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Ghosts of Nueva Iberia (OOC / OPEN)

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North America Inc
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Ghosts of Nueva Iberia (OOC / OPEN)

Postby North America Inc » Sun Oct 16, 2022 4:28 pm

Ghosts of Nueva Iberia

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Recent News
1. IC is up!
2. Customize Santa Francesca with player additions
3.


IC| OOC | City Map | Discord




OP and Co-OPs:
OP - North America Inc
Co-OP - Zarkenis Ultima





Introduction

Greeting:
Welcome to Paso Del Rey!

Whether you’re a local or a traveler, this city always has something new and exciting around the corner. As the entrance into the Caribbean, enjoy this ever-evolving metropolis from its gleaming neon-covered streets to its historical Cathedrals. Paso Del Rey is at the forefront of the Arts, Industry, and Sciences, propelling itself and the Americas toward the 21st Century!

Come and forget all your worries at our beachfront Casinos and Hotels within the Vice District. Discover the secrets of our forebearers within the catacombs of the Old City. Tap into the economic bleeding heart of LATAM within the Commercial Downtown. Find yourself here in our City! Welcome to Paso Del Rey!


Of course, it’s not always that simple. This island metropolis may be leading the way toward a bright new future, but the ghosts of the past always seem to find a way to cling on. Mysterious entities, some benevolent while others malevolent, are popping up more and more within hidden crevasses. Not entirely angelic or demonic, what these entities want or need has yet to be answered. People are developing strange new abilities, not in their bodies but their minds—a manifestation of their will, each unique to the individual.

Neither fear nor hope has gripped this city. Passion has. Higher highs and lower lows. People have lost themselves to the drive for more wealth, power, or bliss. It’s a vibrant and exciting time to live in. Yet, during times of heightened ecstasy, people need to be ever more vigilant. Dark and powerful forces silently slither behind the scenes, orchestrating events and manipulating the masses for undetermined reasons.

The city needs you. Whether through your psychic manifestation or the implants within your body, it needs you to take a stand before it’s too late.

Premise:
Hello everyone! Welcome to the Ghost of New Iberia RP. Taking place in an alternative 1985, this RP exists within the intersection of Urban Fantasy and Cyberpunk. Players will serve as a member of a recently founded vigilant team as they investigate a series of incidents, whether it be criminal or paranormal. At the forefront of this power system are psionics, your innate will, manifesting in three distinct ways:

1. Acolytes - Those who join a secretive order of knights (or equivalent) to master a specific weapon. They become one with their weapon pushing their senses well beyond what is humanly possible before adorning either their blade or themselves in psionic energy.

2. Artificers - Those who mastered a specific tool by themselves. Whether it be a conventional weapon or something more unique, these individuals often develop keen abilities outside the rigid order of tradition.

3. Spectral Users - Those who mastered their fighting spirit. Manifesting their soul as an entity, these ‘specters’ come in a wide range of shapes, from humanoid and robotic to something otherworldly. These abilities are by far the most distinct though they often lack the necessary teaching to develop their abilities further.

There will also be the possibility to use the burgeoning robotic and cybernetic fields to augment your own body through more ‘conventional’ ways.

Arcs will revolve around a series of cases. Whether it be putting an end to a drug ring to solving a generation-long curse, each case will have its distinct flair. Expect a healthy balance of action and investigation. This central plot will be controlled by myself or my Co-OP while leaving room for individual arcs. If this interests you, please feel free to continue reading and join our team!

Inspiration: As mentioned before, thematically the RP I envision will be a healthy blend of Cyberpunk and Urban Fantasy. For science fiction influences, I would like to thank the works of Ridley Scott and Mike Pondsmith, due to their seminal works of Blade Runner and Cyberpunk 2020 respectively. They were a great inspiration for the cassette futurism aesthetic I had in mind when developing this work. If it isn't already clear, I would also like to point to Hirohiko Araki and his JoJo's Bizarre Adventure series; the creative world of Stands and puzzle box fights was something I knew I had to adapt.

Other influential series I would also like to thank are Metal Gear Solid, the Far Cry Series, and Neon Genesis Evangelion for their aesthetic or thematic influences.

Thank you,
North America Inc





Rules and Applications

Frequently Asked Questions:

Rules:
1. My Word is Law!
2. If you have problems, ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. Rule of Cool Applies.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well...


Applications:

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[b]Character Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Occupation:[/b]
[b]Personality:[/b]
[b]Biography:[/b]

[b]Notable Cybernetics or Implants: Remove if ignored[/b]

[hr][/hr]
[b]RP History:[/b][/Table][/td]

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[b]Acolyte Application[/b]
[b]Choice of Weapon:[/b]
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[b]Years of Practice:[/b]
[b]Notable Proficiencies:[/b]
[b]Strengths:[/b]
[b]Limitations:[/b]


Code: Select all
Artificer Application
[b]Artifact:[/b]
[b]Appearance:[/b]
[b]Inheritor or Practitioner?:[/b]
[b]Years of Practice:[/b]
[b]Ability:[/b]
[b]Strengths:[/b]
[b]Limitations:[/b]
[b]History: For Inherited Artifacts, remove if Practitioner.[/b]


Code: Select all
Spectral Application
[b]Name of Spectre:[/b]
[b]Appearance:[/b]
[b]Appearance Type:[/b]
[b]Intelligence Type:[/b]
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[b]Ability:[/b]
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Last edited by North America Inc on Tue Nov 15, 2022 8:39 pm, edited 6 times in total.

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North America Inc
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Postby North America Inc » Sun Oct 16, 2022 4:28 pm

Psionics Explained

Moving as fast as a bullet. Creating life from nothing. Stopping time itself. Psionic power has captured both imaginations of New Iberia and the world at large. These abilities would have been written off as superstitious witchcraft only a few decades ago. A was A. The physical world is everything we see and can interact with today; however, the world is not so black and white. Stories of people conjuring their souls into reality while others adorn themselves in vibrant translucent contracts have become so well-known to ignore and too ingratiated in public to dismiss. This is the world of neural physics.

