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Realistic or Modern Fragmentation [Information]

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Welcome to Fragmentation!
Inspired by Worm.
System inspiration taken from Weaverdice & Halping Quest.


Introduction:
  • Hello, and welcome to Fragmentation!

    Fragmentation is a roleplay in a modern society taking place on an alternate earth. Superpowers are real, and their users - parahumans, or "capes," as slang refers to them - walk the streets at day, night, and in between, seeking to fulfill their personal agendas. Ranging from justice and vengeance to things as primal as the desire to see people suffer; the parahuman condition offers a wide selection of diverse sociopaths and dependable heroes alike.

    This is a reboot of a previous superhero RP with a similar premise. Since then, I've altered things around quite a bit. Here's how this works:

    Experiment

    Natural Capes

    Instead of choosing their superpowers, the players will determine the character's Trigger Event. A Trigger Event is a situation where a person's frustration, stress, fear, adrenaline, or anger reach a critical mass and metaphorically explode: granting them a power as a result. What nebulous void powers come from is truly unknown and possibly best left unexplored, but that doesn't change the fact that whatever source they originate from chooses those who undergo the aforementioned process, not to mention that only a fraction of people have the potential to undergo a Trigger Event.

    Based on the Trigger Event, I, the GM, will then craft an appropriate, fitting power for that character. Powers will be directly tied to the Trigger Event. Physical abuse, emotional abuse, environmental rejection, long-term stressors, abstract stressors - each of these will grant a different result, which will further be molded by things like the character's personality, nature, and the details of the Trigger Event. If you want a power that is strong and works outside the rules, get creative.

    The system for power-crafting is meticulous with elements selectively picked from a pair of tabletop games with the most thorough rules for such systems. For every possible detail a Trigger Event can include, there is a chart detailing how the power will behave, and much more.

    Cauldron Capes

    There is another way to obtain powers. Some people, either unaware of what a Trigger Event is, or incapable of experiencing it go around looking for answers. How to get superpowers? If they are truly honest about their desire to gain powers, they are approached by an agent of a mysterious shadow organization known only as Cauldron.

    What price to pay for a superpower? It varies. Truth be told, Cauldron isn't interested in money and is even ready to accept favors as a payment to those who can't afford it in an old-fashioned way. Where they get their serums from is just as mysterious as natural Trigger Events. Nonetheless, Cauldron has a wide selection of vials to pick from; often, a vial family is tied around specific types of powers. This grants choice to whoever would seek out Cauldron and its vials, a choice they would otherwise not have.

    However, there is a price to pay for dealing with the devil. Each Cauldron vial has a low - usually lower than 10% - chance of deviancy. The results vary. Rarely, people's bodies mutate. Other times, their powers are unreliable and bizarre, having seemingly no middle setting between Off and Obliterate. Sometimes, the power is semi-sentient or interferes in their daily life. The risk exists and you have to be willing to take it in your bid for power.

    Or, if you prefer, you can always trade your humanity for greater power, if you don't care about it.

    ⬛

    Setting

    June 12th, 2019: Brockton Bay, Massachusetts

    Brockton Bay is a city so infamous for its cape activity and crime that people all across America - and even the world - refer to Brocktonites with a special kind of perspective. Each person living there must surely be a veteran in surviving encounters with powered villains, if they can live there on a daily basis!

    The truth, as it were, turns out to be far more boring and mundane.

    Although the gangs - especially ones governed by parahuman leaders - have been growing and even thriving that all ended when Leviathan struck in 2016. The Protectorate arrived a bit too late, and the local capes - villains and heroes alike - fell to the might of the Sea Endbringer. The city followed, almost sinking due to damage to the aquifier, but was saved before it had been too late.

    There has been a ceasefire present between the major groups for almost two years. Or rather, what is left of them. The ABB, the Empire 88, the Merchants, no one is making any moves because no one has the strength to. Even the local PRT force has been devastated.

    So now, after years of reconstruction, the city is ripe for picking. A fresh stage, rinsed in saltwater, prepared to greet new players on the chessboard.

Birdsie

The God-Emperor of Mankind
Local Capes & People of Interest

Chief Director Costa-Brown - the woman in charge of all global PRT operations.

