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Thread: Dead, the

  1. #1
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    Dead, the


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    1. Hierarchy and Points
    2. Codex
    3. Kits
    4. History
    5. Locations

    |Who, or what, are the Dead?|

    The Dead is a criminal syndicate. A family of transnational, highly centralized enterprises run by criminals for the purposes of engaging in illicit activity for profit both tangible (money) and insubstantial (information). A cosa nostra. The Dead are a ruthless, violent, unscrupulous, and terribly efficient network of thieves run by a nameless, faceless figure known only as the Architect.

    The Dead are based out of Muhir, entertain a growing agency in Terrenus, and enjoy a fair, though unremarkable, representation in Genesaris.

    The Dead's modus operandi is a methodology of cold, calculating action. At times they are mere agents of chaos, involving themselves in acts of petty theft and vandalism to maintain and amplify their control of the streets. But given their size, influence and resources, it isn't incomprehensible that the Dead also involve themselves in political games, land-holdings, money laundering and so forth.

    To the Dead, the definition of profit is flexible. The ends justify the means. Sometimes this means blanketing a city with an aerosol drug to move the now-addicted denizens out of the way so as to strip mine the deposits the city sits on. Other times it means beating a man to death and killing his children to send a message out.

    But their goals boil down to three fundamentals: money, notoriety, and power.

    |Heraldry|

    All members of the Dead are affectionately known as 'skeletons', fitting into a common motif, but it is more common to see the title being used top-down. So that Generals refer to anyone beneath them as skeletons, but a footsoldier would never do the same with a Lieutenant.

    Uniforms change according to rank. Generals receive a tailor-made suit made of the finest materials available, wordlessly implying that these were not men known to sully their hands, where footsoldiers where black with white strips that give the impression of a walking skeleton.

    Uniforms are not mandatory wear, but simply a sign of rank.

    Skulls, bones, corpses, the reaper's scythe, darkness, and birds of prey are all poignant symbols of the Dead.

    |Credo|

    Ten ways to skin a cat.

    |Organization|

    The Dead is a holistic utilitarian meritocracy. Broken down it means that the goals often align with the interests that best serve both the individuals and the syndicate as a whole, that missions are weighed on their functional 'utility' rather than brazen shows of bravado and crimes merely for crime's sake, and that advancement in the ranks is based on merit, on talent and ability, rather than on wealth or relation.

    The Dead is an organized criminal syndicate, not a cult or a terrorist faction. With an eye for talent and a brain that knows how to apply it, the Architect is capable of crafting crimes and events at once damaging and unappreciated for their subtlety of motion.

    |Divisions and Offices|

    There are four active ranks and one passive rank. The active ranks are General, Captain, Lieutenant and Footsoldier. The passive rank is AWOL, meaning members whose players have become inactive. They can come back and pick up where they left off, though they might be demoted, and in-character are treated as most likely dead on a mission.

    |Rank, Reputation, & Advancement|

    One rank point is issued per completed mission or equivalent activity. At 5 points, a skeleton advances by one rank. Rank points also measure a character's reputation in the organization. Two players might both be footsoldiers, but the one with 4 points is a bad-ass while the one with 1 is a scrub.

    |Indoctrination|

    The Process
    Step One: Faustus personally recruits over 80% of skeletons into his organization. No one knows his exact method, and it seems that he just picks random, desperate people up in a tavern or out of the wilderness. He swears that desperate people make the best soldiers.

    Nonetheless, given the fact that both parties must sign a contract explicitly detailing the extent of their relationship and what each gets out of it in turn, the Architect works towards a fair trade and things tend to go pretty smooth.

    The contract is signed, which magically binds both parties to the terms and conditions and compels them to uphold their end of the deal. The contract is written in plain, clear, and straightforward language.

    Indoctrination occurs after the interview.

    Step Two: The recruit is shown to HQ, the Graveyard. There recruits are provided with their kits, a written copy of the Language Codex that they are to burn after memorizing, and then left to their own devices. Roleplay in the Graveyard is optional, but fun. You can assume some of this stuff happened in the background.

