ADDITIONAL INFO WORLDBUILDING Metropolis || Lore & More

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Villains

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#1
[This is where the index/glossary will go when all is said and done. Thanks for not posting. Feel free to read along.]

Combat Modifiers


  • These are small buffs given to certain gangs based on what they are best at. While there may be brawler types in the Hoodlums or a hacker in the Crimson Valkyries, they are the exception to the rule. Gangs tend to recruit or hire like-minded individuals with skills that fit within the general demographic, so most members will follow these guidelines. Please do not go out of your way to break the mold, as it does nothing but cripple your character's abilities. They will receive the same modifiers as the rest of their gang, and whether they choose to utilize them or not is up to how you wish to play.

    Melee - Physical attacks done in close range, with or without a weapon. Characters with this modifier are strong and able-bodied, making them better at manual labor tasks. This modifier includes parrying, blocking, punching, kicking, lifting, carrying, and wielding weapons such as a bat, sword, club, pipe, etc.

    Ranged - Physical attacks done at extended range with a ranged weapon. This modifier includes firing guns, laser weaponry, having heightened perception at a distance, and a 'fight or flight' mechanic allowing an option to retreat from combat if the distance between the individual and their target exceeds 10 yards.

    Stealth - Stealth allows for a user to move unnoticed through various areas, as well as evade being caught when being pursued. Individuals with stealth are quick on their feet, and this modifier includes dodging, sneaking, hiding, disguising, and bypassing security units.

    Technology - The technology modifier provides the individual with a greater knowledge of the cybernetic world and the Matrix, giving them access to areas others wouldn't be able to go physically. This modifier includes crafting units, providing physical enhancements to individuals, monitoring activity on the matrix as well as hacking into the matrix and other secure connections.

    Combat - The combat modifier is only effective when the individual is in combat but acts as a buffer towards receiving blows. This allows the user to tank damage without immediately feeling the effects, as well as use their surge of adrenaline as an offensive combat buff, giving them extra damage to their attacks for a short time. This ability only lasts for up to three posts and is consumed for the remainder of the fight after use.
 
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Villains

My dear sweet nothing, let's start anew.
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Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
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#2
The year is 2319 and the world has changed. What remains is a pale shell of comparison, hardly recognizable in its future state; yet those living in Metropolis, the city of second chances, count themselves the lucky ones.

War has ravaged the Earth. Whole continents now left uninhabitable, wiped clean of their people and their history and their very substance so that by the time the third world war reached its climax, there was no declared victor. Instead, there was a quick consolidation of the remaining populations in a hope to save the last of humanity. In the year 2067, just 24 months after the end of the last great war, Metropolis was founded in the very center of what had been the United States of America while other similar cities were formed in a handful of locations elsewhere on the globe.

Intended for use in housing the massive refugee population, the city doubled in size every year for a decade and grew larger still as disparaged people flocked from the uninhabitable parts of North and South America. The bulk of smaller foreign countries congregated there as well, also victims of the fallout and famine caused by mass nuclear devastation, with living in new settlements such as this one as their only viable means for survival. A world federation was formed, allying the remaining countries as they worked tirelessly to right the wrongs of their predecessors and ensure the remnants of humanity might settle and thrive through the worst of nuclear winter.

A dome was built over the city, containing the residents in the sterilized containment it provided, and for a time, there was quiet within Metropolis. The world was starting to settle down and life began to ease back into a state of consumerism and complacency. It wasn't until the War of the Five Points that people began to notice the massive city being segregated, but as violence erupted between hundreds of gangs, people soon found themselves caught in the thick of conflict for the first time in several hundred years. A civil war in a megacity meant mass casualties, and as the numbers climbed over the course of a year and a half, no one could imagine an end to the destruction.

It wasn't until most of the smaller gangs had been wiped out that the acting leaders of the five largest gangs agreed to meet in order to attempt a peace treaty.

All five agreed that Middle Metropolis would always be known as a safe zone, and in that section, there would be no violence promoted by the five gangs present at the treaty signing. The rest of the city was divided into five relatively equal portions; one for each prominent organization labeled as a gang. Still, questions would remain for the common man of Metropolis. How did these gangs come to be? What was their purpose? Some would say gangs were the population's defense mechanism against foreign pressures, but if that were the case, why were the gangs all so ethnically varied?