The field of Neural Physics is a conceptual understanding of the natural world and its relation to human consciousness. This field is very much contested and misunderstood; however, in recent years, the validity of certain aspects of its claims has become too apparent to ignore. Neural Physicists postulate that the human mind can project some level of energy or force, allowing it to influence the environment around it. While none of this can be traced to one specific source, many point to trends we see in our history and today. Individuals can conjure powers and entities beyond most others' perceptions. Holy artifacts emanate new and terrifying abilities centuries after being relatively mundane. And now the appearance of Tulpas both within New Iberia and, to a lesser extent, the wider world. These physicists have come to define this energy as psionics.

In general, psionics follows a few distinct rules:
1. Acolytes can have multiple incongruent powers though each is related to direct combat.

2. Each specter (and artifacts) have one overall power though this can manifest in multiple ways. The nature of the power can range from relatively mundane capabilities, such as using a sword or controlling flames, to mighty ones, such as the ability to manipulate the flow of time. These powers have many subtleties, such as a limited range or a unique way of manifesting themselves, that can be exploited during a fight.

3. Psychic constructs are highly resistant but not outright immune to physical attacks. Gunshots, punches, etc., can hurt them if given enough time.

4. Electronics can not see or view psionics in practice. They, however, can pick up on their indirect effects.

5. Nonpsykers have incredible difficulty seeing or noticing psionics in action. Should the specter or equivalent directly interact with them, they may know the entity's outline or general aura. Those with close familial or interpersonal bonds with this person may also see the entity; the details of this are not understood. A cross IRG-ISB study on the matter found that highly disciplined squads were much more likely to recognize an attack on one of their members than less disciplined ones.

6. Whether an Acolyte, Artificer, or Spectral User, people innately know the ability and limits of their psionics.

7. Those with the potential to develop into a psyker often exhibit an aura around them, making it easy for other psykers to find and notice them. Said aura persists even after they have developed their abilities. Highly trained individuals can mask their auras to blend in with regular society.

Acolytes
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Acolyte is the general term for those who become initiated into an order or cause that places heavy emphasis on psionics and innate mental power; this is in stark contrast to Artifact and Spectral users, who draw strength from themselves. How this is manifested is often unique to the order or the group, for example, the supposed use of psychics within the CIA and KGB. However, most commonly, the acolyte would become bound to a specific weapon to allow themselves to use their powers within the natural world. Often, this is done through extreme conditioning and brainwashing, shaping those individuals with potential into specific archetypes. As has become increasingly apparent throughout the decades, using a weapon or a physical object as an 'anchor' for these mental abilities is not only recommended but outright necessary. Psionics without a physical outlet is often too human to have any natural effect in the outside world, stifling their ability to vague sensor perceptions and hallucinations. Using an anchor, the user can harness and guide their mental fortitude into more tangible and practical attacks.

The most well-known Order within New Iberia is the Imperial Royal Guard. An elite fighting force of Acolytes dedicated to protecting and enforcing the Emperor's Will. Serving a variety of roles within the Royal Court and the broader state, they have become something of a cultural landmark, a facet of New Iberia that most foreigners know about. Tracing their lineage to the old Holy Orders employed by the Catholic Church during the middle ages, the Guard positions themselves today as some Gentlemen Knightly force. Their selection process is rigid and complex, placing a high degree of emphasis on physical, academic, and religious discipline. As the faces of the Monarchy and the Nation, their members are tied to an extreme code of conduct. Often expected to be without flaws, how they operate in public is carefully considered and evaluated against them.

Founded in 1848 by the First Emperor, they were initially imagined as a replacement force for the previous security detail that guarded the king. The First Emperor at the time, noting the wavering loss of influence that the Monarchy had over the National Assembly and quickly industrializing nation, was transfixed on implementing a similar force to the Knights Templar to act as his projection. The Catholic Church, eager to reestablish its influence in politics within the New World, saw the opportunity to support the force with its guidance and previous teachings. Originally, psionic powers were not a part of their technique. However, as more and more knights seemed to manifest these abilities, the Guard quickly moved to mandate and implement them into their designs. This developed into the Fighting Style they utilize today, focusing on minimal defenses and punishing offenses.

After the discovery of Communist insurgents in the nation and the end of the Korean War and the Beijing Campaign, the United States quickly moved to support the Royal Guard with new weapons, tools, and instructors. These Korean and Japanese Instructors provided unique insight into Eastern fighting styles and a new understanding of psionics from another culture's perspective. Today, we can see the said influence on the guard using the Katana and the Long Sword as primary weapons. The Second Suit system was also developed at this time, allowing the Knights to demonstrate superhuman abilities without the need to use their powers actively.

Abilities:
As stated before, acolytes are much more rigid in the powers they manifest; though it is this shared commonality that allows them to train together to become a unified fighting force. Though not all Acolytes will have the same strengths, some of the most common abilities seen are:

1.Weapon Mastery
2. Hardlight Armor Manifestation
3. Psionic Weapon Augmentation
4. Enhanced Short bursts of Speed
5. Slowed Perception of Time
6. Bullet Deflection
7. Instant Transmission



Artificer
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Artifacts are objects that house psychic powers. There are two distinct variations:

Skill Mastery - Obtained by individuals after years of practice within a specific field. This is the most common type of artifact that is seen today. Typical examples are chefs who discover their cutlery is now able to heal ailments, beauticians with cosmetics able to correct the most grotesque of deformities or gamblers with chips able to store more than just money. Artifacts are bound to physical objects, preventing damage transfer often seen with the two branches. Artificers often see their original tool become too weak or outright destroyed; however, they can transfer them to an identical item.