Parahuman Response Teams, Brockton Bay [ENE] Department
Head Office
Director Alan Kleeberg
Deputy Director Andrew Stark, PRT Hero Tactical & Field Oversight​
Cpt. McNessa, PRT Tactical & Operations​
Graduated PRT team leader, oversees PRT teams, their transportation & equipment.
Vasser, PR and Liaison​
Branding, public management, spin, interactions with government, media, public.
Sheldon, Accounting​
Fund management and fundraising.
Dr. Seidel, Testing, research, analysis​
Powers research, countermeasure development, tinker device transportation, CSI.
Greene, Informations​
Information management & gathering.
Campbell, Headquarters​
Construction, food, sleeping areas, supply, garage.

Five squads of PRT troops, with four squaddies each with a sergeant. One team is at the PRT Headquarters, one is in the Rig, one is on patrol, and two are on-call. Each team has a single squaddie equipped with a sprayer of containment foam.

& 105 other staff.

Protectorate Heroes
[Global]
(Unofficial) Scion - a mysterious golden man who appeared in the eighties and has been saving people from accidents and natural disasters all over the world. Seems to have much more than one power.
Dragon - a Tinker belonging to a hero organization in Canada, known as "The Guild." Focuses on building power-suits.

[Triumvirate]
Legend - a powerful flier with an extremely powerful ability to generate a massive amount of diverse lasers, curving, thermal, kinetic, and more.
Alexandria - a flier with a nearly-indestructible personal forcefield, brute and thinker powers.
Eidolon - the strongest trump on the planet, who cycles between several abilities at once and quickly grows veteran at them.

[Local]
Armsmaster - a Tinker equipped with a halberd and power armor, whose specialty is in efficiency of space and fitting as many functions into one device as possible.
Miss Militia - a Blaster with the ability to manifest almost any weapon, from a simple pistol to a bazooka.
Comfort [Player Character Noble Scion Noble Scion ] - a Tinkertech robot operating under the local PRT jurisdiction. Technically a heroine, with her own merchandise.

Protectorate Wards
Wards are the underage members of the Protectorate.

[Local]
???

Endbringers
The Endbringers are a group of mysterious creatures that appeared out of nowhere at around the same time that powers started appearing, and since then, their ranks have been expanding over time.

The Endbringers make coordinated attacks on cities all across the world, with visible patterns. They seem to only attack large cities with populations of humans rather than rural areas, and they are never seen attacking together. In addition, Endbringer attacks only occur once every month to a few months. All global hero organizations gather in any city where the Endbringer Alert goes off and try to hold them off and beat them back in ginormous battles. Villains tend to make alliances with hero organizations when an Endbringer Attack is incoming; irrespective of previous grudges, as it is a fight for the very survival of mankind.

Listed in the order they appeared in.

Behemoth - a gigantic dynakinetic monster with one red glowing eye; has the appearance of a slightly anthropomorphic bear built out of solid and jagged obsidian and rock. Anyone that gets within the range of several meters is instantly obliterated unless they possess some kind of special forcefield ability; can get past the Manton Limit to some extent. Behemoth is a dynakinetic, capable of generating numerous Blaster effects with Shaker-esque range, starting with tame things like fire and lighting, and ending with particle radiation and plasma. In addition, his skin's outer layer is tougher than most metals and it only hardens as you go deeper.

Leviathan - a water monster, smaller than Behemoth but still the size of a house. Can manipulate water on a macro scale, creating tidal waves whose surface pressure and velocity make them as hard as concrete during impact. Less bulky and durable than Behemoth, but you still need a lot of damage potential to do anything to it. Has slight 'pseudo-speedster' powers that allow him to move at high speeds when submerged in water, and he leaves behind an afterimage of water as strong as his tidal waves.

Simurgh - a flying Endbringer in the shape of a naked woman with numerous wings surrounding her body and allowing her for flight; she uses two of them as makeshift clothing, ostensibly to retain modesty. She isn't as much 'raw power' as her older brothers, but the aftermath of her fights are far more destructive. The Simurgh releases psychic waves that return back to her in a form of 'psychic echolocation.' As she does so, she maps the brains of anyone within range and can subtly manipulate them over time, and even turn people insane. In addition, she has telekinetic powers and Trump qualities that allow her to gain the abilities of any Thinker and Tinker cape in the range of her psychic sonar by piggybacking on their brains. She can use her telekinesis to rip apart technology near herself and construct devices in mid-air for self-defense.

