SolidSamurai
08-31-2008, 8:18 PM
http://www.comicsbulletin.com/news/images/0407/megacity_01_a.jpg
Though earth remains a technological marvel (having recieved countless investments in the past millenia), its use has long disappeared and now the only new technology is that of which has been long used and now has trickled down from the more prosperous planets light years across. Conglomerates hold on to whatever vestiges of material resources lay waiting within the long held colonies spanning a far strung radius measured in many AU, and all this in spite of what originated from earth many thousands of years ago.
And yet, there are those who still live on earth.
-------------------------------------------------------------
You are the impoverished, the throwbacks of society. You inhabit all of earth, which is now a concrete jungle of technology. Some malevolent, some not so much.
Each of you occupies a gang. You must strive for territorial dominance.
Character Sheet
Leader Sheet
Name: Name of your gang leader. This is your PC.
Age: Your age. Be reasonable, because you are a leader you must be of an age that reflects how wise of a human you might be to govern a tribe/gang.
Gender: Reflects your sexual preference. :D
Physical Appearance: What you look like.
Profession: What you are capable of. Will list main professions at the bottom.
Leader Style: How you lead, whether like that of a strong warrior (in which case you must be among the strongest) or by intelligence. If by intelligence, then it is most convient if it reflects your profession. Ie. A leader of computer engineers has many close cohorts that he/she hires to help hack and ruin other cyber networks or create their own. Members of this gang are handpicked, and those deemed useless may be exiled unless necessary for prosperity (ie. women and children needed to raise). Gang members all have computers, else they lack the ability to understand the culture of the rest of the gang. Those that are capable have software that allows them to perform varieties of tasks. Any that are capable are handpicked by the PC to become cohorts (essentially 'gang soldiers'). The gang prospers by wiring mercenaries to fight for them. Respect is based on skill and over all knowledge of the world, cyberspace, and its logic as well as the ability to assess and wire information.
Goal: Goals need to be set. A gang lives a miserable life of constant work and cajolling by their leader, and so the leader must lay out goals (methods come later) to inspire confidence within a gang. Usually the leader might explain what happens if the goals are to be achieved.
Gang Sheet
Name: Name of your gang, and flag/banner if you feel it necessary.
Occupants: Number of members in your gang. May be anywhere from 100 to 10,000. All are NPCs, unless under special circumstances, such as merging with another gang (in which you must mail me). A max of 10% of members may be cohorts, or the closest people connected to the leader (your PC), often times practicing and teaching the profession that you have chosen and doing most of the dirty work.
System: This reflects your politics and system of governance. Depending on the system, it's obvious how your influence will effect others or how quickly you might react to change (ie. a capitalistic/plutocratic system means that your gang is prone to be more influential however not always controllable; meaning I will present challenges from the view of other NPCs). If your gang functions like a corporation, then you must specify number of shareholders (people of influence).
Culture: This reflects base behavior within your gang. Ie. Your gang might have a religion that revolves around scientific pursuit.
Territory: Amount of territory you occupy. I can't really draw maps, though after this creation phase is all done, it'll become easier for me create an outline (since it's on earth, you can choose any general location, although nations no longer exist and all contact with the outside is pretty much cut off since the closest individuals to earth are the rich and employees working for various first industry conglomerates while population oriented industries are even farther apart). Usually the amount of territory you occupy is directly related to population (and so it is at my discretion how much you occupy and must be verified by me), because single individuals can never watch over acres and acres of urban hiding places.
----------------------------------
Gang Actions - Reflects the actions that you may perform with other gangs, apart from war.
Allying: Allying means simply to forge alliances with another player controlled gang. Usually the politics within each gang must come to a general consensus or agreement. Both leaders, as being human, must generally have an interest in the goals that are to be achieved as part of an alliance. Creating an alliance can be done for any purpose (trade, prosperity of one over another). Conversation between these gangs is always conducted in-game, otherwise the players must treat it as if they never heard the knowledge. To create an alliance, both players must agree on the goal that is to be achieved as a result.
