Concept Discussion for Gang RP

Birth Name: Sean Pinetti
Alias(es): Tunnel Rat, Rogue.
Birthdate: 03/04
Nationality: Brazilian.
Age: 21
Height: 5'9"
Weight: 128 lbs
Power: Electrokinesis
Affiliation: Quietus//Neutral
Misc.: He is always studying something. So he is only seen by a select few in the Quietus if he is not helping on a job or in a meeting.
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History: Sean grew up in the slums. His mother was his role-model and his only parent, just like every other prick in that neighborhood his dad took off before Sean's birth. At the young age of 7, Sean's mother died of a heat attack at 32 due to smoking. Sean's uncle took him in, His uncle owned a large pizzeria in the town.At the age of 13 his uncle let him roam around freely. Sean was raised on the back streets, drug deals, prostitution, murder, police corruption were not new to him, but the level Upland displayed was way beyond what went on in the slums. Sometimes things weren't merely two guys, but 20 men. Police would beat people for their money occasionally or any other thing they could get out of them. It all disgusted him, but there was something Sean always looked forward to seeing and that was the Quietus. The Quietus were always doing something to try and correct this city even when it seems pointless.

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When Sean was 17 he wanted to do something about all the crime in the city like the Quietus. Sticking to his childish ambition he chased down Mythril, the leading gang, with a team of six other people with similar ideals. They stumbled across a Mythril gun deal, pulling on ski masks and pistols, pulling out shotguns they found laying around their homes, they opened fired on the dealers. The supposed "firefight" was a massacre. Every one of Sean's friends and allies died before his very eyes. The Mythril and the second-party searched all over for Sean. Sean was a tunnel rat and used the sewers to escape the madness. When he found the light at the end of the tunnel signaling an exit. A Quietus ran past the bleeding boy who suddenly collapsed. Two days later Sean awoke in a local hospital his uncle was chastising some man, who looked vaguely familiar. That night Sean was released from the hospital.

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When Sean returned home his uncle attempted to lecture him, but the kid just ignored him going to his room. Sean shut his door tight and locked it. Closing his curtains he decided he was gonna join the Quietus at all costs. Thinking of ways he could contribute to the group, he remembered getting away in the tunnels hearing the Mythril men yelling "Tunnel Rat." He began studying the city's underground system. The computer started lagging halfway through his research, afterwards the keyboard sparked. Sean jumped back, when he went to unplug the keyboard to replace it the circuits started going haywire. This was his first discovery about his powers. Sean continued his research by actively touching the monitor making commands by redirecting electrical currents. By the time he graduated at the age of 19 he had the city, subway, sewer, and tunnel systems memorized and mapped out like his hand.

A month after his graduation day he began braving missions on his own. He would go to deals and meets and bring his unlucky trailers to the sewers where they were shocked to death. He would then throw the bodies into fires in the woods and leave a card with a Rat head on it and the words in big blue letters. "Tunnel Rat". After sometime of doing this he was eventually caught in an alley and jumped. Luckily another Quietus who had been following his work came to his rescue. The Quietus began taking him on missions and job requests, "Rogue" as they called Sean, would lead them out of heated situations and dispose of the bodies like every other time. By the age of 21 Sean gained enough reknown that Mythril actually acknowledged his presence. He disliked this and rid the world of the savior "Tunnel Rat". He became a ghost who would kill then leave. Each scene he left would be significantly different than the last. By October of that year he had officially joined the Quietus and has been working with them ever since.
 
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For the rebels, that sounds cool. What about the gang? Should we come up with that, or let the gang participants decide?
 
We should do it, but im busy right now so you'll get BS titles out of me.
 
I always liked the idea of gangs hiding behind a "legal" business. My charrie is a gang member by design, perhaps we could take control of the shipping yard or "Civil Harbor". So we could name the business something like "Civil's Shipping International". CSI in other words. tee hee

Beyond that the gang probably wouldn't have a name. Naming themselves would be a bad idea allowing them to become notorious by name. Therefore the difference between power giants and a street gang. We wouldn't then be the type of guys to do drive by's but paying some under-the-radar person to clean it up and a dump it in the harbor that WE control allowing us to easily avert possible investigation. Also shipping companies make a retarded amount of money and fast, which would let us to adhere to the goal; buy out lesser companies to expand and conquer.
 