Rogues
Rogues are those who utilize their abilities for business, personal, societal or neutral reasons and those who strive not to use their abilities at all. Most work day jobs, and some make money using their powers. Rogues who sign up with the PRT and stay out of trouble can receive a stipend, and - depending on the department - some protection. Encouraging the existence of rogues was part of the next phase of the PRT's plans to integrate parahumans, after establishing heroes as relatable celebrities.

[Local]
Thinker Tank - a number of thinkers whose identities are protected. In exchange for helping in data gathering, they receive a payment from the PRT. They have helped crack down on criminal operations in the past.
???

Independents
Independents or Corporate Heroes are heroes who either work alone or in a team not led by the PRT, but who have signed in and provided details on their power and therefore are legally permitted to operate as heroes on their own. Due to a bill that was passed in the past, they are allowed to collect items, such as money, from the wallets of apprehended criminals to sustain themselves. Corporate heroes often form teams and are supported and funded by a corporation or by the public.

[Local]
???

Villains
Villains are parahumans who utilize their powers in crime, organized, violent, or otherwise. Depending on the threat they represent, they may be sent away to the Baumann Containment Centre, also known as the Birdcage, or a kill order may be legally placed upon them.

[National]
Nilbog - a Master villain who took over the town of Ellisburg and is considered an S-Class Threat; he received a kill order long ago. Due to his powers, the PRT had to wall off the entire area, which is kept under strict surveillance. Bombing the areas of Ellisburg does not work to get rid of the threat.
Slaughterhouse Nine - a group of nine super villains whose numbers rotate as the weaker members die. Every member is a psychopathic mass murderer and serial killer, with a kill order on their heads. Considered an S-Class Threat.

[Local]
Marquis [Apprehended] - a superpowered serial killer, whose Changer ability allows him to create weapons out of bone in his own arms. A cultured man, hiding a psychotic inside. After murdering Iron Rain, he gave himself over to the PRT and was sent to the Baumann Parahuman Containment Center; some theorize he did it willingly to avoid retribution from the Empire Eighty-Eight.
Coil - a supervillain who leads groups of private mercenaries but doesn't ostensibly control any territory. Not much is known about his power, only that it's related to 'probability manipulation.' Some doubt he has a power at all.
Madcap - a supervillain known for attacking PRT transports going to the Birdcage. Power is the ability to manipulate kinetic energy. Current whereabouts unknown, but believed to be near the city.
Serial Killer - a serial killer has been hunting down local Tinkers and already claimed two lives. Seeing as the equipment of his victims was always stripped away from their corpses, it is suspected he stole them for his own use. Powers unknown suspected Tinker. Preliminarily classified as Tinker Blank.

[Videogame Junkies]
Leet & Uber - a duo of Tinker and Thinker. Leet can build virtually any tinkertech device, but the more he dabbled in the area of said device, the bigger the chance it malfunctions. Uber can perform any action with precision, but lacks the aptitude for things (ie: can perform martial arts recovery or kick, but lacks the physical strength or mindset a typical martial artist would have.) They change the themes of their costumes every now and then, mimicking characters from various video games, then they live stream their villainy with several hours of delay. They make more money from the live streams than actual robberies and such.

[Gang: Azn Bad Boys]
Lung - leader of the ABB, an extremely powerful Changer, Brute, and Blaster. In addition to minor Brute qualities and a pyrokinetic Blaster power that are available to him at all times, he has a Changer power that slowly mutates him as he fights, making him stronger as the fight continues, to no recorded limit thus far. During Leviathan's attack on Japan, Lung fought the Endbringer and eventually grew powerful enough to challenge it and fight it one-on-one completely on his own, much to the bewilderment of everyone watching, and to the point where he eventually scared Leviathan back into the sea. Debatably one of the Top 10 Strongest Capes on the planet. His mutations seem to change him into a white-chitin plated dragon-like creature, and he eventually gains wings that permit flight.
Oni Lee - a Mover with the ability to blink and leave behind a clone which lives on for five to ten seconds before poofing into a cloud of white ash; long range as long as he knows where he's going. Uses power to act as a suicide bomber without dying. Skilled martial artist, uses a sword in combat. Quiet and aloof, never disobeys Lung's orders.
Bakuda - a Tinker; her specialty lies purely in explosives and explosive accessories. Has been known to make some insane designs, such as bombs that could narrow space or alter time to some extent, and more.

