A
AmongHeroes
Guest
Original poster
A MODERN FANTASY ROLEPLAY BASED AROUND AN OUTLAW MOTORCYCLE CLUB
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You’ve never heard of the Tribe before? Fuck, a SoCal native like you, and you haven’t heard of the Tribe? Must’ve been living under a rock, bro. Well, I guess if you’re a yuppy type, that’s a logical explanation too.
Anyway, the Black Sun Tribe is an outlaw MC. You know, a 1-percenter club? As in, give no fucks for law and society. That kind of thing. They’re based down in Fresno, I think. The mother charter is down there, but they’re all over the West Coast, man. And they’re not your average badass MC either. That is to say, they’re bad as hell, but they’re not just filled with bearded white dudes. Young, old; black, white; brown, purple; man, woman…shit they don’t discriminate. All shape and size of fiend is welcome in that lot.
But, that’s not the thing that gets people talking. Not really, anyway. No, the shit that really makes people pull to the side of the highway for the Tribe is…well…this is going to sound crazy…but they say they’re not even human.Anyway, the Black Sun Tribe is an outlaw MC. You know, a 1-percenter club? As in, give no fucks for law and society. That kind of thing. They’re based down in Fresno, I think. The mother charter is down there, but they’re all over the West Coast, man. And they’re not your average badass MC either. That is to say, they’re bad as hell, but they’re not just filled with bearded white dudes. Young, old; black, white; brown, purple; man, woman…shit they don’t discriminate. All shape and size of fiend is welcome in that lot.
Welcome to the modern world. This is a place you know, or at least think you know. The reality, however, is that everything in the realm of human understanding is but a fraction of what truly exists. There is a whole other world, one hidden in plain sight, which all the beings of human mysticism, myth, and nightmare occupy. This is the Veiled World, and you’re in the midst of it even now.
From ghouls, dragons, mermaids, angels, and witches, the Veiled World contains them all. And it is here, in this realm pieced together seamlessly with that of humanity, that all of these beings reside. Like the characteristics of human civilization, the Veiled World’s citizens are governed by brokers of power, aligned to each other with culture, and subject to every broad stroke of vice and desire that humanity is known for. The human world and the Veiled World are two sides to the same coin: different, yet indelibly and symbiotically linked. One does not exist without the other.
Like human society, the realm of the supernatural is home to dissidents and social outliers. Individuals that scorn the constraints of normal culture, law, and reason that the rest of the world adheres itself to. Individuals that seek to make their own way by cutting through the flow of society, instead of floating along with it. These individuals are known by many titles, but perhaps the most common is outlaw. It is among these ranks that the Black Sun Tribe counts itself.
THE POWER BROKERS
Of all the innumerable sects within the Veiled World, the most powerful are by far the governing bodies of the vampire families, and the werewolf clans. These groups, known as the Court of Cain and Lupus Naturae respectively, form the backbone of governance and influence throughout the Veiled World, and beyond. Other smaller groups often live and shift their politics to align with the two great powers, and it is a rare thing indeed for one of these smaller groups to go against the will of the vampire and werewolf leadership.
For their part, the Court of Cain and Lupus Naturae appreciate their status in the Veiled World. As time has passed, each power has allowed its interest to bleed beyond the control of its own kind, and into the realms of the less prominent species that live alongside them. In this way a unique balance has been struck across the globe, as even though vampires and werewolves are natural enemies, the machinations of both sides have stabilized the rest of the Veiled World into a general peace that has endured since the cessation of the Second World War.
For their part, the Court of Cain and Lupus Naturae appreciate their status in the Veiled World. As time has passed, each power has allowed its interest to bleed beyond the control of its own kind, and into the realms of the less prominent species that live alongside them. In this way a unique balance has been struck across the globe, as even though vampires and werewolves are natural enemies, the machinations of both sides have stabilized the rest of the Veiled World into a general peace that has endured since the cessation of the Second World War.
Patch of the Black Sun Tribe, Fresno Chapter
The first seven, known as the Original Sinners in the lore of the Tribe, formed the structure of the MC in the spring of 1946. World War II had just come to a close, and the Veiled World had been just as profoundly affected by the years-long struggle as humanity had. Thousands upon thousands of supernatural beings had fought and perished alongside their mortal counterparts, as they strove to ensure a future built atop the foundation human civilization granted them.