    Step Three: Recruits are given a crash course in how to protect themselves against rudimentary divination, enchantment, possession and blood magic. The process involves a combination of protective charms, cantrips, pendants, the occasional tattoo, and simple education. This last step was a necessity in the past, when the Dead were smaller and had frantic enemies, but still proves to be useful.


    |Allies and Enemies|

    Primary Location: Tellus Mater --> Muhir --> Veera.
    Affiliations:
    — Allies: Club Hecate
    — Enemies: The Cabal (Genesaris).
    — Neutral Parties: OiC

    Current Plans
    Click here to see a list of current and on-going missions

    |Credits
    Carlos, for clan information.
    Roen, for layout.
    Last edited by Faustus; 05-22-2012 at 11:03 AM.

  2. #2
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    Below you will find information both on the hierarchy and on earned rank points. Rank points are equatable to prestige or presence within the ranks of the Dead. Two characters might both be Agents, but if one agent as 1 point and the other has 3, the 3 pointer is that much closer to becoming a lieutenant, and can only have gained those points by doing dangerous work for the Dead, hence is considered a more valuable and dangerous member.

    |Hierarchy|

    Spoiler:

    |Architect| Faustus.
    |Second-in-command| Cain.

    Members

    Generals
    Fossil (----)

    Captains
    Aristotle(5/0)

    Lieutenants
    Artist (3)

    Footsoldiers
    Ai (2)
    Bryelle
    Riforte (3)
    Jhulae TorAna
    Litalis Enodurin (1)
    • Kat (Echo (2), Monday(4))
    Limeric
    Marat (1)
    Phoebe
    Sarvant
    • Titan (Laurana (3), Raina (1))

    AWOL
    Omen (2 star)
    Hitori
    Nicholas Pierce, St (2).
    Ro
    Galatea
    • Chloe (2)
    Armongotti
    Bedlam. (1)
    Briar
    Consequence(1)
    Cor
    Dawn (1)
    Fenris
    Fletcher
    Giovanni
    Kitten
    Valentine
    Pygmallion
    Rava
    Tellereq Dandrent, Dr. (1)
    Xavier Strauss


    |Points Issued|
    Spoiler:

    Artist: 1 point for One Hour After Eating
    Rifote: 1 point for to acquire
    Ai: 1 point for to acquire
    Aristotle: 1 point for Drow Interrupted
    Echo: 1 point for Service with a Smile
    Aristotle: 1 point for Service with a Smile
    Litalis: 1 point for Double Dealing
    Ai: 1 point for Révolution de la mort
    Riforte: 1 point for Révolution de la mort
    Laurana: 1 point for Révolution de la mort
    Aristotle: 1 point for Révolution de la mort
    Raina: 1 point for The Dead Meet
    Aristotle: 1 point for Recruitment; going to underwater city and bringing back a jewel with the city's map and details of their magic system for later espionage and assassination.
    Aristotle: 1 point for Recruitment; recruitment of Galatea.
    D'Marcus: 1 point for Along The Way Gone
    Monday: 1 point for Agoraphobia
    Marat: 1 point for A Skeletal Peacock Smiles
    Monday: 1 point for All In The Teatails (teashop creation)
    Limitless: 1 point for recruiting Legion
    Monday: 1 point for Political Fundraiser
    Titan: 1 point for Political Fundraiser
    Dawn: 1 point for Political Fundraiser
    Laurana: 1 point for Political Fundraiser
    Nicholas: 1 point for Political Fundraiser
    Tellereq: 1 point for All Aboard
    Nicholas: 1 point for Rendezvous
    Artist: 1 point for Into the Waves
    Bedlam: 1 point for Task at Hand
    Chloe: 1 point for Task at Hand
    Echo: 1 point for Task at Hand
    Artist: 1 point for Did I Get Your Attention Yet
    Laurana: 1 point for Industrial Procurement
    Chloe: 1 point for Industrial Procurement
    Monday: 1 point for Industrial Procurement
    Last edited by Faustus; 05-22-2012 at 09:25 AM.

