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Urban Myth: Signups now!

ScooterScooter Registered User regular
edited March 2007 in Critical Failures
Mythology III: Urban Myth, is on. This time around, you're controlling a modern urban organization in a new-born city, aiming to turn it into a shining beacon or a den of sin. This is less stat and territory based than Space Myth, and will require IC posts, however it also has a scoring system leading to an eventual winner.


Overview and Rules

The City

The City of Arcadia, located on the coast of ______, is a truly modern city. Designed and built from the ground up over the past decade, people from across the country are flocking to the city to start new lives.

And not just individuals have been attracted by the opportunities...


Although the city as a whole has only been 'complete' for about a year, various parts have been populated for up to ten years, and the city was built around the pre-existing town of Arcadiaville. Among Arcadia's main industries are shipping, vehicles, chemicals, and high tech electronics and software.

Making an Organization

An organization can be any group of people you might find in a modern urban setting, whether it has thousands of members or half a dozen. The important thing is that they have the drive and the capability to exert their influence on the city. Groups fall into two categories: Beneficial and Criminal.

Examples of Beneficial Groups:


Police Precinct/Task Force (note, it will always be assumed that the city has a police force. A player police group will be considered to be some elite or well known or otherwise special section of the force)
Benign Corporations
Community/Religious Organizations
Vigilante Groups
'Noble' Gangs


Examples of Criminal Groups:


Street Gangs
Organized Crime (Mafia, Yakuza, etc)
Corrupt/Powerhungry Corporations
Militias/Seperatist Groups/Terrorists
Homeless Tribes

Upon choosing a group type to play you need a logo, base of operations (optional actually), and Vice areas.


Vice Areas

Vice Areas represent different forms of crime. Criminal groups are good at these forms, while Beneficial groups are good at fighting them. You have 16 starting points to assign across the areas, with a maximum of 8 starting points in a single area. Note that is not expected for an organization to be able to handle all forms, but rather to specialize in a few.

Vice Areas (with some examples):


Violence (murder, robbery, assualt)
Smuggling (drugs, guns, immigrants)
Electronic (hacking, identity theft)
Sexual (prostitution, illegal pornography)
Corporate (corporate espionage, tax evasion)
Corruption & Extortion (corruption of politicians, protection rackets)
Anarchy (disruption of government, destruction)

Playing


Turns
Each turn (which will be about 3-4 days in real time, and represent 1 week in game time) will give each group a chance to Make a Move. There are two kinds of Moves: Events and Attacks.

Events: Each turn there will be a certain number of events, each in a certain Vice Area. Each organization will have an opportunity to turn an event to their own advantage, with different rewards for Beneficial and Criminal groups if they are successful.
Attacks: If a group has crossed the line with you a few too many times, you can muscle in on them directly. Although each group can only make 1 Move a turn, they can make as many defense checks as they have to, if attacked by multiple groups.

Rewards/Scoring

Urban Myth is a game that ends with a winner. There are two kinds of points obtained, Vice Points for Criminal Groups, and Nice Points for Beneficial Groups. Generally, Vice Points represent cash (1 point = ~$10,000), while Nice Points represent the goodwill, trust, and love of the city's population and government. If one side hits __ (to be determined) Points over the other, the game ends, with the highest scoring group being declared the 'winner'. If Crime wins, then The City becomes a den of scum and villainy known throughout the world, if Beneficial wins then The City becomes a beacon of hope and light for all citizens of the world.

Events will have rewards of either points or potential stat increases. An example event:

Whistler (Electronic): An annoyingly good hacker named Whistler has been posting dirty secrets of corrupt corporations on his blog.
Good Mission: Find the hacker and convince him to join your cause.
Reward: +1 Electronic
Evil Mission: Find the hacker and convince him to stop breathing.
Reward: 50 Vice Points

Each group wanting to make a move on this event will have to roll an Electronics check, highest wins. Rolling is done with a d10+bonus on Invisible Castle. In the event of a tie between highest, each can make another roll until a winner is found, or if the turn comes, a winner will be chosen randomly. If only one group makes a move on an event, it will be assumed they will be facing either the police or a minor criminal group, depending on their side, and will have to beat an unmodified roll.