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What's your affiliation, Phi? Or are you going to create a new one?
 
I'm keeping my little rogue, she's like a very wobbly bridge between the civilians and the gang. I'll have to adjust her a bit more, but I' ll do that once we get the plot written out just right.
 
Plot: Working on it
Groups/Factions: Check
Characters: Working on it
Rules: Working on it

What part of the plot haven't we figured out yet? The other groups? I think the rest should be left to the players once we start rping. We have the general goal of the game.
Ooo! Here's an idea, if we're keeping the modern fantasy genre (which I was hoping for) should we add a bit more fantasy to it? Personally I enjoy darker plots, where we could explore murder and other more fantasy related crimes vs. the good just trying to keep their morals in a world with odds stacked against them. We could have a world that is downright dreary in most places with the exception of those high-end neighborhoods (which aren't much safer and occasionally more dangerous). Where crime is the norm but is still technically illegal. Things could be absolutely upside down here; the skies are dark with smog, the ground is littered with lights that in most places don't work half the time, mindless middle class workers just doing their best to keep things alive, a "shortage" in clean water monopolized by the large companies and the police who blackmail them...
Violence on these dark streets is rare because although they're corrupt nothing is stopping the tyrannical police from being grimy hypocrites. It'll be a chilly, windless climate due to lack of proper sunlight.
In other words you don't get to enjoy life unless you have the money to buy it or the balls to take it.

Most people are just trying to get by. Not exactly gang members or bad cops but take to selling drugs, prostitution, theft, and such...
 
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So.....................................................................................thoughts on the world design? How supernatural are we taking our story and characters? We need to decide on rules and regulations.
 
iM SORRY DOING THAT WITH SOMETHING ELSE TOMORROW I'LL WRITE UP A STORY LINE AND SHOW YOU GUYS OKAY.
 
Works for me... I'm a bit under the weather today, so I'll be getting off to rest.

Tossing Annette here with her slight modifications... nothing really major. I'll figure it out when we get more players and such.

Birth Name: Annette Westlan
Alias: Anataha (Whisper)
Birthdate:
Age:
22
Height: 5' 8 1/2" Weight: 162
Nationality: Korean American/French
Appearances:



Power: Metal Manipulation (This includes natural minerals and unnatural metals within the body as well.)



Affiliation: As of right now, a rouge. She's somewhat working with the Quietus, but she keeps slipping back into the gang. She has a personal connection to a woman working under the gangs who took her in when she had no one, but there's a new friend with Quietus who's trying to help her slip out of her grasp for good. She's wandering; stuck in the middle and not sure what to do with herself.

Hair: Long, black that falls to her mid back. She tends to keep it tied back whenever she can, but her bangs always fall over her eyes - it's better that way. Sometimes she'll cut it short and dye it auburn or a dark blue when she wants something different or needs to hid her identity.

Eyes: Dark brown eyes, but her left eye is slightly clouded; a partial blindness due to damage she sustained after fighting against one of her father's clients a long time ago. Her eyelid was open with a beer bottle, leaving a shard of glass in her eye that requires surgery to remove it. It has attached itself on the nerve and causes her vision to fluctuate. Soon, its presence is slowly cutting away her sight in that eye. Surgery could save it, but really...? If it was possible, then she'll definitely go for it.

General Description:

As of right now, Annette is just a wanderer between the good and the bad, not sure where she stands within them both. Then, her best bet is to only assume the way Upland is now is as normal is things are going to get, and anything worse than that - and believe it, there is worse - are the very things she's struggling to avoid. All she wants is a safe place to die, that's all. Well, she's not quite sure if she's dying or not, but she hasn't been feeling good as of late, always weak and sick. (Her abilities are beginning to strengthen themselves within her and she doesn't know it). But, there's something deep down that drives her towards an unyielding quest to strive for something better than that. With all the strange things that is happening with her recently, she's just wanting a place to figure it all out without being used.