  3. #3
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    Codex


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    OOC: Players will get rewarded for liberal and intelligent use of the codex.

    The following is code-speak, or 'jive', that the Dead use to communicate with their clientele and with their contemporaries. When using the code in a post, color code the slang word in red. If using the same word multiple times in a post, you need only color-code the first instance. This makes it easier for me to identify when you're using slang and for other members as well.

    This is to give you a taste of the way the Dead can speak. You can use any slang that's not already in the codex, and if there is a term that you think is common enough to add to this list, send me a message.

    Thanks to Big L - Ebonics.

    Spoiler:
    100 = One-hundred percent. Legitimate.

    A buck fifty = A large cut or scar across the face usually caused by a blade or razor which needs requires 150 stitches.

    Biz = Shorthand for "business", though if "biz" is in use the business at hand is almost always illegal.

    Bones = Solomon's Thirst rolled in thin, white papers and smoked.

    Box = To put in a box means to kill a man and leave his body in a coffin.

    Bucked = Shot or thrown about shamelessly.

    Buff = To clean or strong/muscular, depending on context.

    Bull scare = A very intricate or otherwise extremely feasible bluff.

    Check it = Pay close attention to; take note.

    Chicken = Derogatory epithet for the female gender, so called because of the motion a chicken makes with its head.

    Chips = Money.

    Crib = One's home

    Dope = Possessing outstanding quality or superior merit; remarkably good.

    Dipped = Dressed especially nice.

    Floss = To flaunt one's material wealth. Flossing often leads to one getting snuffed, stuck, or put in a box.

    Fly = sharply dressed or otherwise appearing very dapper.

    Froggy = To be jumpy or anxious to do something. Most commonly it refers to situations involving fighting or violence, but it can also refer to any situation involving someone anxiously wanting to do something. Ready to 'jump'.

    Fucked = Double-crossed.

    Get your weight up = Advanced through the ranks. Accrue more power, resources, arms, or esteem.

    Grill = A long, hard stare.

    Guerrilla = To guerrilla means to use physical force.

    Homey = A comrade or friend.

    Honey = A woman.

    Jakes = Undercover policemen.

    Jive = Pointless or deceptive rhetoric. A specific and often proprietary manner of speaking.

    John = A man who engages in the service of prostitutes. Also used by drug dealers to mean their customers. See "trick".

    Kicks = Shoes or footwear.

    Kite = Correspondence received while incarcerated.

    Leak = Another word for Dense, a crystal smoked in a glass pipe.

    Leaking = Bleeding profusely.

    Lifted = High off drugs; chemically intoxicated.

    Nose candy = stardust.

    Okey-doke = A confidence scheme; a con.

    Ox = A razor blade.

    Peeping/peepsing = Scrutinizing one for potential candidacy for intercourse.

    Pie = kilogram of stardust.

    Poke = One's personal fund. Must be gross worth; must be liquidated capital.

    Props = Proper recognition.

    Rocks = Large or rare gems. Also known as 'ice'.

    Rubbed = Stabbed with a dagger or knife. To be stabbed multiple times is to be 'stuck'.

    Shorty/shawty = Neutral epithet for female gender. See "honey".

    Scratch = Bullion, cash, money, capital, greenbacks, dough, cheese, cheddar, lettuce, cabbage.

    Snuffed = Punched out.

    Trill = A combination of slang terms "true" and "real". Used to describe someone who is well-respected.

    Trick = A man who patronizes a prostitute. A prostitute's business is known as "turning tricks". See "John".

    Weed smoke = Resultant vapor from igniting certain types of drugs. Also known as 'lye'.

    Whip = Any means of conveyance that is physica, i.e. a horse, a mechanical carriage, a golem, a dragon. The method must not be public transportation.

    Ya dig? = Do you understand, or comprehend, what I am saying?

    Yoke/Yoked = To choke; to be choked.