[Gang: Archer's Bridge Merchants]
Skidmark - forcefield user whose forcefield are created gradually and over time, starting at being as strong as a powerful wind and ending up strong enough to deflect oncoming cars back whever they came from. An absolute wreck of a human being who abstains from hygiene and leads the ABM.
Squealer - Tinker, specializing in vehicles. Her contraptions are jury-rigged and have a 'junkyard' aesthetic to them, often with an engine whose squeals wake up everyone in the neighborhood at night as she drives by. Psychotic and extremely cheerful, but in the wrong way; has no qualms about killing.
Mush - gathers debris and rocks from the environment, enveloping himself in an all-purpose armor. Slow process but it results in decently strong combat potential if he's allowed preparation time.
Trainwreck - Tinker whose focus lies in steam-powered and redundant devices that fell out of use long ago. His designs are surprisingly slick; his hygiene, not so much.
Scrub - has the ability to create a storm of bubble-shaped explosions over a chosen area, completely disintegrating everything that comes in contact with said bubbles. Very high attack potential and best avoided.

[Gang: Empire Eighty-Eight]
Allfather [Deceased] - Allfather was the founder of the Empire Eighty-Eight and had a power to match. He had the ability to create blades and metallic weapons in midair then launch them as projectiles en masse; the mechanism was passed onto his children in various ways. He died from old age in the nineties.
Iron Rain [Deceased] - Allfather's daughter and a potential successor to the Empire Eighty-Eight, she was a stern believer in her father's ideology. Her power was the ability to create weapons and drop them from the sky, hence the name. She died at the hands of Marquis.
Kaiser - the current leader of the Empire Eighty-Eight, and seemingly less zealous than his predecessors, some even hypothesize Kaiser might not believe in fascism at all, and he just pretends to keep himself in control of the gang. Nonetheless, he is as bad as the rest of them. His power is the ability to grow metallic weapons out of the ground in range.
Purity - Kaiser's supposed wife, she has a Mover and Blaster ability that allows her to create light with kinetic properties for ranged attacks and flying. Think of a flashlight, except it punches you when it flashes. She doesn't have a known costume, as her power lets her glow to the point where looking at her is difficult. One of Kaiser's lieutenants.
Krieg - classified as a Brute, Krieg has the power to manipulate kinetic forces in a variety of ways, though it is most powerful within a certain radius of himself. Hostile forces will move slower or get disrupted/deflected by a controlled, unconscious alteration of air friction/resistance. Hostile enemies may have trouble breathing. In addition, his actions have increased results for energy involved; he can punt someone to send them flying through the wall. One of Kaiser's lieutenants.
Hookwolf - has the ability to turn into a multitude of coiling razor-sharp blades and unwind into bristling shapes and wreak havoc by moving in this form. He is difficult to hurt when using his power, as the blades are not actual parts of his body. One of Kaiser's lieutenants.
Fenja & Menja - superpowered twins with a Valkyrie theme and the ability to grow several stories in size, with proportionate strength and durability.
Night - when unobserved by anyone, Night turns into a massive monster. Her monster form has inhuman speed, strength, and durability from the nigh-invincible exterior of an amorphous "ink blot" body that is paradoxically composed of sharp edges and has many long, insect-like legs that end in claws. Fog's wife.
Fog - turns into a sentient fog that causes harms to those within it, by slowly poisoning them. Can deliver horrific internal damage should a subject inhale the mist that comprises his other form. Night's husband.
Crusader - creates ghostly projections that he can control consciously. These projections are immune to all forms of damage, but they sure well can punch you.
Alabaster - Alabaster is a young man with a 'flawless appearance.' He has unnaturally smooth and literally white skin and hair. His eyes are also completely white devoid of pupils, iris, and visible blood vessels, though this does not impede his vision. His power causes him to perfectly regenerate every 4.3 seconds, returning him to an undamaged state. Favors firearms.
Stormtiger - aerokinetic who developed several unique abilities for his powers, such as generating claws of dense air, launching condensed balls of air as explosive blasts and drawing smells to himself. He can achieve very limited flight, mostly in the form of hovering or enhanced jumping.
Cricket - two major power aspects; greatly enhanced reflexes and speed allow her to dodge attacks and she is also a powerful acoustokinetic. She can use this as a form of echolocation or even to induce strong nausea in humans.
Viktor - has a Thinker power that lets him learn the skills of anyone he spends time with. He used it to become an expert martial artist, computer hacker, and skilled in various forms of gunplay. Othala's husband.
Othala - has a Trump ability that lets her grant other people one power from a pool of several, but this can only be used on one target at a time and only one power can be granted; they range from pyrokinesis to healing and flight. Viktor's wife.
Rune - can inscribe symbols on objects with a touch which takes several seconds, but can then control the objects telekinetically with extreme precision and power.
Holocaust - a pyrokinetic with the ability to create localized fiery storms that persist for several seconds, but no more than three can exist at a time, and the storms last for several seconds and cannot be willingly dispelled. Originally a member of Gesellschaft.

