Story Nations are no more. The great Corp War tore apart families: fathers fighting against daughters, mothers fighting against sons, national identity versus corporate credits. Economy won - the largest corporations taking reign over the world and squeezing it dry for every credit. Corporate influence spread and the citizens of Earth had to pick their side, commit to a brand and be its unyielding advocate. Borders collided and tensions grew, and though it slowly started with corporate espionage, the PMC War was beginning. Those citizens willing to serve their Corp would only be limited to roles of their specialist and studied skills. Instead the fighting was left to the highly trained PMC troops who were efficient, ruthless and devoid of all compassion, thanks to their genetic modification and cybernetics augmentation. Clad in heavy armour, helmets and masks, they all looked the same and were terrifying to behold. Innocent lives would be caught in the cross fire as the Corporate PMCs grasped for territory. No one would bat an eyelid. No one dared. The PMC War goes on, but the borders have become blurry and the battling is fought once more under cloak and dagger. The corporations' PMC squads patrol the streets in large numbers, keeping the "peace" through brutality and fear, enforcing curfews and punishing the slightest infraction. Anything out of place is suspicious of enemy activity and thus, must be punished. The citizens are terrified. And even some of those that stand proudly next to their Corp are starting to waver. The world is different. The Corps are tearing it apart. They are bringing it down into the darkness. But we are the light in that dark. We are protectors of the innocent, defenders against the ruthless bloodshed and we will stand up for those who cannot stand up for themselves. We are Neon. Not to be confused with a resistance, we are simply a small and devoted group of individuals. We cannot easily take on the big corporations. Instead, we act as your modern day superheroes, vigilantes who will protect the people from the corruption, greed and fury that the Corps and their PMCs have spread. Our only agenda is to safeguard the citizens of the world... but if Corps get dismantled on the way, we don't mind. Location Welcome to Towercrest, home to the highest density population under Syther Tech rule. Named famously for its sheer abundance in skyscrapers, Towercrest is the economic marvel of the new world and has the most traffic in terms of trade and services. The skyscrapers lace the side of the streets giving visitors a unique steep valley view up to the skies above, while travel could not be simpler. Roads line the lower regions of the metropolis with metro tubes to help connect the inner city, and above ground there are numerous catwalks and monorail connections to get you to your destination. Towercrest spans 125km across and is home to 1.2 billion citizens. Syther Tech works diligently to ensure your protection, collaborating with its partner company, Syther Tech Enforcement. Threats from other corporations are quickly dealt with, leaving us in complete contrdngi£%4*,se£@/... lies... their grip is collapsing, other Corp PMCs have infiltrated deep within Towercrest, all now vying for control...%#=ke92;!je03ol and ensuring complete protection. Corporations - Non Playable Syther Tech - prior to the Corp War Syther Tech were a prosthetics manufacturer who specialised in electronic prosthetics designed to help users return as closely as they could to their previous functionality. Throughout the course of the last 93 years their focus has progressed to total body enhancement through cybernetic augmentation, creating better limbs than what nature could provide. Subjects were enabled to be faster, stronger, tougher. In some rumoured cases, limbs had been replaced by new and different uses than before. Syther Tech are the current holders of Towercrest, the crown jewel of the world and what many recognise as point of leadership across Earth. That has not always been the case, but Syther Tech are current owners of the metropolis and it holds the most influence across the globe. Spoiler: Syther Tech Enforcement Gragari Initiative - the Gragari Initiative are a relative newcomer to the Corps but have had a rapid rise to power. Created in the post Corp War fallout, the Gragari Initiative specialised in pharmaceuticals and medicines before combining their efforts on enhancement drugs. These drugs helped increase their soldiers senses, aggression, willpower, strength and their cells regenerative growth. These PMC troops are referred to in slang as 'Zombies' for their ability to soak heavy wounds and even heal back to full health from the clutches of death. The Gragari Initiative are still relatively small in regards to the Corps, but that means that their organisation is agile and nimble and can react to market and situation a lot quicker than the others, making them a promising