    Kits

    Top

    Off topic:
    Higher ranks include the items offered the lower ranks on top of their own exclusive accoutrements. Each rank can deactivate lower ranked kits to prevent insubordination. The Architect, Second-in-Command and Generals possess master codes to each kit.

    Agent

    Spoiler:
    Language Codex: The language codex is a manual of the Dead's internal argot, full of code words so that one skeleton can communicate with another out in the open without fear of divulging critical information. Burn after reading; loss of this manual is punishable by execution.

    Communicator: Invented by Dr. Tellereq of the Dead. A sleek handheld device the equivalent of a modern day cell phone redesigned to offer maximum efficiency, durability, and aesthetic. On the one hand offering immunity to magical interference of any kind, on the other limited in terms of distance and complexity. Relays signals off of cleverly disguised towers speckled throughout all of Tellus Mater (air, land and sea), on a closed communication network of Tellereq's own design. Capable of relaying sensory and written communication.

    D-vials: Vials full of acid. One droplet poured on the body of the indiscriminately killed results in nothing left behind but a mesh of flesh and a bleached heap of bones. Has been designed to only work on dead bodies; cannot be used as a weapon and cannot accidentally kill off its carrier.

    Gold: According to the current control over resources, every foot soldier is allowed a bare minimum of no less than 200 gold for uses about the town at will. Members can choose to refill this bag at any time they please.

    Prestidigitation: Each member, not the suit but the flesh and blood being itself inside of the suit, is enchanted with a permanent Prestidigitation spell. This allows them to perform minor tricks that novice spellcasters use for practice. They can perform simple magical effects, such as light telekinesis, changing the color of items, cleaning, or soiling them. It allows them to chill, warm, make sweet, or make bitter food and drink. They can create small objects as well.

    Remote-viewing: An effect that comes into effect at the moment of signing and finalizing the contract that all members are required to sign upon entering the ranks of the Dead. This allows Faustus and his appointed generals to see through the eyes of any of those ranked beneath them. Remote experiences are simultaneously recorded and stored on-site.

    Uniform: A skeleton mask made either out of ivory, bone, or a synthetic material for members who are allergic to the first two options. It is bleached white and comes complete with a black outfit with white stitches that makes any member look like a walking skeleton. The mask makes the foot-soldier immune to the spells of the captain's uniform and to the Stealth implants, but not the Intimidate or Presence implants.

    Wards: The inside of the stitches carry a set of runes that ward against the witching arts of divination and all of its subsidiaries, such as scrying and external remote viewing.


    Lieutenant

    Spoiler:
    Armor break [skill]: In its latent form, it allows the lieutenant to dent armor or punch through it completely, or in the case of adamantine or otherwise strengthened armor it allows the lieutenant to make the force travel beyond the physical barrier. The lieutenant may opt to focus his skill so as to ignore the magic (if the armor is magically infused or enchanted) but ineffective is the armor is made out of magic.

    Gold: According to the current control over resources, every lieutenant is allowed a bare minimum of no less than 500 gold for uses about the town at will. Members can choose to refill this bag at any time they please.

    Catapsi: This power generates psychic static and interferes with the ability of psionic targets and enemies within a 20 foot radius field around the lieutenant; the range was decided on by Faustus so as to comfortably include the lieutenant and soldiers with him. Telepathy and telekinesis are the most strongly affected. Elemental and non-elemental psionics are next, followed by planar psionics.

    Skate: The lieutenant can use this ability to slide along solid and uneven ground as if on smooth ice, and can extend this frictionless environment to another creature or an unattended object. Lieutenants retain equilibrium by mental desire alone, allowing them to gracefully skate along the ground, up walls, turn, or stop as suddenly as desired.

    Uniform: All black when on covert operations, or clothing of their choosing as lieutenants are involved more with local politics than other members and must be allowed a degree of freedom over what they were. This rank was decided as the tier of political relations due, specifically, to the level of involvement befitting the rank. Enough time spent in the Dead to be of aid and enough freedom from operations that they can continue to shuffle pieces around in the political atmosphere.

