Notes from Freedom City setting for Man'O War

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PREHISTORY[edit]

Millions of years ago, intelligent life evolved on Earth—not early hominids, but the Serpent People. The pinnacle of saurian evolution, the Serpent People walked erect and built a civilization when humanity’s earliest ancestors scurried underfoot to avoid the predators of a savage and primitive world. For untold millennia, the civilization of the Serpent People waxed and waned. Empires rose and fell and the saurians developed advanced science and sorcery. They were pitiless creatures, without morals, merely a need to satisfy their curiosity and a desire to control their environment. Among the many sciences they mastered was genetic engineering, used to create various slave races and “pets,” including experiments with early primates. Serpent People society eventually fell into decadence and decay. They were impossibly ancient by the time the first human civilizations arose, and conflict between humans and the Serpent People was inevitable. Humanity might have been doomed to remain slaves and playthings of the saurians, had it not been for outside intervention.

THE PRESERVERS[edit]

During the time of the first true humans, aliens known as “the Preservers” visited Earth. The Preservers interfered with and encouraged the evolution of life across the galaxy. On Earth, they performed genetic experiments on tribes of primitive humans and collected extensive genetic samples, used to “seed” other planets in the galaxy with human life. The Preservers created a self-contained environment on the far side of Earth’s Moon and planted a human colony there, where it developed in isolation from the rest of the human race. Despite their name and their devotion to promoting life, the Preservers were not kind. They were alien, and they often treated their human subjects no better than laboratory animals. They showed no interest in the Serpent People, because of the saurians’ civilization or genetics no one knows. Once they had done their work, the Preservers departed, taking with them numerous DNA samples, leaving behind scattered examples of their technology and the artificial lunar environment they created. The alien intervention gave humanity a vital leg-up. Humans advanced by the Preservers eventually founded the island nation of Atlantis, which quickly rivaled the Serpent Empire of Lemuria in both technology and magical power. The two nations fought a series of wars, ending in the destruction of both and the sinking of Atlantis and Lemuria in the Great Cataclysm. So ended the great First Age of humanity as well as the Last Age of Lemuria. Although there is evidence of the Preservers and their interventions throughout the galaxy, the ultimate fate of the aliens themselves remains unknown. The most popular theory is the Preservers transcended this plane of existence—and any interest in it—long ago.

AFTER THE FLOOD[edit]

Although remnants of the Atlantean and Lemurian civilizations survived the Great Cataclysm, they were scattered and isolated. The Serpent People were driven underground and to the netherworlds by the sinking of Lemuria, where they have remained ever since, except for occasional forays to the sunlit world. Ancient human heroes fought the savage Serpent People and their corrupt sorcerers. Humanity fell back into barbarism and the Golden Age of Atlantis vanished into legend. Sorcery retreated into the shadows, where it has remained, perhaps because of some human racial memory linking it to the Serpent People and the doom of Atlantis. For thousands of years, humanity struggled slowly back up the ladder of civilization. There were heroes and villains in those ages, some gifted with abilities beyond those of ordinary mortals, but it was not until the modern era that such people became widely known as anything other than legends.

ATLANTIS[edit]

