CODEWORLD CAMPAIGN SETTING: Part II
CODEWORLD is a campaign setting that borrows heavily from a number of popular cartoon, comic, and toy franchises where the heroes and villains all have fascinating codenames, like Black Adder, Magnum, Overkill, and Code Blue.
It could be used for a heck of a supers or super-agent game, or even the backdrop of nearly any modern, sci-fi, or science-fantasy game system. This is a world with four color action, but no masked superheroes to speak of. Its tongue is firmly in cheek, but lovingly so.
Rank Three Code Groups
Rank Three groups are even less impactful than Rank Two groups, often with much more limited membership or resources as well as a more tightly-defined area of concern, but within their wheelhouse are still more impactful than normal organizations. In some cases Rank Three groups are a single powerful individual, who simply lacks the support and scope to be a Rank Two group, but is more potent than any individual in most Rank Two code groups. Rank Three groups at least have the potential to grow into Rank Two Groups, and a Rank Three group can go toe-to-toe with a unit of a Rank One or Rank Two Code Group in the right venue.
CRONOS is a cult that believes the original deity, the progenitor of all god myths, can be awakened by creating enough death and misery. They are lead by PROFESSOR RAGNAROK, who is imbued with some kind of supernatural power, though it’s exact origin and limits are debatable. CRONOS works to create mass disasters and start wars, which often brings them into conflict with S.T.E.E.L. and occasionally VIGIL.
The CYBERPACK, lead by the heroic STEELWOLF, protects the lost continent of Urheimat, and seek to find and neutralize threats from the pre-Atlantean nations. Originally the CYBERPACK were an elite anti-terrorist team, who chased a MAMBA Snake Charmer into a huge storm in the Indian Ocean, and crashed into Urheimat during a rare conjunction that exposed one of the entranced to the submerged continent. While STEELWOLF and her people were badly damaged, they were found by the ancient ZARSEN, ancient robots set by the residents of Urbeimat to protect it after they left it. But the ZARSEN did not know human physiology and mistook the anti-terrorist unit’s wolf-mascot on their patches and canine-based codenames as a sigh they were partially canine. Thus when rebuilding them as cyborgs, the ZARSEN gave the CYBERPACK wolf-based abilities and partially canine appearances. The CYBERPACK has access to the ancient Urheimat ley-gates, allowing them to quickly move to any continent, but only at one of a few dozen locations.
DOCTOR LICHGATE, is a human who bonded with a FEL GHUL spirit, who is generally a frail older male but can for a temporary period transform himself into a powerful, monstrous skull-faced, green-skinned form. The doctor is seeking the Twelve Crystal Menhirs that the pre-Atlantean nations used to control every aspect of the world’s weather, tides, and day/night cycle, causing him to always be searching for entrances to the three LOST CONTINENTS, Meropis, Rutas, and Urheimat. He is aided in this by the MADNORMALS, mutant humans with a few animalistic-appearing traits who (when exposed to the LICHGAS created by the doctor) can assume much more powerful, twisted, bestial forms.
DOCTOR LICHGATE controls a single Crystal Menhir, the ONYX SPIRE, which allows him to travel back and forth between the normal world and the CAIRNWORLD, a version of the Earth where nearly everything has died. As only the doctor controls access to the CAIRNWORLD, it serves as a nearly impregnable base for him to operate from, and while he can only travel between worlds at places with strong ties to death, it also allows him to travel easily and secretly worldwide.
HACK, INC is a distributed cyber-mobster syndicate that performs computer-based crime-for-hire. The most members of HACK, INC have codenames they use online, and avoid ever meeting anyone in person, though the most elite members often have Hat Racks, where numerous hackers are brought together to work as a collective (often without being made aware they are hacking for HACK, INC.) Only a few agents are aware that HACK, INC is ultimately the tool of AUTOMALA, a self-aware program that seeks to ensure its own existence by spreading itself into every computer-controlled device on Earth… very much including the POLYMECHS, CALIBURN, and the systems in use by MAMBA and S.T.E.E.L.
VIGIL is an international NGO disaster search and rescue team. They operate out of the SAFEHOUSE, an enormous dirigible mobile base that carries a number of VIGILANCE VEHICLES, or VVs, including VIGILANCE 1 (a supersonic jet plane and communications center), VIGILANCE 2 (a high-speed, heaving-lift aerostat roughly half the size of the SAFEHOUSE, and able to carry any 2 other VVs), VIGILANCE 3 (a reusable orbital rocket), VIGILANCE 4 (a rescue sub capable of being dropped into the ocean from the SAFEHOUSE, or VV 1 or 2), and VIGILANCE 5 (a high-speed digging machine). The SAFEHOUSE, and VV 1, 2, and 4 also have support centers for EXO-SHELLS, modular suits of powered armor designed for operations in extremely dangerous conditions (though many of their rescue gear options can also be used in a combat capacity, and they possesses modular less-lethal munitions for use when needing to potentially incapacitate hostiles when performing rescue operations in a war zone). EXO-DRONES launched from a support center can fly new EXO-SHELL modules into the field fairly quickly.
WICKED WENDY is a powerful necropath, who also appears to be some kind of psychic vampire. She is the only creature who can travel between the normal world and CARINWORLD under her own power. She and DOCTOR LICHGATE dislike each other, but see no benefit in fighting one another, given CAIRNWORLD is a whole planet. WICKED WENDY carried a tattered teddy-bear, MISTER CHUCKLES, which is inhabited by a demonic spirit (and thus is self-mobile, and can fight with eldritch knives, claws, and fangs) that urges her to create chaos and misery, but is also entirely loyal to her and wants to make her happy. WICKED WENDY is in love with the OMEN KING, an ancient god that might also be progenitor god worshiped by CRONOS, or the FEL TYRANT of the FEL GHULS… or might not. The OMEN KING sends her omens through raven messengers, but seems to be limited in what he can do. WENDY plans to awaken/free the OMEN KING, and doesn’t care what cost must be paid by anyone for that to happen.
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