I'll post one more idea on here...then wait for the fourms to start up. This I posted on another forum...didn't do to well there though. That was my fault however.
A Brief History of Isaiah Rivers
by Weston Coltraine
Mr. Gengas' 12th Grade City History Class 1st block
By all rights, Isiah Rivers, MA should have been an unassuming little town, not the metropolis it is today. The massive growth of the city can be traced back to the 1920's and 1930's.
Prior to 1927, Isaiah Rivers was a small town, built around a coal mine. In 1927, a runaway teenager with wings growing from his back arrived in Isaiah Rivers. Before anyone could find out more about the youth, he was patrolling the skies in search of bank robbers. For two decades the Archangel, as he was called, kept the town safe, and people came from all over. The Archangel was one of those mythic creatures tourists would camp out all night and hope to catch a glimpse of like Bigfoot or the Loch Ness Monster.
Nonetheless, the Archangel could only keep the city safe for a couple decades. As more and more people came to Isaiah Rivers, there was more and more crime, and by the start of the Second Great War, a twobit bank robber got a few shells from his Tommy gun to embed themselves in the Archangel's wing. He limped away from that bank, never to be seen again, and Isaiah Rivers developed the fine coatings of grime and crime that all the real big cities like New York and Pittsburg had, but it was worse for Isaiah Rivers.
The town's history of having a Guardian Angel had kept the real nasties away from town. Once word spread that the legendary Archangel had retired, it faced real supervillains for the first time and, by the end of the '50s, was at the mercy of the 'Starlight Seven', a vicious septet of supervillains, led by the unquestionably evil Queen Starlight. The regular criminals had gotten tougher too. The Salvatore family mafia, bluffing that they had the Starlight Seven's support, had the law's hands tied.
Salvation came in the mid-1960's. A trio of mutants appeared, claiming to have been trained in heroism by the Archangel himself. There was Geist, the nuclear physicist who'd been "killed" in an experiment gone wrong but soon found himself alive and passing through the walls of his casket as though they were thin air, Dash, a rock climber who'd developed impossibly quick reflexes, and Hydra, a teen who dropped out of high school after he grew fangs, claws, and a forked tongue. Together, they helped level the playing field, but it wasn't until '68 that they really made a dent in Isaiah Rivers' problems. In the summer of '68, an aristocrat named Frederich Graham disappeared off the face of the earth after clearing his obviously guilty friend of murder. By the end of August, a character named Libra donned a golden Graham-Corp exoskeleton and joined the ranks of Hydra, Geist, and Dash. He gave the group a name, the Crusaders, and a clear purpose: Justice!
Throughout the '70s and early '80s, the Crusaders and the Starlight Seven battled incessantly, each side finding more and more superpowered henchmen to throw at each other. By '83, the Starlight Seven numbered only four, and Queen Starlight was not among them. Licking their wounds, the remaining four -Reaper, Harpy, Inferno, and Baetle- formed an alliance with the Salvatore family mafia by marrying Harpy's daughter to the son of Don Michaelangelo Salvatore, forming what became known as the Starlight Mafia.
In '87, the dynamic of superpowers in Isaiah Rivers was changed irrevocably by the premier of STV. The channel promised nonstop coverage of Super-activities within the city. It reached out to interview the lesser heroes and villains of the time; the four Crusaders refused interview on the grounds that they were defenders of peace, not TV stars, and the four remaining members of the Starlight Seven were nowhere to be found.
Before long, STV was just one of many institutions focused on commercializing superbeings. There had always been toys of the Archangel, then the Crusaders and the Starlight Seven, but it was at an alltime high. Dress-up Superheroines replaced Barbies among the girls of Isaiah Rivers, and the boys all over the world played with action figures of real superheroes. In '91, The Superhero Scoop did to superbeings what regular tabloids did to movie stars. Throughout the 1990's, numerous corporations and clinics within Isaiah Rivers began studying methods, via surgery, controlled bursts of radiation, and cybertronic implants, to allow the average citizen of Isaiah Rivers to join their heroes in superpowered crime fighting.
This of course led to all the kids wanting to grow up to be heroes. More than a few actually achieved that dream. A few years ago, a promising art student got blasted with some radiation at the last Chem class of his senior year, binding him permanently to the paper he was drawing on at the time, giving birth to The Doodler. He was joined by Floyd, a young 'burnout' who converted to the straight-and-narrow when he discovered his ability to manipulate light, and Caller, a scrawny little kid with the ability to summon a hulking interdimensional lizard by the name of Doug. The trio became the newest super-team in Isaiah Rivers: The Generation. They took this title from derogatory references of older heroes and other older people who remembered the "good ol' days" when superheroes weren't concerned about being on TV, but rather about "Truth, Justice, and the American Way."
The 'STV Generation' was percieved to feature so-called heroes who only really cared about living the lifestyle of drug-addled, money-grubbing celebrities, which wasn't wholly inaccurate, but was still a gross generalization. The Generation, although more than willing to show their faces on STV, seems and claims to be much more focused on doing the right thing.
