Scenario: Gaslight Empire
After a decade of civil war the rapidly industrializing kingdom of Meridian has finally begun to rebuild. The war has been won by Imperial forces and the slaveholder’s rebellion has been broken and scattered. Parliament has declared slavery illegal and the remaining imperial forces are hunting down rebels who refuse to acknowledge the rule of law. The widespread destruction wrought by the fighting has fractured society and left villages and towns across the countryside struggling for survival. Cities lay in ruin, and a series of fringe colonies have descended into lawlessness. Even the capital itself is marked by the scars of war, with opiate addicted veterans lining alleys and wretched refugees flooding the streets. In the aftermath of this brutal conflict varying factions and individuals are vying for power.
Industrial Robber Barons seek to exploit the teeming masses of refugees and freed slaves in their factories and plunder the natural riches of the colonies. Criminal Kingpins operate underworld empires, selling black market weapons, drugs, and other contraband. Military generals yearning for the call of battle are engaging rogue sects of guerillas, the last remnants of pro-slavery forces. The Royal Elite, mere figureheads at this point, plot to regain the power and glory of their former station. Cult figures grow in influence as they draw in victims of bloodshed and loss, looking for food and hope. Even the Parliament itself is torn between the radical Anti-Slavery party and representatives loyal to the cause of slavery. In this havoc and turmoil you must fight for survival and risk it all to ascend the ladder of power.
You will create a character and insert them into this madness and chaos; performing missions, developing alliances, and competing for riches and dominance in a free market between formidable bosses and stalwart mercenaries. These missions will progress plot-lines and weave together to tell a story through your choices, debating skill, and actions.
I am looking for 4 bosses and hopefully around 16 mercenaries.
As already noted there will be two different classes of player in this scenario; bosses and mercenaries. Both classes will have different roles within them that the player can choose from to build their character. Each role will carry distinct perks and advantages. Bosses and mercenaries are in general doing two separate things with bosses competing indirectly against other bosses and mercenaries competing directly against other mercenaries. Bosses may however have to fight mercenaries if there is an assassination attempt on their life.
There will be four boss players within the scenario. Their goal is to ruthlessly eliminate the other bosses and destroy their organizations, until only they alone remain in power. However, bosses rarely ever engage in direct combat. Instead, they contract out to mercenaries to do their dirty work. This contracting is done in a free market system, using coin and whatever other collateral the bosses can come up with to gain the mercenaries' services. If a boss is shrewd he may find other ways to get mercenaries to work for him for lower pay.The rest of the players will be mercenaries. Their goal is to successfully complete missions for their employer, use their fees to upgrade their abilities, and become the greatest and most feared mercenary in the kingdom. Some missions can lead to death, which means elimination from the game. The better a mercenary is, the more they can ask their employer for in compensation.
Each mission will be worth a certain amount of coin for a boss if his mercenaries are successful. This will be posted at the beginning of the mission along with a description the mission difficulty level. Once a mission is posted bosses will decide whether they want to engage in the mission. If they do they will try to contract with missionaries of their own choosing to complete the mission for them. Bosses and mercenaries come to an agreement on compensation before the mission on their own. If the mercenary or mercenaries hired complete their mission successfully they gain however much coin they agreed upon with their employer, while the employer (boss) gains the amount of coin promised by the mission itself. Bosses will have start-up funds dependent upon the role they choose, with the base level being 2000 coin. Mercenaries will start off with low-level characters, but the coin they earn will be used to buy additional physical attributes,powers, training, and gear. The bosses may also use the coin they earn to buy upgrades for themselves, but they must be conscious of their funds or their ability to hire mercenaries and make more coin will be jeopardized.The more coin you earn the better you can build your character to be, but there will be limits.
