart to show.



“The world as we know it can be considered a hologram constructed from 36 component images. These images represent mystical energies of various natures, frequencies, and indexes of perceptibility. Thaumatologists have named these images, and hence their enegies, the decans. Each decan governs (or creates, energizes, empowers, however you want to see it) a certain type of experience or existence. Everything Anthrokind can sense about the world derives from these energies, from Life and Death and Fire to Rebellion, Delight and the Unknown. Ultimately, no matter what magical tradition a spellcaster hails from, or which entities they invoke, their power ultimately taps into the might of the decans. And the decans derive their energies from a single source; The Source of All, the Prime Mover, what religious people term the Godhead. In short, the Source is the Lamp from which the energies of existence shine, and the decans are the prisims that shape that light into the Universe we percieve. ...or at least that's how we Mystics conceptualize it. For you Science-types, consider this a very elaborate version of the Universe Simulation Argument.”

“But there is more to the World then the physical plane you see outside the window, as you can see from the Map. The Cosmos can actually be split into Four Realms. The Physical world you experience every day is the Material Realm, which we Western Mages refer to as Assiah. The physical world of dirt and rocks and bacteria, but also the energies of sunlight and plate tectonics and cosmic rays, and the indefinables of a collector's passion or panicked fury. If a “normal” sentient being can experience it, it is an aspect of Assiah. But Assiah not only incompasses our material universe, but ~all~ material universe in the Infinite Multiverse. It is also the least “magical” realm, paradoxically because so many of the decan's energies concentrate on it. Technomancers see an analogy to radio gamming; because the decans are so thoroughly mixed and omnipresent through Assiah, detecting any specific energies becomes more diffilcut.”

“Now, directionality is essentially meaningless outside the Material realm, but mystics traditionally conceive of the Four Realms as four concentric rings. Assiah is the outermost ring. Located “above” the Material Realm is the Astral Realm, which I know as Yetzirah. Others call it the Border, or the Ethereal Plane. The Astral plane is further divided into an “outer” and “inner layer. The outer layer mirrors the Material, although in more exagerated forms, and is more or less what most people assume the “spirit world” to be. Many astral projectors, magi and ghosts never move beyond this outer layer. In deeper zones, Yetzirah appears misty and indistinct, separating from depictions of the Physical realm to show areas and structures shaped by more powerful spiritual entities.”

“Deeper into the the Astral plane, into the Reaches (again, only using directions for ease of description), you enter a more misty, cloudy realm navigated through the power of will and magic, until you reach more distinct Astral Dominions. While these appear to mimic various real-world or alien landscapes, they are harmless to visitors. There are various locations of note in the Astral realm, such as the land of Faerie, the Nereid city of Tritonis, the Djinn City of Brass, and the Sea of Dreams, where float the bubbles of Every Dreamworld ever dreamt by any sapient being.”

“The next realm, the Depths of Briah, is the Iconic Realm, the Realm of Forms. Here, things get... weird. This is the realm of gods and godlike beings, embodiments of concepts like Law, Order, Craft, and Nature. The decans are more distinctly clear and separate here, and the various iconic beings derive their power more clearly. Stranger dominions can also be found here, such as the Dimension of Doors, which is actually a Nexus that connects to almost all other location across the Four Realms. The four cornerstones or compass points of Briah are the Elemental planes of Earth, Air, Fire and Water.”

“At the edge of Briah, there is a vast chasm. The Abyss. An endless chasm in which the failed and negative energies are strongest, where the very stuff of dreams rain into and turn into nightmares. The Abyss is also known by many names, but the one that will hold the most weight here is Hell. This is the realm of Demons and Devils, and more dangerously, the Qlippoth, who lurk in the Vale of Hinnom, a crack at the very bottom channel of the Abyss, although like all the Realms, the Abyss itself is infinite, containing entire realms, subrealms and even whole planets within it's depths. It is here that those fiendish beings are emprisoned. It holds nearly countless features and subrealms, such as the cities of Dis and Shal-Mari, the pits of Abaddon and the Gorge of Fire and Ice, the Flamepits of Sheol, the rivers Styx and Acheron, and the Suicide Grove, among many others.”