Attacks can be done instead of an event move. An attack basically represents your organization trying to take the territory, power, influence, etc, of another group. Attacks can be on anyone, even Beneficial vs. Beneficial. They don't have to represent a physical attack, but can include things such as lawsuits, media slandering, hacking, getting funds diverted, etc. An attack is a straight check of you vs. them in a particular Vice Area. If you win (ties go to the defender), you steal 10 of their Vice/Nice Points for each stat point they have in that area. This means that there's no point trying to muscle someone out of the smuggling business if they don't do any smuggling.


Territory

One special kind of event reward may be control of various parts of the city (a street, a block, a front company, a dock, etc). The territory will either provide a stat bonus, or generate a constant point income for as long as it is controlled. In an attack, territory can be the goal rather than stealing points - however, each territory will have a Vice type, and the attack must be in that field. Furthermore, territory may be Good or Evil - specific, in which case it will be destroyed and converted into a 50 point gain for the winner if they are of the opposite alignment. This is meant to represent the fact that the police would hopefully dismantle a snuff film set they took, rather than attempt to make money from it.




Important Differences between this and Space Myth:

1. Because this does not involve a lot of gameplay thought to play, usually only one roll a turn, it is very likely that this will be RP-required. This means that if you win an attack or event, you will not recieve credit for it until you do an IC post for it, whether it's done up in advance or 10 turns later. The rolls are not going to be what makes the game interesting.

2. Competitive: no sitting back and being passive this time around. It's expected for all groups to come into conflict, even good vs. good. However, since good vs. evil balance will determine how long the game lasts, I may throw in a few NPC groups if neccesary to keep the game from finishing too fast. Also, I will not be doing any freebie rolls. You can't be wiped out in the game (save through RP), but you have to play if you want to advance.

3. Slower turns. This is mostly because I'm much busier now, but rather than 2-3 day turns, expect 3-5 days. But remember I'm expecting IC posts.

Scooter on
«13456

Posts

  • ScooterScooter Registered User regular
    edited February 2007
    Wiki: http://urbanmyth.pbwiki.com/
    Password to edit is 'cityscape', please enter a name with edits you make.

    Dice Roller: http://invisiblecastle.com/
    City Maps: Map page, Arcadia Region

    thecitymapmedium1.JPG

    Check the map page to see what all that stuff means.

    What I need for starting post:
    Name & Description of group
    Alignment
    Vice Areas & starting points
    Logo (to be used for marking territory)
    Base of operations, if any. Multiple groups can be based in the same area, but not the same building. And if you want to be based in, say, City Hall or Orion's Belt, you better have a good reason for it. Check the wiki Map page before you pick this.


    What I need for turn posts:
    What move you're making, if any
    Rolls, if any
    IC posts


    The game will begin approximately 1 week from now, perhaps sooner if my schedule allows it. Groups may continue to sign up at any time. Disclaimer: Rules, the maps, numbers, and so on are subject to change before the game starts, and possibly afterwards. Especially numbers. For example, the end condition score probably won't be set til I know what sort of balance we have. I'm also still taking suggestions and ideas.

    Chat it up in #bombfell on IRC.

    Players

    Good
    Ardent - Police Special Forces Unit (P.S.F.U.), Russian SWAT
    CyberJackal - The Arcadia Watchdog, Investigative Journalists
    gredavin - G.H.O.S.T., Counter-Terrorists
    GrimmyTOA - The PTA, Parent-Teacher Asskickers
    Mongrel Idiot - The Freemen, Vigilantes on a Boat
    PsychoLarry - Huddled Masses Union, Poor and Hungry
    RedBerryBlue - Materium Energy, Nuclear Guardians
    SPI - The Arcadian Wrestling Revolution

    Evil
    AcidSerra - The Veil Children, Anarchist Order
    INeedNoSalt - Black Alley Productions, Snuff Porn
    JacquesCousteau - The Yogis, Pic-a-nic Bandits
    Shamus - Black Mask, Violent Hackers for Hire
    Talonrazor - Irish Mob
    ZardoZ - MFT, Gunrunning Corporation
    Zombiemambo - The New Dawn, Drugged up Cult

    Scooter on
  • ArdentArdent Down UpsideRegistered User regular
    edited February 2007
    In like sin!

