The Falls is the classy, well-bred part of town. Old money and nouveau riche alike mingle in the faux-villas and modern mansions scattered along the low foothills surrounding the city. Named for the spectacular waterfall that is the pride and joy of the cities tourism board, the Falls contains the most noble of ambitions and the darkest of human desires.
Signature Character: Bird of Prey
Concept: Beast
Archetype: Fool
Description: Mild-mannered private eye Gary Greene by day, Bird of Prey emerges after dark in order to hunt down the crooks, criminals and weirdos that harass and terrorize the good people of Pocket City. Both Greene and Bird of Prey share an intense commitment to the letter of the law, but where Greene is all about results, Bird of Prey is all about the chase.
Signature Character: Dr. Antonio Hodgkins
Concept: Adept
Archetype: Magician
Description: Hodgkins is both a medical doctor, and the boss of a thriving industrial empire that employs half of Pocket City. Now that his company is self-sufficient after years of hard work and elbow grease, Hodgkins has turned over day-to-day affairs to his son Anthony and now spends most of his time tinkering in his workshop on strange and arcane devices. He believes that it requires only the right application of science to make anything happen – even life. While he has yet to make a dead heart beat or a severed limb twitch, he has perfected the creation of automatons that eerily imitate the living to a substantial degree. The greatest of his creations now inhabits Pocket City’s highest office, to Hodgkins delight.
The Speakeasy is the part of Pocket City that swings 24/7. Containing the posh downtown and entertainment district with the less wholesome red-light district and underground network of bootleggers and organized crime, the Speakeasy is where the action is.
Signature Character: Queer Johnny
Concept: Outsider
Archetype: Sun
Original Description: Nobody knows where Queer Johnny came from, but he arrived at the Jersey Club, the Speakeasys premiere underground club one night and decided to stay. His signature pink pinstripes are anything but subtle, but he instantly made such a reputation for himself of sheer brutality and violent effectiveness that he never, ever gets any guff for his sexual proclivities. Now the mob keeps him on retainer as an enforcer, and that combined with his constant flow of sexual conquests keep his temper in check – for now.
Now: After an obsessive chase after an enigmatic figure known only as The Collector, Queer Johnny has abandoned his former bosses. While the two biggest mob families battle for dominance, Johnny is shedding his mortal concerns and maybe trying to begin a rapprochement with his original Father. Maybe.
Signature Character: The Mean Green Machine
Concept: Vice Elemental
Archetype: Void
Description: Everyone knows the Mean Green Machine (affectionately referred to as “Greenie” by the drunk and simple). When he comes to a party, it’s a Party. When he stands up an event, it may as well never have happened. Wherever he goes, he leaves those around him with even more laughter, drinks, and good times – and all of the consequences that those generate. He’s never around for the consequences, though. In fact, nobody knows where or how to find him. The best you can hope for is put word out on the street that you want to see the Green Suit, and maybe he’ll show. Maybe.
The Wilderness is the part of the city the Tourism Board doesn’t advertise. Once an ambitious public works project, what was originally a planned neighborhood of broad streets, trees, parks and manmade streams has been abjectly neglected since the project was choked off by lack of funding and the tragic death of its major proponent. These days, it’s the home of vagrants, drifters, and small pockets of grim citizens determined to maintain their homes against all odds.
Signature Character: Freddy “The Shark” Grumelli
Concept: Vigilante
Archetype: Wheel
Description: Freddy came to this crummy town with 10 cents in his pocket and a knife in his shoe. Within a few short years, he rose to the top of the crime world on his own terms, sent money back to Italy, and brought his brothers and cousins over to help him run things. Within a few years after that, nobody dared cross the Grumelli’s, though Freddy magnanimously allows a couple of other families to operate the small stuff. Now he lives in a private mansion obscured by the overgrown trees of the Wilderness, pulling the strings of both the illegitimate and legal operations of Pocket City. He’s worked hard to get everything just the way he wants it, and he won’t let anyone disrupt his perpetual-money-machine.
Signature Character: Justine Franklin
Concept: Vigilante
Archetype: Hermit
Description: Justine and her new husband, Jack, were some of the first people to move to the community that would later become the Wilderness. As the money dried up, the trees began to overgrow their medians, and the rest of the city silently turned away, she decided that she was not going to abandon the life they had so recently began. With her determination binding them together, a small group of citizens refused to quit their cul-de-sac and still continue living as normal lives as they can manage. What they don’t know is that Justine, fueled by her vow, leaves Jack’s side at night to patrol her neighborhood, keeping the mad and the criminal at bay with fists, ropes and the occasional garbage bag.
The Metropolis is the beating heart of civic life in Pocket City. All of the public administration buildings and most of the non-entertainment-industry employers are located in the Metropolis, and it’s honking taxis and one shining skyscraper hint at the ambitions of the cities leaders to grow from a few square blocks to a true metropolis to rival any on the East or West coast.
Signature Character: Mayor Maxine Maxwell
Concept: Construct
Archetype: Moon
Description: Mayor Maxwell came from nowhere to win the Mayoral race after the death of Leonard Weston, the eight-term mayor that oversaw Pocket Cities transition from backwater to modern progressive city. A local girl who went away to an Ivy League school back East, she returned with an apparent love for her place of birth and a zeal for progress. What the city doesn’t know is that it’s all a sham. Maxine Maxwell is a automaton, a creature of steel and false flesh created by Dr. Hodgkins in order to ensure that the agenda of Pocket City would always coincide with his own. While Maxwell has her own consciousness, it is focused almost exclusively on governance, with only occasional flashes of curiosity that only reveal more questions. Like why she has to dispose of all of her lovers after they experience her unreal flesh.
Signature Character: Lance Grayson, Reporter (Statted up as he was actually involved in the Collector/Queer Johnny series)
Concept: Vampire
Domination 5
I Know About You +1
Give Me The Story +0
Hunger 4
Can’t Keep Me Away +1
You Must Adore Me +1
Preternatural 3
Right Place, Right Time +0
Fade Away +1
Transformation 0
Archetype: Warrior 7
Nemesis: Queer Johnny +5
Nemesis: The Collector +5
Pain 3
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Description: If it’s news, Lance Grayson is there. A well-educated son of a prosperous family, Grayson got into the reporting biz right out of school and his natural talent and tenacious personality drove him right to the top. With a true love for Pocket City and an insatiable hunger for the scoop, Grayson isn’t afraid to venture into the darkest dens of iniquity or the most hallowed halls of civic virtue to find the truth. What feeds this passion? The respect and adoration of others, both the citizens who open the paper just to read his words, and the jealousy of his peers, few of whom are able to even approach his track record in reporting. Those few times that he gets scooped, he goes into such despondent depressions that he has to be coaxed out by his editor, who swears that “this is last time I’m going to molly-coddle you, Grayson.” He’s said that three or four times now. At the moment, things are pretty quiet in Pocket City, and Lance is on the prowl for a new story.