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Post by Faljere D'ael Elderbaden on Jan 15, 2014 1:32:05 GMT -6
The year is 2113. The world is not as it was 100 years ago. Megacorporations have taken over the globe, and are in control of almost everything, such as the military/security, politics, and even land that belonged to countries years ago. These megacorporations, or 'megacorps' for short, are constantly in conflict with one-another over portions of land, sabotaging their opponents to gain the upper hand and become a bigger industry.
In 100 years, science has also advanced greatly to the point where the human race no longer requires much of what was essential in the old days, before corporate wars and the overthrowing of the political world. Humans can now genetically alter their own DNA to create superior beings using templates such as 'Elf-DNA1', 'Dwarf-DNA2', 'Kintu-DNA3', and so forth. They can also implant themselves with the latest in cyberware and biodigital enhancements that create a special link between the physical realm and the digital realm, where kinesis (commonly referred to as magic) is obtained. However, these upgrades come with a cost, be it sanity, intellect, strength, or even life.
As these megacorps fight, you, as the mercenaries of Wildgard City, have the options of performing tasks for these companies against other companies, or living in the streets and engaging in your own crimes. Just remember some of the basic rules of the corporate world: the law isn't your friend, megacorps don't like spending their money, mercs are expendable, don't enter a shootout you know you can't win, seeing as no one will help you. And, of course, the one golden rule: Shoot first, shoot fast, shoot last.
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Post by Faljere D'ael Elderbaden on Nov 3, 2014 21:32:49 GMT -6
Just a few terms for your use.
Megacorp: Abbreviated from Megacorporation. The companies that run the world nowadays, producing everything from weapons and upgrades to medicines and ointments to scooters and cheeses.
Merc: Abbreviated 'mercenary'. Basically guns for hire. No matter their skill (i.e. Hitman, Street Adept, Medic, etc.), they are the ones contacted to take upon contracts.
Guild: Synonym for 'gang'. These groups run amok in the dingier areas of Wildgard City and control territory not covered by Megacorps or the 'Law'.
Government: In truth, just another megacorp. The Government was bought out by Wal-Corps when the company got so big, and although most of it is still run similarly as a traditional government, such as elections and votes, it also works mainly on capitalism.
Enforcers: As law enforcement is technically not a thing, Enforcers are Government-contracted mercs that have taken their place.
Bioware: Upgrades that mix with ones biological code, changing it in various ways like the different DNA types (ELF, ORK, TROLL, etc.) and affecting regular body functions. (Not to be confused with Bio-Digital Upgrades.)
Race: A derogatory term. Usually used for humans who have had their DNA reworked using Bioware enhancements.
Magic: See 'Kinesis'.
Chips: The currency in this world. 1C=.54c(Can).
Cyberware: Mechanical upgrades that can be added to oneself. This includes new limbs, upgrades to existing body parts, built-in weapons, etc. (Not to be confused with Bioware, as it has no effect on ones biological code.)
Bio-Digital Upgrades: This unique upgrade connects with ones biological code (although doesn't alter it) and connects them to the digital world, allowing the use of kineses.
Carnage: A popular megacorp that sells good-value, simple weapons. Anyone looking for a pistol and nothing more than that usually finds what they want there.
Kinesis: The energies drawn from the cybernetic world by those with Bio-Digital upgrades, which is used in different ways depending on its user: Street Mages draw the energy and use it as a weapon, whereas a Shadow Puppeteer would use it to manipulate weaker minds and others with the same upgrades, and a Coder would use it to control digital items and use them to their own advantage.
Golden Rule: In reference to the mercs' "Golden Rules" of the streets. 5: The law isn't your friend. 4: Megacorps don't like spending their money. 3: Mercs are expendable. 2: Don't enter a shoot-out you know you can't win, seeing as no one will help you. 1: Shoot first, shoot fast, shoot last.
Locations/Corporations for your use. (I just named them, but if you don't like one that is made by you or you are a part of it, let me know how to change it.) The Hammer: A local community bar, the Hammer is where deals are sealed, contracts are made, and dues are paid. However, if one is granted permission to the back, they are revealed to a large community inspired by old motels where mercenaries tend to take residence or stay a few nights.
Wargon’s Arsenal: One of the few shops licensed to sell weapons to mercs, Wargon’s Arsenal has most simple weapons that anyone could need for self-defence; it is said, though, that if one and one’s wallet ask politely enough, specialty weapons can be sold and deals can be made. An ‘arena’ out back also allows for customers to test weapons before purchasing them.
White Temple Healing Products: The White Temple sells most healing products for the public, with simple things such as lotions and allergy pills to some more advanced things. They even perform surgeries and implantations, and are most often referred to when seeking medical attention without visiting a real hospital; the women involved aren’t too bad, either.
The Church of Her: A religious organisation that promotes the use of advanced technology in order to worship the deity of Knowledge, Advancement, and Humanity, known only as Her. Despite being a church, however, they do sell products, mostly in the communications department, with their trustworthy ‘Comm Rings’. However, deeper into the group, some members are shadier, as well as the deals made, and while they may appear perfectly fine on the outside, the smartest of people can tell that their operatives are merciless killers.
Silver Scale: A society of mercenaries, they are often the main contacts for people wanting to hire a merc. They have a large web of known mercs that they often call upon, but usually dibs goes to direct members of the society.
Wal-Corps: Wal-Mart was the most able corporation of the old world to adapt to the sudden change in society, and thus became the second most powerful corporation in the world: Wal-Corps. At this point, they buy and sell just about anything, from guns and groceries to the government itself.
Weytech Industries: Wal-Corps’ rival in business, Weytech is based out of London, England, and although they lost the race to see who could own an entire nation’s government first, they became the first megacorp to buy out the actual land and government of a country (said country being Australia). Weytech is well-known for selling specialty products in the fields of Biology, Robotics, and Equipment, but also fund and perform their own research into many things.
Bard Shrine: Named after the bards of the medieval times, this nightclub is notorious for three things: prostitutes, prostitutes who can sing, and the occasional bar fight. Although nowhere near as dingy as the infamous Hammer, the Bard Shrine is where one goes for a much more fun time while listening to some of the best music the mean streets of Wildgard City has to offer. But be careful, as it is assumed that these performers have a certain talent for shadow puppeteering, and if you get on their bad side, you may end up as one of their dancers; a fate which no one wants.
The Bridge: The Bridge is a dangerous location for everyone. Not too far from Wildgard City itself, the great metropolis of Rivermoor is located, and most corporations and government enforcers are stationed there. The Bridge is what connects the two cities, usually for reasons of cargo transportation, but for any merc unlucky enough to find themselves there, only death by enforcers awaits them. It is often considered wiser to take the River Anne Tunnel, an underwater tunnel created by the Merc’s Association, if one needs to reach Rivermoor, but one should still be prepared to fight against some unfavourable creatures living in the tunnel’s darkness.
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