Most artifacts offer little in direct combat, though some more clever minds find ways around this when needed.

Artifacts of Great Significance - Some Artifacts of familial, religious, and national significance will become imbued with powers well beyond anything they have ever exhibited before. How this works is not currently understood. However, they often are tied to the innate belief of the masses. These tools are the only ones of their kind that will continue to exhibit powers beyond that of their user, allowing multiple people to use them throughout history. Unlike other abilities, however, they do not shield their users from the unsavory effects, often proving dangerous when used in conjunction with other psionic attacks.



Spectres
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The most enigmatic manifestation of someone's psychic energy. Specters generally present themselves as a figure hovering over or near the user and possess abilities beyond that of an ordinary human. Depending on their alignment, they can be wielded for good or evil. By far the most diverse of the three paths, Spectres present themselves in many forms and with different behaviors. They follow a loose set of rules, with no definite standard by which one can fully classify them.

Since a Spectre is the form of its User's psyche, they share an intimate psychic bond. Much like acolyte armor, damage done to a specter will affect its master (with few exceptions). Specters usually obey their Users' commands without question. If a User demands it, the Spectre will perform any task within its capacities, which includes attacking someone, defending the User, or any miscellaneous order. If a Spectre is sentient, it can occasionally advise its User that an order is unwise but will carry it on all the same.

Appearance Types:
1. Natural Humanoid - Specters in this category have physical characteristics similar to human beings, most often their users.
2. Artificial Humanoid - While also having humanoid-like bodies, entities in this category often feature artificial or mechanical nuances that separate them from natural humanoids. This includes having completely non-humanoid facial features and mechanical joints. Appearances that resemble robots, cyborgs, or androids are applicable here.
3. Natural Non-Humanoid - Specters reminiscent of other lifeforms or objects in nature or mythology. This includes essential organisms such as animals and plants and more unorthodox concepts such as fog, or are seen as 'monster-like.'
4. Colonies - Spectres comprised of multiple units, each able to function independently. The entirety of the colony constitutes a single entity, and as a result, their power is divided. Similarly, damage to the user is proportional to the population size of the specter; the higher amount of units, the less damage is transferred when a unit is damaged.
4. Phenomenon - Specters that do not fall into the above categories.

Intelligence:
Most display no personality, sometimes because they do not have a form with which to emote. Still, most humanoids hover behind and above the user awaiting a command. Some Spectres display bits of personalities through facial expressions, but it is ambiguous whether the emotions come from the entity or reflect the User's state of mind.

There are two exceptions:
1. Automatic - Automatic Spectres do not follow their Users' commands but act automatically through preset instructions. Most Automatics are, in a way, separated from their Users, and thus harming the entity will leave the User unscathed and sometimes unaware of their specter's status.

2. Sapient - A handful of Specters have a separate consciousness from their Users for unknown reasons. They are sentient and can converse with their Users whenever they are summoned. Although they display a variety of personalities, most still obey their Users to the letter.

Ability Types
Close Range - These are known for inflicting powerful and swift physical attacks with their bodies. They are also capable of movements requiring high precision as their User is directly commanding them. As a downside, these Spectres have to stay within small proximity of their Users, though their abilities may have a more fantastic range. These Spectres will generally obey their users' will. The User of Close-Range Specters generally prefers to confront their opponents directly, allowing their superior might to shine while also bypassing their short reach. However, most are nearly powerless against an opponent who is either out of reach or hidden. Few may have an Area of Effect ability that counteracts this deficiency.

Long Distance - Also known as Remote Control Spectres, they are defined by a greater-than-average range. This can range from dozens of meters to a couple of kilometers. Unless it is Automatic or Sapient, the User can command their movement with good precision. On the other hand, the remaining link between User and Specter means injuring the Spectre will also damage the User, and most of these aren't a physical match for other types.

These Users will typically exploit their greater range and precision to set up favorable ambushes and kill/injure the enemy before they can retaliate.


The Flight of the Rodriguez Family

In 1973, the Rodriguez household moved into a small suburban loft at the edge of Del Rey. The patriarch, Francisco, had hoped that this move from the countryside would signal a new beginning and bring peace to the exhausted family. For many years his youngest daughter had been visited or supposedly had by an imaginary friend or entity known as Blanco; the name came from the fact that you often hear this entity from the white walls that lined her room. The family had initially dismissed their youngest child, believing it as nothing more than an overactive imagination. That is until the mother noticed her daughter floating in the air when she walked into the room. Despite her daughter's protests, the mother immediately rushed in to save her. This caused the power holding her in place to fling the mother into the ceiling.

The family quickly left home. After moving into their new loft, they had hoped this would end this exorcism. It, however, was not. Blanco followed the child into their new home. While the daughter begged for understanding, stating that this monster was her friend, her family regularly invited priests, knights, and other exorcists to resolve this issue. Francisco regularly doused the walls with holy water while reading various Scriptures from the Bible. When that did not seem to work, he would take a sledgehammer and smash the walls themselves, hoping to find and destroy this entity. The family quickly became a social pariah, with many neighbors spreading rumors of their demonic possession or stating that the mother had sold their souls to the devil.

This environment of hearsay and gossip primed this incident to become a national tragedy. During the earthquake of 74, the entire household had been watching television in their living room when the tremors came. Hundreds of eyewitnesses near the tragedy note that the following minutes after the initial quake, the family had been thrust into the air, bursting through the roof. Francisco himself was said to have flown at least 300 feet, his body landing on a nearby 10-story building. It took several days for rescuers to find the remains, though, in the days after the earthquake, the culprit had finally been revealed. Due to its nature, there exists no photographic or electronic evidence. The ordained knight on the scene noted that Blanco was of geometric triangular shape. It was comparable to a pyramid. After physically manifesting, the knight successfully dispatched this entity, leading to the end of this 'exorcism.'