    Attraction: Lieutenants can plant a completing attraction in weak-minded subjects. This attraction can be towards a particular person, object, purpose, or location. The subject will take reasonable steps to meet or get close to the subject of the implanted attraction. Reasonable being that the attraction will not be obsessive. Lieutenants are expected to use this ability to parley favor in political power exchanges. Or whatever.


    Captain

    Spoiler:
    Weapon break [skill]: In its latent form, it allows the lieutenant to break staves in half, snap the head off a glaive, and bend a sword like foil if the aforementioned weapons are mundane. If the weapons are arcane, the lieutenant may opt to focus his skill so as to rend the magic or ignore its benefits.

    Summon: up to 3-5 basic foot soldiers of the Dead, who are kept in reserve for back up. Blah, blah, blah, fluff.

    Glide: Much like the lieutenant's Skate ability, Glide allows the captain to move in unconventional ways. Unlike Skate, Glide's movement is not limited solely to the ground. The captain can glide from one roof to the other, can reduce lethal falls to mild inconveniences, and can even perform mid-air acrobatics thanks to this ability.

    Uniform: The captain's uniform is a call back to foot-soldier attire. If this seems like a step backwards, consider the constituents of the uniform. The thread of the stitching itself is soaked thoroughly in the ooze of a Phasm for three days while a troupe of Shamen chant a verse taken from the tome of black magic, The Tongues of Scheherazade. The enchantment dampens the memory of any that gaze upon them, generating a sort of social camouflage that allows them to operate in plain sight and move around unnoticed.

    Gold: According to the current control over resources, every lieutenant is allowed a bare minimum of no less than 700 gold for uses about the town at will. Members can choose to refill this bag at any time they please.

    Aura Implant: Artificially transplanted and removed auras. These pre-fabricated auras generate a certain presence or mien that an operative may be missing but that a certain operation would demand.

    • Stealth: Used for covert operations. The aura here generates a diluted version of the enchantment surrounding the captains. Although this does not make the operative in effect unnoticeable, it does make it extremely hard for those affected to recall certain details of face, demeanor or motive when in recall.
    • Presence: Used for controlling masses. Gives any operative a boost to charisma, articulation, and animal magnetism. Used to command troops (NPC's) and infuse them with courage, purpose, and dedication.
    • Predation: Used for interrogations. This strikes those affected with a sense of being stalked by a predator, that the operative is both larger than life and much more intimidating than they may have seemed at a distance.


    Generals

    Spoiler:
    Uniform: The generals get a high-class, one-of-a-kind power suit hand-crafted by Edgar, the Dead's personal tailor.
    Gold: Generals have a no-limit slush fund.
    Last edited by Faustus; 05-17-2012 at 07:49 PM.

  4. #4
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    A History: Non-essential Information


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    The story of the Dead, from inception to the building of their foundation.

    Spoiler:
    Inception

    The Princes are the creators and leaders of the Cabal, a criminal organization that swept that became a festering boil of activity on Genesaris' face. The Princes' came to Valucre in search of the only enemy to best them in over a decade . . . Faustus Clemens. Donovan Cutler by name to the Princes, but there is no mistaking that foe.

    Cain is a puppet-master, malicious in his own right, and is leveraged into a position of subservience to the Princes by way of blood-magic and deception. He becomes their right-hand man. He soon tires of obedience. He knows he can't defeat them on his own, so he seeks the only man he's known to beat them. He seeks Faustus Clemens.

    The two men meet. Cain intends to recruit Faustus into the cabal, and entreats Faustus's help in wrenching control of the Cabal from the hands of the Princes. Faustus agrees and provides Cain with a contract he is to sign in blood.

    A deal is struck.

    Canon: Reconstruction

    Arrival

    Faustus, Cain, and no more than five other members loyal to Cain's cause arrive in Muhir. The entire time Faustus is gathering contacts, names and locations that will come in handy in the near and distant future. He steers them towards Veera, where he acquires a defunct guildhall to function as the base of operation. He names the new criminal syndicate the Dead.