These gangs were diverse, their members coming from historically different backgrounds, (with one exception) were comprised of both genders, and had very little in common besides their personal beliefs concerning how the city should be run. Over time, these beliefs had taken root in the foundations of each small group and were preached with whole neighborhoods cheering for these shared beliefs, so a mob mentality took over. Weren't you safer if you could trust your neighbors and your community? But could you trust other neighborhoods? Other communities? The differences would never sit well, and that was why the Point system came into being.

Sometimes, it's best to keep differences separated.

Of course, this didn't truly end the conflict at large. When one gang saw corruption in the government, another gang was part of that very corruption. One gang sought equality where they saw none as another gang was perfectly happy with peace so long as no one tried to shake the status quo. So on and so forth, with no real end. Add into this equation the addition of genetic alterations, augments, Psionics, and a population of close to 31 million human beings - there would always be a new reason for discord among the Five Points.

So begins our story. Metropolis, a great city considered one of the last refuges of mankind and the five gangs who lead it.
 
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Villains

My dear sweet nothing, let's start anew.
Roleplay Invitations
Group Roleplays
Posting Speed
Slow As Molasses
My Usual Online Time
Evenings.
Writing Levels
Advanced, Prestige, Adaptable
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
A little of both.
Favorite Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
Genre You DON'T Like
High School/University/Academy. School-related stuff. Furry stuff. Anime/Manga stuff. Uh... I'm willing to hear any idea someone has, but those are my usual no choices.
#3

Crimson Valkyries Vesper Corporation Hoodlums


  • The Crimson Valkyries

    Warriors of southern Point One, this gang of able-bodied biker women made a vow to fend for themselves long before the Five points turf war began. Their skills are varied but born from necessity based on their immense hatred for the current leadership of the city, and they make a habit of earning their keep regardless of what they take as their chosen skill. The only prerequisite to join the Crimson Valkyries is that a recruit is female and is willing to work with the collective for the good of the gang. Their territory encompasses the old harbor, the Hopper hotel, and the airport. Their base of operations is Meg's Hair salon.


    A brief history of the Crimson Valkyries

    Originally, the Crimson Valkyries started as a simple biker gang located near the docks of Metropolis. Times were difficult when the city was still new, and women of all sorts found it in their best interest to seek independence so they didn't fall into the trap of complacency and dependence towards warring rioters. The easy path was always to seek refuge with already established gangs, but there was something about all the men in charge that rubbed the founding members of the Valkyries the wrong way. They were irresponsible with their lives, and the lives of those willing to follow them.


    Countless citizens and gang members would die over the course of the Points war, but the Valkyries kept their distance. They favored their work, their ethics, and their good nature to keep them tidied over until the coast seemed clear. Only then, when numbers had dwindled and once prominent gangs seemed defeated, did the Valkyries take command of Point One uncontested. There was no one left to fight, and those in opposition found themselves few and far between. Within their boundaries, the Valkyries were considered saviors of the less fortunate. They took care of those injured, they saw to the needs of the defenseless, and they taught the women of the future they had just as much a place in the times to come as any man did.


    Their fighting spirit was a benevolent one, despite being seen as a lesser organization to other gangs. They met all challenges with the same determination and sought a sense of peace in a world ravaged by war.


    Leadership came in the form of a five-woman council, assisted by the collective members in matters needing delegation and voting. They sought no glory outside that of a steady economy and prosperous people, though they knew the enemy at large would always be the head of Vesper Corporation and the World Federation. Sexbots, brothels, and a general lack of respect for women everywhere - the Crimson Valkyries saw issues in Gearheads because of their archaic views on their female members, and their distrust in the thieving Hoodlums was almost a hatred after the gang raided their base some 10 years back.


    If the world was going to grow and change for the better, the current status quo needed shaking. Metropolis needed strength for the weak, and hope for those in despair.



