Metropolis || Lore & More

Villains

My dear sweet nothing, let's start anew.
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Slow As Molasses
Online Availability
Evenings.
Writing Levels
  1. Advanced
  2. Prestige
  3. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
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.



  • Rules of Combat

    In the world of Metropolis, there are two kinds of combat. The differences between the two rely solely on whether the conflict is plot related, or if it's a personal dispute between two or more parties. The latter of the two is resolved easily enough - between the people in conflict.

    Example: Tim is a bad motherfucker looking to pick a fight. He decides to get into a tussle with Angie while in middle Metropolis, thinking he can push her around. Angie, more than able to take care of her self, fights back. The result is a barroom spar between the two combatants. Each player controlling their chosen character follows the general rules of role-playing and doesn't auto hit or god mod against their opponent. The two writers even go to the extent as to talk outside the RP to come up with a plausible solution to the conflict. They agree both characters get their asses beat to some extent, but both survive the fight, and Angie knocks Tim unconscious before hightailing it back to her gang's home territory.

    The former is more complicated and has an entirely different set of rules attached to it.

    Conflicts that affect the grand scheme of the roleplay, based on territory or important figures in the world or rules being broken between gangs, will call for a moderator's involvement. Such times will be labeled with a spoiler of:

    PLOT POINT
    Rolls have begun

    This means, in short, that actions in the scene have now come down to rolling one 20-sided dice and adding existing modifiers to the number you receive.

    A few examples include: Marshall, a Hoodlum, is trying to sneak past a guard outside Vesper corporation. He rolls a 12, but has a +5 modifier to sneak, giving him a roll of 17 in total - which is enough to get past a 15 security check on the guard's end.

    Tiffany is an overly enthusiastic Crimson Valkyrie overhears some whispers between nearby Gearheads, and when asked about it, she pretends to know nothing about it. She rolls a 4, and having no modifier to add to her roll, fails the check of 10. The Gearheads kick her ass.

    Jerome is a talented user of the Chimata-No-Kami teachings, but on his roll to use teleportation, he rolls a 7. With no modifier to beat a 10, Jerome is lost in the void - the writer of Jerome is free to make a new character, but Jerome is as good as dead.

    NOW THAT I HAVE YOUR ATTENTION:

    Not all rolls will be so dire as our last example. It's based on involvement in the over-arcing plot of the roleplay, and most of the time, people won't need to roll on anything. Only when my sneaky ass pops in do you need to worry. My job is to keep the plot going, and you know what that means? It means I keep you, the writer, on your toes. Your characters are not entirely safe in Metropolis, and there should always be caution concerning matters of political or territorial importance.

    But why am I doing this, you ask? WHY, KAT, WHY?! WHY ARE WE IN DANGER?!

    Well, dear fellow writer, because comfort in a role play leads to a rather boring experience. I've been tasked with the job of keeping this project alive, and the best way to do so is to make you think about what your character is truly capable of doing. Like in real life, committing a crime or practicing dangerous techniques can get you killed.

    DO NOT BE AFRAID OF YOUR CHARACTER DYING!

    This is a massive world with plenty of possibilities for characters. Know that when and if your character happens to die, you're encouraged to make another character and pop back into the fray. Don't be afraid of the possibility. Embrace the opportunity! Most roleplays wouldn't dare give your character the death scene they deserve, as they wouldn't dare kill your character. I will though. So, just know that when in Metropolis, think like you're living in Metropolis - not like someone writing for a comfy character who couldn't possibly be touched by the turmoil of the dystopia. Anyone and everyone can die.



  • 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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  • According to Plan
Reactions: Ghostly
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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  • 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)

  • The Gearheads

    Scientists and engineers of a new age, the Gearheads enjoy fiddling with trinkets and gadgets as much as they enjoy a good intellectual debate. One part mad scientist, one part philosopher. They've proven intellectuals can break the mold and experiment with the extents of the human condition. They see the future through a telescopic lens, mapping each discovery and upgrade so they can further the neverending pursuit of knowledge. They grew from a small band of doctors to what they are now; a sizable chunk of the west known as Point Four. Their territory covers the college, the hospital, the firehouse, and the hardware depot. Their base of operations is The Informer newspaper offices.