    Upon moving into the guildhall Faustus layers the guildhall with powerful anti-divination and identification spells layered one atop the other, interwoven with an intricate illusion so the building doesn't radiate and become a beacon of magic as it otherwise would. Members are inoculated against divination, enchantment, possession and blood magic by way of education, charms and cantrips, pendants and tattoos.

    Canon: Arrival

    The merchant goes missing

    Fossil meets with an influential merchant (Gerald Irenk), one who has grown fat through his success. Fossil plies for proximity by way of lavishing drink on the merchant and his guest and manages to steal away a lock of the merchant's hair. It is a critical item for a ritual Fossil performs later which replaces the merchant, bit by bit, by a puppet constructed by Cain Rose and to be controlled by him later.

    Canon: The merchant goes missing

    A labor leader gets his life looted.

    Cain Rose replaces a work-force leader with a flesh-puppet of his making. Through this avenue the Dead have established a presence throughout any face to the city where service workers have access to. Mansions and the houses of noble, government buildings, guildhalls and taverns, police headquarters and so on down the list. At will the work-force leader can sanction any type and amount of labor and send any number of Dead operatives into any number of locations.

    Canon: A labor leader gets looted

    Construction of the builder-puppets

    Cain, using blueprints of Faustus's personal design, builds a set of thirty builder-puppets. These puppets have six limbs of exceptional dexterity and strength. They are set on the task of creating more builder-puppets. Consequently their numbers experience a large boost in population at first but level out immediately at 360 workers. These puppets do not need to eat, sleep, or use the bathroom; they work tirelessly and without flaw. They are the source of labor which provides the Dead with product for their lucrative perfume and toy industries.

    Canon: Construction of the builder-puppets

    Establishing Valucre's first industrial perfume outlet

    Using Gerald Irenk as his foothold, Faustus scores an audience with another of Muhir's influential merchants (Normon Howard), and introduces himself as Bertrand Eezel. Faustus gives Norman a sample of a perfume he has titled Elysium, and it takes Norman for a ride. Faustus then lays the terms of agreement.

    By going into business with the organization that Bertrand represented Norman, and any other merchant Norman could use his influence to convince to do the same, would make 10% from every sale of perfume. Bertrand's organization would make, advertise and distribute the product; all the merchants had to do was have the product available. And for this they'd make 10% pure profit.

    In concert with this meeting, Cain busies himself with constructing the builder-puppets. Faustus promises the first shipment within 3 days.

    Canon: The perfume outlet

    Recruitment

    Omen is one of the two established generals of the Dead's roster, the other being Fossil; one of two men that Faustus could consider apt for the task. Omen tears through a number of foot-soldiers from local gangs. Those that bear witness to the horrific power that this one man wields are persuaded to throw their chips in with the Dead.

    Canon: Recruitment

    Stealing the signet

    Bedlam, a captain with the Dead and a recruit from the Cabal that followed Cain to Muhir, is sent to a noble house to lift their signet ring. He is provided information from Dead foot-soldiers that worked inside of the house pretending to be butlers, maids, and carpenters. He knows all the entry and exit points, the number of people inhabiting the manor, the types of locks used, and the location of his prize; the task proves easy for Bedlam. He makes a copy of the signet ring and disappears without a trace. The Dead can now authorize cargo and letters with a seal that allows them to send shipments and letters through express routes that are less likely to be checked.

    Canon: Stealing the signet

    Recruitment Mark II

    A golem, a monster that is made from the different limbs and pieces of different creatures, mimics the actions of Omen in his own, grotesque way. A lot of graphic detail can be provided upon request (by clicking the link and reading the post). Those that survived and weren't scared out of their wits promptly lined up to join the ranks of the Dead.

    Canon: Recruitment Mark II

    The industry takes off

    Cain's builder-puppets build seven puppets an hour. By noon, the work-force is at full tilt. After four more hours three-hundred bottles of Elysium, Inspiration, and Serenity were boxed, tagged, and then shipped to their perspective stations to be sold.