“Now, it is possible to cross the Abyss to reach the other side, without having to climb down and up again. Some travelers report a Bridge of Swords, where one literally walks on a razor's edge, or a single thread srretched across. Others say the crossing requires a leap of faith, and that those who plunge into darkness simply lacked faith. I, for one, have never attempted to cross the Abyss on my own, so I can't say.”

“The final Realm, the Core of the Cosmos, is Atziluth, the Realm of Pure Spirit, the Seat of the Godhead itself. Travellers who claim to have visited it describe it as, is perfection. Golden sunlight, endless glowing whitness, a serried row of hypergeometrical forms.. ...all these terms have been invoked. Of course, verifying the claims of self-proclaimed visitors is impossible. Especially cynical (or paranoid) mystics believe that everyone who has claimed to visit Atziluth is luying, and that no living being who has entered it has ever returned. Why, they ask, would a magus reject perfection and walk in the cruder Realms having once tasted the ultimate? I, for one, choose not to dwell on such questions too much.”

“Now, while I have mentioned gods and demons, I can tell those of you with a more religious bent are wondering, 'where is Heaven and where are the angels in all this?' Well, be reassured, there are angels aplenty across the Four Realms. And there is no one Heaven. Rather, there are Seven Heavens, spread across the Realms, tended by various angels, serving numerous tasks. To define angelic beings, or Celestials, in simple terms, is difficult, as they come in a myriad of forms, and are arranged in a wide hierarchy of ranks and roles. But at their core, they all share certain traits; all Angels derive from the very substance of the Source of All, beings of pure ethereal quintessence, given form either by the Source itself, shaped by another angelic being, or by one of those gods that have allied with the Heavens. They can usually be found in service to a higher power, such as an archangel or a deity, though many are also free, serving none but their own selfless nature.”

“Now, angels are not perfect, far from it. Although by nature they are normally good and selfless, sometimes an angel can be corrupted by selfish ideas or twisted notions of right or wrong. This may lead an angel to become rebellious, or even worse, to Fall, becoming a devil. Not a demon, I should specify. Devils are fallen Angels. Demons were never Angels to begin with. Although calling one or the other the wrong name is a good way of pissing off either kind of fiend.”

“As for the geography of the Heavens, it is divided into seven parts, spread across the Four Realms. The First Heaven, the home of the stars, is basically the Astral Plane spread across space. The Second Heaven, the anchor of the planets, is a deeper astral realm. It essentially sits 'below' the first heaven, holding huge invisible anchors that extend away to infinity, crossing into the Material where they attach and support the motions of the planets. Some Technomancers hypothesize that the Second Heaven might be Hyperspace as seen through magic.”

“The Third Heaven is the first layer that resembles the familiar mortal world, although parts of it resemble your cliched cloudy realm. It is where most good souls dwell in Personal Heavens, sub-realms shaped by the soul's desires. Here is also the location of Eden, relocated from the Earthly realm after Adam and Eve were cast out, as well as the Manna Fields, and the Celestial Sea.”

“The Fourth Heaven is at the outer edge of Yetzirah, bordering into Briah. It lies at the foot of celestial mountains, partially hilly and partially flat. The home of many prominent angels, it is the location of the Elysian Fields, where many of the msot blessed souls dwell in a pastoral realm, and the Gilded City, which is what most people think of when they imagine Heaven as a great city warded by a pair of pearly gates.”

“The Fifth Heaven lies deeper into Briah, and rests fully upon the celestial mountains, in a mixture of slopes and terraces. The souls residing in the fifth Heaven are of people who made special efforts to serve the cause of good and light. Most of them live in the various crystal domes strewn about the Plane, or in smaller, more rural settlements on mountain terraces.”

“The Sixth Heaven is the highest layer to which mortal souls are normally allowed, home to the souls who made the greatest of sacrifices in the name of good. It is also the seat of the Celestial Council, where the highest ranking angels and archangels run the day-to-day affairs of the Heavens, decide the fate of the Four Realms, and conduct their war on the Hellish Hordes, as the Golden Citadel overlooks the Abyss.”