Local Groups

Teams
Brockton Bay Brigade: The newly established PRT hero team.

Gangs
ABB / Azn Bad Boys: A gang that recruits exclusively Asian immigrants who arrived in the city. It has a small amount of parahumans, but their leader, Lung, is one of the strongest capes in America, if not the world and went toe-to-toe with Leviathan at one point. They mostly operate in the northern docks.

Archer's Bridge Merchants: A gang of superpowered drug dealers, who operate in the docks and western parts of the city. Have some territorial conflict with the ABB, but only skirmishes. The merchants are a result of drug dealers and users gaining powers, forming a team, and then using those powers ensure they can get rich selling and taking drugs. As small group with smaller goals, they were never able to carve out much of a following in Bridgemore. Consequently, they did not engender respect among other cape groups in the city. Led by Skidmark.

Empire Eight-Eight: A neo-Nazi group, mostly operating in the southern parts of Bridgemore. They are working together with another neo-Nazi organization known as Gesselschaft, and exchange funds, resources, and other things. Led by Kaiser, with three main lieutenants: Purity, Krieg and Hookwolf. The gang can trace its roots back to the post-War era, when a disconcerted but anonymous believer in the Nazi agenda started it; that man would later become Allfather, a villain, and Kaiser's father. At this point, the gang's ideology has degraded and they mostly keep to it for appearance's sake and because Gesselschaft provides them with useful resources. Most likely around half of the members aren't actual Nazis but joined due to the sheer prestige of the group.

???
 
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Power Facts & Information

Power Classifications

In the interest of researching the parahuman condition, the PRT has created a set of power classifications that are being used to categorize powers for the sake of recordkeeping and security. Please, keep in mind these classifications are merely ways of understanding powers and aren't necessarily a strict definition or mechanism.

The classifications are as follows:

Mover: Has a power enhancing or promoting mobility.

Shaker: Has a power with an area of effect with no strict definition for "area of effect;" affects more than 'one' target.

Brute: Has enhanced durability or strength, or other strictly physical parameters that aren't Mover-related.

Breaker: Can shift into another state or alter physics in a meaningful way around them.

Master: Can control other people in various ways or create minions to serve them.

Tinker: Can create devices with futuristic or alien technology that are impossible to reverse-engineer or understand due to working around or outside the laws of physics. Their works are colloquially referred to as "tinkertech."

Blaster: Has a ranged, often but not always offensive, power.

Thinker: Focuses on enhancements to thinking and gathering information, enhanced senses or enhanced intellect. One of the more esoteric classifications.

Striker: Has a touch-based or melee-range power that doesn't involve enhanced strength or bodily parameters.

Changer: Can alter their form or appearance in various ways.

Trump: Can manipulate powers in some capacity, such as granting or nullifying powers, rarely copying or cycling between.

Stranger: Focuses on stealth and infiltration, remaining obscured and undetected.

It's possible for parahumans to have sub or hybrid power categories. For example, "Brute/Striker" means someone has a power that ties together Brute and Striker elements into one mechanic, while "Brute (Striker)" means someone has a Brute power that has a sub-application as a Striker power.

In addition to these categories, the EPR also rates powers on a numerical scale to categorize how dangerous they are and how many countermeasures are required.