From werewolf to wight, just as mortal soldiers did, droves of supernatural warriors returned to lives forever altered by war. While the emotional and physical toll upon the creatures of the Veiled World were not exacted the same as that of humanity’s, there still existed a vacuum of purpose for many of the war’s survivors—regardless of their mortality. The seven that would become the Original Sinners were one such group of incredible individuals seeking purpose and self-guidance in the wake of Japan’s surrender.
Having fought for the Allies in some of the most harrying conflicts of the Pacific War as Marines in the 1st Division, the first seven found themselves released from the burdens of duty in the winter of 1945. Though not natives to California, it was at the naval docks of San Diego, amidst droves of surviving servicemen, that the first seven decided that they would not return to their respective clans, septs, and haunts. The bonds they had formed over the last several years were too profound, and too poignant to simply shrug off and discard. They would form their own family, their own tribe, and in doing so, throw away the social norms and restrictions that governed the citizens of the Veiled World.
In the very beginning, the first seven struggled to find a focus for their new direction. The latter months of 1945, and the beginning weeks of 1946, found the seven without a cohesive plan for their future. Days and nights were spent in pursuit of drunken, drug induced retribution and mayhem against no discernible aggressor. It was during one of these bouts of purposeless mischief that fate and necessity would drive the seven to their future.
Following a rough brawl with a group of ex-Navy pilots that were intermixed with a pack of werewolves, the seven and their opponents found themselves at a shaky impasse. Outside of a seedy bar near Fresno, the fight deteriorated into the werewolf pack showing their true nature, and as a result, the whole of the bar’s human contingent being murdered in the collateral damage. The werewolf pack fled in a pair of nearby cars, leaving the seven to take the fall for the death and destruction. Without a vehicle, and with sirens fast approaching, the seven gave chase in the only means of transportation that remained at the bar—Harley Davidson motorcycles.
The seven managed to chase down the werewolf pack, crashing two of their bikes in the process. Once they had caught the pack, all eleven of the wolves were culled, and the direction of the seven seemed to rise before them like a shining new dawn…
Now, almost seventy years later, the Black Sun Tribe is a well-established, well-known, and well-feared motorcycle club of 1%er, supernatural riffraff. The mother charter is based out of Fresno, California, and run from a complex behind the legitimate front of the club: a popular bar known as the American Gothic.
For income, the Tribe runs weapons, drugs, and muscle for groups based in both the human and Veiled worlds. Tribe charters run up all along the West Coast, and penetrate as far east as Las Vegas. By no means are they the largest MC, not even when taken under the lens of MC’s of the Veiled World. But, what the Tribe lacks in membership and size, they more than make up for in ferocity, efficacy, and notoriety. The process to become a member of the Black Sun Tribe is a long and harrowing process, even for the most hardened of the Veiled World’s citizenry. A being wearing a cut emblazoned with the Skull and Sun demands respect, or at the very least, fear.
RANKING STRUCTURE AND INNER-WORKINGS
Like most outlaw MC’s, the Black Sun Tribe is built around a formal hierarchy consisting of club officers, and normal patch-wearing members. Officer positions include president, vice-president, sergeant at arms, secretary, treasurer, and road captain. These officer seats are filled via direct votes from the MC membership whenever a challenge to the position is made, or at such time that an officer can no longer fulfill his/her duties.
Regular meetings (known as “church”) are held for all patched members. It is at these meetings that club business is discussed and voted upon, with each patched member having one vote in the decision making process.
OFFICER POSITIONS
PRESIDENT
The president is the leader of the chapter. He/she is the clubs figurehead, and is usually the spokesperson when dealing with the outside entities. The president is the chairman at club meetings, and represents the chapter at national events.
VICE PRESIDENT
The vice president is second in charge, and fills in when the president is away. The vice president is often the heir apparent to the clubs leadership, although this isn’t always the case. It’s his/her job to make sure that matters passed at club meetings are carried out.
