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 THE FIRST COMMUNITY CHALLENGE

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PostSubject: THE FIRST COMMUNITY CHALLENGE   Tue Aug 20, 2013 6:03 pm

It has begun... A handful of elements in this game were borrowed from another.  And the rest were taken from my own mind.  Which has no run out of steam.  Regardless, we have a growing community of people with vast and wonderful imaginations.  And I want this game to be a little bit of everyone.  Not just me.  Not just what I remember from the old game I played.  I want this to grow with everyone's influence.  

For that reason.  I am now introducing the 'COMMUNITY CHALLENGE'.  Every two weeks or so.  I will give a topic.  Something that is lacking in this game.  Whether it is: a worthwhile Villain, a new location or land, a storyline idea or even a new Legendary Weapon.  

Everyone will then be allowed to vote for whatever one they think is the best.  And the top 3 will be placed within the game.  With the winner, whomever has the most votes, being awarded a special prize.    As well as the honor of having one of their creations permanently added to SANCTUM.

3rd Prize:
- 200/200 EXP/$$$  
- As well as a GM Created Rare Item.  One of a kind.

2nd Prize:
- 300/300 EXP/$$$
- As well as a GM Created Rare Armor.  One of a kind.

Grand Prize:
- 500/500 EXP/$$$
- An Epic Item/Armor/Spell/Weapon based off of their contribution.  1/5 that will be awarded throughout a Story-Line.  
- Helping a GM Craft a Questline that involves their contribution to the game.

==The Challenge==

To create a new Faction.  It can be anything as powerful as a Syndicate, a Mega-Corporation, or even a small pitiful gang.  Below is an example of the level of detail I am looking for.  Feel free to go beyond this.  There are no rules as to how this Faction/Guild/Gang/Business can be implemented into the game.  It can be as insignificant as a group you'll encounter while walking in The Slums or as fearful as a Privately Owned and Operated Genocidal Military Force, paid for by wealthy citizens that is being used to wipe out Neo-Sapiens and Vampires in an attempt to purify the human race once again.  Oooh, that's a good one.. *writes that down..*

Here is an example:  SANCTUM City Military or SCM

Good Luck, and I look forward to reading your ideas..

_________________
"Some men see things as they are and ask "Why?".  
I dream things that never were and ask, "Why no
t?"
- George Bernard Shaw
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Tue Aug 20, 2013 9:30 pm

Faction: Phantasm Incorporated.
Founder: Phantom (real name unknown)
Active members: 12,000 +
Location: Bluefield District
HQ: Phantasm Tower

The enigmatic Phantom is a being who none have ever seen face to face.  No one knows what their race, gender, or appearance is, or what they are capable of, but their name is whispered in hushed tones with a reverent fear of sorts.  Phantasm Inc. is a lot of things similar to the being who's name originated it.  A producer of high tech gadgets, armor, and weapons, the true purpose is far more nefarious.

Any crime that takes place in the city, drugs, trafficking... sometimes murder, falls under Phantasm.  Anything organized and criminal in nature must answer to them, and pay homage to them.  Gangs, mobs, and other criminal organizations either act with Phantom's permission, or become exterminated.

Positions within Phantasm Inc:

Thug

Phantasm employees thousands but only the very best make rank above the common thugs, the muscles and violent individuals who act as enforcers or standard security.

Restrictions & Payment:
Class: Any (though typically a fighter type class)
Knowhow: None
Stats: None
Pay: $150 to Player per job
Rate: 1 job = 15 Paragraphs

Dealer

Much like the thugs, these are the people who deal in drugs... or people (the dealer would then be called pimp perhaps), sometimes even weapons or other illegal things.  They are a little smarter than the rank and file, having to outwit potential law enforcers not on Slayer's payroll, and quick to evade.  They aren't paid to fight.

Restrictions & Payment:
Class: Any (though typically not fighters)
Knowhow: +2
Stats: 15 control
Pay: $200 to Player per deal (extra based on GM discretion, GM must be present at time of deal)
Rate: 1 deal = 10 paragraphs of acquiring a potential client, 5 paragraphs of negotiating a price, 5 paragraphs of sealing the deal. (20 paragraphs total)

Advancement options:

Enforcer

Thugs who have shown a knack for intimidation... these are men and women tasked with specific jobs instead of guard a site or product.  They are sent out to prove that Slayer's reach is infinite.  Either rolling a shop owner for 'protection money', beating a cop or reporter who gets too close to something, or following someone who crossed Phantom home, and threatening their family.  They don't typically kill since that doesn't get the message across... Phantasm has assassins for killing.