prospect for potential investors. They want to work with independents to try and take Towercrest for themselves. Spoiler: Gragari Initiative DraxaVerve - DraxaVerve are in fierce competition with Syther Tech and would consider themselves a close second in power. Their manpower is all but unlimited and unrivalled, due to their cloning technology. In the early Corp war they found a phenomenal specimen of strength, intelligence and composure and so commissioned Kyle Harper to become the blueprint for their army, creating the 1st Wave. Since then they have used only a small number of other people to clone, sticking with their tried and tested soldiers to fight their wars. The most recent soldiers were the 9082nd Wave. They are known as 'Harpies'. DraxaVerve wish to see Syther Tech toppled from their high perch in Towercrest and have been trying to smuggle their clones into the metropolis in droves. This has been with the help of Ethereal Operations, who they have a lucrative yet frosty business partnership. Spoiler: DraxaVerve Ethereal Operations - the last corporation vying for control are Ethereal Operations. As one of the oldest businesses they were fairly unsuccessful pre Corp War, running as a sleep assistance company, which was not a very lucrative endeavour. The venture went bankrupt multiple times before switching their focus onto research of the mind. Because of their switch to more brain related applications many universities and research centres gave them capital to continue understanding the mysteries of the mind. Through their work they managed to create devices that would untap and enhance human psionic abilities. However throughout the Corp War they were under considerable threat of annihilation due to their weaker investment in "boots on the ground", yet strangely they were always rescued by other corporations. Their existence has been fairly similar throughout the years, fading in and out of power but never quite disappearing for good. Currently they are enjoying a period of prosperity and are a distance third in terms of corporate power. Spoiler: Ethereal Operations Neon There are many so called vigilante groups out there, however Neon are the most persistent, and the most loyal to the people. Most of the others disappear under the boot of Syther Tech Enforcement but Neon are better than the rest. They generally rely on stealth and subterfuge to give aid to the public, and fight PMC groups using their specialised skills and clever tactics. Trying to fight PMCs head on however is a very, very bad idea. Neon are spread over the globe, but unsurprisingly the bulk of their small force is found with Towercrest. Most live in plain sight and are able to be perceived as harmless and fearful civilians of the metropolis. They struggle on with their lives and their 'cover' jobs - usually a role which enables them to hone their specialised skills daily. Pretty much all of them are effective spies, but they hold such a diverse range of skills: hacking; combat; medicine; engineering; piloting; stealth and many more. There are a few senior ranking commanders within Neon who coordinate the missions carried out by Neon operatives, however these officers all report to the leader of Neon, The Old Maiden. No one knows who she is, where she operates from or what she even looks like; the commanders are only ever contacted by a video displaying a dark room dimly lit by the open view of the Towercrest skyline at night, the holographic adverts and neon lights revealing a single chair in the room facing away from the camera and out into the city. Spoiler: The Old Maiden As previously said, many operatives hide in plain sight during down time so as not to alert suspicion, however they usually will be brought into hideouts when their next mission is soon to begin. Here they can make sure they are fully geared and ready to go to work on the PMCs. That's not to say they can't save the day in their own time - they are modern day heroes after all - and some will take the opportunity to help others discreetly using their skills, before trying to evade and disrupt PMC regime. Finally, I wasn't kidding when I said that Neon is a small group. Only a select few get chosen to be part of the team. They are chosen because they are skilled; they are the best; they are special. -- Your character will either be an existing Neon Operative or about to be recruited by Neon for their talent and/or heroism. Note that your character will be skilled and should have a specialisation of your choice (to be approved by the GM in the character PM). Please keep in mind however that characters should be balanced, whether that means having a significant weakness or a character flaw. I always implore players to write their best in my RPs, and that means realising a character with struggles and flaws is far, far more interesting than a character who can defeat anything. Also remember your character is not you, but an entity you created - so don't be afraid to let them lose or be one upped by another player's character. It's builds character, adds tension, creates relationships and is just so much better! Finally I would urge that your characters do not have attributes that the PMCs have (cybernetics/psionics/drugs) as it would be highly unusual and suspicious for a civilian to have them. However that does not mean you can't, and if you have a good story driven reason for why they have a certain attribute then that is absolutely fine! I don't want to stifle anyone's creativity! Character Sheet - One Character per Player Name: Age: Gender: Appearance: Personality: History: Skills/Specialisation: Equipment/Tools/Weaponry: Must be GM approved. Please PM me! -- Bear in mind that with equipment and weaponry your character would not be expected to carry anything too heavy as it would not be very subtle or easy to hide away. However I'm happy for you to be creative and make unique versions of equipment etc. For example a folding/pull apart sniper rifle!? Err... I'll let you come up with the ideas. The Rules Keep the flow: Posts can be as long and short as you would like, but making sure it keeps the flow, doesn't repeat another player or recap the same scene from another perspective. Try and progress the scene. If the scene is not progressable (which can happen) feel free to make conversation with someone or write your character's thoughts. Minor NPC Battles: minor NPCs won't necessarily require GM input for a player to interact with and beat up etc. You get to write the scene how you feel it would play out realistically and I will moderate. No God Moding: This is one of the cardinal sins of role playing. If you find yourself writing a post where your character does, alone, what would/should take an entire group of people, you're probably God modding (i.e activating god mode, granting yourself invincibility, power level 9000+, and utterly ruining everyone else's day). DONT DO IT. Collaborate, team up, and tackle the issue as a group. Keep limits in mind. In short keep it real (FYI, this doesn't only apply to battles. Characters who are good at everything and are just "too cool for the rest of us" are pretty much God Moding and also SUPER BORING. Do you want to be super boring? Nope, didn't think so). Realism Rules: I love epic moments of dashing heroism (don't we all), but not when it happens constantly. Realism is key in my games; characters are flawed, characters make mistakes that put things in jeopardy and villains and enemies are hard and scary. Make sure your characters are reacting to the situation as THEY know it, and not the extra information that you may know as the player. That's called meta gaming and it ruins the fun. For example if another character has thought to himself in a post that your character is a "smelly poo poo head", your character should not react! Not even a little bit! He has no idea. And he shouldn't hold a grudge either unless there is reason behind it, because your character has no idea the other character thinks they are a "smelly poo poo head"! Read Each Post: Read the whole post folks, people have taken time and effort to write their character's thoughts, actions, wants and desires, as well as how they perceive the world. It is interesting and fun. If something doesn't make sense, ask the poster in discussion chat what they meant. Nothing derails a game faster than confused and muddled posting. If someone is repeatedly posting long winded and waffling posts, politely let them know and give some constructive criticism. Work Together: Okay so this isn't exactly a rule, more like "guidelines". Not everything has to be done with multiple characters, but the game is more fun when more are involved. Collaboration is always great! For example don't have your character heal someone if you know there is a medic in the group. Pay attention to other characters strengths and weaknesses and seek opportunities to take advantage of them. Please Respect the Tone of the Game: There's nothing wrong with humour or the occasional non-sequitur (and there will be plenty of time for that) but ignoring or laughing off every threat we face destroys tension and makes the plot look like a joke. Please write realistically, and importantly, in character. Don't Control Someone Else's Character Without Permission: No one knows a character better than the person writing them. Don't assume someone else's character will laugh at your character's jokes or grimace at your filthy comments; Let the writer write their comments themselves. There are times when the GM may briefly control all characters to help move the story along, but that's because he's the GM and he's awesomer than you. Language: I'm all for using language, just make sure it's warranted. No need to swear for swearing sake. Don't fucking abuse it! The GMs Word is Law: Period. I will be the decision maker on disagreements, and I will be fair and just when required.