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Welcome to Isaiah Rivers, the next budding metropolis for Superheroes everywhere. As you may have inferred from Weston's report (which he recieved a B- on), the hero in Isaiah Rivers is niether as elusive or as hated as the ones in Marvel's New York.
As a superpower in Isaiah Rivers, there are plenty of routes you can take. You can achieve Fame and Fortune (Heck, you can even start off a movie or music career on STV), you can join the Crusaders, fighting for Truth, Justice, and the American Way, you can join the Generation, also fighting for Truth ,Justice, and the American way, but also fighting for ratings, you could join the Starlight Mafia in their attempts to control the city and the world (or at least its wealth), you could play solo as a force for good or evil, or you could even use your powers of journalism as a reporter for STV or the Superhero Scoop. The possibilities are literally endless.
The possibilities for how you came into your powers are also endless. Some are born with powers, some have powers thrust upon them, and some buy their powers from the local companies, which I'll detail in a bit. First, though, come the factions:
The Generation: The heroes of the STV Generation are flashy and cool. Often denounced for just being heroes for the fame and fortune, the Generation tries to fight these rumors by doing good, but the fact that they keep making appearances does little to quell the public opinion.
The Crusaders: Isaiah Rivers' original super-team. It's founding members, Geist, Dash, and Hydra, were trained in heroics by the Archangel himself and learned all their lessons in combat and selfless altruism. They're the 'holier-than-thou' superheroes, and refuse to make appearances for publicity. They are led by Libra, whose sense of justice at times reminds people of Hammurabi's code. Most people are just thankful he's on their side.
The Starlight Mafia: The remnants of the Starlight Seven fused with the loca Mafia to form a more inclusive web of crime and conquest. The only requisites to join the Mafia are powers, ruthlessness, and the ability to convince them you won't stab 'em in the back or squeal.
There are also a number of smaller super-teams, almost like gangs, such as the 4th Street Vanguard. These may come into play (and, should you choose, you may even join or create one), but they won't really be the game's focus.
As I said earlier, several companies and individuals throughout the city offer ways for the average person (albeit, the average person with a lot of cash) to become superpowered. Some of them are as follows:
Graham-Corp: A manufacturer of all the gadgets a superhero might need, such as super-strong Exoskeletons like Libra's, to flight suits like the Harpy's to smaller, useful devices like Utility Belts and Grappling Hook Guns and devices to see in other spectrums and such.
The Human Machine: Like Graham-Corp, but for internal matters. They specialize in cybernetic implants, robotic skeletons, and other internal gadgetry. Kind of like The Sharper Image, you go into their store, shop around, throw down a wad of cash, and set up an appointment to become a superhero. One of their less-proud moments (although it certainly proved a lot about the potency of their technology) was the creation of supervillain The Technophile.
Bigger, Faster, Stronger: a manufacturer of relatively cheap chemicals that can be injected to increase muscle mass, strength, reflexes, and overall speed to superhuman proportions. Most require a booster twice a year.
Genes 'R' Us: A series of clinics throughout Isaiah Rivers that have not only decoded the human Genome, but know how to rewrite it. They can alter your genes to produce superhuman effects, and the one on 7th street and Cherry Ave. specializes in creating human-animal hybrids.
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The Issue Format
The stories in Isaiah Rivers will take place in an unusual and untested format. In keeping with the comic theme, the game will be broken up episodically into story arcs called Issues. Like real comics feel free to shoot me some reader mail if you have an idea for an issue
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The Character Sheet
Name:
Alter-ego:
Age:
Gender:
Appearance: (hair, eyes, height, weight etc.)
Day Job: (if not 24-hour superhero)
Street Clothes: (what you wear when not patrolling the streets)
Costume: (How you superpowered side dresses)
Powers: (I'm not providing any lists or charts, just be creative. Don't overpower yourself or completely rip-off an established hero)
Weaknesses: (Can be both to your power, such as Kryptonite, or an exploitable quirk, like putting puppies' lives ahead of human lives)
Personality:
Bio: (be sure to include the source of your powers, if known)
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Rules
1. Obey the TOS.
2. GM is law! What I say goes. Cooperate, and make the game fun for others, not just yourself, and you won't find your character dead in an extremely humiliating and unpleasant manner.
3. Limit your OOC conversations. A little bit is fine, but try and attach them to IC posts. OOC an essay, then we have a problem.
4. PM ALL CHARACTER SHEETS TO GM FOR APPROVAL BEFORE POSTING THEM OR POST THEM IN AN AREA DESIGNATED FOR APPOVAL!
5. Please use the IC:/Tag: format. It's all easier for everyone if everyone's posting the same way.
6. To the best of your ability, spell correctly and use proper grammar and punctuation and capitalization. God help you if I see any 1337 or other internet slang.
7. Be creative, original, and most of all have fun.