Merging: Merging means to actually intertwine two gangs to become one (at which point the name of the gang is agreed upon). Once a merge has been successfully conducted, both PCs can lead together, agreed on their terms. However this must be verified with me, the GM. In order to break a way from a merger, one PC must rebel, of which at my discretion a number of NPCs will join them to form a new gang. If a merger is conducted between two gangs that are on sour terms with one another (despite the PCs being friends or otherwise), then there is always the chance that NPCs will rebel against this new gang or take off and leave (self exile).
Trading: Trading usually results in NPCs of each gang in succession having better terms with one another (although one gang must have provider capability, the other accessible money, etc.), however the PC behavior of each is completely dictated by the players. Trade can be conducted externally to all gangs by one gang (major provider), however this needs not be an alliance. An alliance is more of a contract basis (in which case, a trade can be conducted on terms of dedication to that specific gang whether or not they can afford it, however terms vary).
This all provides a rough outline on the different actions. You can trade with other gangs without allying them, whereas allying represents friendship (forced, or otherwise). Merging is literally to make two gangs become one, however it is at my discretion due to its capability of inbalancing different forces within the game.
-----------------------------------------
Profession - This a list of the main professions, of which you may only choose one to reflect your PC's speciality.
Computer: A computer savvy knows how to properly assess cyberspace and is most subtle in the quest for information. By pushing a gang to be directly influenced by computers, their curiousity will reflect in them the ability to have more knowledge than usual. Computer experts can create cyber networks of their own rather then purchase them from dealers. PCs with the computer leader style can learn faster, however their gang members are less capable initiative wise. Usually, it's most convenient to forge alliances early on. This gang tends to benefit from a smaller member base.
Choosing Computer means you must select one scientific basis as well:
- Software: All gangs lead by way of the wires are software savvy to some extent, however choosing software as a leader style means that you are also savvy at manipulating and creating your own software more effectively. Software artists are the best at the art of interfacing and as such are better able to bend machines to their will.
- Networking: Networkers are more versed at the art of information aquisition and hacking as well as the spreading of information, which can be used to cause political desent in other gangs or be beneficial. Networkers can program their own sites and security as well as find ways to contact everyone within range of an internalized circuit or digital medium of a sort.
Entrepreneur: A PC who chooses this profession is typically savvy with trade, trade relations, the magic of numbers and finance. The members of his gang, specifically his closest cohorts (depending on leader style), may be advisors (treated like corporate executives, depending), and accountants. All gang members are taught to recognize the importance behind money. At GM discretion, this gang can begin with more money (whether centralized or disparate depending on political system), so the answer lies in merely knowing where to begin. They are also capable of incurring money more quickly. This gang only really benefits from greater member population.
Engineer: The engineers recognize the importance of raw science, complete understanding of math based logic, and the magic that can be achieved from hard work and dedication towards societal betterment in terms of efficiency. Engineers are better at creating their own things, and invention (combined with entrepreneur, the results can be explosively beneficial). They are the masters of applied science. Selecting this as a leader style as well might make your PC an inspired individual with a taste for technological power. Engineers can benefit from either a large or a low population.
Choosing Engineer means you must select one scientific basis as well:
- Chemistry: Chemists are fascinated by the properties of molecular structure, yield and combination. They are exceptionally skilled at producing chemical related weapons (such as poison, liquid, etc.), cures, and medicine. True chemists are better equipped at surviving entirely by means of regulating their own water sources and nutrients, ie. They are often the most self sufficient of engineers and are of course, skilled in chemistry. Chemistry can apply to anything, and combining with physics can help create the effective basis for devices such as engines and generators (though either can be created without cooperation between both but in less quantity and variety).
- Physics: Physicists are the masters of raw design; structural, propulsionary, energy, and molecular. Anything involving motion. Their science is the most related to math. Physicists have the greatest foresight, and their spies can learn the potential of other weapons and technology the most quickly. Physicists can hold their own, however they particularly well in alliances and mergers with other gangs. They are the most versed at creating machines of all types.