Thousands of years ago in the midst of the Atlantic Ocean, the island continent of Atlantis was the home of humans genetically enhanced by the extraterrestrial Preservers. Using samples of technology left behind by the Preservers and their own genius, the Atlanteans created an advanced civilization far beyond anything else on Earth. They were explorers with visions of uniting the world and made contact with other lands as legends of the fabled island-continent and its powers spread far and wide. In time, the Atlanteans came into conflict with Lemuria and the ancient Empire of the Serpent People, descendants of a previous saurian empire that ruled the Earth millions of years previously. Although the Serpent People had become largely degenerate, they were led by cunning and powerful sorcerers and worshipped nameless cosmic entities. The war between Atlantis and Lemuria lasted for generations. The Atlanteans were ultimately victorious, but in the end their arrogance became their undoing, as they sought to understand their foes’ alien sorcery. In so doing, they triggered a disaster that destroyed Atlantis, sinking the entire continent below the waves. Most of the Atlantean populace died in the Sinking, but a few saved themselves by adapting to their new environment. Some Atlanteans became amphibious water breathers, whether by magic, genetic engineering, or a combination of the two. Most of the water-breathing Atlanteans lived in nomadic tribes; their civilization swiftly regressed to a primitive level. A few of these tribes were corrupted and interbred with Serpent People, taking on reptilian characteristics and worshipping evil, forbidden gods. Over time, some Atlanteans resettled the ruins of their ancestors’ great cities and became more sophisticated, their culture similar in many ways to that of the Roman Empire at its height. They have access to ancient Atlantean technological and magical artifacts, although their understanding has been somewhat limited until recently, and their ability to manufacture such devices is likewise limited. Atlantis’ existence became widely known to some surface-dwellers in the 1940s when the superheroine Siren operated with the Liberty League. She was a surface dweller who gained her powers from a combination of Atlantean science and sorcery. Following the war, she married Atlantis’ crown prince Thallor and became its queen. Her son Theseus had a career as the superhero Sea-King and was a member of the Freedom League. He is now King of Atlantis, and his daughter Nereid is a student at the Claremont Academy and a member of the Next-Gen. The voodoo goddess Siren, although not an Atlantean, has visited Atlantis on occasion and met her Golden Age predecessor, now Atlantis’ Queen Mother. Atlantis’ relations with the surface world have not always been peaceful. Atlantean barbarians have been known to attack ships and coastal areas. There have also been occasional coups or secession crises leading to Atlantean invasions of the surface world. Even the most peaceful Atlanteans are disdainful of surface-dwellers and their constant pollution of Earth’s oceans. Atlantis currently has a delegation to the United Nations. While recognized as a sovereign nation by most of the surface world, contact is understandably at a minimum. There is also an ongoing debate as to how far Atlantis’ “dominion of the oceans” extends, and whether or not King Theseus can truly claim to be “Sovereign of the Seven Seas.” Although the king’s hot temper has cooled somewhat over the years, diplomacy between Atlantis and the surface world remains tense.


ATLANTEAN TEMPLATE[edit]

Atlanteans look much like surface humans with a mixture of (mostly European) features. They tend toward Roman noses and jaw-lines. Atlanteans are generally sleek, muscular swimmers, and have denser muscle tissue than humans, giving them super-strength (the average Atlantean can lift 1,400 lbs.). Some Atlanteans (particularly members of the royal family and some barbarian warlords) have even greater strength. Atlanteans do not have gills, instead, the lining of their lungs has adapted to allow them to extract oxygen from water and to withstand considerable water pressure. Atlanteans can also breathe air, although they’re most comfortable in an aquatic environment. ATLANTEAN TEMPLATE Abilities: Strength +4 Feats: Environmental Adaptation (aquatic) Powers: Immunity 3 (cold, drowning, pressure), Swimming 2, Super- Senses 1 (low-light vision), Super-Strength 2 Cost: 15 power points


DEEP ONE TEMPLATE[edit]

Deep Ones are Atlanteans corrupted by interbreeding with the Serpent People, as well as the influence of the Serpent Scepter. They have hairless, green, scaly skin, clawed hands and feet, entirely black eyes (with no iris or pupil visible), pointed ears, and sharp teeth. Their scales provide Deep Ones with some natural armor, and their eyes are adapted to see even in the blackest ocean depths, but they deal poorly with light as bright as daylight on the surface. DEEP ONE TEMPLATE Abilities: Strength +4 Feats: Environmental Adaptation (aquatic) Powers: Immunity 3 (cold, drowning, pressure), Protection 2, Strike 1 (Mighty), Swimming 2, Super-Senses 2 (darkvision), Super-Strength 2 Drawbacks: Disabled (dazzled in daylight, minor, common, –2 points) Cost: 19 power points


ORICHALCUM[edit]

The ancient Atlanteans invented a unique metal alloy called orichalcum, a hybrid creation of advanced metallurgy and alchemy. The secret of its creation was lost in the sinking of Atlantis, but samples of the metal still exist, owing to its near-indestructible nature. Orichalcum is a golden metal with Toughness 25 and is immune to damage from temperature extremes. It also holds enchantments well, and many ancient Atlantean artifacts made of the metal have magical powers. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans and Utopians.