Beyond upgrades bosses may also buy opportunities to try and assassinate the enemy bosses. In this situation they must pay the assassination fee + whatever fee they agree upon with the mercenaries they contract to carry out the assassination. If an assassination is successful the boss who paid the assassination fee will take 1000 coin with the rest going back to the bank. There will be a debate and the only advantage the assassins will get is that they get the element of surprise in the fight and get to go second in the debate (Unless the boss is a strategist). If the attacker wins the debate the targeted boss is eliminated. If the target wins he gets the coin from the assassination attempt, and gets to continue playing. Attacking Mercenaries who are defeated will simply fail that mission, but survive. Defending mercenaries will be at the mercy of those who beat them as they decide if they live or die. Attacking mercenaries evenly split whatever amount of coin the dying boss had at his death if they are successful in killing him. Bosses may keep mercenaries on retainer as bodyguards between missions. These bodyguards get to participate in the battle if an assassination is attempted. This must be established BEFORE an assassination takes place for the bosses to have access to the mercenaries during the assassination. Fees will be worked out between bosses and mercenaries. If they want bosses may accompany their mercenaries to carry out a . In this case the fight is to the death and whichever boss's team loses the debate loses their life.
- There are two types of players who fulfill the Financier role; Underworld Kingpin and Industrial Baron. There is no gameplay difference between the two, but once one is taken it is gone.
- Players in this role start with x1.50 coin. They also gain an extra x1.25 coin each time a mission under them is successful. Lastly they get to start with any extra piece of gear that fits within the limits.
- There are two types of players who fulfill the Strategist role; Military General and Revolutionary Mastermind. There is no gameplay difference between the two, but once one is taken it is gone.
- Players in this role (and anyone hired under them) always post second in debate. They also get prior info on setting and opponents and 24 hours to plan for all debates,including assassinations. Lastly, they get to start the game with precog from a chosen character that fits the limits.
- There are two types of players who fulfill the Messiah role; Cult Figure and Royal Elite. There is no gameplay difference between the two, but once one is taken it is gone.
- Players in this role recieve x1.10 mission insurance, meaning even if their mercenaries fail they still receive a tenth of the coin promised by the mission. They also have the unique ability of inspiring loyalty in their mercenaries. If a mercenary betrays them that mercenary must pay the boss double what the boss originally contracted to pay them. Lastly, they get to start the game with a healing factor from a chosen character that fits the limits.
- There are two types of players who fulfill the Political Strongman role; Anti-Slavery Senator and Pro-Slavery Representative. There is no gameplay difference between the two, but once one is taken it is gone.
- Players in this role (and anyone hired under them) receive perfect teamwork, controlled bloodlust, and a telepathic link. Lastly, they get to start the game with defensive telepathy from a chosen character that fits the limits.
Note: Controlled bloodlust means they are highly motivated and willing to do whatever it takes, but they maintain their skill and mental acuity.
Martial Arts Master - Starts with an extra unarmed combat skill
Swordsman - Starts with an extra sword skill
Melee Weapon Expert - Starts with an extra non-sword melee weapon skill
Gunslinger- Starts with an extra firearms skill
Archer - Starts with an extra archery skill
Weaponer - Can start with an extra piece of gear if it is a melee weapon, and may carry an extra item (3) if two are weapons.
Gunsmith - Can start with an extra piece of gear if it is a firearm, and may carry an extra item if 2 are guns.
Brute - Start with 10 ton strength
Tank - Start with increased piercing resistance. Normal blades won’t pierce, bullets below .50 Cal won’t pierce.
Anything under .50 will not cause damage or penetrate your skin, but can cause pain and knock you around due to the force of the impact. Small rounds like 9mm will be a minor irritation, like getting pinched. Larger rifle rounds like a 7.62x39mm will cause more pain, but not break the skin. .50 cal rounds and anything larger will break your skin and cause the kind of damage a regular bullet would to normal people.
Note: This only applies to regular bullets. Any spcially designed armor piercing rounds or Adamantium bullets for example will have more piercing power and hurt you more.
Infiltrator - Starts with Stealth Skill and can create a soundproof field that extends 2 feet around their bodies
Scout - Starts with one additional enhanced sense or supernatural sense (ex. radar sense) and unlimited stamina
Berserker - Immune to pain, unlimited stamina, immune to all elements and toxins
Jack of All Trades - Starts with all non-combat skills/training
Scavenger - Does not start with any advantages, but may loot one piece of special or ordinary gear from any one opponent per mission they/their team defeat, whether they are a player character, or NPC. This gear is permanently added to their arsenal.
*A note on looting. In the middle of missions anyone can pick up items in the environment or take completely normal real world weapons from fodder characters they defeat. These weapons however will only be used in the context of that mission.
You will each build your character using the template of body, mind, skill set, and one piece of gear. You must follow the limitations as follows.