“The Seventh Heaven is essentially what the angels call Atziluth, and only the Archangels have ever visited there and returned. And they don't talk about what they've witnessed there. On occasion, a few truly pure souls have been summoned to the Seventh Heaven, never to return. ...So so I've been told.”

The wolf smiles. “Now then, this concludes our introduction to the Mystical Realms of the cosmos. Next lesson, we shall explore some of the individual realms of the gods, discover the numerous Netherworlds and their Dark Lords, as well as various methods of occult travel.”
 

LoneWolf23

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In the Romverse, there is a particular group of Anthros who stand apart from the rest. The Pokemorphs. Notable for their often unusual appearance compared to normal Anthro species (as even the more common “Normal” Pokemorph types look slightly different from regular animals), being all oviparous, and most especially for the fact that every Pokemorph is capable of developing super-abilities of one form or another.

Even in ages prior to the superbeing population boom of the gold and silver ages, Pokemorphs were known to exist in varied numbers, often mistaken for, or assumed to be the origin of, various myths, legends and folklore. Throughout history, the most powerful Pokemorphs were mistaken for gods, while the weakest of them were often hunted as witches, or persecuted as freaks.

In the current age, Pokemorphs are now recognized as a parallel race of supers, and generally accepted as such, though they are still often subject to prejudice in many circles. Pokemorph power levels range from Alpha (such as Rattatas) all the way to Omega (Arceus himself).

The origins of the Pokemorphs is highly debated. Among their own number, they believe they were all created by Arceus, believed to be their creator god, as well as one of the creators of the universe itself. Arceus himself could not be reached for comment. Other theories involve alien intervention, a widely divergent Anthro species that underwent radical mutations, and meddling cosmic entities.

The Pokemorph species is scattered worldwide, with a large majority of them surviving in isolated enclaves far from Anthro society, or in hidden communities surviving under Anthrokind's collective noses. But in recent years, the growth of the Pokemorph community has led to more attempts for their people to open up to the outside world and seek to integrate themselves into larger Anthro society, with so far mixed results.

One community of Pokemorphs seeking integration with the outside world, the Kingdom of Kanto (once hidden within the Rockies) has sent their two royal heirs, Princess Myu Royale and her adopted brother Arc, to Claremont Academy, to gain more experience with the outside world.

This has unfortunately put the Academy, and Freedom City in particular, in the sights of a Pokemorph supremacy group, Team Rocket, and its current leader; an altered clone of Princess Myu, named MyuTwo.
 

LoneWolf23

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Adapted from Misfit studios' "Metahuman Threat Levels" 3rd party rules.


The Paranormal Threat Scale
This scale, codified by a joint U.N. panel run by UNISON, is the officially recognized system of designating Superbeings and other Paranormal entities according to their power level, and the amount of force necessary to pacify them. It is currently in use by all major Government agencies dealing with Paranormal entities, such as UNISON, AEGIS and the Paranormal Regulation Agency, and most super-teams also use the ranking system.

In terms of growing threat:
Alpha - Minimal threat. Low-powered or modestly trained Paranormals. Can be handled by conventional law-enforcement.
Example: the average SHADOW trooper.

Beta - Beta-level Paranormals pose as much of a threat to typical law enforcement as an armed normal individual, and are at best to be handled by tactical response units, but can be held in normal detention facilities, provided caution is taken.
Example: your average Power-House Augmented thug, Fear-Master,

Gamma - This is the standard level at which point a Paranormal is recognized as a "Super", in regards to power level and destructive potential. These require special Anti-Super tactics units to deal with, and special containment procedures are necessary for long-term holding.
Example: the Average Supervillain.