LEMURIA[edit]

The island continent of Lemuria once existed in the Pacific Ocean thousands of years ago. It was the center of an empire ruled by the Serpent People. The Serpent Empire of Lemuria was old even before modern humans first appeared, and humanity was little more than a curiosity to the saturnine Serpent People. They kept humans as pets and slaves, occasionally using them in their arcane experiments. Saurian scientists genetically-engineered various sub-species of humanity to serve them. In time, the decadent Lemurian Serpent People came into conflict with the advanced human empire of Atlantis. They fought a long series of wars, which culminated in their mutual annihilation. Lemuria sank beneath the ocean in a terrible Cataclysm, the end of the last great Serpent Empire. The ruins of Lemuria lie at the bottom of the Pacific, largely undisturbed, although occasionally visited by scavengers (human and otherwise) looking for ancient artifacts and secrets left behind by the Serpent Empire. Some scattered tribes of Deep Ones can be found there, usually worshipping some sunken idol or ruin. There are ancient passages from Lemuria into Sub-Terra and some of the ruins still have pockets of breathable air (likely maintained by some ancient machinery or magic). The Lemurian ruins are dangerous, holding ancient and corrupt magic, imprisoned creatures, and dormant war-machines or doomsday devices the Serpent People were unable to use in the final days of their war with Atlantis. The United Nations have declared the ruins off-limits and placed them under the jurisdiction of UNISON, which is charged with dealing with any poachers or scavengers, relying on the Freedom League for more serious problems.


SUB-TERRA[edit]

Most of the Serpent People perished in the sinking of Lemuria, but some escaped into subterranean tunnels, deep beneath the surface of the Earth. There they set about creating a new slave race to serve their needs. They engineered a breed of human with great physical strength and the ability to operate in near-total darkness. Unfortunately, these new slaves eventually rebelled against their serpent masters. They seized several underground cities for themselves, expelling the Serpent People from them. The Serpent People were forced to sue for peace with their former slaves, who became known as the Morlocks. Legends about the Morlocks may have inspired various human myths, as well as the work of H.G. Wells in his novel The Time Machine. In time the Serpent People engineered a new servitor race, carefully weeding out individual initiative or any ability to rebel. These new slaves, while controllable, proved no match for the savagery of the Morlocks, whose continued attacks against the Serpent People drove them to abandon many of their subterranean cities, and their new slaves along with them. Without any real initiative of their own, the Sub-Terrans continued maintaining the ancient cities and machines, going about their duties without really knowing (or caring) why they did so. The conflict between the Morlocks and the Serpent People exhausted both societies and drove them both deeper into barbarism. The Serpent People continued to degenerate, until they lost nearly all vestiges of civilization. Cults worshipping terrible, alien gods flourished in both cultures, contributing to their degeneration. Today, the Morlocks and Serpent People are savages, rarely ever visiting the surface world. There remain some civilized Serpent People, mainly priests and sorcerers from ancient Lemuria preserved in a kind of stasis, or genetic “throwbacks” with greater intellect than their brethren. Morlocks occasionally see mutations with greater intelligence and psionic abilities. Such mutants typically become leaders of small tribes. Although the Morlocks tend to be mistrustful of magic, there are secretive cults ruled by priests of demons or alien gods. One such cult was mystically transformed into humanoid creatures of molten rock known as Magmin. They live in the deepest depths of Sub- Terra, near natural pockets of magma and lava vents, since they prefer the super-heated environment. Surface drilling and blasting, along with natural eruptions, have occasionally driven Magmin to the surface, where they attack anyone not of their own kind before retreating down below once more. Some years ago Jerris Trent, the Terra-King, discovered the Sub-Terrans (see Chapter 6). The servile creatures fixated on Trent as their new master and he established his own underground empire (also known as Sub- Terra). Using the ancient, abandoned science of the Serpent People and his legions of Sub-Terran slaves, the Terra-King has made several attempts to conquer parts of the surface world, thwarted by heroes like the Atom Family and Dr. Metropolis.

ULTIMA THULE[edit]