- Genetics: Geneticists are the masters of knowing themselves. The inner workings of the human mind and body. They are well versed in the capability of individuals. With enough effort, geneticists can grow weapons of war, engineer their own soldiers, come up with animals that can sustain populations with their natural produce. Geneticists can augment their talent to a variety of essential industries. Although versed in military potential, this gang can work exceptionally well with poorer populations that depend on essential trade; able to grow and develop individuals to higher standards. Successful gangs with the genetics leader style are capable of perfecting themselves despite a lack of money. As such they can become more then human and can revolutionize politics and industry in general, simply by manipulating the base structure of life as we know it. Though how far they go depends on how well the gang clashes with others in the battle for control.
Warrior: The warriors are the most aggressive. They recognize the importance of tough personality and what it takes to fight for your right to life. Warriors are more eager to wage war and some live for battle. In dystopic cultures, even the psychotic can have a place in people's hearts for inspiration if they are warriors with exemplary will power. Warriors are less driven by a fear based system of govern and are often willing to occupy any task and often devoted to their selected leader; meaning more can be achieved with this system in place. Choosing this as a lead style, if your leader is intelligent, can mean that you are militarily proficient in terms of tactics and can even form (and force) alliances with other players on the basis of strategy. They may be better convinced if your outlook is that of a warrior personality. Also, a warrior leader style is better equipped to morally lead the masses (on morals that the PC defines). A leader style of warrior can either reflect a militarily dedicated society, or one that caves into its baser instincts. It all depends.
They can benefit from a larger population.
Dilletante: Choosing this as your profession means that you are rich. People can't help but listen to you. You begin rich, and as such you have more influential hiring power on a finance basis. Everything else can be lacking if you so choose, and it won't change your main capability. Dilletante's are usually the quickest to develop a society or act powerfully early on. Or ruin everything.
Choosing this as your leaderstyle however usually means that anyone who is not a cohort of yours (usually must be at least 90% of population) is an impoverished peasant.
Dilletantes can only benefit from a very large population.
Profession does not reflect the culture of your gang (however it can). It reflects the general outlook of your gang to others as well as often dictates their goals. If their goals are within range of their profession, then this can obviously be beneficial.
The game is won if your gang comes out on top. Goals merely reflect how other NPCs will be driven within your gang.
---------------
Roleplaying - This game is roleplaying intensive, focusing a lot on character. Interactions are serious and it's important to treat various circumstances based on what your character knows.
Because it is RP intensive, actions must be realistic and must at least take into consideration the environment of the rest of the world. Basically, territorial borders are drawn by gangs and there are no nations; the earth has gradually been completely abandoned in favor of colonial resources, left behind by only the poorest of the generations until civilizational collapse. Food must be bought or grown; gangs can work towards bringing life back to certain parts of the world, establishing factories, etc. One of the main challenges is survival on a planet that was once so populated that it still has oceanic tunnels and abandoned cities that stretch across entire continents (natural resources are a rarity and so technology is needed to create a semblance of self sufficiency).
Weapons are determined by gang income. High powered gangs are not allowed in the beginning of the game unless stated by the profession. Also, no godmodding. ;)
The usual rules.
GM
The game will be run by me. I often may take control of NPCs within a gang to reflect whether or not they take kindly to leader decisions, etc.; the gang leader can also control their NPCs (gang members) as well. Any NPC can be given a name by a player at player discretion. Outside events can also be controlled by me. The game will be run much like black.ice's 'evacuation!' RP (so a lot of this can be conducted in freestyle despite all the conflict elements). There is no actual end technically, until one gang comes out on top. Gangs will not be working together until ratified by me (if they are considered mergers). Alliances are initiated in game and need not be ratified.
----------------------------
Character (leader and gang) sheets are to be submitted right now with fluff intact. Their is no limit on submissions.
Any questions are to be asked in this thread. Verifying is to be run through by me, and then we can begin.