    Блок Усилий Полиций Специальный
    spetsnaz.gif
    (I'll clean this up more when I unlazy myself)

    (Police Special Forces Unit -- P.S.F.U.)
    Law Enforcement

    Composed primarily of former SPETSNAZ (Russian special forces), the P.S.F.U. also claims members from other nations' elite forces and was formed to help combat violent and organised crime. Most of the unit's members have seen action in some bush war or another and are grizzled and capable soldiers, but few if any have formal law enforcement training. The rest of the law enforcement establishment sees them as a collective of loose cannons just waiting to screw up public sentiment towards the police.

    More info here.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • TalonrazorTalonrazor Registered User regular
    edited February 2007
    Taking sector 7!

    The Irish Mob headed by Williams “Willy” Glauffin is a small but extremely well ran enterprise. Formed from descendants of immigrants and others from the home land, the Irish mob is very tight-knit. Well-armed with control over much of Arcadia's illegal firearms market, the Irish mob is ruthless when needed yet still practices restraint. Their fearsome "Saints" ensure total loyalty. The Saints are several dozen mobsters who entered the service of the Army and the Marine Corp for the sole purpose of receiving combat training. Once their term was up, they came back to the Mob to teach urban combat and weapons handling. They also make up the Saints, the anonymous enforcers of the Mob. Wearing black masks, bulletproof vests and a large metal Celtic cross, only Willy knows their true identities. The Saints always wear their black ski masks and are codenamed for complete secrecy.

    The Irish mob has many connections within the black market and supply all kinds of weapons to the city, from fully automatic weapons to such items as RPGs. Anyone caught committing atrocities in their territory is instantly tracked down and murdered. While the Mob isn't a charity organization, they frown on any wrong doings within their patrolled zones, themselves excluded.

    With almost every member a Catholic, the Mob has connections throughout the Catholic community and several top leaders of the Catholic churches have been said to aid the mob now and then.

    Violence: 7
    Smuggling: 6
    Corruption: 3

    (16 starting points, right?)

    birishcrswp.jpg

    Talonrazor on
    sig4.jpg
  • ShamusShamus Registered User regular
    edited February 2007
    On like Donkey Kong.

    I'll do a write up sometime later tonight.

    Edit: I'll call Area 10, The Spire.

    Shamus on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2007
    Dibs on 24, Faded Jade (abandoned industrial)

    More to come

    INeedNoSalt on
  • ScooterScooter Registered User regular
    edited February 2007
    Remember, multiple groups can be in one district, just not the same building (unless perhaps they have some sort of agreement).

    Scooter on
  • JacquesCousteauJacquesCousteau Registered User regular
    edited February 2007
    You know I've been waiting on this. Pow!

    Name and Description:

    The Yogis

    Natives to nowhere, the Yogis are a rag-tag group of homeless who make their “living” in Hope Park, where they prey on tourists and the other underworld scum. The Yogis also have some holdings at the Arcadian harbours, which they use to smuggle in immigrants and illegal drugs. Oddly, because of the inconspicuous nature of the bums, they have a hand fairly deep in the honey pot of extortion, trading the secrets of Arcadia’s elite for big payoffs.
    Their leader, Boo Boo is a purportedly insane, anti-socialite who is said to have been a high ranking military commander. Rumours are also circulated that he is a cannibal, was raised by bears and that he is the distant ancestor of Paul Bunyan. The truth behind all this is obviously questionable, but Boo Boo is definitely someone to be wary of and although he has taken responsibility for several major crimes he still remains at large.

    Alignment: Criminals

    Vice Areas

    6 Violence
    2 Smuggling
    4 Corruption and Extortion
    4 Anarchy

    Logo
    Bearhead.jpg

    The Yogis are wanderers, but their home base is Hope Park, where the Yogi's tents can be seen at night glowing in the light of bonfires lit from the remains of park benches and other city property.

    JacquesCousteau on
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  • Mongrel IdiotMongrel Idiot Registered User regular
    edited February 2007
    I'm in, I'll spend tomorrow's classes thinking up a rad faction. I felt bad for dropping out of SpaceMyth early. Time to redeem myself.

    Mongrel Idiot on
  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited February 2007
    I'm so in! I'll make my faction in a little while.

    -SPI- on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2007
    skull3.png
    Evil
    Location: 24, Faded Jade. BAS is run out of an abandoned warehouse, where many shanty 'sets' have been constructed. The important equipment is designed to be easily transportable should the need arise.