The ancient Scandinavians had a legend of an “island at the edge of the world” called Ultima Thule. Like many legends in the World of Freedom, this one holds a grain of truth. High above the Arctic Circle, hidden deep beneath the polar icecap, is the fabulous city of Ultima Thule, the Hyperborea of legend. Thousands of years ago, the experiments of the alien Preservers created an advanced offshoot of humanity. Some of these people founded a colony in the North Atlantic, later an outpost of Atlantis. During the final days of the war between Atlantis and the Serpent Empire of Lemuria, an experiment involving cosmic forces devastated the original island home of the Ultima. However, the survivors of the experiment were endowed with cosmic energy manipulating powers and fantastically extended lifespans. Despite their efforts to prevent it, Atlantis continued to pursue the study of cosmic forces and unleashed its own destruction. The cosmically empowered survivors went far to the north, beyond any human habitation, where they founded the hidden city of Ultima Thule, the center of a domain some called Hyperborea. There they retired in contemplation and study, living apart from humanity while keeping watch for signs of the return of the Serpent People and their minions. Most Ultima devoted their immortal lives to the pursuit of particular areas of interest, from arts and athletics to science and scholarship. Few humans knew anything other than legends of the fantastic Ultima Thule. The immortal Daedalus visited the city during his travels, and spent many years among the Ultima, but eventually resumed his wandering. No other outsider visited Ultima Thule until the 20th century, when contact between the Ultima and the outside world changed the course of history. Members of the German Thule Society, an occult organization devoted to discovering the “root elements” of Aryan culture, discovered the location of Ultima Thule and visited the city. Among them was Wilhelm Kantor, an initiate of the Society, and reincarnation of the Egyptian sorcerer Tan-Aktor (see Overshadow in Chapter 6). Although the Ultima agreed they were likely the source of legends about a superhuman “Aryan” root race, they had no interest in Nazi ideology about a “master race.” The Ultima decided to wipe the humans’ memories of their city and let them go. However, one Ultiman, Kal-Zed, was intrigued by the possibility of guiding humanity, so he secretly contacted the Nazis. Kal-Zed became der Übermensch, champion of the Nazi ideal. Neither the German High Command nor the rest of the world knew he was actually an Ultiman, and his race chose not to reveal their existence (after a long and bitter debate), but exiled Kal-Zed and washed their hands of the matter. Übermensch suffered defeats at the hands of Centurion and the Liberty League. He fled Germany before it finally surrendered to the Allies. Kal-Zed eventually abandoned the Nazi ideology but remained a steadfast foe of the Centurion as Superior (see Chapter 6 for more information). Centurion and other heroes eventually made contact with the Ultima, although their existence remains secret from the rest of the world. The immortals of Ultima Thule continue to safeguard the world from their ancient enemies, the Serpent People and their ilk, and to walk in human guise among mortals, but otherwise remain in their splendid isolation. ULTIMAN TEMPLATE The Ultima—also known as Hyperboreans—are an advanced, cosmically empowered offshoot of humanity. Cosmic energy they call vril enhances their life force, making them virtually immortal, and giving them various energymanipulating powers. Ultima are super-strong (able to lift 12 tons on average) and have incredible constitutions. They have considerable resistance to harm and, given time, can recover from virtually any injury. They have low-level telepathic abilities, allowing them to communicate in any spoken language.


Brotherhood of the Yellow Sign[edit]

The history of the Brotherhood of the Yellow Sign predates human civilization—human existence, actually—beginning in the latter days of the Empire of the Serpent People, millions of years ago. The oncepowerful race of Serpent People achieved the peak of their civilization before humans began walking upright. Part of their decline can be traced to strange cults, worshipping alien gods from outside reality. One such cult was the Brotherhood of the Yellow Sign, so named for the symbol of their god, the dreaded Unspeakable One. It is said to speak the god’s true name invites madness, death, and disaster, so it is all but forgotten save for a few forbidden documents from ancient Lemuria, the center of the Serpent Empire. Some speculate that worship of the Unspeakable One led to the degeneration of the Lemurian Serpent People, while others suggest the degeneration of their culture drove the Serpent People to join cults like the Brotherhood. Whatever the case, the Brotherhood and its deity are associated with the downfall of Serpent People civilization. Followers of the cult were forced underground long before the remainder of the Serpent People fled there following the sinking of Lemuria. In the millennia following the fall of their civilization, more Serpent People joined the cult, which fractured into numerous splinter groups. They struggled amongst themselves, breaking apart, conquering each other, forming larger groups before being torn apart again to continue the cycle on and on. The Serpent People fought wars with the Morlocks and Sub-Terrans in the tunnels and caverns of the underworld and their civilization continued to degenerate, until it could barely be called “civilization” at all. Occasional Serpent People were throwbacks to their intelligent ancestors. They became leaders of bands of their degenerate brethren, but few were able to do more than that. The rise of human civilization brought the first real changes in the Brotherhood of the Yellow Sign in millennia. The Serpent People leaders of the cult began recruiting human followers. This gave them influence on the surface world, and human cultists and prisoners were used as breeding stock for Serpent People experiments and reproduction. Occasionally the Brotherhood ran afoul of a human hero capable of opposing them, but for the most part they went unnoticed, largely because their activities never really amounted to much. That began to change in the 20th century with the rise of superhuman activity and the birth of a greater number of intelligent Serpent People to members of the Brotherhood. The Serpent People became more active in Sub-Terra, coming into conflict with their ancient enemies the Morlocks again. They also became more active on the surface world, spawning both human cults and half-human offspring. The Brotherhood clashed on occasion with Earth’s Master Mage, Adrian Eldritch and, later, with the Voodoo goddess Siren, who fought the Serpent People half-breeds among the Mayombe. The most ambitious plans of the Brotherhood of the Yellow Sign involve unearthing lost artifacts and knowledge from Lemuria, particularly those associated with their patron, the Unspeakable One. One such item, the Serpent Scepter, is actually associated with the snake-god of ancient Lemuria, but the Brotherhood used it in an attempt to seize control of Atlantis and launch an attack on the surface world. The ultimate goal of the Brotherhood is to summon the Unspeakable One into Earth’s dimension. All indications are this would lead to madness for all creatures on Earth, at the very least, possibly the destruction of reality. The members of the cult either believe their patron will conquer the universe and grant power to its loyal followers or else they are too mad to care what happens and intend to share their madness with all creation.