The story of the Rodriguez Family exists as a reminder of the dangers of these 'Tulpas,' having brought these entities into the national spotlight. The mother's flight had been captured on video in gruesome detail, with the known issues and stories of the families' prior troubles only legitimizing this newfound terror.

Tulpas
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Ghosts. Demons. Spirits. A historical, mythological trope, the idea of a celestial entity that existed on our ability to see and touch, has long been observed in different cultures regardless of connection. Whether these entities of today inspire these myths or vice versa, the fact is that Tulpas are unmistakably discernible. Unlike specters which form out of the willpower of a single individual, it is believed that Tulpas are formed from the collective unconscious. As in created from thousands of thoughts, emotions, and desires within a defined area. This is not to say there is a direct 1-to-1 connection; many noted behaviors are. Many laypeople state, for example, that the red light district will create succubus or army barracks will foster entities based on hate.

In reality, most entities we observe operate almost robotic or primitive animalistic behaviors. How they are formed is unknown; whether they are slipping through another dimension or popping into existence is disputed. But what is known is that younger entities often lack any drive or will. The powers they exhibit are comparable to specters; however, the more incorporeal they are, the weaker these abilities are. The most well-known example of this type I entity is the Rosewood Crossing Tulpa. Documented in 1977, this being will activate if a pedestrian is trying to cross the street while it is a red light. If the person presses the crossing button, they will be teleported to the other side. How the entity knows what side the person wants ago is unknown. All efforts to find its physical form have failed. Replacing the post has also failed to get rid of it.

As they become more physical, they will often be seen trying to mimic organic or mechanical functions. Some will try to eat or drink like a dog; however, the material will be plopped out a few hours after ingestion. Beyond the damage sustained by the chewing, there is no digestion noticed. This is by far the most accessible type to deal with. As they inversely become more physical and potentially dangerous, the more susceptible they are to damage and disruption. Often weaker entities require a psychic response; however, as they grow, it is easier to deal with them through conventional means.

As stated before, while most entities have no discernible origin or reason for their specific design, others are much more apparent. Apparitions or ghosts referred to as Tulpas are based on the deceased. Whether that be because they are the deceased or, more likely, they are formed from the perceptions of the living on the dead has not yet been determined. What has been observed by eyewitnesses seems to suggest that these ghosts will often mimic or emulate certain aspects of the recently deceased; for example, a spirit might rummage through the kitchen trying to consume their favorite snack while the family is not home. Or they might try to communicate with their loved ones while sleeping. Usually, these entities are from the days after their death, at first appearing very similar to the original person; however, there seems to be a trend as the days and months go on that these entities will start to develop new shapes and abstractions. Apparitions are uncommon to grow into the general type two classification. This is not always the case, however. Other times, if the family were at odds with the individual, they would linger about for months or years. Most stories revolve around them torturing their loved ones. This is usually exaggerated. There are even stories of the deceased acting as a guardian angel in times of great hardship.

The most dangerous and iconic Tulpas are formed around myths and legends, much like those stated before; whether the myths or the monsters came first is unknown. However, these entities ascribe to the stories down to their initial triggers, modus operandi, and even their human-level intelligence. While not precisely sapiens, they will often be aware enough to have basic conversations though it will often sound like they are on a script; La Llorona or El Silbón is by far the most commonly cited, supposedly traveling across both the countryside and the city to find the victims of their tale.

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North America Inc
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Postby North America Inc » Sun Oct 16, 2022 4:30 pm

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Paso Del Rey, Nueva Iberia

El Paso Del Rey, often referred to as Del Rey, is the most populous city in New Iberia. With a 1984 census of 18.4 million over 400 square miles within its greater metropolitan area. Located at the Northern tip of the largest island of the chain, Tulan, the city is, in addition, the most populous metropolis in the Americas. Del Rey is a global financial, manufacturing, economic, cultural, entertainment, research, tourism, and fashion center, home to the Organization of American Nations headquarters, the Mercado Común del Golfo, and the Iberian Stock Exchange. The city is often described as the "Rome of the Americas."

Situated on one of the world's largest harbors, with water covering up to 30% of its surface area, Del Rey is composed of six districts: Tlatoani (City Center), Emiliano, Coatlan, Tlamatzinco, Santa Francesca, and Ciudad Paraíso - local governments were consolidated under a singular municipality in 1873. The metropolis constitutes the primary gateway for immigration into New Iberia; besides Spanish - English, Portuguese, Creole, Italian, Mandarin, Japanese and Vietnamese all hold significant linguistic enclaves within the city. Del Rey is home to more than 2 million residents born outside New Iberia, the second largest foreign-born population besides New York.

Paso Del Rey traces its origins to Tollan, the de-facto political and spiritual capital of the Copper City States. Spanish explorers discovered the ruins and subsequent catacombs in 1534 and established a trading post in 1545. Named El Camino de Oro initially due to the use of its ports as the hub for Gold shipments from the Colonies to Spain, Cibola became its name as of decree by the Spanish Crown to commemorate the vast wealth that poured out of it as well as, to declare it as A 'Found Lost City of Gold. Operating as the administrative capital of the Vice Royalty of Nueva Aragón, the city became a hotbed of both Enlightenment Bourgeois and Mestizo revolutionary ideals leading to the Iberian War of Independence. Christened Paso Del Rey by the First Queen of Iberia in 1843, the city has remained the most prominent city in the nation despite the movement of the Imperial Palace and Senate.

In the 20th Century, Del Rey emerged as a symbol of Latin American exceptionalism and a hotbed for research and commerce.


