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The World of Chance

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The World of Chance Empty The World of Chance

Post  Akizio Sun Jun 10, 2012 4:51 pm

Introduction

The mutations within this new world played a vital role in how it developed and how it is now. Thus I find it paramount to describe mutations before describing the Setting. Starting with terminology, the Mutation Factor is a term that roughly describes the intensity of a mutation or a set of mutations . Mutations fall into three general categories: Physical, Metaphysical and Visceral. Mutations can alter appearance. On a general basis, if appearance is altered, the mutation factor is higher. This relationship comes into play in such instances as two individuals whom both have an enhanced strength mutation, but only one has a physical change in appearance. The individual with the physical alteration has a higher mutation factor and thus is stronger. The trade off is, the individual possibly looks decrepit, which obviously influences other aspects of roleplay. The mutations may seem to follow coherent patterns, but that is not always the case — mostly in instances of Visceral mutations, the guidelines are often broken.

Common mutations, such as a Metaphysical Fire Mutation, gain aliases, such as Pyro. Inquisitions will be required for specific mutation names. Furthermore, genetic aspects of mutations play a significant role in this roleplay. If a pyro and a non-mutant were to have a child, the child would most likely be a pyro as well. When two different mutations cross, normally the child only has one. This however changes with the aspect the child may have one parent's physical mutation and the other's metaphysical mutation, even if the parents respectively only had one each. This is the only time when a child would exhibit a higher mutation factor than its parents; on a general basis, mutations get slightly weaker every generation. Also, it is possible to "train" your mutations and make them stronger.

Spoiler:

Setting


Before explaining the larger agents of this setting, a description for the general aspects of it will be given. Very few people inhabit the ruins of larger cities, although people known as "Runners" or "Tech-Hunters" do make trips to them for supplies or lost technology, generally to subsequently sell to merchants. Most of society exists in the remnants of small, rural towns where farmland is abundant and industrial growth never quite reached. Agriculture has become one of the most important aspects of life in the New World. If you're not a farmer, you're most likely a soldier, drug dealer, casino worker, blacksmith, merchant, miner, gang member or bounty hunter. Most of the setting is wrapped up in a large war between the two largest governments over control of farmland. Life in the New World is simple.

In the oligarchy created by the larger agents, casinos for gambling have become rampant. Whether it is accepted or not, even non-mutants have a small level of mutation that causes them to be impulsive and love the delayed-gratification of gambling. Some call it even more powerful than drugs, which is sold just as openly. The larger agents of this roleplay are the Northern Coalition, the Southern Empire and the Bounty Hunter's Guild, each playing an important role in how all of the simple life interacts. On a side note, currency is a controversial part of the world. The larger agents tend to use precious metals in the form of coins is used as currency.

  • Bounty Hunter's Guild
    Bounty Hunters are essentially freelance security. The Guild technically allows a hit be put out on anyone, but rarely does it involve itself in the war. Only the higher ranking Bounty Hunters venture as far as that. The Guild originally was a gang of neutral members with no territory that extorted towns for protection. With the start of the war, the Guild stopped extorting towns and instead was allowed stations in every town in both the North and South. The "protection" from other gangs soon became hits on gang members and leaders, then eventually others. The Bounty Hunter's Guild has become an important and influential part of the the New World.

    Another function of the Guild record keeping of the more powerful mutants of the New World. Every bounty hunter with the guild is required to register with the Guild, which is a necessary hassle due to the advantages of the Guild (although some would say it would be more along the lines of the consequences of being a bounty hunter not with the Guild). The Guild assigns ranks based on skill and ability to its Bounty Hunters, and they go as such:

    Rank S — The highest level and most powerful mutants. How an individual achieves this rank is unknown. A note should be that there are only three known Rank S's: Vlaad, Orion and Lilith.

    Rank A — The second most powerful mutant. Normally referred to as Enforcers. Rank A's often hunt other bounty hunters for whatever reason (normally unregistered hits). To become one requires a high level of skill in using one's high mutation factor.

    Rank B — A more common, yet still powerful mutant. These hunters normally have earned a name with the Guild and have proven either their skill or high mutation factor.

    Rank C — The most common Bounty Hunter. After a few successful hits, even a non-mutant could become a Rank C.

    Rank D — Any individual whom has just registered with the Guild and has no name.

  • The Southern Empire
    Formerly known as the Prencetti Empire, this government originally started as a ring of organized crime. The Prencetti Empire soon branched similarly to the Bounty Hunter Guild, but instead changed its name and began to form a type of totalitarian government whose extortion turned to taxation. Although taxation is high, the South does afford schools, and with schools there are doctors for health. As corrupt as the Southern Empire is, it does have upsides.

  • The Northern Coalition
    The Northern Coalition is a group of northern states bound together in refusal to join the Southern Empire. Following Orion, a Rank S mutant, the Northern Coalition denies the taxation and corruption of the North with vigor. Even gangs have at times joined the Northern Coalition out of animosity towards the South. The Northern Coalition tends to use guerrilla tactics to fight the war, whereas the South attempts to salvage large rifles and ammunition to outpower the North.

Akizio
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Join date : 2012-04-13

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