    8 Sex (Black Alley Studios are a snuff firm, and peddling their illegal pornography is what they do. They're not opposed to legal pornography either, however.)
    6 Violence (Kidnapping and murder are violent, and not all of the murder flicks begin (or end, or contain) sex. )
    2 Smuggling (Distribution of highly illegal video.)

    INeedNoSalt on
  • ShamusShamus Registered User regular
    edited February 2007
    Black Mask

    mask.gif

    Alignment: Criminal

    Electronic 8
    Corporate 6
    Violence 2

    Black Mask is a confederation of like-minded hackers, anywhere from to three to one hundred, depending on whom you believe. Members operate in small cells, anywhere from two to a dozen members, depending on the operation. They only know each other through aliases; it's likely that members may be neighbors and not even realize it.

    The leader of the organization is known as Asm0d3us, who knows the true identities of all it's underlings. It rules by blackmail and numerous murders can be linked to this enigmatic figure, the victims being those who failed the merciless sociopath. These deaths are, however, never linked to the organization - any trace of association is removed, and more often then not, the victim is killed by outside forces. Asm0d3us is a master (or mistress) of manipulation, who's influence seems limitless. It's goals are nearly as obscure.

    Black Mask specializes in hacking, especially in the corporate sector. They're mercenary in application, working for various clients. These clients never approach the group themselves - instead they are contacted by various means by the cell assigned to the task. Once the job is done, money is deposited in off-shore and anonymous bank accounts. They seem especially adapt at the removal of the unwanted; it's as if the victim never existed, once Black Mask is done, nothing more then a John Doe in the city's morgue.

    The organization is censored in the affluent Spire, though it's influence has slowly begun to creep out like a cancer.

    Shamus on
  • Mongrel IdiotMongrel Idiot Registered User regular
    edited February 2007
    The Freemen
    (Logo to come)
    Alignment: Beneficial

    Smuggling 6
    Sexual 6
    Violence 2
    Corruption 2

    Folks ought to be able to do what they want; that's what the Freemen believe. Whether its a boatload of immigrants being brought in as wage-slaves or a young woman coerced into prostitution, the Freemen are there to put a stop to it and set up the victims as upstanding citizens of Arcadia.

    Led by Gordon Vance, an ex-industrialist turned vigilante, the Freemen operate out of Vance's private yacht anchored off of Westbay Port. The personal fortune of Vance coupled with donations from several anonymous benefactors keeps the group supplied, while their ranks are readily filled by the men and women they free from bondage.

    Most often the Freemen work through covert means, tipping off police to sex rings and immigrant drops, but they have been known to step in themselves when the authorities are slow to act. Recently Vance's organization has begun working to fight corruption in city hall, specifically those officials who turn a blind eye to the plight the Freemen fight so hard against.

    Mongrel Idiot on
  • PsychoLarry1PsychoLarry1 Registered User regular
    edited February 2007
    I'm in and calling 26- East Landing for the Huddled Masses Union. I'll write up stats and a full description tomorrow.
    For now: the HMU is a collection of various lower working class immigrant community men and women tired of being pushed around by the gangs and corporations of the city. Not actually a true union, they operate dealing vigilante justice to protect their community and ensure their well being.

    PsychoLarry1 on
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    The New Dawn

    NewDawnLogo.png

    Alignment: Criminal

    The New Dawn claim to be a "religious movement, aiding the Arcadian community," but are in reality a heretical cult bent on the destruction of humanity. The New Dawn primarily smuggle drugs, used to destroy the minds of their victims and brainwashing them into doing the cult's bidding. Although no crimes have been linked to the cult itself, recently some light has been shed on Vigo Conrad, the cult leader, and his questionable mental stability. The New Dawn uses the Faded Jade (24) factories as their main hub for gatherings and for their criminal activities. Rumor also has it that some powerful politicians belong to the New Dawn...

    Smuggling 8 (the New Dawn both smuggle and manufacture drugs in the Faded Jade industrial sector of Arcadia, used for cult purposes)

    Violence 3 (the New Dawn use their disciples to commit murder, convincing them that it is to serve their ultimate purpose - to bring about the apocalypse)

    Corruption & Extortian 5 (Vigo Conrad has friends in high places, whom he uses to keep the police from shutting down his operations)

    EDIT: Dang, I thought someone had taken 24. In that case, I'll take the Ruined City (12).