    A brief history of the Gearheads


    The displacement of the population following the third world war affected all regions differently, though doctors and scientists of various countries were considered a precious commodity to the survival of the remaining humans. Disagreements of all sort were settled in a timely manner as those injured and in need of care were tended to, and in the chaos of the relocating measures, Gearheads established themselves as the builders and healers of the era. Initially, they were little more than a glorified 'Doctors without Borders', but the organization grew into a collective of professional types as well as carpenters, electricians, architects, bioengineers, builders, and the like - all hoping to mend wounds still fresh with the world. Their efforts were noted, and though not known to be particularly confrontational, their acts of everyday heroism were documented in the cases where the citizen's of Metropolis were assisted.

    Over the years, the Gearheads fashioned themselves into a guild, seeking like-minded creators and artisans to sculpt the city into one fit to represent the interests of an ever-changing society. They left their plot of territory relatively open to those seeking medical care and intellectual freedom, which grew the population within Point Four substantially, as a lack of government-run schooling offered them a financial and political avenue that other points couldn't cover. Affordable education and health care were offered to their newcomers, and to assure they would always be needed in years to come, they worked tirelessly to uphold their image and services provided.

    The only flaw in their orderly system was the war among the other points, and while the Gearheads wished to be left out of the conflicts entirely, they spoke out against disbanding the World Federation - even if that meant siding with Vesper on many of the issues at large. Of course, this made the Gearheads some enemies. Even so, everyone sought their aid when they were most in need, as the Gearheads possessed the most state of the art medical facilities while actually knowing how to use the equipment. In an age of unrest, the educated still held the key to ultimate survival.

    Characteristics, Strengths, and Weaknesses


    The Gearheads are scientific minds, up to date on recent technologies as well as past practices many consider archaic. Menders and builders, their strength is their intelligence, and their ability to rationalize and reason with their surroundings. Many Gearheads work as doctors, architects, and teachers, though some specialize in fields like robotics and nanotechnology. Their work is fundamental to future developments in Metropolis, and no one in the city truly wishes them harm - giving them the benefit of city trust.

    Even with a stellar reputation, they're known competition to other Points, as they steal citizens with promises of a better life.

    Gearheads are not known for their physical strength, but with enough augments floating around, their members can defend themselves. Even so, they're a gang of pacifists caught in another man's war, which leads to many of their members shirking the title of Gearhead in favor of a more relaxing lifestyle. Their Point is in a good place, but the guild is always seeking new members to ensure their territory stays intact through future conflicts. While not as picky as the Crimson Valkyries, they have more on the line when inducting new members, as a failed medical procedure or a shoddily built building could destroy their reputation just as quickly as civil unrest could.

    Important Bonuses and Negatives

    Bonuses
    > Science - Gearheads have a natural aptitude for mathematics and science, making their options for careers varied and comfortable. They don't need to do under the table jobs to get by, nor do they need to stoop to being thugs to pay their bills.
    > Upgrade - Gearheads may receive one free augment due to their connections to members of the medical field.
    > +5 ranged attacks
    > +5 combat


    Negatives
    > Even with augments and tactical minds, the Gearheads aren't physically strong. Some have been known to be so weak or ill, they can't exist without medical assistance.
    > Gearheads cannot learn the teachings of the School of the Mind, as they cannot reason how such abilities are possible. Be it disbelief or lack of will to learn, the Gearheads steer clear of the mysticism of psionics.

    > Weak against melee attacks and stealth


  • Ten no Ryū

    Steeped in mystery, the secretive clan of Ten no Ryū hails from the east and dominates with a hand of silent authority. Little is known about the clan besides their desire to control the rest of the city and their disinterest in negotiating other plans, but whispers hint they are descendants of an ancient sect of Shinto worshipers who could commune with spirits. Their territory covers the park and gardens, the shopping center, and the residential areas on the north side, known as Point Five. Their base of operations is Boulder Aikikai (dojo).