    Characteristics, Strengths, and Weaknesses

    The Crimson Valkyries are a gang based on honor and honesty. First and foremost, they are respectable to the community, and they have no need for disrespectful members. They are loved by the citizens of Point One, and they run food kitchens and work seminars to get those down on their luck back on their feet. Courage and personal strength are their finer points, and with such a content citizen foundation, they are the only gang seen as a benefit to the people living in its point. Citizens will work with and help the Crimson Valkyries any chance they get, whether it's building a new structure, or gathering supplies from other points.

    The Crimson Valkyries, despite being all female in their membership, have plenty of male outside assistance.

    That said, the downfall of the gang is the selective process they go through with their members. Only women can be Crimson Valkyries, and beyond that, only women who have a trade skill and a means to assist the gang is sought as candidates. This secludes their member pool substantially from the much larger gangs, and though they're a worthy adversary in any fight, they can't afford to take huge loses of members. This makes them more cautious of other gangs and keeps them from massive forays whenever possible. Much like Vesper keeps a clean image, the Valkyries keep their image untarnished as well. They aren't opposed to sparring and drinking and general debauchery but mean-spirited actions will result in penalties from leadership. Valkyries fight for the little guy no matter what, and if that means dying in the name of what is right, members are willing to do so.


    Important Bonuses and Negatives

    Bonuses

    > Community support: the people of Point One look up to the Crimson Valkyries, and will help them in any way they can outside of combat. Building, gathering resources and information, etc.

    > Honor Code: Because of their honorable ways and wholesome values, the Crimson Valkyries receive a combat bonus that assists in close range fighting. They have no fear of taking someone on if they can do so fairly and face-to-face.

    > +5 combat> +5 unarmed melee attacks

    Negatives

    > Because of Honor, the Crimson Valkyries must always have a good alignment, and their actions should be dictated by such. If action is needed to save someone in need, the Valkyrie present must respond accordingly.

    > Only women can be part of the actual Crimson Valkyries, and this leaves them with fewer members than the other gangs.

    > Weak against ranged attacks and technology.

  • The Vesper Corporation

    What the Vesper Corporation lacks in genuine interest they make up for with credits. Their organization was built on the backs of great minds, their assets and value settled over weapon manufacturing stocks and government ties, and their goals are simple. They want control of the Five Points to secure their stock values and to instill their own form of leadership, which keeps the stockholders content. They reside in Point Two and are in possession of the grand cathedral, the Vesper Corporation headquarters, and the upper east side of the city. Their base of operations is the Vesper Corporation Headquarters.

    A brief history of Vesper Corporations

    Vesper Corporations was started generations ago by Wakefield Vesper, who was once the richest man alive. His dream was to begin production of pharmaceuticals that would enhance human beings and to corner the market on such drugs so no other pharmaceutical giants might also move in on this market. This interested the military, who was the first to willingly experiment on their soldiers, and that experimentation lead to innovations in the field of science regarding what can and cannot be done to the human body.

    Wakefield was followed by his son Arthur, who moved the company into augmentations and implants, and when he stepped down, his oldest son Marcus was left in charge. By this time, Vesper was a household name around the world. The fresh out of college Marcus had the world at his fingertips, and he saw it best to move into creating weapons that would revolutionize warfare as the world knew it. Vesper was now the face of the military, but not just the US military - foreign military forces as well.

    As Marcus Sr. had put it in his memoirs, 'I had only hoped to aid in protecting the world against itself.'

    Unfortunately, the world took the high tech weaponry, armor, armored vehicles, and robotics, and used these great developments of science to destroy itself. The third world war was upon them, and by the time the ashes cleared and things were considered peaceful once more, much of the planet was left uninhabitable. The population diminished, and once great cities were nothing more than rubble and unclaimed bodies long forgotten.

    A world federation was formed, allying the remaining countries as they shipped their survivors to the least damaged continent left - North America. Vesper remained a powerhouse in all the branches of business it could monopolize, and while most people were anti-Vesper, there was no way to topple the company responsible for what was left of civilized society. Metropolis was formed as a desperate attempt to keep the peace, and soon became a mecca of countless cultures otherwise lost to war.

    Now, some 300 years after Vesper was conceived by Wakefield, it remains the pillar of current society and has its own personal seat on the council of the World Federation.