EDIT: Yah, the image was stolen off google. :)
Though earth remains a technological marvel (having recieved countless investments in the past millenia), its use has long disappeared and now the only new technology is that of which has been long used and now has trickled down from the more prosperous planets light years across. Conglomerates hold on to whatever vestiges of material resources lay waiting within the long held colonies spanning a far strung radius measured in many AU, and all this in spite of what originated from earth many thousands of years ago.
And yet, there are those who still live on earth.
-------------------------------------------------------------
You are the impoverished, the throwbacks of society. You inhabit all of earth, which is now a concrete jungle of technology. Some malevolent, some not so much.
Each of you occupies a gang. You must strive for territorial dominance.
Character Sheet
Leader Sheet
Name: Name of your gang leader. This is your PC.
Age: Your age. Be reasonable, because you are a leader you must be of an age that reflects how wise of a human you might be to govern a tribe/gang.
Gender: Reflects your sexual preference. :D
Physical Appearance: What you look like.
Profession: What you are capable of. Will list main professions at the bottom.
Leader Style: How you lead, whether like that of a strong warrior (in which case you must be among the strongest) or by intelligence. If by intelligence, then it is most convient if it reflects your profession. Ie. A leader of computer engineers has many close cohorts that he/she hires to help hack and ruin other cyber networks or create their own. Members of this gang are handpicked, and those deemed useless may be exiled unless necessary for prosperity (ie. women and children needed to raise). Gang members all have computers, else they lack the ability to understand the culture of the rest of the gang. Those that are capable have software that allows them to perform varieties of tasks. Any that are capable are handpicked by the PC to become cohorts (essentially 'gang soldiers'). The gang prospers by wiring mercenaries to fight for them. Respect is based on skill and over all knowledge of the world, cyberspace, and its logic as well as the ability to assess and wire information.
Goal: Goals need to be set. A gang lives a miserable life of constant work and cajolling by their leader, and so the leader must lay out goals (methods come later) to inspire confidence within a gang. Usually the leader might explain what happens if the goals are to be achieved.
Gang Sheet
Name: Name of your gang, and flag/banner if you feel it necessary.
Occupants: Number of members in your gang. May be anywhere from 100 to 10,000. All are NPCs, unless under special circumstances, such as merging with another gang (in which you must mail me). A max of 10% of members may be cohorts, or the closest people connected to the leader (your PC), often times practicing and teaching the profession that you have chosen and doing most of the dirty work.
System: This reflects your politics and system of governance. Depending on the system, it's obvious how your influence will effect others or how quickly you might react to change (ie. a capitalistic/plutocratic system means that your gang is prone to be more influential however not always controllable; meaning I will present challenges from the view of other NPCs). If your gang functions like a corporation, then you must specify number of shareholders (people of influence).
Culture: This reflects base behavior within your gang. Ie. Your gang might have a religion that revolves around scientific pursuit.
Territory: Amount of territory you occupy. I can't really draw maps, though after this creation phase is all done, it'll become easier for me create an outline (since it's on earth, you can choose any general location, although nations no longer exist and all contact with the outside is pretty much cut off since the closest individuals to earth are the rich and employees working for various first industry conglomerates while population oriented industries are even farther apart). Usually the amount of territory you occupy is directly related to population (and so it is at my discretion how much you occupy and must be verified by me), because single individuals can never watch over acres and acres of urban hiding places.
----------------------------------
Gang Actions - Reflects the actions that you may perform with other gangs, apart from war.
Allying: Allying means simply to forge alliances with another player controlled gang. Usually the politics within each gang must come to a general consensus or agreement. Both leaders, as being human, must generally have an interest in the goals that are to be achieved as part of an alliance. Creating an alliance can be done for any purpose (trade, prosperity of one over another). Conversation between these gangs is always conducted in-game, otherwise the players must treat it as if they never heard the knowledge. To create an alliance, both players must agree on the goal that is to be achieved as a result.