    A brief history of Ten no Ryū

    Little is known of Ten no Ryū even in modern times, though one thing remains true: the clan of mysterious individuals remains intact after countless years of conflict. Some say the clan was founded centuries before the great fall of civilization, and those entrusted with joining the clan in recent years go through rigorous training to ensure they meet the clan's harsh standards. Others say the group formed from much smaller sects of Yakuza clinging to power lost when the world structure collapsed. No one can know for sure what transpired to form the clan, but the name is still only spoken in private to this day as an indication to the fear it instills in outsiders.

    The least public of the gangs in the Point war, Ten no Ryū practices a branch of mysticism said to be core to the art of psionics, and though their members are from varied nationalities, all seem equipped with disciplines from the School of the Mind. Their documented encounters have left onlookers bewildered, and adversaries slew - their speed and cunning matched by few.

    Yet, Ten no Ryū rarely draws attention from outside their Point, and while they have annihilated trespassers when those too bold for their own good made their presence known in Point Five, their shroud of secrecy remains intact thanks to their lack of intimate presence in political matters. When delegation was made over territories, only one representative appeared for the meeting, and they seemed mute in during the discussion - only signing their name in agreement before vanishing back to the farthest reaches of the city. Such is their way. Silent, but never to be undermined or forgotten.

    They are specters without true motive, and in the middle of this war, that is their greatest weapon.


    Characteristics, Strengths, and Weaknesses

    Ten no Ryū is a secretive sect, known to keep to themselves unless provoked, though such provocation results in swift action from the gang. Their members are agile and fast, capable of acrobatics and feats normal human beings would be unable to accomplish. This isn't supernatural in itself, but paired with their use of psionics, and the members of the Ten no Ryū become weapons of stealth and speed few can take on alone. Their greatest strength is their ability to ambush an enemy, and when the tides turn, they can often escape a fight entirely unscathed.

    Every member of Ten no Ryū has studied at least one discipline from the School of the Mind.

    Even with this advantage, modern technology can track their movements easily enough, and their guerrilla tactics fall short against those with the equipment to keep them in sight. This means they need to pick their fights carefully or be shot down from a distance - which arguably hurts their plans to topple Vesper from their throne on the World Federation council. Ten no Ryū rarely seeks outside help in matters of the clan, but in modern times, some seem more willing to trust outsiders, and this is seen as a problem to the clan as a whole. Seclusive tendencies keep Ten no Ryū from pairing forces, and even those most dedicated to the clan know this makes them vulnerable.


    Important Bonuses and Negatives

    Bonuses
    > Disciplined - Each member of Ten no Ryū knows at least one Discipline of the Mind, and they can learn one extra discipline than non-Ten no Ryū members.
    > From the Shadows - Naturally stealthy, they have the element of surprise in combat.
    > +5 armed melee
    > +5 stealth

    Negatives
    > Disciplined - Because they are required to have at least one Discipline of the Mind, they will have one flaw because of it. See the list of Disciplines for corresponding flaws.
    > Ten no Ryū isn't as technologically advanced as other gangs and can be known to shun modern conveniences like augmentation and chip implants because they prefer to perform naturally.
    > Weak against ranged attacks and technology

 
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Important Locations

Middle Metropolis
Nova Court - A collection of shops, clubs, and eateries located in Middle Metropolis. User run shops (and any threads in this location) will be added to the list.
Coliseum Sanguis - The massive sports stadium dedicated to futuristic combat, spectator sports, and high-end fights between well-known gladiators. Several gyms and stores are located nearby, as well as within the facility. User run shops (and any threads in this location) will be added to the list.
The Temple of Reason - The Temple of Reason is where the School's of Thought are taught, as well as where the followers of Logic and Order congregate. User run shops (and any threads in this location) will be added to the list.