Historical Snapshots:
The ancient inhabitants of the isles, the Copper Men, dominated the Pre-Colombian Gulf from the Fifth to the Thirteenth centuries. Named after their mass application of copper by British explorers, their actual name and practices remain largely a mystery. Many of their ancient ruins are scattered across Iberia, Cuba, and Florida. However, many of their more intricate designs seem to have relied on, as of now, unexplained mechanics.

What has been translated into their written language or determined by other historical records points to a mass migration of individuals from the mainland to the islands prior to the Mayan Golden age. What has perplexed historians is the diversity that this migration exhibits. While genetically the most similar to the people of the Yucatán, other biomarkers from Central America to the American South West have been noted.

In their founding myth, there seems to be a reoccurring theme of dreams and premonition, though the more subtle details varied between city-states. What has been noted is the lack of crash sites lining the coasts of Venezuela and Suriname, suggesting these ancient travelers went straight toward the island chain. How they managed, it is unknown, as no other American civilization had previously demonstrated such mastery of ocean travel.

Regardless around the 10th century, the Copper men began to pop more and more across various other accounts, primarily due to their use of primitive galleys. This use of sea travel allowed the city-states to address the lack of domesticated animals that plagued other civilizations at the time. Burgeoning into a slave empire for the next two hundred years, the Bronze men were quick to establish colonies across the Gulf while constricting massive ornate cities within New Iberia.

The exact cause of their decline is unknown. Most point to environmental or political factors; whatever the case, what is known is that most of the cities were abandoned by the time of Spanish arrival.
Following the downfall of the copper men and the subsequent colonization of the island by the Spanish Empire, the territories of the copper men came to be known as Virreinato de la Nueva Aragón, one of Spain's many conquests in the new world along with Nueva España, Nueva Granada, Perú and Rio de la Plata, and one of the most important as it was an important stop between the old world and the new, with the city of Paso del Rey, in particular, being an important trade hub in the area. Much like in the other viceroyalties, however, the tension between men of Hispanic descent born in Nueva Aragón and those native to the Iberian Peninsula, not to mention the oppression of the original inhabitants of the island and the enslaved people brought over from abroad, eventually led to a war of independence which culminated on the ninth of November of the year 1809, with the Spanish empire abandoning the shores of the island and recognizing the independence of Nueva Aragón, rechristened as Nueva Iberia by its liberators, who vowed to make of this country a newer, better land than that of their former oppressors. Unlike some of the other independent nations that cropped up throughout Latin America, Nueva Iberia became a monarchy - Fernando VII was replaced by Enrico the First as the nation's ruler. This caused tensions between Nueva Iberia and its nascent neighbors. Still, by and large, the country entered a stage of relative calm in its history as it began rebuilding what was lost during the war of independence and developing into a nation worthy of its name.
In the twilight hours of December 14th, 1973, a massive 8.1 earthquake on the Richter scale shook the foundations of New Iberia. Rocking the capital and other major cities and being felt as far as New Orleans, this three-minute-long tremor was centered near Paso Del Rey. Collapsing whole sections of the city and exposing the ancient labyrinths underneath, thousands of people were buried under rubble. From tiny homes to mighty skyscrapers, nothing was spared. Yet even when the shaking ceased and people climbed up from the wreckage, safety remained elusive. The Flight of the Rodriguez family was the first salvo of a growing danger creeping from the shadows: Tulpas.

How the Earthquake and Tulpas are connected are not understood. While there are some reports worldwide, the vast majority seem to be centered within Nueva Iberia; their effects are much more discernible and readily apparent. In the coming months, there were reports of people exhibiting higher psionic potential than ever, leaving many to speculate if some force had orchestrated the natural catastrophe.

As the city rebuilt, the colonial designs of yesteryear gave way to sleek modernist designs. Coinciding with this new computational revolution, Del Rey was born into a sprawling metropolis and a pioneer of the Megacities of the near future. Whether it will see said future is anyone's guess.



City Districts
Tlatoani is the Central Business District of Del Rey, where most Corporate and Private interests operate. As a showcase of Spanish Neo-Expressionism, a large percentage of the center had been constructed in the last decade following the Earthquake. Restoration, while costly, proved fruitful, turning the city into a Corporate headquarters Mecca.

Filled with modern, cutting-edge architecture, the City Center is where anyone can witness the unrivaled might of megacorporations. This is where the rich and overworked spend their lives, building up the city's economic power and themselves. Some of the largest corporations in the world use the city as their Regional or Global Headquarters, such as the Okura-Fujita Group, Iberian Obsidian Mining (IOM), PetroGulf, 21 Century Robotics, the Valgarma Hayek Fashion House, and IBCA.

Within the district is the Downtown. It's full of international powerbrokers, local nobles, government technocrats, celebrities, and the corporate elite. Here you'll find an abundance of office buildings and eccentrically shaped architecture — as well as exclusive apartments, hotels, and restaurants. Its northern waterfront is a mecca for artists and snobs, with galleries, concert halls, and ateliers around every corner. Despite the elegance and power of Downtown, it isn't as secure as it would seem: turn down the wrong alley, and you'll find yourself en route to sleazy love hotels, dive bars, and shadowy corners where drug deals — and worse — are a common occurrence.
Emiliano is a district of complete contrasts. The north borders the City Center, where you'll find lush parks and modern skyscrapers high above. However, further south, the district changes drastically, with the return of old fashion colonial styles and sleepy towns, before degrading into overcrowded slums.

It's the most diverse and crowded district in the city. Suits primarily occupy the more affluent northern parts of Emiliano. There's always an exception to every rule — an odd soul outside the corporate circle occasionally manages to get an apartment. The rest are happy they get to live there, their only realistic alternatives being Paradise City or some gated community.