This is your physical body. It will determine your physical attributes in the following categories:
- - 1 ton
- - Batman/Captain America level
- - Olympic Gymnast Level
- - Punisher
- - No limit
- - No limit
The body must be humanoid, but you may choose bodies that have physical mutations. For example you may choose Spiral’s body to get extra limbs or Angel’s body to get wings. Bodies do not come with any kind of cybernetic implants, those will fall under gear. You may upgrade specific attributes individually as the scenario progresses, but you must upgrade by level. For instance you must buy 5 ton strength before you can buy 10 ton strength.
This is simply your personality, morals, and temperament. It will dictate how you act in certain situations and how well you work with certain others. You have some leeway to make the character your own, but you must stick to their general demeanor. For example no matter what a Batman mind will not kill. A Daredevil mind will not work with a Bullseye mind, etc.
This is your skill, knowledge, learned abilities, and tactical/strategic mind. You will begin with the skill set of one character, and then you may choose to train in other skills as the scenario progresses. In addition to your original skill set you may only have 3 purchased combat skills at any one time. If you already have three and want a new one you must eliminate an older one to make room for it. Non-combat skills are unlimited.
You may start with one piece of gear. This gear could be a weapon like Captain America’s Shield, a suit like , or something more versatile like Batman’s utility belt. Gear cannot allow you to surpass the overall physical limits or surpass power and ability limits. Your gear must be compatible with you. For example, only someone with significant superhuman strength and durability comparable to Master Chief can wear the Mjolnir Armor. You may add gear as the scenario progresses, but you can only carry 2 pieces of gear at a given time (unless a weaponer). Any gear you have but is not currently equipped will be stored safely and you may access it to switch them out between missions.
One hit kill weapons such as the Third Gun or Murasame are not allowed, and neither are weapons that can harm high tier bricks.
Gun maybe be sold to other players in a free market. It may also be sold back to me for 50% of what you paid for it.
Example Build :
Name: Adeline Cherryworth
Role: Martial Arts Master
Body: Harley Quinn
Mind: Claire Standfield
Skill Set: Storm Shadow
- Additional H2H Skill: Iron Fist
Gear: Warpath's Vibranium Knives
Short Bio (*Optional)
Adeline Cherryworth was born a princess of Meridian, but an enchantress placed her under a spell. She gained immortality, but was cursed to an eternity of shame with the appearance of a hideous old hag. Only upon truly loving someone and having them wrenched away from her could the spell be broken. She would spend the next few centuries travelling the countryside learning and growing in both skill and wisdom. Finally upon returning to the capital she took in an orphan boy, raising him as her own. However, at nineteen years old the boy was brutally murdered, the victim of a gang war. She lost her immortality and regained her beauty, but nothing could replace the boy in her heart, driving her into a crusade against the underworld of the capital.
Born a Royal Princess of Meridian, Adeline Cross was selfish and vain. She only thought of herself, and one night while heading to a ball she came upon a man accosted by bandits. Surrounded by her royal guard she could have intervened to save the man's life, but even as the captain of her guard asked permission to drive off the thieves, she rejected him saying that they were late and she couldn't afford to waste her time.
And so they continued through the night, leaving the poor man to his fate. The robbers stabbed him through and took all he had, fleeing into the night. Though beaten and bleeding he was able to stumbled home before collapsing at his doorstep. His wife heard a loud thump against the door and ran to open it, horror spreading across her face as she gazed upon her husband soaked in blood. She was a powerful enchantress and tried to save him, but he was too far gone and even her power could not bring a soul back to the living. With his dying breath he told her that he loved her, and recounted the princess' failure to come to his aid.For this injustice the enchantress was enraged. She threw a cloak over her shoulders and disappeared into the balmy night.
Meanwhile the princess was at the ball, laughing and dancing, socializing with other nobility. She was dancing with a handsome Prince from the north when the ballroom darkened, a hazy darkness settling over the crowd. The enchantress confronted the princess, and for her heartlessness she placed a spell upon her. She would be immortal, but her youth and beauty were stolen away, transforming her into a hideous old hag and cursing her to an eternity of scorn and pity. Only when she felt true love in her heart, and then experienced that true love being ripped away from her would the spell be broken. The rest of the spectators of the ball had their memories wiped, and as the enchantress left they began to taunt the old woman with insult, driving her out into the night.