    Characteristics, Strengths, and Weaknesses

    Vesper Corporations isn't so much a gang as they are an organization, and those within the organization do not refer to members as 'gang members'. Vesper members are a sophisticated lot, educated and wealthy with connections to the government. Those working for Vesper, as it is a job rather than a part-time gig as the other gangs might be, are allotted a sizable credit endowment to see to their spending needs so long as it's within reason.


    Ties to the city give them access to informants who can be used to spy on neighboring gangs so long as they're careful.
    Despite these advantages, Vesper Corp. is the only one involved in the Five Point dispute who will openly remove any insubordinate or underperforming employees. Vesper is ruthless, and those at the top are as uncaring for their lessers as their predecessors had been towards the world hundreds of years ago. The lucky are terminated from the company, and the unlucky are taken out by hired guns. Vesper rarely does it's own dirty work so not to deface their public image.



    Personal and professional image is key for the company, and it's employees are expected to uphold company expectations to their utmost ability. No fighting in public places, no shirking duties given by the company, and certainly no outlandish modifications - this is Vesper, not the circus. The largest and most powerful company in the world has no use for those who aren't skilled at their position. This pickiness has left Vesper lacking in employees over the last decade or so, which means their manufacturing is mostly done by robots. Human positions are available, but only in Vesper Corporation's main offices.


    Important Bonuses and Negatives

    Bonuses

    > Credit Allotments for employees to cover all their expenses to a rather generous degree.

    > Fame: Basically, those working at Vesper are well known, and they are considered distinguished members of society because of it. The benefits of fame can be many and can open plenty of RP possibilities.

    > +5 ranged attack> +5 technology

    Negatives

    > Because of Fame, whenever you do something, someone has seen you so long as you're in public. A fistfight in a bar can lead to your forced resignation from Vesper Corp. Illicit photos of you winding up on the matrix? Men and women have died for less.

    > There are parts of the city the company won't let employees go - specifically Hoodlum territory - as it's a hotbed of filth and debauchery. Certainly not a place for a Vesper employee to be.

    > Weak against melee attacks and stealth.


  • The Hoodlums

    A ragtag group of orphaned youths who cover Point Three, the Hoodlums have earned a niche in the gang game by taking over the less desirable portions of the city surrounding Middle Metropolis. Matrix savvy net hackers with eyes on the grand prize, they work as a disorganized band of vigilantes who want nothing more than to topple the current power structures at large. If they could be described in one word, it would be chaotic. They cover the lower southern areas of the city, which puts the red light sector and the black market district within their territory lines. Their base of operations is The Nest, located in an abandoned theater.


    A brief history of the the Hoodlums

    At war within itself, the Hoodlums contain notoriously ill-mannered ruffians who can't settle on their overall views. This wasn't always the case. In years past, they were more than hand-me-down members of society, though their desperation for recognition from the rest of Metropolis' citizens who overlook their dire conditions has always been a major factor in their rebellion. If there was a bottom of the societal barrel, the Hoodlum's founders were stuck to it. Constantly in revolt because of this inequality, the band of impoverish junkrats fought tooth and nail against the laws that be. It wasn't until much later that they consolidated their forces to better defend their rights, though as many of the gangs grew and flourished through expansion, the Hoodlums seemed to relapse into a lesser version of their original selves.

    When the world was first in distress, many great freedom fighters hailed from their gathering of rebels, but as time passed, their ideals faded with each new blood too hot-headed with cravings of power and decadence to conform. The gang motto has always been 'to thy self be true', but when leadership changed hands time and time again, this passage seemed to lose significant weight. While some understood the value of inner courage and perseverance against all odds, others took the teachings as acceptance of seedy practices and underhanded dealings. This broke the gang into smaller gangs, and from those, even smaller pockets of wayward members. By modern times, the massive pack of Hoodlums contained countless subgroups with different intentions, rivals to their peers.

    A war council exists that allows the heads of each division of the Hoodlums say in Point Three matters, but with so many figureheads at opposition, their core unity lies only in their location and limited resources.