    The worker-drones begin to sew stuffed animals and blankets with comforting scenes stitched into them for sale.

    Canon: The industry takes off

    The toy factory

    Faustus meets with Norman Howard for the second time. He wants to begin a toy industry. Apparently they have product already finished, sewn and sized, ready to be moved onto the streets, immersing their target demographic. Like before, all Norman had to do was make the product available. He did not have to sell, did not have to advertise, did not have to hire vendors. He merely had to have the toys in sight at his various stands, and for this he would make 10% off their monthly profit.

    Canon: The toy factory

    The brothel

    There are men that like to take advantage of the system. Kidnap women, addict them to drugs, traffic them around the nation and so on.

    There are men that like to engage the system in mutual growth. Provide services, health facilities, disease monitoring, food and shelter, protection and so on. All for a nominal fee, one considerably less than the pimps of yesterday charge. One such man that engages the system in such a way is Faustus; one such organization that endorses this is the Dead; the main location of their enterprise is the Electric Chameleon.

    'Pimps' take 90%, sometimes more and rarely less, of the profit made by their whores. The Dead take 33% of the money generated by their workers, as precisely to one-third as they can calculate, minus the expense of food, disease cures, and shelter. This leaves the workers with anywhere from 55-58% of their earned profit.

    Considerably more than what they might earn with others, and in such favorable working conditions too.

    Canon: The brothel
    Last edited by Faustus; 05-17-2012 at 02:19 PM.

  5. #5
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    Locations


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    The Graveyard Link

    The Graveyard is the IC headquarters of the Dead. Description contained in the link above.

    Responsibilities include indoctrinating new characters into the lifestyle of the dead and famous. This includes getting newbies their kits and familiriazing them with the codex. It also means acting as a scout, and potentially a first defense, against spies and invasions, a point of contacted for interested members or clients, and keeping our shit tight.

    These responsibilities are simply the minimum, and if you'd like to do something extravagant with your location, then by all means.

    Custodian: Tanis


    The Electric Chameleon Link

    The Electric Chameleon is a night-club located in Aeliyr, the capital of Muhir. Description contained in the link above and open to modification from the custodian, upon mutual agreement.

    The custodian will act as owner of the joint. Their bodyguard staff will be responsible for keeping pandemonium to a bare minimum. The owner has to concern him or herself more with entertaining high-level, powerful clientele, making sure that criminal deals (arms exchange, drug pushing) go off smoothly, and keeping the local police either ignorant, well paid, or cooling off at the bottom of a river.

    These responsibilities are simply the minimum, and if you'd like to do something extravagant with your location, then by all means.

    Custodian: Phoebe


    The Mausoleum Link

    The Mausoleum is a Catalyst owned and operated hospital. Description contained in the link above.

    The Mausoleum is, the only actual (read: written out rather than assumed) hospital offering services in general, let alone internationally, on the face of Valucre. It puts us in a pretty powerful position, all in all. The Mausoleum doubles as a biological research facility with funding from the Catalyst Corp.

    The custodian here will act as various members of medical staff, either stock characters or NPC's of the custodian's making. Responsibilities will include attending to injuries, hexes, exorcisms, etc. Publically. Privately it will be to attend to the injuries of Dead operatives, as well as researching applied germ and biological warfare privately. You don't have to do this all yourself, but be able to organize and direct activity.

    You should be at least somewhat comfortable with some medical equipment and terminology. If you're a fan of House that'll do just fine. We don't need an actual doctor, just a little something to lend some verisimilitude.

    These responsibilities are simply the minimum, and if you'd like to do something extravagant with your location, then by all means.


    Custodian: Dr. SIN
    Last edited by Faustus; 05-22-2012 at 09:51 AM.

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    2. Artist given a point for One Hour After Eating.
    5/22/2012 - Revised whole first post. Added Locations
    Last edited by Faustus; 05-22-2012 at 09:53 AM.

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