The princess fell into despair and spent years wandering around the grimy street of the capital alone. After a few years she grew tired of this, tired of the constant ache of hunger and bite of cold. She decided to make the best of her situation. Because she was immortal she began a life of crime, stealing from the weak and feeble. Soon however she realized that being immortal did not save her from the pain of being stabbed or beaten. She decided to train herself, pushing her body to the limits. She had the appearance of an old woman, but her body was forever stuck at the age of nineteen. She soon grew in strength, speed, and endurance. She began to be more successful in her work, but began to feel sorry for picking on the weak and helpless. She began to see herself in them, and so she decided to take on mercenary work instead. At first no one would hire a fragile old woman, but after she brought in a few bounties they began to change their tune.
She would spend the next few centuries wandering the world a nomad, helping those in need and learning from masters across the land. Rumors began to spread far and wide of the hideous hag who brought armies to their knees and drove beasts to the hills. With these experiences she grew, not just as a fighter, but also as a person. She learned compassion, humility, and patience, and finally at last she fell in love. After centuries she returned home to the capital to see what it had become. Chimneys belched black smoke into the sky and beggars lined the streets. There, on the cold wet cobblestone, a child huddled for warmth. He was orphaned, his parents killed in a factory fire. She took him in and raised him as her own, naming him Charlie. As the years passed the boy grew into a young man, joining a local street gang and rising up through the ranks until he became their leader. She had trained him to defend himself, but she could never have imagined what would happen next. Headstrong young Charlie fell in love with Valencia, the sister of a rival gang leader. They would meet under cover of darkness and spend the night together, but one night Valencia was followed. Enraged at Charlie for seducing his sister the rival leader shot Charlie dead in the shadow of an alley, cutting off his hand and leaving it on Adeline's window sill.
Upon seeing the hand she immediately knew what had happened and her heart broke into a million pieces. She began sobbing uncontrollably, silver tears streaming down her face and silently splashing on the dusty wooden floor. She felt something strange as her chest heaved with sadness, and suddenly her leathery skin turned smooth and soft to the touch. The scars, age marks, and wrinkles melted away. The grey faded from her hair and her skeletal frame filled out. The curse had been lifted, Charlie's death and the loss she felt triggered a transformation returning her to her original appearance. No longer was she immortal, but she had truly changed from the person she had been all those years ago. Still, consumed by grief and anger, she became obsessed with finding Charlie's killer and bringing him to justice. It was this single, solitary thought that would drive her to again take up the mantle of a mercenary.
You can find anything on the streets of the capital. There are mad scientists and mystics hawking power-inducing surgeries and magics, combat gurus and circus performers willing to teach new skills, and hucksters pawning stolen weapons and gear. All it takes is the right amount of coin and a bit of courage to make your dreams a reality.
- 2 ton 500
- 5 ton 1500
- 10 ton 3000
- Gorgon 2000
- Spider-Man 3000
- Dick Grayson 1000
- Spider-Man 3000
- Ult. Captain America 1000
- Hugo Danner 3000
- Sight 500
- Hearing 500
- Smell 500
*Smell and hearing are limited to a 1 mile radius.
When you purchase training you must select a specific character’s skillss that fits the training you bought and is within the limits. For example for archery you could choose Green Arrow’s archery skills. Skills that are outrageous or allow you to surpass the limits such as Karate Kid’s martial arts skill are not allowed.
- Move Reading 1000
- Unarmed Combat 500
- Melee Weapon Combat 500
- Swordsmanship 500
- Firearms 400
- Archery 400
- Throwing Weapons 400
- Stealth 400
- Acrobatics/Gymnastic Skill 300
- Tactical Genius 300
- Tracking 100
- Detective Skills 100
- Escape Artistry 100
- Interrogation 100
- Trap Building 100
- Survival Skills 100
- Lock Picking 100
- Leadership 100
- Animal Handling 100
- Mountaineering 100
- Swimming 100
- Eidetic Memory 100
- Medic/First Aid 100
- Flight 100
You do not start with any and you are limited to buying 3. Once you have three you must eliminate one before adding another.
Your powers cannot internally effect others from a distance or directly control them ex. bloodbending.
