Post by Faustus on May 21, 2014 19:15:17 GMT
Premise
In a roundabout kind of way, if you chase enough shadows or pin down enough pacts and oaths and manage to follow the thread, one could say that I own Last Chance and not be strictly lying. Let's not bother ourselves with the specifics.
Here's what you need to know. There's a war going down between some of the biggest and baddest gangs in the most abysmal pit that ever blighted the face of Terrenus. Top heads are making power plays, grabbing for land and fighting for resources, scrambling to lay their hands on the crown and the throne and the scepter and become the King of Thieves.
What side are you on?
Mechanics
I need three people. These three people will become heads of their own gangs and get 75 NPC's complete with armor and weapons, and a headquarters to call your own. Your NPCs are ride or die. They follow your orders without question but you've got to exercise your rule, and put your leader on the front lines or else his troops will lose their fear, or their respect, for your boss.
This can be troublesome, as killing a gang leader is the best way to get a hold of your rival's empire. You gain their resources and their soldiers, with the exception of whatever is lost in your war against them. Wholesale slaughter will minimize your spoils, but playing your hand too conservatively is the best way to get left in the dust.
Each leader can take up an additional two players, to play a captain and a lieutenant, which can be assigned any number of your NPCs to operate independently and help further your goals. Each gang has a school of magic they specialize in.
This plot is going to be a combination of short-term, which will encompass battles and seizes, and long-term, which will involve alliances, propaganda and deceit.
NPC Types
Runners are the most basic units of any operation and might very well be considered the life and blood of the group. They are high speed, high stamina men and women used to deliver products and information. Unfortunately their dedication to speed and stamina has left them with little offensive or defensive capabilities.
Brawlers are the basic melee units. They sport high offense, defense and endurance but lack in speed, stealth and intelligence. Brawlers are exceptional at following simple orders with single-minded focus, which can be both good and bad. Brawlers are skilled with melee weapons as well.
Saboteurs are the highly intelligent and resourceful units that give any operation an edge. Specializing in skills like pickpocketing, theft and trap-laying, and improvised explosives. They have extremely lackluster offense, defense, speed, and stamina stats.
Slingers are the basic distance units. They maintain a moderate spread of attributes, neither peaking nor dropping in any particular characteristic. Their strengths are not in their physical attributes but in their weapon specializations. Slingers are proficient with javelins, slings, darts, bows, and the usage, but not the creation, of siege weaponry.
Gangs
The Royal Bloods(Or just Blood(s))
Leader: Khemia Functions
Captain:
Lieutenant:
Enterprise: Prostitution
Gang Color: Red
Flag(s): Red bandanas with various skull designs worn tied on the right wrist, on the waist, or off the right side of the hip, usually hanging from a pocket or belt. Various red clothing.
SoM: Enchantment
The Crypts(Or just Crypt(s))
Leader: Cayden Green(Faustus)
Captain:
Lieutenant: Erica Reed(Alchemist)
Enterprise: Drug distribution, creation
Gang Color: Royal Blue
Flag(s): Blue stone jewelry worn around the left wrist, and/or neck. Tattoos depicting the words "Crypt For Life" or some other form or show of loyalty to the gang via ink.
SoM: Transmutation
Base: The Summit Apartment Complex
Kings of 6th Ward(or just King(s))
Leader: Sirius Nightshade
Captain:
Lieutenant:
Enterprise: Human Trafficking
Gang Color: Orange/yellow
Flag(s): Tattoos depicting a pheonix. a tattoo of a deardop under the right eye. Gold ring worn on the ring finger of the right hand.
SoM: Abjuration
The Knights(Or just Knight(s))
Leader:
Captain:
Lieutenant:
Enterprise: Theft, and smuggling.
Gang Color: Black and white, or grey.
Flag(s): Snakebite piercings. Tattoo on the right wrist depicting swords interlinked into a circlet. Hoodies and cowels.
SoM: Illusion
In a roundabout kind of way, if you chase enough shadows or pin down enough pacts and oaths and manage to follow the thread, one could say that I own Last Chance and not be strictly lying. Let's not bother ourselves with the specifics.
Here's what you need to know. There's a war going down between some of the biggest and baddest gangs in the most abysmal pit that ever blighted the face of Terrenus. Top heads are making power plays, grabbing for land and fighting for resources, scrambling to lay their hands on the crown and the throne and the scepter and become the King of Thieves.
What side are you on?
Mechanics
I need three people. These three people will become heads of their own gangs and get 75 NPC's complete with armor and weapons, and a headquarters to call your own. Your NPCs are ride or die. They follow your orders without question but you've got to exercise your rule, and put your leader on the front lines or else his troops will lose their fear, or their respect, for your boss.
This can be troublesome, as killing a gang leader is the best way to get a hold of your rival's empire. You gain their resources and their soldiers, with the exception of whatever is lost in your war against them. Wholesale slaughter will minimize your spoils, but playing your hand too conservatively is the best way to get left in the dust.
Each leader can take up an additional two players, to play a captain and a lieutenant, which can be assigned any number of your NPCs to operate independently and help further your goals. Each gang has a school of magic they specialize in.
This plot is going to be a combination of short-term, which will encompass battles and seizes, and long-term, which will involve alliances, propaganda and deceit.
NPC Types
Runners are the most basic units of any operation and might very well be considered the life and blood of the group. They are high speed, high stamina men and women used to deliver products and information. Unfortunately their dedication to speed and stamina has left them with little offensive or defensive capabilities.
Brawlers are the basic melee units. They sport high offense, defense and endurance but lack in speed, stealth and intelligence. Brawlers are exceptional at following simple orders with single-minded focus, which can be both good and bad. Brawlers are skilled with melee weapons as well.
Saboteurs are the highly intelligent and resourceful units that give any operation an edge. Specializing in skills like pickpocketing, theft and trap-laying, and improvised explosives. They have extremely lackluster offense, defense, speed, and stamina stats.
Slingers are the basic distance units. They maintain a moderate spread of attributes, neither peaking nor dropping in any particular characteristic. Their strengths are not in their physical attributes but in their weapon specializations. Slingers are proficient with javelins, slings, darts, bows, and the usage, but not the creation, of siege weaponry.
Gangs
The Royal Bloods(Or just Blood(s))
Leader: Khemia Functions
Captain:
Lieutenant:
Enterprise: Prostitution
Gang Color: Red
Flag(s): Red bandanas with various skull designs worn tied on the right wrist, on the waist, or off the right side of the hip, usually hanging from a pocket or belt. Various red clothing.
SoM: Enchantment
The Crypts(Or just Crypt(s))
Leader: Cayden Green(Faustus)
Captain:
Lieutenant: Erica Reed(Alchemist)
Enterprise: Drug distribution, creation
Gang Color: Royal Blue
Flag(s): Blue stone jewelry worn around the left wrist, and/or neck. Tattoos depicting the words "Crypt For Life" or some other form or show of loyalty to the gang via ink.
SoM: Transmutation
Base: The Summit Apartment Complex
Kings of 6th Ward(or just King(s))
Leader: Sirius Nightshade
Captain:
Lieutenant:
Enterprise: Human Trafficking
Gang Color: Orange/yellow
Flag(s): Tattoos depicting a pheonix. a tattoo of a deardop under the right eye. Gold ring worn on the ring finger of the right hand.
SoM: Abjuration
The Knights(Or just Knight(s))
Leader:
Captain:
Lieutenant:
Enterprise: Theft, and smuggling.
Gang Color: Black and white, or grey.
Flag(s): Snakebite piercings. Tattoo on the right wrist depicting swords interlinked into a circlet. Hoodies and cowels.
SoM: Illusion