Merging: Merging means to actually intertwine two gangs to become one (at which point the name of the gang is agreed upon). Once a merge has been successfully conducted, both PCs can lead together, agreed on their terms. However this must be verified with me, the GM. In order to break a way from a merger, one PC must rebel, of which at my discretion a number of NPCs will join them to form a new gang. If a merger is conducted between two gangs that are on sour terms with one another (despite the PCs being friends or otherwise), then there is always the chance that NPCs will rebel against this new gang or take off and leave (self exile).
Trading: Trading usually results in NPCs of each gang in succession having better terms with one another (although one gang must have provider capability, the other accessible money, etc.), however the PC behavior of each is completely dictated by the players. Trade can be conducted externally to all gangs by one gang (major provider), however this needs not be an alliance. An alliance is more of a contract basis (in which case, a trade can be conducted on terms of dedication to that specific gang whether or not they can afford it, however terms vary).
This all provides a rough outline on the different actions. You can trade with other gangs without allying them, whereas allying represents friendship (forced, or otherwise). Merging is literally to make two gangs become one, however it is at my discretion due to its capability of inbalancing different forces within the game.
-----------------------------------------
Profession - This a list of the main professions, of which you may only choose one to reflect your PC's speciality.
Computer: A computer savvy knows how to properly assess cyberspace and is most subtle in the quest for information. By pushing a gang to be directly influenced by computers, their curiousity will reflect in them the ability to have more knowledge than usual. Computer experts can create cyber networks of their own rather then purchase them from dealers. PCs with the computer leader style can learn faster, however their gang members are less capable initiative wise. Usually, it's most convenient to forge alliances early on. This gang tends to benefit from a smaller member base.
Choosing Computer means you must select one scientific basis as well:
- Software: All gangs lead by way of the wires are software savvy to some extent, however choosing software as a leader style means that you are also savvy at manipulating and creating your own software more effectively. Software artists are the best at the art of interfacing and as such are better able to bend machines to their will.
- Networking: Networkers are more versed at the art of information aquisition and hacking as well as the spreading of information, which can be used to cause political desent in other gangs or be beneficial. Networkers can program their own sites and security as well as find ways to contact everyone within range of an internalized circuit or digital medium of a sort.
Entrepreneur: A PC who chooses this profession is typically savvy with trade, trade relations, the magic of numbers and finance. The members of his gang, specifically his closest cohorts (depending on leader style), may be advisors (treated like corporate executives, depending), and accountants. All gang members are taught to recognize the importance behind money. At GM discretion, this gang can begin with more money (whether centralized or disparate depending on political system), so the answer lies in merely knowing where to begin. They are also capable of incurring money more quickly. This gang only really benefits from greater member population.
Engineer: The engineers recognize the importance of raw science, complete understanding of math based logic, and the magic that can be achieved from hard work and dedication towards societal betterment in terms of efficiency. Engineers are better at creating their own things, and invention (combined with entrepreneur, the results can be explosively beneficial). They are the masters of applied science. Selecting this as a leader style as well might make your PC an inspired individual with a taste for technological power. Engineers can benefit from either a large or a low population.
Choosing Engineer means you must select one scientific basis as well:
- Chemistry: Chemists are fascinated by the properties of molecular structure, yield and combination. They are exceptionally skilled at producing chemical related weapons (such as poison, liquid, etc.), cures, and medicine. True chemists are better equipped at surviving entirely by means of regulating their own water sources and nutrients, ie. They are often the most self sufficient of engineers and are of course, skilled in chemistry. Chemistry can apply to anything, and combining with physics can help create the effective basis for devices such as engines and generators (though either can be created without cooperation between both but in less quantity and variety).
- Physics: Physicists are the masters of raw design; structural, propulsionary, energy, and molecular. Anything involving motion. Their science is the most related to math. Physicists have the greatest foresight, and their spies can learn the potential of other weapons and technology the most quickly. Physicists can hold their own, however they particularly well in alliances and mergers with other gangs. They are the most versed at creating machines of all types.