    Zombiemambo on
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  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited February 2007
    The Arcadian Wrestling Revolution
    myth2gi3.jpg

    Alignment: Criminal (anarchy). edit- On second thoughts, I want these guys to be faces, not heels. So they are now beneficial vigilantes.

    Vices:
    Violence: 8
    Anarchy: 8

    Based out of Orion Stadium.

    The AWR is gonna run wild on you! We're gonna unleash the unlimited power of the super slam from the TOP ROPE! You better just run back and HIDE UNDER THE COVERS! Because we're comin' for ya! We're gonna shatter the earth's crust with our overpowering strength. Arcadia's gonna split RIGHT IN TWO when we unleash the raw POWER! The highways will be clogged from people trying to escape the armageddon that's gonna come down when we start layin' down the ruthless unending assault! So we're calling out all you weaklings! Stand before the AWR and you'll feel the ultimate power as we slam you down with the SCORPION CHOKESLAM, and then finish you off with the FIGURE 8 DEATHLOCK! You'll feel that power! You'll face the wrath! You'll know!

    THAT NOTHING! *deep breath* CAN STAND! *deep breath* IN THE WAY OF THE AWR!

    Wooooo!

    Info:
    The AWR are a league of crazed wrestlers that started to believe their own ranting. They're now going to prove to the world how powerful they really are. And if doing that requires them to perform flying lariats on the entire population of the city so be it.

    -SPI- on
  • ArdentArdent Down UpsideRegistered User regular
    edited February 2007
    It's already too crowded in my hellhole :P

    I may move up to the Zoo (32) if there's no objections.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • JacquesCousteauJacquesCousteau Registered User regular
    edited February 2007
    Starting areas don't mean anything as far as I know. They're just for RP purposes. Anyway, I think I might change my point setup, as lots of people are only picking two areas to go in to and although I thought I might benefit by being able to participate in lots of events, it doesn't matter if I lose.

    P.S. Ardent, you can't have 9 points in one thing. The max is 8, so you're probably going to have to split the difference for the spetnaz.

    Edit: Zombie, you still have one point to spend. And Spi, your group sounds hilarious.

    JacquesCousteau on
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  • ScooterScooter Registered User regular
    edited February 2007
    I'll probably implement a rule that says you can't try for an event or attack someone in a field if you don't have at least 1 point in it, so having more options is good. As events are currently planned this will also make it impossible to gain points in an area you don't start with any in, so if you're thinking of expanding in an area you should probably toss a point or two in it.


    Also, FYI, there won't be events in all 7 fields every turn, unless we get to over 20 players or so. I'm thinking 10ish players = 4, 15 = 5, 20 = 6. I want there to be some fighting between groups for stuff and all. So basically if you focus in only 2 areas, it's possible no events might come up for you in some turns (although there's always attacks).

    Scooter on
  • gredavingredavin Registered User regular
    edited February 2007
    sse-big-logo.jpg

    G.H.O.S.T

    Ghost is the elite counter terrorism squad with specialists in varying capacities from hackers to infiltration. Formed in the early part of 2000, this small organization has worked in concert with local authorities and national governments. They are headquartered in Arcadia, a prime location with a bustling harbour and corporate interest growing every year.

    Rich cities breed corruption and dissent. With tension growing each day, and street war threatening to expode, members of G.H.O.S.T keep an ear to the ground ready for action. Their information networks are keeping tabs on the internets, their informants well paid and their paramilitary forces on alert.

    G.H.O.S.T is ready to surf the coming tide.

    Alignment: Beneficial

    Electronic 8
    Anarchy 6
    Violence 2
    Starting Location: Sector 28

    gredavin on
  • ScooterScooter Registered User regular
    edited February 2007
    For an anti-terrorism squad, might I recommend putting some points into Anarchy. When someone wants to blow up the nuclear plant (for example), it'll be Anarchy, not Violence.

    Scooter on
  • gredavingredavin Registered User regular
    edited February 2007
    Scooter,

    Copy that, making edits.

    EDIT: I was tempted to make a group of scientists who unleash their creations on the city, but.. not sure if that would've ruined the flavour of the game though.

    That said, can I do that?

    gredavin on
  • gredavingredavin Registered User regular
    edited February 2007
    grasslogo_vector_small.png
    Gobiel BioIndustries

    The Gobiel family has a long, extensive history in the varying facets of the applied sciences. Their research has brought about revolutionary advances in cancer and AIDS treatments, environmental repair and even breakthroughs in electronic prosthetics.