The most tranquil Haven is full of aging seniors and middle-class suburbs. After the earthquake, the Local Government moved to Haven. It's now a state-owned sub-district with a town hall, mayor's office, court, and judicial building.

Vista del Rey is the poorest part of the district. It's heavily under-invested, crime-ridden, and slowly descending further into chaos, with many residents moving to other locations and more gang members moving into the empty void. Its most bartering set pieces are its numerous government housing projects, overtaken by numerous makeshift slums dotting their aging surfaces.
Coatlan was once the bleeding heart of Del Rey. It was home to corporate offices, nightclubs, suburban enclaves, and multiple prosperous industrial sub-districts employed by its residents. Then the Earthquake and subsequent Restoration happened, power and wealth moved towards Tlatoani, and Coatlan was left to rot on the periphery, a manufacturing colony for the corporate core.

That tumultuous history has left its visual markers in today's styles. A wall of austere tower blocks runs across the canal, separating Coatlan from the City Center and Federal Police Force checkpoints. This verticality continues through Little Saigon, then gradually gives way to the low, ramshackle Kitsch of Valencia before ending in the sweeping horizontal Entropism of the Eastern Industrial District and PetroGulf Refineries.

In the midst of it all, we have the inhabitants, squeezed between the brutality of the corporations on the one hand and the gangs on the other. They imbue the district with undeniable color and energy, despite their impoverished surroundings and bleak lives.

Los Hijos and the Midnighters operate without impunity here.
Tlamatzonco is the oldest district. Due to various reasons, the city avoided most of the initial damage from the Earthquake. However, it became a provisional camp for thousands of citizens seeking shelter. In addition, the flight of the Rodriguez family and a high propensity of Tulpa sightings originate from here. By 1985, the refugees are mostly gone, and the District has become a testing ground for industrial projects; corporations destroy old factories only to build new ones.

Meanwhile, residents seek a desperate living in the crowded megabuildings — hoping for better things to come. This starkly contrasts with the decrepit ghost towns mere blocks from them. Bouts of Mass Paranoia and superstition have made these areas synonymous with Persona nongratas if some otherworldly force has claimed it.

Santa Maria is the industrial heart of Tlamatzonco. In this region of contrast, you can find an old power plant and junkyard next to newly built high-tech corporate factories. Operational factories keep their private security, as neglected buildings quickly become controlled by Cuban gangs.

The workers from Santa Maria then return home to Coronado — a self-sufficient housing district with dozens of identical homes. Said sufficiency became a practical necessity when said mass delusions began to seep into the workforce, forcing MegaCorp to construct its walled-off community.

Beyond being the oldest, Tlamatzonco has many entrances into the ancient catacombs of Tollan, its sewers, underground halls, and Temples having yet to be fully explored.
Paradise City is the tourism and gambling center of the city. Once a poorly maintained coastline, in the 1940s and 50s, American investors transferred the coastal community into a thriving strip of hotels, casinos, nightclubs, and sporting events. Of course, they fail to mention that said investors were a part of the Italian Mob working on behalf of the Commission of New York. The first years of its construction were marred by violence and setbacks; local and international gangs battled it out to become the reigning monarchs of the strip.

It wasn't until the mid-1950s that Giorgio DiMeo of New York and Salazar Jimenez of Emiliano joined forces and brought the various other syndicates to heal. DiMeo absorbed Jimenez into his Crime Family by marrying Salazar's sister, leading to relative peace within this district for the last 30 years.

Paradise City is the youngest and by far smallest district in Del Rey, compromising no more than one-sixth the territory of either Coatlan or Emiliano. There is a large Italian and Sicilian enclave within the city and American expatriates.

The shining symbol of this glittery, gaudy mess is the Bordeaux, the Casino operated by the aging Giorgio.
Up to Player Customization.



Lifestyle
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The technology of 1985 is at a crossroads, barreling from our reality into a computational revolution. For most of the citizens of Del Rey, the technology they utilize would be comparable to how it once was. Heavy, boxy television sets connected to VCR sets, Gasoline powered cars heading towards traditional blue color jobs, FAX machines, and tiny monitors are the extent of their technical acumen. For those in the countryside or the smaller fishing villages dotting the island chain, it could be even more primitive, with donkeys and oxen being their primary workhorse. However, things are rapidly changing. With the discovery of the rare earth metal of Obsidium, breakthroughs in AI neural nets, and advancements in strategic combat, conceptual technologies, are fast becoming everyday items.

First discovered in vast quantities in East Africa in 1957, Obsidium has become a hot commodity in the mining and industrial sectors. A primary export of New Iberia, Iraq, and Ethiopia, this REM has ushered in computational and programming capabilities advancements, allowing for more minor and more powerful chips. Said chips have flooded the market, making robotic and neural programming for smaller firms and individuals.

The first autonomous bipedal android, Rob the Robot, was unveiled to an enchanted crowd during the 1961 World Fair. The lumbering oaf with its stubby legs, loud electronic motor, and glistening lights didn't precisely fit the Metropolis image the audience had in mind. However, it ushered in a new world of autonomous robots within the commercial and military sectors. Bipedal robots quickly proved too cumbersome and difficult to utilize in any conventional setting, and interest soon shifted toward drones, mechanical walkers, and tool-based designs. Robots in Del Rey are few and far between, most often used by restaurants in the form of drones to deliver food to your doorstep.

Autonomous, multi-legged walkers were first seen in mass use during the American Intervention in South Vietnam. The vast swathes of jungle and dense foliage prevented a sizeable portion of conventional armor from entering. With the Air Calvary strategy, walkers would crawl through the treeline while supporting infantry. Enamored by their initial success, the United States and its allies soon adopted these machines for their homeland defense and law enforcement strategies. Manned and unmanned walkers can now be seen patrolling the streets along with Federales.