    Characteristics, Strengths, and Weaknesses

    Hoodlums have little in way of credits, but their street connections are, without a doubt, the best of all the gangs. Controlling the black market helps with access to materials and contraband other gangs are privy to, and income is easy to come by if one picks up odd jobs within Point Three. Despite this, some Hoodlums are also savvy hackers and noteworthy spies, capable of infiltrating even the most secure connections within the matrix. Their methods aren't what law-abiding citizens would turn to, but a job gets done when one is willing to test their moral limits. Extortion, Racketeering, Assault and Murder - these are all well-known tools of Point Three's greatest weapon.

    Where Vesper Corporation holds their reputation in high regards, the Hoodlums could give a shit less about what other citizens think of them. So long as their interests are piqued, they're willing to get their hands dirty.

    Of course, this causes a great deal of discourse within Point Three, and while other gangs are hesitant to fight among themselves, the Hoodlums do little else. One subgroup might look down upon another's practices, while another might seek to wipe a whole pocket of Hoodlums off the map to expand their business opportunities. Power is the one common goal among the loosely knit gang, but they fail to see how their fighting interrupts the greater struggle everyone in Metropolis is facing. Instead of an organization, there is chaos. The internal struggle makes them the underdog in the war of the Five Points.

    Important Bonuses and Negatives

    Bonuses
    > Matrix Jacking - Hoodlums are network spies and saboteurs, able to work the matrix to reach their goals, and they gain points in Technology because of this.
    > Inconspicuous - No two Hoodlums are alike, and their presence doesn't immediately raise any flags with other gangs or citizens. Anyone can be a Hoodlum, so no one is automatically assumed part of the gang. This makes their dealings less strenuous and gives them easier access to locations they don't necessarily belong.
    > +5 technology
    > +5 stealth

    Negatives
    > Without a steady income, even the most well-off Hoodlum member could find themselves penniless in a matter of days. Crime doesn't pay... indefinitely. So, to ensure they're not entirely destitute, Hoodlums have to take jobs as often as possible.
    > The World Federation hates the Hoodlums, and their police make it a habit to seek out those with connections to the gang. If they're alerted of the Hoodlums outside of Point Three, they will seek them out to the best of their ability, and take them into custody - by force if needed.
    > Weak against physical attacks (melee and ranged)
 
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Villains

My dear sweet nothing, let's start anew.
Roleplay Invitations
Group Roleplays
Posting Speed
Slow As Molasses
My Usual Online Time
Evenings.
Writing Levels
Advanced, Prestige, Adaptable
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
A little of both.
Favorite Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
Genre You DON'T Like
High School/University/Academy. School-related stuff. Furry stuff. Anime/Manga stuff. Uh... I'm willing to hear any idea someone has, but those are my usual no choices.
#4
[This is where general world information will go when all is said and done. Mapping out the thread - but thanks for not posting. Feel free to read along.]
 

Villains

My dear sweet nothing, let's start anew.
Roleplay Invitations
Group Roleplays
Posting Speed
Slow As Molasses
My Usual Online Time
Evenings.
Writing Levels
Advanced, Prestige, Adaptable
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
A little of both.
Favorite Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
Genre You DON'T Like
High School/University/Academy. School-related stuff. Furry stuff. Anime/Manga stuff. Uh... I'm willing to hear any idea someone has, but those are my usual no choices.
#5
[This is where general cybernetics and augmentation information will go when all is said and done. Mapping out the thread - but thanks for not posting. Feel free to read along.]
 

Villains

My dear sweet nothing, let's start anew.
Roleplay Invitations
Group Roleplays
Posting Speed
Slow As Molasses
My Usual Online Time
Evenings.
Writing Levels
Advanced, Prestige, Adaptable
Genders You Prefer Playing
Primarily Prefer Female
Playing Style- Passive or Aggressive
A little of both.
Favorite Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
Genre You DON'T Like
High School/University/Academy. School-related stuff. Furry stuff. Anime/Manga stuff. Uh... I'm willing to hear any idea someone has, but those are my usual no choices.
#6
[This is where general information on psionics and the disciplines of the mind will go when all is said and done. Mapping out the thread - but thanks for not posting. Feel free to read along.]