Delta - Extremely powerful and dangerous Paranormals, these are capable of wide-scale devastation, and are a high-level threat to life and society. Full military responses are usually required, but Delta-level threats are best handled by other Paranormals or comparable beings or forces. Special Containment Procedures are always necessary for long-term holding.
Examples: MyuTwo, Gamma the Atom-Smasher, the Cosmic Mind

Epsilon - Also still classified as "Sovereign" class in some old filing systems, as Paranormals of this power level are legally considered sovereign nations by International law. Their residences are embassies, they're considered visiting heads of state, and their fights are wars. Their power level is such that entire nations, continents, or even worlds are considered at risk. Vast resources are expended just to anticipate and counter potential rampages. The forces of comparable Paranormals, or the concerted efforts of multiple Paranormals, are required to neutralize their threat, and unique containment procedures are required to attempt containment.

Examples: Doctor Destroyer, Malador the Mystic, Mechanon, Hades

Omega - Omega level beings are considered cosmic-level threats, either threatening entire intergalactic communities, or menacing the fabric of reality itself. These are often galactic conquerors, outer-dimensional menaces, or reality-warping cosmic entities. They can only be defeated by legendary amounts of resistance from lesser beings, the use of an Artifact of Cosmic Power, the intervention of an opposing Omega-level entity, or through trickery or diplomacy.

Examples: Lord Omega of the Terminus; Tyrannon the Conqueror; Empress Ist'vahna

On top of these, there are special notations:
"Arc” Notation: When added to a threat level, this notation indicates the threat is arcane/magical in nature.
"ET” Notation: When added to a threat level, this notation indicates the threat is extraterrestrial (alien) in nature.
“Dim” Notation: When added to a threat level, this notation indicates the threat is extradimensional (from another plane of existence) in nature.
“Psi” Notation: When added to a threat level, this notation indicates the threat is psychic in nature.
“Poke” Notation: When added to a threat level, this notation indicates the threat is Pokemorphic in nature.
"Mech" Notation: When added to a threat level, this notation indicates the threat is Mechanical in nature.
"Terra" Notation: When added to a threat level, this notation indicates the threat is of Terran nature, but not an Anthro.
 

LoneWolf23

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And now, for my first new update, exclusive to rpg.net forums! Since my current campaign is focused on Teenage Superheroes, I decided to create a number of Superhero schools, beyond Claremont Academy. So here they are:

Superhero (and villain) Academies of the Romverse

Hero Schools:
#1-Claremont Academy (Freedom City, Maryland, USA): Private school for supers, founded by Duncan Summers (formerly Blackwing II), to find new Supers (and would-be Supers) and train them to be responsible superheroes. Although among mundanes it is only known as a very exclusive private school, it is well known among the Superhero community as the premiere facility for training the next generation of Heroes.

#2- Tomorrow Academy (Freehold, Massachussets, USA – located in Mass Castle): Current incarnation of the Tomorrow Society, a group dedicated to protecting Paranormals (specifically, those with the Metagene), from Mundane oppression, and vice-versa.

#3- Patriots Academy (New Hope, Utah, USA): School established by the Patriots to find and train a new generation of Supers. Criticized for having direct ties to the Patriots super-team, and being sponsored by AEGIS.

#4- Eiyu No Academy (Academy of Heroes) (Kiryoku, Japan): Established in the late 70s, this strict academy caters to distinctly japanese-style heroes. Most students are Shivan Shard Focusers (As seen in Mecha and Manga supplemement; will expand on this in future updates). Includes curriculums in Magical Girl posing, Mecha piloting, Sentai team tactics and super-pet care.

#5- Shule Ya Mabingwa Wa Kesho (The school for Champions of Tomorrow) (Dakana, Africa): School established by the King of Dakana, with the support of the rest of the African Union. The goal of the school is to create a new generation of heroes for the continent of Africa, and to create peaceful relations across multiple African nations.

#6- The New Camelot School of Bravery (United Kingdom): Sponsored by the New Round Table, this school takes in students from all over the U.K. To train them into the new generation of UK Heroes, with the valedictorians of each graduation being automatically offered knighthood and membership in the New Round Table, the U.K.

#7- Le College Heroique (The Heroic College) (France): The original Heroic College of France was founded in the Napoleonic age, but was disbanded during the Nazi Occupation. General DeGaulle had it reopened in the 1960s, and it has since taken in students from not just France, but also from most countries in Mainland Europe. The school is notable for it's very large proportion of unpowered “Super-Normal” student heroes.

