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Our story begins in the most derelict neighborhood, in the the Darkest part of the city, where a community of occult, mystical weirdos resides. After a mass Exodus from their fairy-tale homelands, all manner of magical creatures, princesses and monsters all moved into the Dark City, hiding from whatever catastrophe befell their world. This saga began in the year 2001 and certainly did not bode well for the humans or the fables.

The Land of Oz is no more than a pile of rubble at this point, forcing Dorothy to work at the local corner store. The Hundred Acre Woods suffered a similar fate, relegating Pooh Bear, Tigger and all their friends to work at a run-down, mom-and-pop Toy Store under the guise of store mascots. Snow White fared much better in Dark City, eventually becoming the tenement slumlord and renting apartments sky-high-prices to the 7 Dwarves. The Big Bad Wolf prowls the city streets, searching for innocent young girls to victimize. The neighborhood, called Darktown by its residents, has only 1 Law which must be enforced every second of every day – the use of a temporary magick known as Glamour. The city itself is facing a multitude of other inconvenient issues including: gang warfare, a freak Summer heat-wave and, of course, the citizens of Darktown.

In order to conceal their otherworldly appearances from the wary and violent humans, the mystical migrants purchase highly-expensive Glamour spells to cloak themselves and their families. Only a select few witches & warlocks still remember the old magicks necessary to perform this spell and they charge ludicrous fees, knowing that Glamours, (like food, water, shelter and electricity,) are a necessary expense to living in Darktown.

In Dark City money buys information – and information is power.


Will you take control before control is taken from you?
Will you kill or be killed?
Will you steal or be stolen from?


Food/Hunger

All humans need to eat. Not considered an IC/in-character stat, but [Food] is something any community needs. Decisions you make in the RP have consequences, some of which have the potential to greatly cut off the amount of food Darktown is producing.

[Dark City]



Magic

-Old World Magic Law: "What you cast unto others, you cast unto yourself."

______________

Mission Board


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Character Sheet Template:
[Name:]
[Age:]
[Gender:]
[Appearance:] (Photo or description)
[Glamour Form]:
[Short Bio:] (Your character's history is not particularly relevant in this RP, since Darktown is a place people go to to escape and begin anew.)
[3 Strengths:]
[3 Weaknesses:]
[Magical Artifact]:
(Miscellaneous magical item/good luck charm/trinket with no apparent function.)

[Name:] Gaspard "Jiggy" Molyneux
[Age:] 26
[Gender:] Male
[Appearance:]
[Glamour Form]:
[Short Bio:] Gaspard was born in Darktown, shortly after the Exodus, has never left the city limits and will probably die in Dark City as well. Due to the timing of his birth, he has magical capability, but has no affection or nostalgia for the fairy-tale Homelands of his elders. He is an eccentric character, but fiercely loyal to the city and can't stand anyone that aims to stop his good time. Jiggy walks around with an air of superiority, believing that his gang, the Cannabins, own the entire city and must take it back from unwelcome hands. As long as your goals are the same as Jiggy's, Jiggy is an easy person to work with.

[3 Strengths:]
-Patience, particularly in Team/Gang settings
-Sharpshooter
-Irrationally and disconcertingly determined to accomplish some higher, noble goal. "Noble" for Jiggy is different than noble for most people, though.
[3 Weaknesses:]
-Rude and crass
-Has faulty joints and tendons in his hand, occasionally interferes with his shooting. Requires medication in the form of Dark-City Herbs, a local plant that grows in Darktown.
-Unpredictable sociopath

[Magical Artifact:] Scorpion Ring (A steel ring that adorns Jiggy's finger, has a cameo of a scorpion.)
I haven't forgotten about this, but I work during the week. Have some free time today, so OOC will go up today! I'll be sending out PMs.