Point One
The Hopper Hotel -
Meg's Hair Salon -
The Industrial Quarter -
The Airport -
The Docks -
 
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  • Augments and Implants

    The future brings many advances to the field of science, and with these benefits, the medical field isn't without its advancement regarding human capabilities. Run faster and longer, move as silently as the air, leap higher and lift more - so on and so forth. This is the age of the bionic man, but nothing comes free, and augmentation and cybernetic implants are costly.

    The Gearheads run this market, and while their ability to perform the procedures is definitely a plus, the materials are hard to come by. Even the Vesper Corporation, who is producing the technology, is in too short a supply to spoil their retainers, employees, and members with unnecessary expenses.

    That said, the average person living in Metropolis will never have enough credits to afford one of these procedures. Outside of high ranking Vesper employees, and the odd man out, only the most elite of Metropolis can dish out the credits to afford such luxuries as a complete body replacement or excessive implants.

    Note: IF YOU ARE GOING TO PLAY A CHARACTER WITH MULTIPLE AUGMENTATIONS OR IMPLANTS, YOU BETTER HAVE A DAMN GOOD PROFILE WITH A DAMN GOOD REASON. That said, with a good reason, it's possible. I'm open to all sorts of things.

    But with demand, the supply of an alternative option follows, and black market implants are the next best thing for someone not trying to replace a vital limb or organ. Implants are chips implanted into the brain's central nervous system to increase performance. A user can have up to two implants installed at once. Any more and the implants will fry the user's brain. Rest in peace, overly ambitious implant users.


    Types of Augmentation



    There are two types of augmentation, and they are drastically different.

    One is augmentation for performance or necessity. Examples being an ocular implant to replace a damaged eye, a new leg with nanotechnology-based mechanical inputs, or an entirely new body with only the brain remaining organic. These are incredibly expensive, but a replacement for someone's missing eye isn't going to financially ruin anyone. A new leg is an incredible stretch though. A whole new body? Forget about it, Robocop.

    The second type of augmenting is for vanity purposes only and follows in the vein of tattoos and piercings. These procedures are common with youth culture in Metropolis and have sprouted up in countless ways. Examples include tipped ears, eye color and shape changes, horns, and so the list goes. These do nothing for the user besides exist as cosmetic luxuries, and the Gearheads make good money promoting these types of cosmetic surgeries.

    So, if your character wishes to have a set of cat eyes, altered ears, and tail, so be it. The practice is relatively common, but the general public frowns on it all the same.


    Available Implant Chip Types

    Embellishing Chip - These are to change outward appearance such as skin color, eye color, skin texture, and complexion, as well as other external modifications listed under vanity such as a more desirable physique. This isn't to be confused with vanity augmenting, though it falls in the same category of fluff.

    Boosting Chip - Enhancement of the five senses. Better sight, hearing, sense of taste and smell, as well as a more intimate relationship with one's body. This is the most common type of chip.

    Life Style Adjustment Chip - This is a chip designed to allow the user the ability to redesign their bodies from the inside out. Such uses include increasing muscle mass and bone density without much effort of the user's part. A great choice for fighters who take their battles up close and personal.

    Repairing Chip - This chip gives the user a longer lifespan under normal conditions, as well as boosts their natural healing process to allow them to overcome injuries and illness that much quicker. The most expensive of all the available chips.

    Computation Chip - A chip that allows the user to access the matrix, or the internet as we call it, with their mind. This doesn't turn the user into a computer themselves, but acts simply as a personal computing device they won't ever lose (unless they lose their head).
 
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Psionics, "Magic" and Metahuman Abilities


Psionics, for those unfamiliar, is a general term for psychic abilities. In Metropolis, they are considered the only branch of magic the cybernetic world knows and will be the limit to what 'magical' abilities can be used. We won't even be using the term magic to describe the abilities, but instead, we'll be sticking with psionics.

For each of these abilities, there is a corresponding School of Thought. A character cannot be part of more than two Schools, and for each Discipline they learn, they will suffer a penalty to their character.

The price of knowledge isn't cheap.

A Discipline is what abilities are learned by studying a certain school of thought.