#8- Supergorod Odnim (Supercity One) (Russia; classified location): originally founded during the Stalin era, Supercity One is a massive city-sized facility that was built to create superbeings for the Soviet Union. It shifted towards recruiting and educating new generations of Supers to serve and protect the people of Russia. (Rumors that many of those Supers were engineered via super-secret breeding and cloning programs are unconfirmed)

#9- The Shambala Temple (Shambala Vale, the Himalayas): This monestary, located deep within the hidden Shambala Vale, is difficult to earn admission to. But it is said to be the “sun source” of all unarmed fighting techniques, with techniques allegedly dating back to Ancient Atlantis. The Temple also teaches mysticism and arcane sciences, albeit focused on Asian traditions.

#10- The Kanto High Academy (Hidden Land of Kanto): having existed for as long as the civilization of the Pokemorphs themselves, it is here that all young Pokemorphs learn how to control and hone their powers; it is also where they learn how to battle.

#11- The St-Leo Institute of Innsmouth: under the guise of a prestigious Elite Coast prep school, it is actually a Wizarding school run by the organization known as the Covenant, to train a new generation of supernatural heroes. Leonine students focus on occult training, magical powers, holy gifts and learning how to fight monsters and demons. The school has support from more benevolent members of The Cabal, as well as the sponsorship of the Catholic Church's own Order of St-Leo.

Villain Schools:

#1- The Shadow Academy (Undisclosed location underneath a private academy): Supervillain school sponsored by SHADOW to create a new generation of Supervillains to do their bidding. The most prominent of the Supervillain schools, with a wide range of power types among the student body, and actively antagonizes Claremont and other hero schools.

#2- The Scholomance (near an unnamed lake in Transylvania): School of Necromancy and Demonology sponsored by Demon lords, it maintains working ties with Occult supervillains and organizations, yet remains fiercely independent, through the enforcement of its mysterious Headmistress,

#3- PSI Academy (Hidden in the Colorado Rockies): Recently founded by Professor Psion after assuming control of PSI; actively seeks out Paranormal children with powers of a Psychic nature to make into new students, willingly or not. Psion believes that Psychic powers are the natural evolutionary path of Anthrokind, and his students are often deeply indoctrinated into such beliefs.

#4- The Orphanage (Location unknown): A working school for assassins, founded by the Murder League. They do favor children with paranormal potential, but also have a fair share of students relying only on pure skill. The Orphans are rather infamous, already operating as professional assassins despite still being in training by the standards of the Murder League.

#5- Dr Calamitous’ Polymath Preparatory Institute for the Extraordinarily Gifted (Believed to be housed in a multiple number of hidden facilities around the world, some on other planets, due to frequent science-related disasters): Founded as a haven for those with “Science-Related Memetic Disorder”, but not to treat their conditions or teach them how to channel their impulses in a controlled fashion. Instead, students and faculty are fully encouraged to pursue their “Muses” as they see fit, and are provided with whatever they require, no matter how unethical.

#6- Team Rocket Academy (Hidden underground Facility): Founded by the original leaders of Team Rocket, now run by MyuTwo, this school recruits new Pokemorphs from across the world (willingly or otherwise), to train them in the use of their powers and combat skills, but also indoctrinating them in the Pokemorph-Supremacist doctrine of Team Rocket.

#7- The Nimba Dojo (Hidden Temple in Manchuria): Founded by the Nimba Cult, a society of deadly martial arts-wielding assassins. The Nimba cult believes in Enlightenment through Conflict, and as such seeks suitable new students to turn into deadly fighting machines. Paranormal students are accepted, but learn to use their powers to supplement their fighting skills, not replace them.

#8- The Santa Muerte Institute of the the Deadly Arts (Location Classified): Hidden underneath a very prestigious Private School, this school’s students are trained in the fine arts of criminal planning and terrorism, learning such skills as blackmail, extortion and murder, as well as more conventional business-related classes.
 