Personality: Harper has a warped sense of good and bad. What she knows that's good for her, is normally bad for anyone else. Pain is an accepted course in her life and love is just another type of pain she must endure. There's nothing better - not in this world anyways. She tends to draw towards danger and dangerous people - a magnet for bad situations and bad decisions; but she knows better and wishes to have some control over this fetish. The worse things are, to her, the better it makes her feel. Trouble is a security blanket - the comfort of a dangerous, deadly life. But when things go too far, she'll run and hide like a scared puppy, only to follow a new danger home with her tail happily wagging.

Harper's no's are really yes's; her battles are never really won, because she favors defeat more.

Tendencies/Habits: Has a mental picture of a person in her mind of whom her subconscious exploits. This person is the one who comforts her when she's in her worse, a sort of conscious that helps her feel right when she's wrong or when wrong is being done to her. This entity is also the person she attacks when she's angry at herself. But, when she's infuriated about a situation, she looses control of such mental attacks and they become physical. Harper will either find herself scarred and bleeding from her personal battles, or find what's left of the one who wandered too close. She's not sure why or how these things happen, but she's always the one with blood on her hands. This opened up the wonderful world of hematophilia - her blood or others, she doesn't care. She just likes the feel of it; another security blanket...

Harper also suffers from agoraphobia - the fear of being trapped in an inescapable place or situation; yet, she continues to place herself in such situations... out of comfort, or her form of punishment; who knows why she does this. This causes her to go through a major hyper arousal panic attack, in which she comforts herself through bleeding...



History: When life was normal, Annette just started college for a nursing degree and worked part time at the Harrison Casino as a waitress. She also held a part time job at her father's garage, learning about rebuilding car bodies and artistic vehicle detailing. She wasn't a major artist, but painting a long, thin line down the side of a vehicle wasn't like rocket science. Her lines were straight enough, and the job paid well. Turns out she had more talent as an artist than a nurse. As her grades began to drop in college, her skills in detailing and tattooing grew. Soon, she was doing more work at her father's shop than actually attending classes, which really upset her dad a lot - but she was now a hot commodity. Everyone was coming to his shop for artwork from her, and if they needed their car fixed, then there ya go. Business was major!

Her mother, the head RN at the local hospital, on the other hand, hated that Annette left college, blamed her father for allowing her around such a poor crowd and being a bad influence, and decided to leave them both. Annette wasn't very attached to her mother in the first place, but still her absence had a huge impact on her. With her connections at the casino, she ended up befriending a woman from the one of the major local gangs. She knew it wasn't a good idea to mess round with that gang, but there were new problems at home she was trying to avoid now... They were her ticket out.

Her father had to shut down his mechanic's shop due to financial reasons, and resorted to selling his daughter for whatever price he gained. This was the only way he felt he was able to feed his small family. Annette tried her best to use her artistic talents to keep herself out of such a venture, and she constantly refused to be used and mishandled, for whatever reason. But her father just simply lost all sight of right and wrong and just ignored her pleas. Eventually, Annette left home with whatever she was able to steal from the house. Now, as the city slowly dies, Annette treads on in hopes of finding a better place to support herself and live... She's scared to return home...she's not sure if she should go to the gangs... She's lost.

Her stumbling lead her to Quietus. She's not sure if she's the right sort of person to be there, but her connections to the Casino is a huge help in keeping an ear on both the Police and the gangs, for all the chatterboxes and rats of Upland converse there. So now, she's kept her place at the Casino, and has opened herself a small tattoo and detailing shop near the downtown area. Her ears are always listening, and with her keen memory she doesn't forget anything; therefore, she's a vital Informant for whichever side she falls within.

Weapons: Really does not carry a weapon, but has two large bracelets around her wrist and one around her right foot. She uses the metals to shape whatever device she needs to do what she pleases. But, she does carry a set of throwing daggers in various shapes and sizes, and can sometimes be seen with a set of brass knuckles that always changes shape.



Aug 14, 2014 Edit History Delete
 
For our first event our players need to have that conversational period, for this @Phi Chisym mind being one of the characters that is the select few to see mine. @DacksonFlux you'll need someone to help you out in the first meeting of the gang/rebels. You will be a commander because you are the co-GM as well, if your the rebels you will also be one of the select few that see me.