Restrictions & Payment:
Class: Any (fighter type usually)
Knowhow: +3
Stats: 20 power or control
Pay: $500 per job
Rate: 1 job = 5 paragraphs of getting job, 30 paragraphs of doing the job, 15 paragraphs of cleanup/taking payment/ reporting back (50 paragraphs total)

More positions as others are taken


Last edited by Dyerdon Sandren on Sun Aug 25, 2013 1:34 am; edited 1 time in total
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Tue Aug 20, 2013 11:19 pm

The Sentinel Group

Accept Nothing Less

Managing Senior Partner: Franklin Ostman
Senior Partner: Alexander van Braun
Employees: 392
Mercenaries on call: Approx 1,000
HQ: Sentinel Compound, Industrial District (Command, Logistics, Barracks, and Garage); Floors 21-22, The Vorstach Building, Bluefield District (Administrative and Consulting)

Composed of dozens of operations teams, and an extensive mercenary network, the Sentinel Group serves as Sanctum's premier private defense corporation. With a vast array of expertise available at a moment's notice, the Group can provide for your every need at a reasonable price. Led by five partners, all veterans of the violence-ridden streets and alleys of Sanctum, The Sentinel Group represents decades of knowledge, experience, and innovative strategy, providing infantry and vehicle support to the most renowned corporations in the city.

History:
The Sentinel Group has its origins in a young pair of brute muscle occasionally hired to intimidate those who had a certain type of bad debt. The sort that traditionally ends in repayment or death by slow, torturous methods. As their reputation grew, they began to take on larger jobs, occasionally agreeing to protect sensitive people or packages as they made their rounds through the city. Such jobs required a larger group of mercenaries, and Ostman and van Braun gradually built up a list of names that could be relied upon for high-quality work.

With the onset of the Syndicate War, demand for protection services skyrocketed. Normal business operations screeched to a halt as Kentwood's neighborhoods flared up into all-out war. Skirmishes and battles crippled the area's civilian functions. In response, businesses and individuals alike began to contract out for protection as they moved about the city. Whether they were food shipments, important persons, or heavy weapons, Ostman and van Braun's team ensured that their charges got from their origin to their destination safely and without fuss, and they began to divide their force into multiple teams, each operating on an independent contract. As their operation continued to grow, however, the logistical challenges inherent in keeping a mercenary force supplied and operating efficiently began to take its toll. In response, Ostman, van Braun, and the other senior mercenaries created a company to perform those administrative tasks for them. Thus, Sentinel Group was borne out of the fires that threatened to engulf Kentwood. With a newly streamlined force, the Sentinel Group's various operative squads became instrumental in police-led defense operations and private shipping and protection alike, greatly reducing the effect of the War on those caught in the crossfire.

With the fall of the Syndicates that dominated the district, the Sentinel Group was left with an excess of funds, and a dearth of work. In response, and in keeping with the leadership's flexible nature, the force began to spread out into other arenas. Several years and countless equipment acquisitions later, the Group now serves as one of Sanctum's premier private defense contractors, with a full complement of light and medium armored vehicles, hundreds of full-time professional operatives, and thousands of private mercenaries on call and ready to work on a range of missions, from secure shipping, personal defense, area security, to various gray-market and black-market activities best left unsaid.

The Sentinel Group now maintains offices in the Bluefield District, in order to facilitate contact with its clientele. Meanwhile, the professional forces that make up the Group are based at the Group's compound just to the south. Comprising a major garage and repair facility, a fully staffed armory, on-call barracks, and a logistical and command office building, the compound serves as the heart of the mercenary force. Surrounded by barbed wire and concrete, attacks on the compound tend to be short, bloody, and ineffective.