Our story begins in the most derelict neighborhood, in the the Darkest part of the city, where a community of occult, mystical weirdos resides. After a mass Exodus from their fairy-tale homelands, all manner of magical creatures, princesses and monsters all moved into the Dark City, hiding from whatever catastrophe befell their world. This saga began in the year 2001 and certainly did not bode well for the humans or the fables. The city itself is facing a multitude of other inconvenient issues including: economic corruption, gang warfare, a freak Summer heat-wave and, of course, the citizens.

Will you take control before control is taken from you?
Will you kill or be killed?
Will you steal or be stolen from?

Please Fill the following section out and add it to your Character Sheet.
Structures: (100 SP)

SP: Structure Points (Everyone starts off with [100 SP])

(Required 1)

1 --Medium Empire: 250,000 Population -15 SP)
2 --Small Empire: 100,000 Population (-5 SP)
3 --Large Empire: 400,000 Population (-25 SP)


1 --Capital Building (15 SP): All great empires need a central hub of information exchange and strategic planning. (Required: 1)
2 --Fortification (35 SP): Sometimes the best offense is a sturdy defense. What better way to protect your [Neighborhood] than with Fortified Walls? You'll be able to keep the enemy at bay for a certain period of time, during which your Archers will be free to shoot at and take off the enemy one by one.
2 --Shrine (45 SP): Good fortune may fall upon your Nation if you pray before going to battle. However, not all deities condone war.
1 --Mining Camp (25 SP): Iron, Coal and other ores necessary to produce weapons and armor can be found here. Although only 1 is necessary to gather materials which will produce weapons and armor, having multiple [Mining Camps] will speed up the process and quantity of Resources you gather. (Required: 1)
1 --Blacksmith (35 SP): Unless you're preparing for War in the immediate future, not too many of these are needed since Blacksmiths can continuously produce items. However, having multiple armories can give you a chance of creating stronger/sturdier products on occasion. (Required: 1)

Resource Gathering: (100 Resource Point -RP)


1 --Lumberjack (65 RP): Gather Primary Import at a faster rate, with more efficient production and on occasion, better quality.
1 --Surplus (70 RP): You will receive a daily bonus to any Resource Gathering traits your Nation has. You will also produce higher quality items of the corresponding Resource Trait.
1 --Idol Worship (35 RP): Worshipping the various wooden and golden idols may provide unexpected periodic gifts to your empire, as well as increasing the popularity of their [Hood Religion] everywhere. Sends [Missionaries] to another Neighborhood of your choosing. This converts a certain percentage of their population, leading to a variety of bizarre effects for the other player, including a boost to your population.
1--Book Worm (35 RP): Your Neighborhood may only produce world-renowned [Literature] if this trait is active and gains Tourism and respect from other [Gangs]. When enough Tourism is gained, Casts temporary [i][DEBUFF: [Tourism]]
on any Neighborhood of player's choosing. This Tourism debuff forces a certain percentage of a [Gang's] population to visit the Capitol of your Neighborhood..
1--Gang-man (25 RP): Increases to your [Gang's Population] lead to occasional theft from your own coffers. Not all gang-members are loyal and some will steal from the hand that feeds -- you. Why anybody would want this Resource Gathering Trait is beyond me.

Neighborhood Traits: (100 Neighborhood Points -NP)

1 --Missionary Style (65 BP): Neighborhoods/Gangs with at least [1 Hood Religion] gain additional [Missionaries] units to send into other neighborhoods, providing additional blessings by dieties as well as occasional boosts to national population. Atheist Neighborhoods become nearly immune to population-stealing if they have this trait.
1--Salvage (85 BP): Incur fewer [Gang Losses] after a lost [War/Campaign.] This allows you to keep more soldiers than you normally would if you lost. Of course, if you win often this may just be a waste of points.
1 --Proof-read (45 BP): The magistrate scribes/urban-activists have made a mistake and overestimated the number of casualties of your military. The actual number may actually be quite lower...if you're lucky.
1--Pool of Blood (65 BP): The more Casualties you cause, the more [Morale] your combatants have. Includes slight bonus to [Specialized Unit]
Gang Points: (100 GP)