After when our first meeting is over we will test their writing styles by letting them spread out all over the city, let them establish connections further and places they will call home/base. The rebels headquarters will be somewhere in a warehouse, while the gang's HQ will be in the south district or "Front Beach" this is where all your fancy pantsy people will live. The gang will also have a suit and tie dress code.

The next event will be a deal between the gang and police/third party and rebels will intervene this will be our first fight. After this fight the war between the gangs begin.

So with my last post I've changed my mind about something, we all have to be in charge of one of the three parties. Obviously im sticking with The Quietus, i've put too much energy into sticking with them. that leaves Corrupt Police/Secondary Gang/Third Party, or The "?" Gang open for command.
 
I think I might be able to manage the third party - the hidden entity twisting all the others against each other for their greater good. I think it'll be fun to sneak around and chat with the other players, play with their charrie's softer sides and weak minds, and totally cause some ruckus that'll keep the suspense and energy going.

Of course, we'll be the only ones in the RP that knows the true route they'll take to contort all groups and the city to do their bidding... I'll have to work up some ideas on this, but yea...
 
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Ok whatever you come up with post here. Let us know your parties name and what they are. things like tht would help
 
For the gangs and things post A CS for them like this:
Name: The Quietus
Flag: Fist with scars on it. Fist=Red, Scars=Black, Background=White///Optional
Uniform: No specific clothing, must wear flag colors and cover eyes or face.
Leader: Sean Pinetti
Location: Abandon warehouse behind an abandoned shopping strip. We use the shoping strip as well

So this is Quietus. Let me know if you want me to do yours for you guys, so you can focus on your faction/buisness/gang activities.

EDIT: Character Sheet
Name:
Nationality:
Alliance:
Age:
Other:
Power: [Make it of the elements and it CANNOT control others or branch off into an ability that can]{Shadow,Fire,Electric,Earth,Water,Wind, and Light}
Personality:
{{Appearance:
^
| Can combine
v
History:[Describe how you found your powers and how they got into their gang/alliance]}}
 
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Great so my original Charrie is the Godfather, so to speak (lol, he is latino NOBODY HEARD ME SAY THAT).
I'll have a smexy penthouse where we'll initially call to order. I think it'll be a good idea for each of us to run at least two characters. One being the leader of their affiliation, the other belonging to some other group or working as a typical citizen. I think it'd be interesting to create a character working for one of you doubling as a spy in my gang. Because why not? We wrote this shit and also it'll help us maintain certain plot details in a subtle, suggestive way.

I'll edit my character here in a bit to better suit his new role. I think I'll change his special ability too.

Anyway, so currently we have CSI (gang), Quietus (rebel group), Phi's third party (a more subtle version of freedom fighters)...
What we need now is a commander for the PDN (Police Department of Novak). We could just cover that in the interest check.

What are we missing? Rules! Rules!

Hmmmmmm.....
I propose at least one particular rule beyond Iwaku's typical thing:
Your character MUST belong to a group listed as all ready existing. If you want to create/found a group of your own you must convo. with a GM and get it accepted and added to the list.

So we don't end up with characters from groups like "Ice Cream Lovers of 'merica".
 
I don't think it should have to be limited to just elements. Telepathy or something would be cool but they'd have to specify weaknesses and how it's not completely broken allowing them to meta-game IC.

I'll just expect business attire from my gang members. Swim suits are allowed at office pool parties.

I'll need to make it know that I'll have anyone in my gang whacked if they're being an OOC idiot.
 
No we shouldn't allow anymore groups in, if we do we'd have to expose the plot there's no fun in that. What we need to do is create a name, because well we have no name.
 
But the plot is about different groups taking each other over. We have to expose that much regardless because well...that's the point of the entire roleplay. lol
It's no less revealing than asking what they affiliate with to begin with?
 
I guess so, but I'm still having an uneasy feeling about it. I honestly think we should just keep our groups, If it's just a rule to be there I don't think it's necessary you know? But, I like the two character Idea. Putting this topic on hold, next agenda. Writing level. What should it be? I'm thinking intermediate, get some good paragraph responses, lots of detail, makes a cool story don't you think?
 
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