THE UNSPEAKABLE ONE[edit]

The Brotherhood’s unnamed patron is a being of cosmic power and unknowable intentions. There are no images of the Unspeakable One among the Brotherhood, only the Yellow Sign and other symbols of its power. Those claiming brushes with the Unspeakable One’s power speak of amorphous masses of tentacles, strange, shifting shapes, random piping and whistling music, and a vast and bottomless void. Such individuals are also invariably insane, so their accounts are questionable at best. The Unspeakable One is beyond game stats, possessing untold cosmic power. If it were ever summoned to Earth, there would be little, if anything, that could stand against it. The Gamemaster can use the threat (or even the presence) of the Unspeakable One as a plot device in the campaign, but should be certain to give the heroes a means of overcoming the mad god; usually by disrupting whatever ritual the Brotherhood is performing to summon it to this reality. The Unspeakable One rarely, if ever, intervenes on the behalf of the Brotherhood. In fact, it’s quite possible it is entirely unaware of its worshippers, existing only to inflict madness and devastation on the universe.

THE SERPENT SCEPTER[edit]

The Serpent Scepter is an artifact of the ancient Serpent People civilization of Lemuria. It is a rod of greenish stone, similar to jade, except infinitely harder, about two feet long and carved in the shape of a writhing serpent. The scepter is infused with preternatural power. Among other things, the Serpent Scepter is completely indestructible to any known force. Over the millennia, guardians aware of the Serpent Scepter’s power have tried to place it out of the reach of would-be wielders: at the bottom of the sea, in ancient vaults, and even in dimensions beyond this one. Always the Scepter seems to find its way into the hands of those it can corrupt with its power.


MOONSTONE[edit]

On January 1st 2004 the Grue Unity launched an invasion of Earth. The Freedom League and its allies—including numerous reserve and inactive members—tried to hold off the alien fleet. Chase Atom fought the Grue Meta-Mind in psychic combat with the aid of the Moonstone and Earth’s gathered psychics and mystics. But lost... It is unknown what became of Chase Atom and the Moonstone. It is assumed he is dead and the Moonstone destroyed or captured.

THE MOONSTONE[edit]

Moonstone, the: An alien crystal created or discovered by the Preservers and used for millennia as a power-source in Farside City until it was usurped by Lady Lunar. The Moonstone enhances psionic powers and serves as a near-limitless source of extradimensional energy. The Moonstone is a mysterious alien artifact, created or discovered by the Preservers and left behind in Farside City when they departed Earth’s solar system. It is a fist-sized, faceted piece of translucent crystal with a pearly luster that glows softly from inside. The Moonstone is a potentially limitless power-source, and has provided most of the energy needs of Farside City for thousands of years. The Moonstone is also a powerful psionic amplifier. Its energy can boost the abilities of a psychic through physical contact, and even grant access to abilities they don’t even normally have. The mentats of Farside occasionally used the Moonstone to enhance their powers, and held the crystal in trust for the entire community. When Lady Lunar overthrew the royal family, she seized the Moonstone’s power for herself. The Atom Family returned it to the custody of the Farsiders when they in turn deposed Lady Lunar. There appears to be some sort of psychic link between the Moonstone and Chase Atom. Chase has been able to override another’s control of the stone in the past with great mental effort. It may be because he is descended from one of the last survivors of the royal family, because of his unique human/Farsider heritage, his unusually strong psionic powers, or some combination thereof. The Moonstone’s powers, and any enhancements it grants, are left as a plot device for the GM to decide. It’s generally not a device the heroes should have easy access to or use of, since Farside City depends on its energy and is not overly inclined to part with it. You can use the Moonstone as a means to enhance the powers of villains like Lady Lunar to make them more formidable threats for your heroes. It could also be part of a cosmic plot involving other “Celestial Stones” (see the Star Knights section of this chapter for more).