--Warrior’s Road: (50 GP) Small [% Daily Increase] in amount of [Gang Population] your active Military has.
--Bushido: (50 GP) Your Military's [Morale] stat increases.
--Training Center: (50 GP) The place where combatants go to train and [Upgrade]. Stronger units can be created with the Training Center, but if you can't inspire them with adequate Morale, it will be a waste.
--Rally to the Cause: (50 GP) When you and your Ally attack the same Neighborhood, both Militaries receive a [BUFF: [Aggression]]

Stats


Gameplay Rules


In-Character/IC: [IC] Within the IC topic, the following will take place: Discussions between Warlords, Generals, politicians, citizens, soldiers, etc. Scheme, plot talk trash about other Nations, and conspire here. Discussions between [Gangs] should also be done in here. General and broad RPing will take place here such as off-duty (non-military-campaign) actions done by your characters, including all dialogue.
MC Tag: [MC] Military Campaign. The real "meat" of this RP will take place here. By placing a [MC] Tag on the top of your post, you indicate you are currently roleplaying a military or cultural campaign, during which time your Neighborhood may experience rapid/accelerated development bonuses in their empires. War and renaissance of art can quickly propel an empire into greatness. If you are in a [War], building a great piece of architecture, or attacking another Nation, every post you have will contain a [MC] Tag.
1.) You CAN Lose in this RP. How? If all your military forces are killed in battle and then your civilians are killed in turn, your nation is for all intents and purposes "dead."
2.) You CAN Win in this RP. How? If you have Conquered everyone's Nations, not including your alliances, by war or culture.

[Declaring War]

To [Declare War] you must have had [1 Neighborhood] attacked and razed by an enemy unit. Treaties may be worked out between players that place a Temporary Ban on [Declaring War] on certain neighborhoods. Breaking Treaties causes intense penalties for the offending party. It also makes you look possibly untrustworthy in the eyes of other gangs.

Reward Points System

By posting frequently in the IC/MC topics, you are rewarded with points which you can use to further develop your gang and neighborhoods. These are the values you receive with each post:
+5 SP
+5 RP
+10 NP
+10 GP


(Additional Points may be earned through particularly prolific or intriguing IC/MC posts.)
Food/Hunger

All humans need to eat. Not considered an IC/in-character Good, but [Food] is something any empire needs. Decisions you make in the RP have consequences, some of which have the potential to greatly cut off the amount of food your empire is producing.

Magic

-Old World Magic Law: "What you cast unto others, you cast unto yourself."

-Performing Magic is illegal in Dark City, but there are those who still do.
-Magic is categorized into 3 branches: Black, White and Gray. You currently only have access to basic White Magic spells
-Each Magic Spell is used as a Plot Device, to induce wrath on another Gang.
______________
-Black Magic: Destructive and unholy. Things like reviving the dead (Necromancy), conjuring spirits (Conjuring) and Blessings-meant-to-harm (Hexes) all fall into this category. (Blood Magic) too, but most stay away from Blood Magic for reasons unknown.

-White: Elemental magics (Fire, Water, Earth, Wind). Beneficial blessings, the opposite of Hexes (Blessings).

-Gray Magics: Naturomancy, the control of elements beyond the scope of White Magic such as (Metal, Wood). (Telepathy) allows mental communication from one to another. (Curses) don't always have to be malicious.
______________
Spell List said
(Quantity: You have (1) of each Spell)
(1)-[FIRE]: Flaming embers spread like a virus from building to building. Pyromania overtakes the citizens as they panic and throw highly-combustible wood and paper to stop the hot blazes.
(1)-[WATER]: Unforgiving rapids torrent and flood the region where this spell is cast, washing out everything the caster deems impure. Tides sweep through the Neighborhood and when they recede, much is lost.
(1)-[EARTH]: A massive tremor and shaking of the earth's very foundations. Quaking and shaking that swallows buildings whole and cuts wide gashes and canyons in between buildings and people.
(1)-[WIND]: Shrieking gales that kick up dust and rubble into the air, followed by stormy day and night. Whirling twisters barrage the Neighborhood with winds strong enough to pick up people, off the ground and into the sky.