A rating of 1 refers to incredibly minor and subtle effects that do not affect combat with the parahuman on a practical level. Most often, these are a side-effect of other powers.
Ratings of 2 to 3 refers to minor effects that only have a minor bearing on combat situations.
Ratings of 4 to 6 refers to abilities that can harm or kill a human on repeated or singular use, and can be used to combat a number of humans simultaneously.
Ratings of 7 to 9 refers to above-average abilities with much raw power. Squads of PRT officers will find taking down the cape of this level troubling.
Ratings of 10 to 12 refers to overwhelmingly powerful abilities, and is often exclusive to a handful of parahumans across the globe, as well as Endbringers.

Manton Effect

A common mechanism in all powers is that they rarely target humans. For example, a person may have the power to cause things in their vicinity to combust spontaneously, but in many cases, human beings will be exempt from being affected by this. This mechanism has been discovered by a scientist named William Manton, and has been named after him as the Manton Effect. This does not mean, however, that a cape with the ability to fire laser beams won't be ably to fry a human with them. It is an effect that prevents powers from affecting humans by spawning directly inside their bodies.

This effect has been called the Manton Limit and defines what a cape can target with their power.
 
System Information

Wound Stages

Power descriptions written by the GM may include effects that, for example: "Cause Stage 1 wounds." In the interest of keeping players informed what kind of wounds powers cause, the scale is presented here.

Stage 1: 250 or fewer pounds force impact. Literally just flesh wounds. Being punched by an average adult, or someone throwing a rock. This will cause bruising at the worst, with injuries not exceeding surface damage. It would take quite some time to die from this. Injuries of this level will heal within 1-3 days. Small injuries such as bruising, cuts, or surface damage. No risk of death, small risk of infection, damage will heal on its own without inconveniencing the person.

Stage 2: 500 pounds force impact. A novice martial artist or person with moderate physical fitness can hit in this range. Blows of this caliber can cause internal organ damage if striking in an area that is not protected by bone, and may cause unconsciousness if hitting key places on the head. Injuries of this level will heal within 3-21 days. Moderate injuries such as sprains, dislocations, or deeper cuts that tear muscles or continue bleeding. No risk of death, moderate risk of infection if skin is broken. Damage can heal on its own, but will take a few days to a few weeks (most often one week) of inactivity to do so. It may mildly inconvenience the person.

Stage 3: 1,000 pounds force impact. A master boxer or martial artist can hit in this range, as can an average person with a bat or other blunt striking weapon. Hits of this caliber can crack ribs, skulls, and some bones, dislocate joints, or cause brain damage. A normal human might survive one such injury, but is unlikely to survive two. This is like being shot by a .38 caliber bullet, hit by a fireman's axe, or set on fire by a flamethrower, etc. Injuries of this level can lead to death if not hospitalized, and take 1-3 months to recover. Major injuries such as broken bones or ribs, organ damage or concussions, severed muscles or tendons, internal bleeding, and so on. Moderate risk of death without immediate medical attention, high risk of infection if skin is broken. These types of injuries can risk death or disability if emergency medical services are not brought in as soon as possible, and even then will take weeks or a month of inactivity to recover from.

Stage 4: 2,000 pounds. There is nothing about the human body that won't break under a blow like this. Stone and concrete will crack, wood will explode, and all but the most highly reinforced metals will be dented at the very least. A human taking a direct hit of this level to the chest won't have a ribcage anymore, and is very unlikely to still have a beating heart. Compare this to being hit by a car at full speed. Death will occur barring immediate medical intervention, and natural recovery could take 1-3 years. Severe injuries including excessive bleeding either internal or external, unconsciousness, dismemberment, organ failure, brain damage, and so on. High risk of death without immediate medical attention, high risk of infection if skin was broken, moderate risk of permanent or lasting disability. Even with immediate emergency intervention, there is still a low risk of death from injuries of this severity. These types of injuries can take months to recover from in the best case scenarios.

Stage 5: 4,000+ pounds. You probably made a cute splatting noise when that Endbringer stepped on you. Instant death. The person's body is fully destroyed, and likely spread over the area in several spoonfuls. If you're trying to be a hero, this isn't how you do it.
 
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Brockton Bay

Brockton Bay is located in the northeast of the United States, north of Boston. The Atlantic Ocean borders it on the east, while mountains or hills border it on the other sides, especially to the west.