Easy enough, right? Any questions not covered here can be directed to me via PM or discord message.


The Schools of Thought


Wōden

Dowsing - Ability to locate an object, and see where it's being kept, so long as the object is within 500 feet of the user.
Night vision - The ability to see clearly in total darkness.
Remote hearing - Gathering of information within 50 feet of the user, whispered or otherwise spoken aloud.


Honos

Psionic blast - Ability to overload another's mind causing the target pain. This only lasts as long as it is channeled, and the user is mentally drained after the ability is used.
Kinetic absorption - Ability to absorb forms of kinetic energy into oneself to soak an oncoming attack. This can be used once per conflict.

Serapis

Omni-linguism - Ability to understand any form of language, a natural polyglot.
Memory manipulation - Ability to erase or enhance the memories of another. A very powerful ability, but one that comes with a steep price. When used, the user is drained of their energy, and find themselves left vulnerable mentally. Also, the user can only erase or alter memories made within the last two hours.


Hedylogos

Telepathy - The ability to speak inside another person's mind. With extra effort, their target's willing thoughts can be read by the user to create a line of dialogue between the two.
Inveigle - The ability to persuade someone by means of flattery of deception. This allows the user to coax others to agree with them, or to give in to their demands.


Theia

Precognition - Ability to see possibilities of the future through dreams. These are always possibilities.
Clairvoyance - Perception outside the known human senses. This allows the user to notice individuals using stealth in the surrounding area.


Veritas

Aura reading – Perception of energy fields surrounding people, places and things. This ability can be used to track a target by their aura signature.
Apportation - Disappearance or movement of an object. This only works on objects smaller than the user in size. This only works on objects within 20 feet of the user. As long as the user focuses, the object will remain hidden. Teleporting the object is visible to others in the area, as it doesn't dematerialize. This only works on inanimate objects.


Chimata-No-Kami

Phasing - Ability to pass through solid matter such as walls without harm. This ability can only be used up to three times in an hour.
Teleportation - Ability to move from one place to another. This can only be used once a day.


Jurōjin

Precognition - Ability to perceive danger or unfavorable circumstances.
Death-warning - A vision of the user prior to their death, giving them the chance to act according to the situation. A moderator will explain this to the unknowing player if they don't catch it themselves.


Asclepius

Assuage - Healing by channeling a form of energy. This takes concentration, and if the concentration is broken by outside sources, the ability is rendered ineffective.
Empathy - Ability to read or sense the emotions and/or control the emotions or feelings of others.


Penalties for each School of Thought


Wōden

Followers of this school often suffer from paranoia and are jumpier than a normal person would be. They also suffer from insomnia.


Honos

Followers of this school are physically weak. They also have issues with their balance.


Serapis

Followers of this school are forgetful and have trouble learning new things.


Hedylogos

Followers of this school sometimes become mute. Speaking takes extra effort on their part. Speech impediments are common for those who do not become mute.


Theia

Followers of this school go blind, and cannot see what their sixth sense doesn't provide them.


Veritas

Followers of this school tend to lose sensation in their hands and feet, and excessive use will paralyze the user.


Chimata-No-Kami

Followers of this school can completely disappear, lost to the psychic void. Every so often, when their disciplines are used, the player will be asked to roll again to see if this happen. Failing rolls will permanently kill the character.


Jurōjin

Followers of this school are in a permanent state of fear, as their near-death experiences will haunt them at every turn. They suffer from PTSD and commonly suffer flashbacks of their near-death instances.


Asclepius

Followers of this school are sickly, and through healing others or themselves, they diminish their natural state.
 
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Misc. FAQ

Q: Robots?
A: Yes, there are highly advanced robots, both with and without human appearances. They live and work among the population.


Q: Can I play a Robot?
A: YES - but it might not be as fun as you think it is because, even though there's true Artificial Intelligence, they're bound to the three rules of robotics.