Positions:

Contractor:
The Sentinel Group prides itself on its network of experts in a variety of fields. As a contractor, you will work independently, though paid by the Group. Kindly submit your credentials to our staff, and we will consider you for future work.
Restrictions & Payment:
None

Pay: $100 to Player per job
Rate: 1 job = 15 Paragraphs

Advancement:

Operative:
As a private defense contractor, The Sentinel Group maintains its own staff of operatives, professionally trained in our custom methods for maximum effectiveness. Those contractors that show great promise may be invited to take this training and join the Group as a full-time representative of our professional force.
Restrictions & Payment:
Class: Any
Stats: 31+ in any stat except Willpower and Fate.

Pay: $300 to Player per job
Rate: 1 job = 20 Paragraphs

Team Leader:
Those operatives who show a knack for command, tactics, combat, or other appropriate skills may be asked to lead their own team of operators in contracts received by the company. A testament to their advanced talents, the team leaders are expected to display all the best features of a true professional.
Restrictions & Payment:
Class: Any
Stats: 31+ in any two stats except Willpower and Fate.
Must currently be a Sentinel Group Operative

Pay: $500 to Player per job
Rate: 1 job = 25 Paragraphs
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Wed Aug 21, 2013 8:55 pm

East Wellington Militia

Protect your homes

Commander: Sarah Rosa
Volunteers: Approx. 600
HQ: Rosas' residence, Kentwood
Territory: East Wellington neighborhood, Kentwood

The East Wellington Militia organizes a group of civilians from the neighborhood into a local vigilante force, supplementing police operations in the area. The force now boasts hundreds of members, routine patrols, and a series of elevated and observation positions perched atop the local mid-rise and high-rise apartment buildings. It also provides auxillary staffing for local checkpoints by police request, and provides a youth watch program for the younger residents of the neighborhood. Despite its past successes, it still remains a localized phenomenon, with the non-professional nature of the force limiting its continued improvement. The loosely organized command structure and lack of full-time staff also limits the force's ability to undertake more serious enforcement operations, though it performs well in its central focus of evening and emergency law enforcement.

History:

With the police otherwise occupied during the Syndicate War, marginal neighborhoods like East Wellington were left to fend for themselves. Located adjacent to the border crossing into the slums, the loss of police presence invited an influx of crime from the other side of the fence, in addition to occasional Syndicate activity. In response, small groups of citizens took the area's security into their own hands, patrolling the streets in their free time. Armed with their own weapons, the group took to the streets, watching for suspicious activity in the alleys and streets surrounding their homes. As a small player during the period, the neighborhood became troublesome enough for major groups to avoid, while the lack of wealth, influence, and strategic advantages meant that they weren't important enough to subdue.

As the groups were proven effective at deterring local crime and violence, new volunteers began to trickle in. With an increase in manpower and community donations, the force built a series of reinforced watch posts in order to improve their responsiveness and effectiveness, and expanded their scope to include a junior watch, intended to offer structure, responsibility, and training to neighborhood youth. Volunteer enrollment declined after the Syndicate War came to an end, when the major responsibilities for the militia were reduced to halting the occasional attempted breaking & entering.

Today, the militia continues to aid local police, freeing up official resources to deal with the growing threat of a district-wide gang war. As local gang violence begins to heat up, the militia finds itself focused on a new recruitment drive, trying to find enough people available at all hours to work makeshift checkpoints and man the observation platforms that keep watch for local trouble. Most recently, talk has begin to spread about the possibility of building a dedicated barracks and armory for the group, though most view this as a wishful pipe dream.
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Thu Aug 22, 2013 10:39 pm

This is currently a series of ideas about how the various police departments might operate in the different districts.

Bluefield: As the wealthiest most secure district in the city, Bluefield Police has the luxury of stringent hiring requirements, up to and including denial of jobs to non-desirable demographics, e.g. Neo-sapiens and Reavers. The force tends to harass those that fall outside this demographic, unless the individual in question is recognizably tied to a major player in the city. Private forces are heavily regulated, with the various corporations and the Police holding an effective monopoly on deadly force in the district. Corporate security operates its own jurisdictions throughout the district, resulting in an irregular districting system that may place different floors of the same building under different authorities. The district maintains high aesthetic standards, and all equipment, materiel, and uniforms have stringent maintenance, appearance, and upkeep standards. Port Authority officers operate in the area as well, serving as customs officials and inspecting all cargo that passes through the Bluefield quays.