Brockton Bay had a civilian population of around three hundred and fifty thousand as of the Battle against Leviathan, which declined significantly with the subsequent evacuation. Currently, there is very little over three hundred thousand people living in Brockton Bay.

Being a coastal city along with its surrounding geography, Brockton Bay has a fairly mild climate. The summers are comfortably warm and the winters are one of the mildest in the Northeastern States. This may be one reason people in costume congregate here.

There are blocks of storage containers scattered throughout the city, a legacy of a brief period where they were used as cheap off-the-books housing before this was banned.

Main Areas
  • Downtown: Downtown is one of the nicer areas of Brockton Bay. The streets and sidewalks are wide, and there were skyscrapers in every other lot. The south-east part of downtown is housing. It is relatively nice, although there are some E88 gang tags and broken windows here and there. It is a clashing mix of old and new buildings. Lord Street is the main road that ran through the city and downtown, tracing the line of the bay. The downtown borders onto the coast, near the south ferry station.

  • Docks: Just moving from one block to the next into the docks, you can see the quality of buildings decline steeply. The middle ground between Downtown and the Docks is a mix of quaint housing and stone buildings. Grass and weeds grow between slats in the sidewalk, the road has potholes you could hide a cat in, and the buildings are all faded, consisting of peeling paint, cracked mortar and rusty metal. The desaturated colors of the buildings are contrasted by splashes of vividly colored graffiti. Many buildings are large and boxy. The similarly-colored buildings tend to blend together, and the piles of trash shift locations, which made it difficult to find your way.

    There are cramped tenements located in the Docks, with ten or twelve families sharing a single bathroom and shower. There are enough warehouses and apartments in the area for even the most destitute to find shelter. The only people on the streets at night were unconscious drunks, whores, and gang members. During the day, there are homeless people visible, but also many people who look surprisingly normal.

    The southwest end of the Docks has many residential areas, schools, small businesses, and restaurants.

    Because of the homelessness and vagrants, it was considered advisable to avoid the area. The people who live there are used to paying protection money to the ABB, and it was known as "the go to place if you want to buy black market."

  • Boardwalk: The Boardwalk is "where the tourists come." It is one of the nicest parts of town. There are shops that sell dresses for over a thousand dollars, cafes with ludicrously expensive coffees and stretches of wooden walkways and beaches where tourists can get a great view of the ocean. From pretty much any point on the Docks, you could see one of Brockton Bay’s landmarks, the Protectorate ENE Headquarters.

    Although it is near some rough neighborhoods, it has a private security that takes a draconian approach to enforcement, leading to an absence of crime, but making it a hostile environment for anybody who doesn't look sufficiently high-class to be a legitimate visitor or shopper there.
Landmarks
  • Captain's Hill
  • Crater Lake: Created by Leviathan's attack in 2016.
  • Protectorate ENE Headquarters:
    PHQ is a base of operations that a squadron of local superheroes call home and outfitted with a forcefield bubble and a missile defense system. It is visible from pretty much any point on the Docks and Boardwalk. The forcefield makes everything seen through it look oversaturated, like a TV with bad picture settings. The structure is a marvel of architectural design with its arches and spires, lit by tinted spotlights and set on a beautiful platform with hard edges and sweeping lines. A forcefield roadway is used when traveling to and from the base.
Memorials
  • Endbringer Fight Memorial (Captain's Hill)
Schools
  • Arcadia High
  • Immaculata High
  • Winslow High
  • Clarendon High
Other Locations
  • Boat Graveyard
  • Brockton Bay Central Bank
  • Brockton Bay Central Library
  • Forsberg Gallery
  • Fugly Bob's
  • Hillside Mall
  • Lord Street Market
  • Medhall Corporation building
  • Palanquin: A popular nightclub.
  • PRT ENE Headquarters: A home for the local Wards and operations base for the local PRT department.
  • Ruby Dreams casino
  • Somer's Rock: Somer's Rock is a nondescript pub in the middle of a long street full of hole-in-the-wall businesses. There are iron bars on the windows while the outside paint is peeling and the rust from the bars had bled onto the gray-white paint below the windows. The inside of Somer's Rock is dim, dingy, and depressing. The wood floor is stained the same color as the counter while the curtains and tablecloths are dark green. The only "real color" or "brightness" is the yellow light cast by old light bulbs. It is a common meeting place for villains.

  • ... & Others.
 
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