SECRETARY
The secretary is responsible for the clubs paperwork. He/she keeps minutes of meetings and records dates of significant events, such as anniversaries (when prospects gain their patch). He/she corresponds with other chapters of the club, and keeps members informed of upcoming events.
TREASURER
The treasurer is the chapter’s bookkeeper and dues collector. He/she is in charge of collecting club fees, run funds, etc., as well as paying the bills. The treasurer is responsible for collecting any debts owed to the club, and usually gets the job of checking out business opportunities prior to any decisions being made.
SERGEANT AT ARMS
The sergeant at arms is basically the clubs enforcer. He/she ensures club procedure, and maintains order at club meetings. The sergeant is in charge of security at club events and is responsible for “back ups” (attacks on rivals). The sergeant looks after the club’s weapons, and general martial readiness.
ROAD CAPTAIN
The road captain is in charge of logistics during a club run. He plans the route and organizes refueling stops, etc. The Road Captain rides at the front and leads the pack with the president. The road captain is a non-executive position, though the position is filled via a vote of the membership.
The president is the leader of the chapter. He/she is the clubs figurehead, and is usually the spokesperson when dealing with the outside entities. The president is the chairman at club meetings, and represents the chapter at national events.
VICE PRESIDENT
The vice president is second in charge, and fills in when the president is away. The vice president is often the heir apparent to the clubs leadership, although this isn’t always the case. It’s his/her job to make sure that matters passed at club meetings are carried out.
SECRETARY
The secretary is responsible for the clubs paperwork. He/she keeps minutes of meetings and records dates of significant events, such as anniversaries (when prospects gain their patch). He/she corresponds with other chapters of the club, and keeps members informed of upcoming events.
TREASURER
The treasurer is the chapter’s bookkeeper and dues collector. He/she is in charge of collecting club fees, run funds, etc., as well as paying the bills. The treasurer is responsible for collecting any debts owed to the club, and usually gets the job of checking out business opportunities prior to any decisions being made.
SERGEANT AT ARMS
The sergeant at arms is basically the clubs enforcer. He/she ensures club procedure, and maintains order at club meetings. The sergeant is in charge of security at club events and is responsible for “back ups” (attacks on rivals). The sergeant looks after the club’s weapons, and general martial readiness.
ROAD CAPTAIN
The road captain is in charge of logistics during a club run. He plans the route and organizes refueling stops, etc. The Road Captain rides at the front and leads the pack with the president. The road captain is a non-executive position, though the position is filled via a vote of the membership.
-Follow the Golden Rule.
-Follow all Iwaku rules.
-No god-modding or other such behavior.
-Inform the GM if you will be absent for an extended period of time, or if you need to leave the RP.
-Have fun!
STEP 1: Cut a hole in the box...Kidding, just kidding. (If you don't get the reference, no worries)
Anyway, this RP is based around the group of supernatural creatures that make up the Black Sun Tribe Motorcycle Club. As a player, you will create a character of some mythical type that would make sense "living in plain sight" near humanity. I would like most characters to be members of the actual MC, although I'm fine with characters that are merely allied with, or possess strong ties to the club.
I like to keep my CS templates sparse. As a player, please feel free to expand it however you would like, as long as this does not somehow fundamentally influence the RP as a whole.
[BCOLOR=#ffffff]Only one character per person. You may have a character with some type of supernatural companion, i.e. a demon dog, etc., but you may not use this companion as another character.[/BCOLOR]
[BCOLOR=#ffffff]The creation of back story between accepted characters is strongly encouraged! [/BCOLOR]
CHARACTER SHEET
-Name:
-Creature Type: (Werewolf, goblin, witch, etc.)
-Gender: Male of female.
-Age: Real and apparent age.
-Appearance: Please provide a picture of how your character appears among humans. A second picture, or description, can be provided for their "natural" appearance. This isn't required, however. Please use only photographs or lifelike artwork. No anime.
-MC Position: (Patched member, vice president, club ally, etc.)
-Character special abilities: I won't list any specific limitations here, but keep it "realistic." Remember the god-modding rule.
-Background: List how your character has come to be affiliated with the Tribe. Other pertinent info can be listed here.
List to come...
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