Kentwood: Due to the violent nature of life in this district, police precincts are chronically overworked and understaffed. Accordingly, recruitment restrictions have been relaxed, and any individual who can successfully complete officer training is permitted to serve. Successive alterations to policy during the Syndicate War and the subsequent gang struggles have led to relaxed restrictions on the use of force when apprehending criminals. Kentwood Police is unique in that it operates no special tactics squads (force escalation instead proceeds directly to the armed forces), outfitting every officer in a kevlar or metal helmet, heavy body armor (with POLICE printed or painted on in subdued colors), and offering various assault and close combat weapons as standard issue. Every aspect of the officer's equipment is designed for tactical operations; their badges are a brushed blue, rather than the traditional gold- or brass-tone, in an effort to minimize visibility. Kentwood Police also operates heavier vehicles than the other districts, and light and medium personnel carriers are a common sight throughout the area.

The Slums: The Slums do not have a dedicated police force, their headquarters being located within a wing of the Industrial District HQ, and their force operating on loan from the adjacent Kentwood, Industrial, and Bluefield Districts. Police activity in the district generally only ramps up when crime threatens the neighboring areas, while residents are otherwise left to fend for themselves.

Industrial District: The Industrial District Police focus their efforts on property protection, ensuring that vandalism is kept to a minimum. Alone among the districts, precincts in the Industrial area issue respirator and/or environmental protection equipment to all officers, who are expected to wear them at all times while on the job. In response to concerns about volatile chemicals and stray fumes, the department is currently examining options to minimize ignition risk. Current options include various railgun and coilgun-type weapons, re-engineered firing mechanisms, and more esoteric possibilities including mechanical crossbows.

Onawai District: Due to the peculiar nature of Onawai urbanization, the police force in the area recruits gymnasts, rock climbers, and others capable of operating in dangerous environments that require a high level of strength and dexterity. Ropes, climbing gear, and other associated equipment are nearly ubiquitous in the force. Grappling hooks and harpoon guns also see rather frequent use, facilitating the creation of multiple entry points into the labyrinthine structures that fill the district. Airborne vehicles also see higher-than-average use, as officers make use of fastroping techniques to gain access from above--a single structure may have dozens of different landing spots, making such tactics invaluable when speed of response is critical.
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Sat Aug 24, 2013 9:04 am

Harvesters
Strike with surgical precision...

Leader: General Savantos (race and appearance unknown, wears the red armor befitting his status)
Mass: 200 (at least as of last intel)
HQ: Unknown location, possibly located beyond the wall though Sanctum is their main hunting ground. It is believed that they have several outposts throughout the city, hidden away.

Harvesters are not some kind of new race or species, they are normal Humans and Elves of all colors. What makes a Harvester so powerful and dominating are their high tech suits and weapons.

Harvesters received their name from the people of Sanctum because they "Harvest" living body parts of all races. A Harvester may stalk a person of a certain blood type for months; choosing to attack when their victims are at their weakest, taking the body part hey are after then leave. They are much like farmers tending crops.

They use very high tech mini lasers to remove the body part and transplant boxes to carry them away in.

Harvesters are very clean and skilled and a good number of the victims live through a Harvester attack but are marked and may be again become a victim at a later time.

Harvesters do NOT kill for fun. If a person dies from a Harvester attack. it's due to the fact they are missing a organ such as a lung or their heart.

Harvesters sometimes kill would be heroes who try and save a person from being "harvested". Very rarely does the Harvester play the role of assassin.

It's unclear where Harvesters get such a demand for organs and body parts, but it's a well known fact many groups use living tissue for testing new weapons and cyborg implants.

Harvester members are hand picked from only the best warriors. A lowly Initiate would be the same as a level 25 fighter. Little is known about the Harvester Clan even within it's own ranks. Only the Generals know who their customers are. For every rank of the Harvester, add 5 Levels to their over all level.


They are typically secretive beings and while they do not appear to be actively recruiting ever they must have some way of doing so. It's believed one must catch the eye of a General, who would then put the would be conscript into forced training, though that is merely rumor at this time.

Gear

All Harvester suits have basically the same stats and two layers. No Harvester suit can be tracked by any type of tracking equipment. Also note that Magic has NO effect on the suit itself, but would still effect the area around the suit like normal.(ie- fire spell setting wood on fire and so on.)