[Mission Board & Events]


(To be announced...)

----
Ruby said
Urban fantasy noir?


Yes, something along that line :]
Vianna said
Does this have anything to do with the comic Fables? Are there any characters that are off limits, you mentioned Dorothy and others? Interested in hearing more.


I've never read or seen the comic Fables, but I was inspired by some elements from The Wolf Among Us. That being said, this will be an original universe with new characters.

I would prefer you play an original character, but if you want to play as a fairy-tale character like Dorothy, feel free to make a Character Sheet.


Our story begins in the most derelict neighborhood, in the the Darkest part of the city, where a community of occult, mystical weirdos resides. After a mass Exodus from their fairy-tale homelands, all manner of magical creatures, princesses and monsters all moved into the Dark City, hiding from whatever catastrophe befell their world. This saga began in the year 2001 and certainly did not bode well for the humans or the fables.

The Land of Oz is no more than a pile of rubble at this point, forcing Dorothy to work at the local corner store. The Hundred Acre Woods suffered a similar fate, relegating Pooh Bear, Tigger and all their friends to work at a run-down, mom-and-pop Toy Store under the guise of store mascots. Snow White fared much better in Dark City, eventually becoming the tenement slumlord and renting apartments sky-high-prices to the 7 Dwarves. The Big Bad Wolf prowls the city streets, searching for innocent young girls to victimize. The neighborhood, called Darktown by its residents, has only 1 Law which must be enforced every second of every day – the use of a temporary magick known as Glamour. The city itself is facing a multitude of other inconvenient issues including: gang warfare, a freak Summer heat-wave and, of course, the citizens of Darktown.

In order to conceal their otherworldly appearances from the wary and violent humans, the mystical migrants purchase highly-expensive Glamour spells to cloak themselves and their families. Only a select few witches & warlocks still remember the old magicks necessary to perform this spell and they charge ludicrous fees, knowing that Glamours, (like food, water, shelter and electricity,) are a necessary expense to living in Darktown.

In Dark City money buys information – and information is power.


-Magic-
1. Magic is expressly forbidden by City Law, except for Glamours.
2. Magic is categorized into 3 branches: Black, White and Gray.
3. Nobody quite remembers the science behind how magic works, but those that do, still use it in Dark City for their own benefit and nefarious plans. (Our characters WILL have access to some magicks.)

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Crossover of some TWAU/Brother's Grimm/Lovecraftian lore set in an original universe. I plan for this RP to be largely player-driven as far as shaping the story goes, although I plan to have a "Mission Board" from which everyone can accept various Missions to push the story along and develop our characters.

Looking for a mid-size group. Feel free to ask questions.
Heyitsjiwon said
Does the fairytale that we base our gang on have to be one of the European/Grimm's fairytales? Or could I use a Japanese one?


Huh? You don't have to base your gang on any fairytale unless you want to. If you know any Japanese fairytales you'd like to base your gang on, by all means, go for it.
Sovi3t said
Main Character's/General's Name: Joseph "Ace" HillNeighborhood Name: Deville HeightsGang/Family Name: 45th Street CrewSpecialized Units: "Sabers" Medium Strength Gun/Blade Warriors Location Preference: Upnorth in Central Notable People: Jimmy "Driver" Wilson - Owner of the ChopshopRichie "Accountant" Fields - Accountant of the CrewHarrison "150" Barnes - Owner of the Gym Lee "Duel Barrel" Wen - Owner of Local Weapon ShopPrimary Import: Gasoline , Metal , Gunpowder , Tires Primary Export: Armoured Cars , Guns, Blades , Booze


Stick to 1 Item/Industry each for the Primary Imports & Exports.
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