There is always business to be done, and as long as there's business, there must needs be The Continental. Forty floors of exclusivity, the building has catered to a specific clientele for over one-hundred years, with one very specific rule:
No business may be conducted on Continental premises.
While several have tried to bend or even break the rules as the decades have gone by, Management is zealously committed to this standard. Few have ever defied this maxim without incurring serious penalties, and those that do have their membership permanently revoked.
Please heed our one rule, and as always, we hope you enjoy your stay. Welcome to the Continental.
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This is a roleplay inspired by the world of the film, John Wick, one where assassins are common, there are numerous criminal organizations throughout just the one city (New York), and there is a specific code in place that the assassins live by, and barring specific exceptions, do not break.
While writers don't necessarily need to have seen the film to join in, it would certainly help. As well, we'll be going into issues beyond what was explained in the film, especially considering that much of the surrounding world is left unexplored. Here are some basics to the setting:
1) Some assassins are well-known, others are not. All have their own methods, and all are assumed to respect The Management and the rules of The Continental.
2) Among those of "The Code," goods and services are exchanged through the use of special "Coins." These are gold, and are exchanged for specific services. A night at The Continental (full service) costs one coin. Body removal and cleaning (known as a "dinner reservation") costs one coin each. There are other costs and services to be sure, but we'll have to get into them as we go.
It's helpful to think of these coins almost as poker chips, because they are often worth different amounts, and can sometimes be traded for dollars, for favors, for cars, and other things less-tangible.
3) There is a level of respect for fellow assassins, and business, under no circumstances, is to occur on Continental premises. This of course means that we're likely to end up breaking this rule, if only because it's a great way to cause trouble. But be aware, there are likely to be consequences...
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While this is really more of just an interest check, I do have some specific things that I'd like to address right at the front:
1) Please do not "assassinate" another player's character without permission. Each character should be acting and reacting to one another, and it serves very little purpose to simply end someone else's storyline. We can certainly get into rivalries and vendettas between different characters, but it's best to establish those
before we start randomly sniping one another.
2) Just about every character in this world is part of what's known as a "lawful evil" alignment. They are not afraid to kill, and often do so rather nonchalantly, (it's part of their daily job, after all), but they have a code that they stick by. They don't kill innocents when they can at all avoid it, (henchmen are fair game), and they don't simply cause chaos. Assassins follow rules.
3) I'm much more interested (and hoping I'm not the only one) in creative and interesting roleplay, than in how badass your character is. The best written characters are flawed individuals who have to overcome tough choices and situations. While your character may very well be one of the greatest killers in the business, they should also have just as significant issues which make them relatable, reluctant, rash, or other words that cause them problems (that don't necessarily have to begin with "r.")
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The character sheet can be found
On the new character page.
If you are interested in joining, please take some time to fill out the character sheet and post it to the character section beneath the sample. (Also, please put it in a hider, because otherwise that section is going to get prohibitively long.)
I also may do a small "writing sample" application as well, if only because too many writers here tend to jump in on something interesting, and then just as quickly fade away. We'll see.