A Harvester suit can never be removed and taken for two reasons:

1. The suit is programmed to it's wearers specific DNA. If a Harvester is unconscious, and it's suit is tampered with, the outer layer explodes with a tremendous force, usually killing the would be thief. The second layer underneath protects the Harvester from the blast.

2.When a Harvester dies and it's life signs stop, the entire suit blows up, killing any would be thief, blowing apart the Harvester itself and usually causing out laying damage to the area where it has died.

Harvesters have three main weapons: the Net Gun, Needle Sprayers and Wrist Blasters.

All three are high tech and all Harvesters have them.

The following is a list of the weapons used by Harvesters right now and what they do:

Class one weapons

Web Gun: This small gun is connected by a thin wire to the Harvesters suit and is where it draws it's power supply from. The gun fires a very sticky glue like web, this webbing is stronger then any steel and can only be broken down by water. It's main use is to hold a target down so water can be poured over the area of the body the Harvester needs to make the cut. Note: This gun uses techno magic power of the Harvester suit and can not be used by non-Harvesters.

Needle Sprayer: The Needle Sprayer is a system built into the arms of the Harvester Suit and when fired through a mind link, it sprays 200 one inch needles into it's target. Every needle has a micro laser built into the tip of it letting it easilly cut through any armor, walls and doors.

This needle has a time release in the laser that tells it when the needle has hit flesh and turns itself off. The needle itself has a barbed tip that digs deep into the skin and makes it very painful to pull out. They can be tipped with any number of drugs from sleeping drugs to deadly poisons.

Wrist Blasters: Built into the inside of the wrists is a two inch slit that can fire a laser type beam with amazing force. Using a mind link in the suit, the controller can focus the size and power of the blast, from a thin cutting laser to a foot wide energy blast.

Class Two Weapons

Mini Missles: This class two weapon system is a small set of mini missles lining the Harvester's legs and is rarely used.

Garrote Laser Wire: This laser wire comes from the palm of the hand and can cut through most armor.(any armor with under 90AR) It is rarely used as it was designed to kill.

Class Three Weapons and Systems

Stealth System: This system can fully control the Harvester suit changing it's coloring so it can better blend in with the area. The system also uses sound to counter sound. This new idea can lower the sound the suit makes by over half simply by sending the same sound back like a reflexing mirror. The suit also gives off no heat ergo making InfraRed vision useless.

Targetting Eye: The duel normal targetting slots of the suit are replaced with one large eye on the face. This large system can track and target up to 20 different objects or people, even when the person or object is not in their line of sight.

Stun Rod: This weapon is a small club like item that sends a charge of energy through the person it hits, stunning them for two rounds. It can stun through any armor with 90 or less AR.

Class Four Weapons and Systems

Sink System: This system works just like the spell Sink only it never fails and can be used without spending MP or having to know magic.

B.A.T System: B.A.T stands for Battle and Tactics system, this system quickly studies a target's movements and relays the next most likely move to the Harvester. Add +20 agi

Mini Rail Gun: This is a replacement for the Web gun and uses the same power supply as the web gun. This gun fires a blast of thin metal disks much like a machine gun fires bullets. +50 to damage .. Note: Like the web gun, this gun can not be used by non-Harvesters.


Harvester Suits

Harvester suits are color coded by rank of Harvester. A different rank and skill level means a different color suit and more armor as well as weapons systems.

The suits themselves run off a techno/magic power supply built into the suit itself. Since no one has been able to strip a Harvester, there is no telling how the suit works or even how it is put on. To normal people, the suit seems to be a form fitting robotic suit that covers the whole body of the person, making race and age of a Harvester impossible to tell.

Green: The suits in Green, be it any shade of Green, are Initiates and have the least amount of armor and weapons, considered class one. This has a AR of 600.

Blue: A Blue suit of any shade means the Harvester is a Squire and makes up most of the Harvesters. They armor and weapons are class two or lower. This has an AR of 750

Black: A Black suit means the Harvester is a Commander. The commanders have class three armor and weapons. This has an AR of 975.