Some inventions forgo the use of AI with direct connections to the human brain. First pioneered by the Soviet Federation in the late 60s, Second Skin armor refers to full body suits that directly to the person's nerve stem. At first, requiring a direct-wired connection, subsequent models developed in the US and Western Europe would allow the wearer to take the suit off. Functionally bulletproof with enhancements to strength, endurance, agility, and perception, they were initially designed by the Soviets to counter Psionic Swordsmen employed by the Catholicism Church and a few remaining monarchies. To spite their rivals, the US would develop subsequent iterations specifically for these Swordsmen to further augment their abilities. Though Second Skins are a rare sight, many Royal Guardsmen can be seen adorning this armor set during the most hazardous of missions.

While using second skin or bulky exo-suits has become commercially viable for firms, some envision a world where the wearer and the person are the same. People can input new components into their bodies through experimental implants or outright replace limbs. As one would expect for such a burgeoning field, many of its kinks have not been addressed yet. Cybernetic limbs do not offer the same level of finesse and control as their organic counterpart; they more than make up for it through their sheer capability. RnD firms, military strategists, and regular street punks have gotten to work designing some of the most unique and far-out designs within the confines of the human form. From retractable blades hidden under the forearm, functional jet legs, syringe fingers, functional palm barrels, and so much more. Most of this absurdity is hidden from the public eye of Iberian citizens. Still, the Media love stories of cyborg abominations terrorizing the downtown with its hidden arsenal under its very clothes.
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Organized Crime involves any number of individuals dedicated to the acclimation of wealth and power, operating within a local, national and international setting. Del Rey has been a den of criminal syndicates for decades; however, in recent years, there has been a growing public perception of an uptick in violence. High-profile violent cases, trafficking of cocaine from South America, and the recent adoption of experimental implants by gangsters have led many citizens to call for Tough on Crime measures.

Organized crime groups can be focused on only one market, or they can be an organization that is diversified in the criminal endeavors in which it participates. Rackets that are often transnational involve the movement of drugs, money, people, or goods across borders via ships, aircraft, vehicles, or individual mules. The local rackets involve protection, prostitution, petty theft, minor gambling, kidnapping for ransom, cargo theft, drug sales, and so on.

Street Gangs are by far the most common type of syndicate. Their makeup is often incredibly diverse, though they tend to be made of lower-class Iberians or second-generation disenfranchised immigrants such as Cubans, Haitians, or Salvadorians. Lacking capital, most of their criminal activities revolve around protection rackets and minor drug theft. The well-known gangs include Los Odios, Hijos de Cadena, and 1000 Mawozos.

Car Culture is strong within the streets of Del Rey. There are certain expectations, especially for men, for how their ride is supposed to look and operate. Having multiple cars, even when you can't afford them, isn't too uncommon, as they serve as an important status symbol. Some gangs take this to the next obvious step, often operating their own street races and illegal modifications. When the costs to run said races became too much, these gangs turned to contraband, grand theft auto, and bank heists. There are two high-profile street racing groups.

Los Chicanos are descendants of Mexican Americans from around Southern California, adopting aspects of the Cholo subculture with a heavy emphasis on muscle cars. The Midnighters are a second-generation immigrant gang from primarily East Asia. While most are ethnically Chinese, they have adopted several aspects of the Japanese Street Racing scene.

Some groups want to rebel for the sake of it. These Punks, having taken from the Anglo-American and West German scene, are easily identifiable with their large Mohawks, faux-leather jackets, and dark eyeliner. These punks often inhabit the downtown night scene, spreading anti-authority messages while experimenting with the burgeoning augmentation scene.

The upper echelons of criminal activities revolve around Drugs, Gambling, and Money Laundering. Here the most prominent players have activities that span the globe, moving billions of American dollars annually. The DiMeo Crime Family are Italian American transplants to New Iberia from New York; supported by the Five Families, they moved to semi-legitimize themselves by building up the East beachside with Gambling and Debauchery. Seeking to shape the Las Vegas of the Caribbean, throughout the 1960s, they became infamous for ruthless violence and bribing of local officials. The Cartel de Medellín is the most significant trafficker of Cocaine and drugs in the world today; through their supposed alliance with the DiMeo Family, they traffic tons of illicit materials into the ports of Del Rey and the United States per day. While these two are the most prolific actors, Multinational companies, Intelligence Groups, and Banks often engage in this underworld through proxies, propping up their influence in South America with Del Rey as their gateway.
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Implants are the general term to refer to cybernetics grafted onto or within a body. Following the American interventions in North Vietnam and Laos and the propensity of the Viet Cong to utilize improvised explosives, defense contractors were tasked with developing prosthetics for wounded soldiers. Joint Computational Networks (JCN) first unveiled its robotic arm to the Defense Department and later the public in 1969; these first models weighed more than fifty pounds, could only make a few gestures, and needed to be charged for more than six hours a day. Utterly rudimentary and absolutely revolutionary. Subsequent models began to adopt the Direct Neural Link (DNL) pioneered by Second Skin and adopted Obsidium for its internal chips.

By 1985, Implants had gone from the front pages of Popular Mechanics as an odd curiosity to a somewhat ubiquitous part of life. Within the streets of New York and Los Angeles, young urban professionals have increasingly adopted implants as a status symbol. Most only go with skin-deep plating though a few more adventurous types have outright replaced limbs. The DJ, formerly known as MODEM, is currently dominating the news circuit with her recent surgical enhancements. She has gone so far as integrating an 8-bit computer into her frontal lobe. The glass monitor on top of her head is the cherry on top, able to emote her emotions with pixelated faces. Within Nueva Iberia, outright adoption has yet to be seen. Conservative Catholics decry these recent developments as soulless, a symptom of broader depravity within the Western World. Leftists fear the day of forced adoption for workers to keep to their job. Health officials worry about the potential dangers of volunteer amputation and constant upkeep. As the wealthy continue to sport them as a fashion statement and criminals smuggle them in from the US, it has become increasingly clear that these implants are here to stay.