    This, of course, is all a front, as the true Gobiel family members are madmen. The revenues generated from research grants and patent sales fund the true experiments; monsters. Genetically altered beasts, freakish original creations and more, all come from the basement labs of Gobiel BioIndustries.

    The streets of Arcadia have become the new lab; their monstrosities lurk in dark places, slaughtering and devouring residents in districts all over the city. There, they wait for new instructions; often it is merely a land grab, empty warehouses for new facilities. More space is paramount to new breakthroughs and more hidden places to spawn dark deeds.

    Gobiel Family (true logo)
    monster.gif

    Violence 8
    Corruption & Extortion 5
    Corporate 3

    Starting Location: Sector 28

    gredavin on
  • gredavingredavin Registered User regular
    edited February 2007
    Scooter,

    I would prefer to play the scientists, but if they are not fitting, I'll play the counter terrorist group.

    gredavin on
  • ScooterScooter Registered User regular
    edited February 2007
    Arcadia is an 'exaggerated real world'. No magic, supernatural, aliens, superheroes, things like that. But you can take things found in the real world and take them to extremes (like the Wrestlers).

    Genetically modifed dogs, bears, people, etc, would fit but only to a certain limit. Basically, you can't be Umbrella Corp and turn this into Racoon City. :P But they can run around and eat people.

    Scooter on
  • ArdentArdent Down UpsideRegistered User regular
    edited February 2007
    And the disparity between the forces of good and the forces of evil grows. o.O

    Nothing "surreal" about the P.S.F.U. at all; they're trained killers, pure and simple. They just happen to have badges in Arcadia. ;) Think the absolute worst vilification of police brutality you've ever seen in film personified. That's the P.S.F.U. They don't interrogate people, they torture them.

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • ScooterScooter Registered User regular
    edited February 2007
    Yea, I'm pretty much expecting I might have to do up a few NPC Beneficial groups to balance things out, given that blowing stuff up is more fun than stopping people from blowing stuff up. We'll see what we get though.

    Scooter on
  • gredavingredavin Registered User regular
    edited February 2007
    You could NPC my first group. Or, I could just stick with them. I'll go with the G.H.O.S.T. faction, so, one more for the good guys!

    gredavin on
  • Mongrel IdiotMongrel Idiot Registered User regular
    edited February 2007
    Scooter, do you think I divvied up the Freemen's points right for their mission purpose? Will that skill set let me act effectivley on any oppressed people events?

    Mongrel Idiot on
  • <3<3 Registered User regular
    edited February 2007
    I'm interested but can someone clarify how the dice rolls will work?

    <3 on
  • CyberJackalCyberJackal Registered User regular
    edited February 2007
    This sounds like fun, and it looks like more good guys are needed.

    The Arcadia Watchdog
    watchdog.gif

    The Watchdog is the premiere newspaper for the citizens of Arcadia, despite having a reputation amongst some circles as being something of a tabloid rag. It nevertheless repeatedly astounds its naysayers by exposing high-profile corruption and scandals. Beyond its sensationalism and fluff lies a very agressive and skilled team of investigative reporters, headed by the larger-than-life Byron Black.

    Both owner and editor-in-chief, Mr. Black makes use of every dirty, under-handed trick he can think of to get the scoop. This can include everything from hackers to private investigators to even escort services to gather the information he needs. Many call him unethical, but he always responds with one simple statement, "All for the greater good."

    Alignment: Beneficial

    Vices Areas:
    Corruption 7
    Corporate 7
    Electronic 2

    Starting Location: 30 - Headquarters right in the heart of downtown.

    CyberJackal on
  • ScooterScooter Registered User regular
    edited February 2007
    Scooter, do you think I divvied up the Freemen's points right for their mission purpose? Will that skill set let me act effectivley on any oppressed people events?

    Looks about right to me.


    Dice rolling will be done with Invisible Castle. Put in group name, description of what the roll is for, and 1d10+(insert vice area bonus here). Then you post the link to the roll here. If I'm in #bombfell and a DiceBot is also there, you can do it there, but make sure I'm actually there and watching first. Either way I need to see the roll of the die.

    Scooter on
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    This sounds like fun, and it looks like more good guys are needed.