"A robot may not injure a human being or, through inaction, allow a human being to come to harm.
A robot must obey orders given it by human beings except where such orders would conflict with the First Law.
A robot must protect its own existence as long as such protection does not conflict with the First or Second Law."


Q: Can I play an Awakened AI?
A: At my discretion, yes. Such a character wouldn't need to follow the three rules of robotics, but I don't want these sorts of characters to be anything more than an anomaly.


Q: Can I be a Bounty Hunter/Smuggler/etc.
A: Yeah, and for once, it would fit the environment.


Q: Can I play a person unaffiliated to a gang?
A: Yes. You won't receive any perks from a gang, but you won't be burdened by their inner workings and rules. Middle Metropolis is the safe zone because of its neutrality, but you could live elsewhere in the city if you wanted.


Q: Can I play a non-human?
A: No, but what you can do is make a synthetic version of whatever supernatural thing you're looking to play - or an Android version, if you want to aim for super accuracy concerning 'immortal' beings. That would be your best bet.


Q: Why is the city covered by a dome?
A: Because the fallout of the last war is bad enough to have contaminated the air outside the dome, and while it won't kill you immediately, there are countless health hazards documented from what it does to the body. Long-term exposure will kill someone. There are travel pods that can move between cities, taken from the airport, so to travel from Metropolis to Avalon/Eden (next question) wouldn't be a terribly dangerous affair.


Q: Are there other cities?
A: Yes. Technically. Metropolis isn't the only city in North America left. Avalon is to the far west in what was once California, and Eden is to the far South East where Florida once was. You can have your character be from these other cities, but their presence doesn't really affect the overall plot of the RP.


Q: Are there flying cars?
A: Yep, hover cars and hoverbikes. As long as you don't get too crazy with vehicles, I'm all for it.


Q: Does my character have to have a job?
A: Nope. You can be a gang lackey if you want. Gangs need work done and upkeep is a necessity.


Q: My character needs to go to point 1, but they're in the gang who owns point 3. Can I go there?
A: Oh, of course, you can. Just remember that your presence there can be seen as a threat to the other gang, and how they react all depends on those characters. Middle Metropolis might be neutral, but nowhere else is. That's a good point to keep in mind when scouting, searching, trading, stealing, or whatever else you might be doing in another gang's territory.


Q: Can I make multiple characters?
A: I'd like to keep it relatively neat and tidy, which means 1-3 characters is fine, but any more is excessive. Whatever characters you make, you need to keep up with them. No exceptions on that. If you can't keep up with *insert number of characters*, you can let me know, and we'll have something unfortunate befall your least favorite.


Q: What sort of dangers should I expect to see?
A: Limb chop shops and organ thieves, underground slavers, psionic cultists, police brutality, mutants, chip jackers, psycho stim addicts, other gangs, and more.


Q: Why are psionic penalties so harsh?
A: Because Psionists are fucking themselves up to control a force unexplained by science, math, logic, and reason. Mind fuckery has steep penalties and each school effects people differently.


Q: Can my character have an augmentation done?
A: Are you Vesper? No? Can you write up a good reason why they have an augment? If so, it can be worked in.
Note: If you're jobless IC, or have a really mediocre profession that doesn't pay well, you can't afford an augment. Look into Implant chips instead.


Q: Can I make a new gang?
A: Okay, long story short, no. Not in the traditional sense. What you can do is pick a gang for your 'gang' to be affiliated with, and you can become a smaller sect of that gang.


Example: I want to make a small sect of a gang sharing territory with Vesper Corp. So, I use their personal security branch as my basis and make an associated sect of Vesper than now resembles a small group of Judge Dredds.

Anyway, run it by me, and I'll help you work it out/tweak it to work if it's possible.

Q: How is the city in the middle of water if it's in the middle of the United States?
A: HAH! I actually have a great answer for this, so I'll put it here to be happy about forever onwards. So, in the middle of the United States, there's the Ogallala Aquifer which was trenched in places to create the half moat design of the bay area. It's all artificially constructed from the aquifer, and the water itself is heavily processed and cleaned before it's ready for consumption.
 
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