Lady Lunar[edit]

As a member of the Farside Royal Family, Selene had every advantage. She was beautiful, intelligent, and privileged. What she lacked were the mental powers that were the basis of the royal family’s ability to rule. She was “mind blind,” a virtual cripple by the standards of her family. Although she was treated well enough, it was with pity and compassion that she grew to hate. She was denied her rightful throne, her inheritance, and made into an object of ridicule. The sole advantage of her state was it made Selene practically immune to the psychic abilities of others, allowing her to conceal her growing madness and hatred for her family. Selene gathered allies among the populace of Farside and embarked on a daring plan. She seized control of the Moonstone, the alien power source for the entire lunar city. As she hoped, the Moonstone catalyzed latent powers within her and boosted them beyond those of her relations. Selene and her followers staged a coup and seized control of the palace. Many of the royal family died in the conflict, while the others were executed shortly thereafter. The only survivor was Mentac, the youngest son of the king and queen, who was sent to safety on Earth. With the rest of her family eliminated, Selene took on the title Lady Lunar, and became the ruler of Farside City She ruled for many years, plumbing the power of the Moonstone and suppressing all opposition. When she began making plans for the conquest of Earth, her initial forays to Earth failed due to the intervention of the Atom Family, which included her nephew Mentac. Eventually, Mentac and the Atom Family came to Farside City and helped lead a rebellion that overthrew Lady Lunar. She fled, but returned several times to challenge her upstart nephew and his friends. Lady Lunar remains a threat to Farside City, the Earth, and her sole surviving relations, the Atom siblings. Selene has never allowed blood to come between her and what she considers her rightful due, and her grandnieces and -nephews are no exception. They can swear loyalty to her as the true ruler of Luna, or will suffer the fate of all traitors who oppose her. Lady Lunar is imperious and arrogant, carrying herself like the deposed queen she believes herself to be. She is royalty, not to be challenged, spoken to, and certainly not touched by “mere rabble.” She is willing to teach others to respect their betters, including her wayward relations. She considers herself a good monarch. After all, didn’t she bring order and stability to Farside City? She could do the same for Earth, and other worlds, but only at the cost of free will, or free thought even. It seems a small price to her mind. Although she is normally cool, collected, and regal, Lady Lunar has a temper, particularly when she’s defied or challenged. She can fly into a rage and lash out at whatever is in her way. She prefers to break her enemies rather than destroy them. She regrets eliminating the rest of the royal family, since it denied her the pleasure of slowly breaking their wills and bringing them over to her side. Lady Lunar is practiced in interrogation and mental techniques of brainwashing. She considers others her playthings, pawns to be disposed of as she sees fit. When she possessed the Moonstone, Lady Lunar had many other powers, including mental control over light and the ability to transmute matter virtually at will. Among other things, she transformed Jack Wolf into the lupine Wolfjack using the stone’s power. Having spent years learning to use it, Lady Lunar is perhaps the most adept wielder of the Moonstone, although the stone seems to demonstrate a greater affinity for Chase Atom, a source of both curiosity and aggravation for Lady Lunar.


DAKA CRYSTALS[edit]

Daka crystals from the tiny African nation of Dakana (see Chapter 4) could serve as the key element for any number of super-science inventions. They provide a useful “rubber science” rationale for many such devices in a Freedom City series. Exposure to daka, either in its raw form or in some sort of technological accident, or to energies filtered through daka crystals, can lead to any number of superhuman origins (particularly those involving some form of energy control). A group of fledgling supers created in such an accident might become the students and wards of the White Lion and new defenders of Dakana for Gamemasters interested in setting a campaign there. Given their extraterrestrial origins, daka crystals may be tied with other cosmic crystals such as the Moonstone or the Star Stone (the source of power for Farside City and the Star Knights). If all the daka in the world were somehow assembled in one place and fused together into one crystal what powers might it have?




NECESSARY EVIL in FREEDOM CITY