Red: A Red suit in any shade means the Harvester is a General, This is the highest ranking member of the Harvester Clan and the most powerful. All armor and weapons are class Four never lower. This has an AR of 1000.

All Harvester suits have a built in targeting system into the eyes of the suit that enables the Harvester to track up to five targets through anything, such as smoke, vehicles and even walls up to two feet thick.

The armor is grafted to the Harvesters body itself and is very light weight for being robotic, in some cases weighting less then 100 pounds. It is very unclear how this armor is made or what it is made of.
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PostSubject: Re: THE FIRST COMMUNITY CHALLENGE   Sun Aug 25, 2013 3:41 am

((I will be fine-tuning the job requirements later))

The Icemen
Leader: Geiger (real name unknown)
Membership: 10 (inner circle), 250+ (street level)
Territory: East Holt, Slum District
Headquarters: Unknown

While the Icemen are a formidable force, it's really their leader that draws all the acclaim. Geiger is the first name in chemical relief in SANCTUM, having gained legendary status after flooding the street with the purest and most potent drugs the city had ever seen. He recruited his Icemen - so named after his signature concoction, 'Black Ice' - to facilitate the expansion of his drug empire. They drove his competitors out of his territory or put them in the ground; they carried out daring heists on chemical storage facilities; they took the fall whenever the heat was getting too close to the man himself. Whoever he may be.

These days, there's somebody peddling Geiger's wares on nearly every street corner in East Holt, unchallenged. Throughout the rest of the city, you can find an Iceman dealer if you look hard enough - in some locations, harder than others. Their violence is targeted and precise. Collateral damage due to an Iceman attack is rare. Geiger fancies himself a chemist and a businessman, not a murderer, but he and his gang will not hesitate to dish out harsh reprisals or strategically eliminate the competition. Theirs is a reputation earned not by excessive displays of force, but cold, calculating and ruthless action.

The street-level gang members gather in various Icemen-held warehouses in East Holt, but the actual headquarters housing Geiger and the upper echelons of the gang remains a mystery. Each of Geiger's  'Lieutenants' commands a portion of the dealers, runners and enforcers, co-ordinating the day-to-day operations and reporting back to Geiger. The man in charge, meanwhile, focuses most of his attention on his chemistry so as to devise new and highly addictive concoctions to flood the streets.

Positions:

NOTE: Some positions with the Icemen come with the risk of being arrested.

Runner
The name says it all. A Runner will run back and forth between the dealers and the Lieutenants in charge of them, re-upping the dealer's stash and delivering the profits back to the Lieutenant. Watch out for the Five-O.

Restrictions & Payment
Class: Any
Knowhow: None
Stats: None
Pay: $200 to Player per Run
Rate: 1 Run = 10 Paragraphs + 1 roll to avoid being arrested

Dealer
You've graduated to working the corner. It's your job to distribute Geiger's merchandise to his loyal consumers and make sure none of those junkies rip you off. Dealers will report directly to one of Geiger's Lieutenants.

Restrictions & Payment
Class: Any
Knowhow: +1 Perception
Stats: None
Pay: $250 to Player per Shift
Rate: 1 Shift = 15 Paragraphs + 1 roll to avoid being arrested

Enforcer
You're off the streets and bashing in skulls. Enforcers are the muscle of the Icemen. Protecting the dealers from rivals and over-aggressive junkies, maintaining the Icemen's hold on their territory, launching attacks against rival gangs and just generally providing the force to back up all the talk - it's all in a day's work.

Restrictions & Payment
Class: Any
Knowhow: None
Stats: 21 Power or Control
Pay: $300 to Player per Job
Rate: 1 Job = 20 Paragraphs + 1 roll to avoid being arrested

Cook
It's the big time, now. Your chemistry skills have caught the eye of Geiger himself. You get to work in the comfort of one of his hidden labs producing some of the finest drugs on the face of the earth.

Restrictions & Payment
Class: Any
Knowhow: +5 Chemistry (new Knowhow skill)
Stats: None
Pay: $400 to Player per Batch
Rate: 1 Batch = 5 paragraphs Prep, 10 paragraphs Measuring and Mixing, 5 paragraphs Cooking, 10 paragraphs Packing and Cleaning = 30 paragraphs total

Lieutenant
You've proven your loyalty to the gang and to Geiger himself. Now you're put in charge of your own team of street-level thugs and your own section of territory. It's your job to keep profits up, police interference down, and to put down any threats to the gang. You report directly to Geiger and relay his orders to your team.

