Strange City


 * From the GM **

Strange City is the background for any new superhero stuff I run as one-shots, whether it's solo or group adventures. It's meant to be a mid-sized metropolis with (as the name indicates) some access to the occult and the Fortean. While Strange City has the usual run of self-made tech geniuses, easily robbed labs, and mutant rights groups, it is also a mystic nexus. More people learn the fake occult here and the real occult, witches and vampires and zombies are real (if mostly hidden), and the spells from that book you found on the internet might work here, though not the way you expect.

Each section has ideas that occurred to me that might form part of an adventure or character for your character or group. These are ideas only: ignore them or change them as you please.

Stats for characters might or might not show up.


 * Overview **

Strange City was founded in 1666 by Ezekial and Hepsibah Strange, and it remained a small (almost endangered) community for hundreds of years. The discovery of high-quality pitchblende in the 1950s changed that, and the city quickly mushroomed because of its new connections to the tech sector. (Strange Village became a city in 1961.) The city has two universities. Both are well-respected, though not at the very top of their fields: Enoch Strange is a world leader in dealing with the sociology of the strange and the occult. SIT has developed some amazing new technology but critics say it exists mostly to feed the city's hungry tech sector.

The city has districts:


 * The Mines is now the factory and warehouse district, although it was once the mining area. There are underground tunnels here and occasionally one will collapse.
 * The Offices is the business and banking district.
 * The Flats is the slums and the poor housing.
 * The Coast is where the rich people live.

Others are named as needed (the artist district, the theatre and entertainment district, and so on).