- Genetics: Geneticists are the masters of knowing themselves. The inner workings of the human mind and body. They are well versed in the capability of individuals. With enough effort, geneticists can grow weapons of war, engineer their own soldiers, come up with animals that can sustain populations with their natural produce. Geneticists can augment their talent to a variety of essential industries. Although versed in military potential, this gang can work exceptionally well with poorer populations that depend on essential trade; able to grow and develop individuals to higher standards. Successful gangs with the genetics leader style are capable of perfecting themselves despite a lack of money. As such they can become more then human and can revolutionize politics and industry in general, simply by manipulating the base structure of life as we know it. Though how far they go depends on how well the gang clashes with others in the battle for control.
Warrior: The warriors are the most aggressive. They recognize the importance of tough personality and what it takes to fight for your right to life. Warriors are more eager to wage war and some live for battle. In dystopic cultures, even the psychotic can have a place in people's hearts for inspiration if they are warriors with exemplary will power. Warriors are less driven by a fear based system of govern and are often willing to occupy any task and often devoted to their selected leader; meaning more can be achieved with this system in place. Choosing this as a lead style, if your leader is intelligent, can mean that you are militarily proficient in terms of tactics and can even form (and force) alliances with other players on the basis of strategy. They may be better convinced if your outlook is that of a warrior personality. Also, a warrior leader style is better equipped to morally lead the masses (on morals that the PC defines). A leader style of warrior can either reflect a militarily dedicated society, or one that caves into its baser instincts. It all depends.
They can benefit from a larger population.
Dilletante: Choosing this as your profession means that you are rich. People can't help but listen to you. You begin rich, and as such you have more influential hiring power on a finance basis. Everything else can be lacking if you so choose, and it won't change your main capability. Dilletante's are usually the quickest to develop a society or act powerfully early on. Or ruin everything.
Choosing this as your leaderstyle however usually means that anyone who is not a cohort of yours (usually must be at least 90% of population) is an impoverished peasant.
Dilletantes can only benefit from a very large population.
Profession does not reflect the culture of your gang (however it can). It reflects the general outlook of your gang to others as well as often dictates their goals. If their goals are within range of their profession, then this can obviously be beneficial.
The game is won if your gang comes out on top. Goals merely reflect how other NPCs will be driven within your gang.
---------------
Roleplaying - This game is roleplaying intensive, focusing a lot on character. Interactions are serious and it's important to treat various circumstances based on what your character knows.
Because it is RP intensive, actions must be realistic and must at least take into consideration the environment of the rest of the world. Basically, territorial borders are drawn by gangs and there are no nations; the earth has gradually been completely abandoned in favor of colonial resources, left behind by only the poorest of the generations until civilizational collapse. Food must be bought or grown; gangs can work towards bringing life back to certain parts of the world, establishing factories, etc. One of the main challenges is survival on a planet that was once so populated that it still has oceanic tunnels and abandoned cities that stretch across entire continents (natural resources are a rarity and so technology is needed to create a semblance of self sufficiency).
Weapons are determined by gang income. High powered gangs are not allowed in the beginning of the game unless stated by the profession. Also, no godmodding. ;)
The usual rules.
GM
The game will be run by me. I often may take control of NPCs within a gang to reflect whether or not they take kindly to leader decisions, etc.; the gang leader can also control their NPCs (gang members) as well. Any NPC can be given a name by a player at player discretion. Outside events can also be controlled by me. The game will be run much like black.ice's 'evacuation!' RP (so a lot of this can be conducted in freestyle despite all the conflict elements). There is no actual end technically, until one gang comes out on top. Gangs will not be working together until ratified by me (if they are considered mergers). Alliances are initiated in game and need not be ratified.
----------------------------
Character (leader and gang) sheets are to be submitted right now with fluff intact. Their is no limit on submissions.
Any questions are to be asked in this thread. Verifying is to be run through by me, and then we can begin.
EDIT: Yah, the image was stolen off google. :)