LoneWolf23

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The Freedom League

Among the various super-teams of the Romverse, one sits nearly undisputed as the #1 Super-team in all of the popularity charts, and that team is the Freedom League. Founded in the 1960s to oppose the threat of the Rogue Olympian deity Hades, and uniting some of the era's greatest heroes, the League restored the spark of superheroism after the “Hidden Age” caused by McCarthyism's persecution of costumed supers.

The original membership, consisting of Daedalus, Centurion, Raven, Lady Liberty II, Pseudo and Bowmoose, based themselves out of Freedom City and fought a variety of menaces and villains, and soon became known as the world's greatest heroes. This lasted until the mid-70s, when some members began departing for various reasons: Raven retired due to injuries (and to raise his daughter), Lady Liberty's powers began to fade, Black Avenger quit to pursue more political causes, and a few more new members died, such as Scarab, Halogen and Tectonic. Daedalus left Earth to explore the stars, and by 1980, Centurion disbanded the Freedom League and went on to work for the newly formed U.N. Organisation, the International Super-Teams.

When Omegaès forces invaded Freedom City in 1993, many former Freedom League members helped battle the outer-dimensional invasion force. After Centurion's sacrifice to defeat Omega, many of them decided to revive the Freedom League in his honor alongside new members: Captain Thundercat, Daedalus, Dr. Metropomouse, Johnny Rocket II, Lady Liberty III, Raven II, and Siren became the founding members of the second incarnation of the League, eventually recruiting the likes of Pseudo, Bowmoose and Star-Knight into their ranks.

The recruitment of Pseudo and Star-Knight came just in time to help stop an invasion by Pseudo's race, the shapeshifting Grue. A difficult battle, it inspired the League to expand their operations worldwide, working in association with both the IST and UNISON to form a global network for Superhero cooperation, which came in just time to help stop the rogue vigilante team, the Justicars (or Psycho Seven) from destroying the White House in the Battle of Washington.

The League has since been at the forefront of the Superhero Community, preaching by example and setting the standard for heroics, bravery, community and helping the world, from their new base the Lighthouse, built in Earth orbit with approval of the United Nation and UNISON. The Team's membership remains in Flux to this day, with Captain Thundercat and Raven II having retired, and new members joining into what is now the biggest League team yet.

Current Members:

Bowmoose II: Technically the fourth hero to carry the mantle, the others being his grandfather and namesake, afollowed by Bowmoose's sidekick Arrow, who would become Bowmouse, taking on a sidekick who would become the second Bowmouse, before adopting the identity of Archer and leading the 90s vigilante team FORCE Ops before eventually retiring. Fletcher Beaumont III graduated from Claremont Academy 7 years ago, after a successful stint as Next-Gen's leader. Still technically a rookie hero, he's more then earned the respect of his teammates.

Centuria: Sometimes, History does repeat itself. Katherine Leeds crashlanded on Earth a few years ago, an escapee from an alternate Earth being ravaged by Omega's forces. An alternate Earth where the superhero Centurion started a family, and had a daughter. A Daughter he placed in an escape pod, sending her across the dimensional barrier to safety, much as his own family had done when his original Earth was destroyed by the Terminus. Though Kate was not born with powers, the dimensional shift transformed her much as it did her father, bleaching her mane and granting her the same powers it had given him. After a heady transition period, Kate has risen to the challenge of taking on her father's legacy on this world, becoming Centuria, a hero who may yet surpass her illustrious father.

Daedalus: Most people know Daedalus as one of the world's most brilliant scientists and inventors. Few people realize he's not just named after the mythological Daedalus... he IS that man. Granted immortality by the gods of Olympus after the death of his son, he has spent centuries wandering the world, learning from various historical figures (and teaching others), and has dedicated himself to spreading Enlightement across the world, and keeping Technology out of the wrong hands. He is currently dedicated towards helping the refugees from the fallen Stellar Republic, both on Star Island and the newly restored Preserver habitat on Europa now called “Starhaven.”

Dr Metropomouse: This mysterious being first appeared in the aftermath of the Terminus Invasion, appearing to help with the rescue effort and reconstruction. His origins are a mystery, and if knows them, he's not sharing. A strange constructed being with the ability to reshape urban landscapes around him, Metropomouse regards Freedom City as his charge, working not only to protect and repair the city, but to preserve its character and history, and advance its best qualities.