    The Arcadia Watchdog

    The Watchdog is the premiere newspaper for the citizens of Arcadia, despite having a reputation amongst some circles as being something of a tabloid rag. It nevertheless repeatedly astounds its naysayers by exposing high-profile corruption and scandals. Beyond its sensationalism and fluff lies a very agressive and skilled team of investigative reporters, headed by the larger-than-life Byron Black.

    Both owner and editor-in-chief, Mr. Black makes use of every dirty, under-handed trick he can think of to get the scoop. This can include everything from hackers to private investigators to even escort services to gather the information he needs. Many call him unethical, but he always responds with one simple statement, "All for the greater good."

    Alignment: Beneficial

    Vices Areas:
    Corruption 7
    Corporate 7
    Electronic 2

    Starting Location: 30 - Headquarters right in the heart of downtown.

    I might be in trouble.

    Zombiemambo on
    JKKaAGp.png
  • .::IBA::.ZardoZ.::IBA::.ZardoZ dual What? TexasRegistered User regular
    edited February 2007
    I would like to join this... but I have never PBP before? Where/how to start?

    .::IBA::.ZardoZ on
  • ScooterScooter Registered User regular
    edited February 2007
    This isn't a 'real' RP game, really all you need to know is on the first two posts and the wiki. Once the game starts I'll make a second thread just for 'in character' posts.

    Scooter on
  • ZombiemamboZombiemambo Registered User regular
    edited February 2007
    Scooter wrote:
    This isn't a 'real' RP game, really all you need to know is on the first two posts and the wiki. Once the game starts I'll make a second thread just for 'in character' posts.

    I want to start roleplaying as Vigo Conrad. Get to it, man!

    Zombiemambo on
    JKKaAGp.png
  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited February 2007
    Okay, I'm switching my faction around. They're now good guys. Still insane wrestlers, but they fight against crime. Because Faces are much cooler than Heels.

    Watching this multiple times made me change my mind. That and playing some Final Fight as Haggar.

    -SPI- on
  • Aroused BullAroused Bull Registered User regular
    edited February 2007
    Materium Energy

    logo.jpg?t=1170412408

    Alignment: Beneficial

    Base of Operations: Area 15, Shelby Nuclear Power Plant

    Materium Energy’s aim is to serve the consumer, provide cheap and ample power to all, and ensure the smooth and successful operation of all those behind-the-scenes systems that make life so easy in technologically developed countries. A well-run city is an orderly city, so Materium Energy maintains a sizeable private security force to ensure that utilities are not tampered with and to keep things quiet in the streets; mayhem is not conductive to maximum efficiency.
    Materium Energy’s backbone is the Shelby Nuclear Power Plant, which provides most of the city’s power. They are also beginning to branch out into other public services including water purification, telecommunications and public transportation. Materium spokesman Josh Newport optimistically predicts that by the end of 200X, Materium Energy will be responsible for most of the city’s utilities, enabling them to ensure that all Arcadian citizens are happy and satisfied.

    Violence: 3
    Electronic: 6
    Anarchy: 7


    I'm going to be away for the next 60 hours or so; if I miss the start of the game would it be possible to just have the faction be a NPC for the first turn?

    Aroused Bull on
  • AcidSerraAcidSerra Registered User regular
    edited February 2007
    Mind if I sign up?

    The Veil Children

    Veil%20Children.jpg

    Alignment: Crimnal

    The Veil Children are a fairly small, 50 members or so, group of anarchists that believe order and governments to be a ruse meant to keep people down. Some of them were once wealthy, and are still quite shrewd when need be. For the most part though, they live their daily lives without many of the nicities. Their clothing is a hodgepodge of whatever they've thrown together for the day and rarely wear anything identifying them as Veil Children.

    Starting Point: Sector 3, The Triangle

    Anarchy 7
    Corporate 5
    Sexual 4 (We all gotta make a living some how. >.>)

    AcidSerra on
  • Aroused BullAroused Bull Registered User regular
    edited February 2007
    Hmm. It might be more fitting for me to put those three points in corporate rather than violence. Could I get some more details as to the kinds of operations points in corporate would entail?

    Aroused Bull on
  • ScooterScooter Registered User regular
    edited February 2007
    Corporate Evil Missions are about illegal profit making mostly, Good Missions being to stop them.


    I think NPCing a group would fall into my "no freebie rolls" rule, but it's probably not going to start that soon.

    Scooter on
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