Restrictions & Payment
Class: Any, must have worked at least 2 other jobs for the Icemen
Knowhow: +3 Politician, +3 Perception
Stats: None
Pay: $500 to Player per Assignment
Rate: 1 Assignment = 50 Paragraphs
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PostSubject: Seil Family   Sun Aug 25, 2013 9:21 pm

Emeralds / The Seil Family


We ARE the "procurement" business

Patriarch: Padrig Seil
Members: 13 (actual family)
Employees: 15+
Location: Bluefield District (though their actual base of operations is beyond the wall)
HQ: A sports bar in the Bluefield District, named The Dugout

The Seils are in the procurement business. There is no object or person they cannot obtain, and no situation they cannot modify to be in one's favor for a price. They hold females in higher regard than males, the genetic trait of bright green (Seil) colored eyes each actual member. Higher ranking employees having married into the family, and each highest ranking employee also having hired a team of their own. The Seil's are known for taking good care of their people, joining them means an immediate increase in one's lot in life, both in finances and societal status.

Positions:
Tier 1

Fetcher

Couriers, the fetcher runs messages and delivers them for the Seils, nothing more, nothing less.

Restrictions & Payment:
Class: Any
Stats: Any
Age: Under the age of 25
Pay: $50 base pay to Player per job, with additional $50 for more than one message sent or recieved
Rate: 1 job = 10 paragraphs

Sketcher

The bookies of the Seils, they take bets and in turn you give them your money. Sketchers usually operate out of bars or resturaunts. They don't look for their clientelle, they come looking for them.

Restrictions & Payment:
Class: Any
Stats: Knowhow 12 minimum
Pay: $100 pay to player per event
Rate: 1 event = 15 paragraphs

Bruiser

The muscle and enforcers. Thugs, but far from common, they're disciplined and better trained with a healthy fear for the boss of their team. At least one of them must accompany a sketcher at any times. They are paid to look threatening mostly.

Restriction & Payment:
Class: Any (typically a fighting sort of class)
Stats: Power 15 minimum
Pay: $100 pay to player per event
Rate: 1 event = 15 paragraphs


Tier 2:


Fence

To sum it up, these are roaming pawnshops. If you need something sold that no one should ask questions about, or buy something of a similair nature, these are the guys for you. They are appraisers of items and situations... Just don't ask them where they got anything from...

Restriction & Payment:
Class: Any (though tend to be human or half elf, you won't find any elves or orcs behind the fence's lens)
Stats: 35 split between knowhow and control, must have either been a fetcher or a sketcher first, or specially tapped by one of the family.
Pay: $250 paid to player per 'Discussion'
Rate:1 Discussion = 21 paragraphs

Scribe:

The forgers of the Seils, they copy priceless works of art, photographs, official or unofficial documents, it doesn't really matter to them as long as they're getting paid to do it.

Restrictions & Payment:
Class: Any (Scribes are promoted from the Sketcher job only, unless tapped by one of the family)
Stats: must have a minumum of 12 knowhow, control, arcane, willpower, and fate
Pay: $250 paid to player per job (plus depending on the job, family notice)
Rate: 1 job = 21 paragraphs

Wayfarer

The real hired muscle. True enforcers with an impressive level of discipline and combat experience to go with their training. Often Seil hitmen... you would not want to see one of them in a dark alley... or a lighted alley. But that's okay, the chances of ever actually seeing them before they strike is low...

Class: Any (though typically a fighter sort)
Stats: Must have a minimum of 10 in all stats)
Pay: $250 paid to player per job (plus a weapon or armor of Padrig Seil's choice upon gaining this position)
Rate: 1 job = 21 paragraphs

Tier 3

Translator

The ones who report between the higher ranking employees and the family. They're the ones that make sure the others get their rewards in the long run... or punished if they've done wrong.

Class: Any (must have held a tier 2 position, and are typically human)
Stats: All stats must have at least a minimum of 15
Pay: $500 paid to player per report
Rate: 1 report = 30 paragraphs
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THE FIRST COMMUNITY CHALLENGE
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