Johnny Rocket II: John Wade is the grandson of the original Johnny Rocket (the powers skipped a generation), and eagerly took up the heroic legacy. When both his identity and orientation were outed by an angry ex-boyffriend, the support of his grandfather and teammates (including the otherwise conservative Captain Thundercat) lead John to not only continue his heroic activities openly, but also became an outspoken advocate of equal rights. Now happily married to paramedic Chris Penny, they are also raising a teenage daughter, Jonni, a clone created by Dr Simian as part of a plot (and who's now a student at Claremont Academy)

Lady Liberty V: The latest heir to the heroic identity, Sonia Gutierrez is a second-generation Mexican-American transgender woman, who's courage and dedication to helping others made her an ideal candidate for the Spirit of Liberty. Currently a probationary member of the League, Sonia is very enthusiastic about living up to her predecessor's example, even if it means dealing with harsh critics and conspiracy theorists convinced she somehow “Stole” the Spirit of Liberty\s power.

Raven III: The man currently known as “Elliot Allen” doesn't know the name he was born with, or which Earth he was born on before he was taken as a baby and raised by the dimension-hopping Murder League to become an expert assassin named “Elite”. Fortunately, a chance encounter with a mentalist target broke his conditoning, and he escaped with the help of travellers from another dimension, finally ending up at Claremont Academy on Earth Prime. Graduating with honors, he was chosen by Callie Summers to take on the mantle of Raven. He now divides his time between crime-fighting in New York and his activities in the Freedom League as an associate member.

Siren: Cassandra Vale became the living vessel of the Loa Goddess of the Sea, Siren, becoming her champion in the cause of protecting anthro-kind and thwarting the plots of Baron Samedi, the two Loas locked in an ideological conflict concerning the freedom or enslavement of anthro-kind to the will of the Loas. Siren now serves as a major heroine across the Carribean region, as well as a general protector of the Oceans in general, and acts as one of the major heroic protectors of the Voudou community.

Star-Knight: Maria Montoya was a Police officer from California who came to the attention of the Order of the Star Knights after helping aiding one of their own, the Star-Knight Gan and the Freedom Leaguer Pseudo, in defeating a Grue infiltration plot. Recruited into the Star-Knights, Sri Montoya has since served with distinction, having to divide her attention with protecting people on Earth and out deeper in space. This has only become more difficult as now the Order has to deal with multiple new enemies, such as the cosmic menace Collapsar the Devourrer, the rogue Knight Blackstar forming his own Blackguard order, and the chaos caused by the destruction of Magna-Lor, the former capital of the Lor Republic (now become the Stellar Imperium).

Thunderbolt: Ray Gardener Jr, the son of Captain Thundercat, always admired his father, and hoped to one day follow in his footsteps. So when his own inherited electrical powers manifested, he eagerly signed up for Claremont Academy. His first forerays into adult superheroics on his own ended poorly, however, when he was caught in a trap by his father's old nemesis Dr Stratos. A trap intended to drain Captain Thunder's powers into his son's body, to turn the young cat into a living bomb, Ray Jr was fortunately able to retain enough control to hold on to the energy and become part of it, becoming a “living thunderbolt”. Now unable to exist outside of the advanced containment suit Daedalus and Dr Atom built for him, the newly named Thunderbolt has become a more serious figure, doing his best to fill in his father's role on the Freeom League, all too aware he's responsible for his father retiring in the first place.

Miracle: Cale Knight was a humble Freedom City cab driver until the day he saved the life of the superhero Divinos during the Terminus Invasion. He fully expected to be sacrificing his life to stop the Omegadrone using some device to drain the Mithran hero's power. He certainly didn't expect that breaking the device with a pipe would cause it to explode, bathing him in the cosmic energies that granted him powers similar to the alien hero's. After years of training as Divinos' sidekick and a short solo career, the newly dubbed Miracle has joined with the Freedom League to inspire a new generation.

All characters save for Miracle are ©Green Ronin.
 
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