When you purchase a power you must select a specific character’s powers that fits the power you bought and is within the limits. For example for energy output you could choose Gambit’s kinetic charging.
- Chi-based Powers (Iron Fist) 3000
- Photographic Reflexes (Taskmaster) 3000
- Teleportation (No tele-dismemberment or tele-fragging) 2500
- Telekinesis ( 5 ton limit, cannot directly affect opponent or their gear) 2500
- Telepathy/Empathy (Can only be used non-offensively/400 meter range except for in-team communication) 2500
- Healing Factor (Killing blows to heart or brain cannot be healed) 2000
- Precog (Cannot be greater than Spider-Sense) 2000
- Psychometry 2000
- Energy Absorption/Output (Limited to tank busting) 2000
- Matter Manipulation (Limited to FMA Alchemy-level) 2000
- Illusions 2000 (Cannot be mental based, must be able to tell aren't real with at least one sense)
- Resurrection/Reanimation (Limited to 5 in number of uses for bosses, 3 uses for mercs, cannot be used on yourself) 2000
- Power Negation (Only temporary) 2000
- Elemental Manipulation (Limited to Non-Avatar Bending level, no bloodbending) 1000
- Elemental Immunity 1000
- Stretching or Rubber Based Powers (cannot exceed durability limits) 1000
- Supernatural Sixth Senses (Daredevil Radar Sense, 400 meter limit) 1000
- Cutting Enhancement (Silver Samurai Tachyon Field) 1000
- Invisibility (visible spectrum only, can only be undetectable by 2 of the 3 main senses; sight, hearing, smell) 1000
- Flight (Limited to Angel’s organic wing speed and height) 1000
- Shapeshifting 1000
- Skeletal Enhancement (Wolverine’s Adamantium Skeleton) 500
- Acid Blood (Alien) 500
- Toxin Immunity (Carmilla Black) 100
- Wall Crawling 100
- X-Ray Vision 100
*Matter Manipulation cannot create coin
Cannot grant you physicals or powers and abilities beyond the overall limits, including overall durability.
Guaranteed One hit kill weapons such as murasame and the Third Gun are not allowed.
You may only utilize 2 gear at any point in time. Other gear will be kept in a safe place and you may switch them out between missions.
- Suits (Armored, Invisibility, Physical Enhancing, etc) 2000-?.
- Implants (Anything implanted in the body) 2000-?
- Miscellaneous (Anything that cannot fall into the other categories) 1000-?
- Rare metal Upgrade 1000 (Adamantium, vibranium, promethium, carbonadium. Applies to one melee weapon or one magazine of ammo)
- Melee Weapons (Swords, Knives, Staffs, etc) 1000
- Ranged Weapons (Guns, Bow/Arrows, Throwing Weapons, etc) 1000
- Shields (Any shield, no bigger than Captain America’s) 500
- Non-Lethals (Fictional Smoke Bombs, Gas grenades, Tasers, etc) 300
- Real World Weapons 100
- Assassination Fee is 1000
- Missions against NPCs will be judged by me.
- Competitive Missions will be judged by me.
- Some Player vs. Player missions will involve CaV style debate and will be judged by voters, but I reserve the right to overrule.
Amended Rules and Clarifications:
1. In the middle of missions anyone can pick up items that are A.) Stated B.) Shown or C. would logically be in the environment. They may also take completely normal real world weapons from fodder characters they defeat. These weapons however will only be used in the context of that mission. They cannot be kept after the mission, and they must be standard, real world weapons.
2. Assassinations can only be carried out against bosses.
3. In non-competitive missions your team will be graded on an A,B,C scale with A = 100% B=80% and C=60% of the promised reward.
4. If you take the Non-Hired Fallback Mission you will make at best 50% of the average mercenary pay for that round. Using the A,B,C scale earnings will be A=50% B= 30% C=10%
5. In competitive missions only the team with the best argument earns coin. The other team gets nothing.
6. In non-competitive rounds you may participate in missions for up to two bosses. This does not include completing Non-Hired Fallback Missions, which are ONLY for people who could not be hired.
7. In competitive rounds you may only work for ONE boss per round.
8. If you don't have a strategist boss you MUST NOT use OOC knowledge in your strategy without establishing how you would figure the information out.
I am the Alpha and Omega in this thread. What I say is law. Do not waste your time once I have said a ruling is final.