Metas, Mystery Men
METAS, MYSTERY MEN, ETC.
The Metahuman community is very insular. They are celebrities in much the same way as rock stars or movie stars. Most of them adhere to an unwritten code against taking life, even when such justice is deserved or necessary.
Hero Typology: There are many different types of heroes and villains operating in Spire City. As a group, they are called metahumans, but this isn’t all inclusive.
- Artifact Wielder: A character who relies on a magic item, artifact, or fetish for its powers. The artifact may be of the artifact wielder’s own creation, or it may be “found” magic.
- Blaster: This is a character who projects beams or fields of energy. The types of beams or fields are specific to each metahuman, and they include versions such as sonic, laser, or cold-based, etc.
- Classic Meta: Perhaps the best known of metas, these usually possess damage resistance, flight, and strength, and some may also have some or all of these powers: escape velocity, concussive force beams, speed, regenerate self, and multispectral vision.
- Coordinator: A character who oversees and assists one or more metaheroes. Some coordinators accomplish this through computers via the wireless access power, and some with the telepathy power.
- Cosmic Avenger: This is a character equipped to deal with the trials of outer space and the greater universe, they usually possess escape velocity, flight, concussive force beams, radiate force field, space life support, and superluminal space flight. Some also have the power to open time/space gates.
- Flyer: A warrior who specializes in aerial combat, he possesses the flight power, and perhaps wings natural attack, flog natural attack, and/or talons natural attack.
- Gadgeteer: A non-powered character who relies on a scientific gadget and its powers. The gadget may be of the gadgeteers own invention, or it may be “found” technology.
- Inventor: This person is a visionary and builder who is often generations ahead of current cutting edge or even bleeding edge science. He may seem like a gadgeteer at times, but he builds and switches out his gadgets often. To many, they may appear as virtual wizards of science. The inventor has the supra-genius IQ and next generation inventing powers.
- Living Torch: This character is surrounded by flames or becomes flames, and he usually possesses control flame, control local temperature, immunity to heat/fire, and project heat/fire. He may also have damage resistance and flight powers.
- Mage: He is a student of the mystic arts who employs a variety of spells. The mage’s primary power is to manipulate probability, but he may also possess one or more of the following powers: animate shadows, blessing/curse, channel entity, communicate with earth, conjure object, control energy, control local temperature, control weather, detect energy fields, gate Forced Perspective Space, gate time/space or dimensions or planes, illusion, immortality, invisibility, manipulate reality, mind control, concussive force beams, radiate force field, resist evil, summon/banish entity, telepathy, teleport (asport/apport), and/or teleport self/others
- Mecha: This is a robot piloted from inside by a non-powered person. The robot part of the equation typically has damage resistance and strength, but it may have one or more of the following abilities: enhance mobility, escape velocity, flight, low light vision, multispectral vision, oxygen, project electro magnetic pulse, project force field, project laser, project light, radiate force field, resist EMP and EMP countermeasures, and/or wireless access.
- Mystery Man: These are old-school vigilantes who work as street level avengers. They are usually powerless, getting by on toughness and rock-hard fists. The mystery man, unlike most metaheroes, will kill his opponents if justice calls for it. Many of these mystery men adopt the theme, tricks, and persona of an existing archetype.
- Norm: The profession of any non-metahero.
- Powerhouse: Quite common among metas, these characters posses damage resistance and strength, and they may also have one or more of the following powers: immunity to fatigue, iron mind, regenerate self, leap, and/or berserk.
- Psychic: This is a character who employs psychic abilities such as one or more of the following: channel entity, conjure object, heal self or others, invisibility, levitation, mind control, precognition, psychic attack, psychic shields, remote view, telekinesis, and/or telepathy.
- Speedster: This character is capable of astounding speeds and enhanced reaction times, so they usually posses the speed and immunity to fatigue powers. Speedsters are often quite adept at coming up with novel uses for their speed power, such as mini-twisters, mini-vacuums, running on water, and so forth.
- Tank-Man: Relatively common in Spire City, this is a warrior who wears powered armor. The armor will grant damage resistance and strength, but it may also incorporate one or more of the following powers: analyze energy, detect energy fields, enhance mobility, escape velocity, flight, low light vision, multispectral vision, oxygen, project electro magnetic pulse, project force field, project laser, project light, radiate force field, resist EMP and EMP countermeasures, self-repairing, space life support, and/or wireless access
- Trickster: One who defeats his foes through trickery, deception, and confusion. Some tricksters are much like stage magicians and illusionists. His powers often but not always include one or more of the following: holographic disguise, illusion, invisibility, project confusion, project hallucination, and/or trigger random event or probability.
Vigilante License: Metaheroes in Spire City’s America are usually licensed, much the way bounty hunters are. Licensed metaheroes are typically bonded, and it is up to their home city to cover the bond, while law enforcement clearance is awarded to each metahero by the police commissioner or the mayor. National law enforcement clearances are provided to some metas, and international clearance is available through the United Nations. Utopian, for example, has international clearance. It is also of note that Johnny Saturn I, once himself a member of the law enforcement community, was an unlicensed and non-bonded vigilante, but Johnny Saturn II has complied with the law.
META GROUPS AND COLLECTIVES
- Squadron Premiere: The highest profile metagroup in Spire City is the Squadron Premiere, and it has been broken up and reformed many times since the 1940’s. Founded in its current incarnation by the Utopian, Tilt, and Staff of Life, this group has consisted of as many as two dozen metaheroes at any given time. Their home base is Squadron Premiere Plaza, and, in late 2011, the Squadron was subsumed by the Department of Homeland Insecurity.
- Collective of Champions: The current Squadron Premiere is a regional division of the Collective of Champions, based out of New York City and part of the United Nations. The Collective of Champions was founded by Elect, the Utopian’s father.
- International Society of Metahumans: This august group is based in The Hague and backed by the League of Nation’s Permanent Court of International Justice.
- Iron Brigade: Founded around 2008 by Tactical, the Iron Brigade quickly became the dominant underworld power in Spire City. Tactical’s inner circle included Alaric, Skorn, Warmonger, and Lacerator, and the team’s ranks are filled by a small army of metavillains. Through the Iron Brigade, Tactical owns all of Spire City’s financial institutions, as well as its organized crime from street level up through corporate.
- Scavengers: Now quiet after the Iron Brigade’s ascendancy, the Scavengers were once the Squadron Premier’s team rival. This gathering of metavillians was founded and is still led by the horrific Ventilator Angel.
- Star Cabal: Drawn from the secret overlords of the earth, these three men are part of the government super elite and the heads of the military industrial complex. Their existence and identities are known to only a few, and their agendas are Machiavellian to the extreme and labyrinthine.