Getting Connected
Legally, volunteer amputation is forbidden in New Iberia. In practice, there are ways around it. Surgeons can be convinced to deem these cybernetic procedures medically necessary. Wealthier patrons looking for a more comprehensive array of options can travel to the United States or West Germany as medical tourists. Those with a bit less money will do the same, heading towards Mexico or Venezuela, where restrictions (and standards) are laxer. Those with even fewer prospects or who are being coerced will have their surgery done in a back alley Cyber den or an after-hour mechanic shop. Once under the knife, there are multiple routes you can go.

Skin Plating: The safest and most basic type of implant. Anchored by subdermal pins, the plating rests above the skin. While relatively safe, more advanced additions will allow for the retention of skin stimuli, even allowing for wearers to adjust the controls if they have an associated neural implant,

Depending on the material, it's most often cosmetic and can cover small stretches of the skin or whole limbs. More practical usage of plating for combat purposes has been an ongoing process. The Soviet Federation has utilized an armored variant in Angola and Afghanistan, though its effectiveness depends on the caliber of the bullet.

Cybernetic Limbs: The most well-known variant. Through the replacement of hands, arms, and legs can perform superhuman feats; or so popular media tells us. In truth, there is a limit to how much strength or speed a limb can achieve, as it must work in unison with the organic muscle groups located in the torso. Those who overexert themselves can find their limbs tearing at the joints. Still, its usage can not be understated. Hydraulic rams, tool mounts, reinforced joints, and concealed weapons are all possible through their use. Those functions beyond the capacity of the human body (i.e., moving your fingers versus automatic weapon extension) require the usage of a neural implant to work.

Do note that in 1983, the highest judicial body in New Iberia, Tribunal Supremo, ruled that weapon modification fell under the purview of Article 9 Firearm Access Legislation. This law limited gun ownership to only a few specific calibers and models, effectively neutering weaponized limbs for the general public. Surgeons can not install these modifications, and airport security is quick to screen implants from those returning abroad. Thus, most weapon modifications are inserted after the chassis, usually in a cyber den.

Bodily Add-ons: Rather than completely removing a limb, these implants are surgically implanted into the body. Their most common usage case involves the regulation of organic function, not their outright replacement; there are exceptions, however. Examples include bone density reinforcement, retinal augmentation, embedded cochlear implants, and intelligent pacemakers. Though often touted as the best of both worlds, in reality, they come with several risks due to their surgical difficulty and lack of easy treatment access. More often seen in nursing homes than crime alleys.

Neural Wear: Implants connected directly to the human brain; through a connection to the brain stem, they can be utilized to boost mental processes or allow for new abilities. Most often necessary for higher-grade cybernetics to function, those with it can often be marked the piece resting on the side of their head. While not as effective as those with psionics, neural wear can speed up perception and reaction time, allowing individuals to keep up with attacks by Royal Guardsmen or a rampaging Tulpa. Specialized models can allow wired connection to computers and regional networks, with some programmers discovering that they can manipulate code and hack systems in this state. Further experimentation is needed for this application.

A few companies have recently experimented with a concept known as Neural Rights Management (NRM) to prevent theft by smugglers. Encrypting their hardware with these protocols, an unauthorized wearer will often discover the neural implant, at best non-functional or at worst migraine-inducing, without the proper clearance code. One added benefit of NRM for manufacturers allows them to ensure that subsequent implants by the consumer can only work with their product line.

Risks
It should be no surprise that this new field is rife with potential dangers. Improperly fitted implants can lead to tears and pain near their insertion points; strangely, more advanced plating options are even more dangerous. Glitchy models may overstimulate skin nerve endings, potentially requiring hospitalization to treat. Meanwhile, cybernetic limbs need proprietary medication to prevent the body from rejecting the limb and attacking the insertion points. Bodily addons need constant oversight to prevent their metal components from potentially leaking into the bloodstream. Neural wear has been shown to cause psychosis, early-onset dementia, or outright brain death if implanted poorly. Cyber dens exacerbate all these issues. Back alley surgical implants can often lead to gangrene if not properly sterilized; likewise, bloody operating tables, reuse of needles, and sharing of limbs have made them a common vector for a new virus: HIV.



Persons of Interest

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Corina Rocha is the embattled mayor of Del Rey, having taken the position in 1982. While her predecessor was loved and lauded for his quick handling of the Restoration, many of his skeletons during his tenure have reared their heads during her time. Economic inequality, crime, housing, and Tulpas contributed to a particularly agitated Citizen block. Her stoic, disciplined persona is often misinterpreted as her being awkward and aloof. She has tried to push for police reforms, but Velasquez has been quick to work behind the scenes to stonewall her. Her political future is dead coming next year.



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Comisario Velasquez is a former Green Colonel (a Regular compared to the Imperial White and Red) who oversaw the city's military occupation following the Earthquake. Impressing the DiMeos with his penchant for women, general ineptitude, and unique brand of stupidity, he quickly became their favorite candidate for the Commissioner General position over the entire Del Rey Police Force. Under his tenure, the city has seen a surge in crime, Tulpa-related incidents, and significant allegations of police misconduct. He has not addressed any corruption allegation but is quick to discuss his idea of weaponizing Tulpas against Cocaine. Not the dealers or the plant, mind you, the concept itself.



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Field Marshal Leon Caballero is one of the most influential individuals in New Iberia, Leader of Fuerzas Imperiales de Defensa. Unlike the National Regulars, FID is a paramilitary force operating under the Emperor's court, which includes its own armored, aerial, and special forces divisions. The Royal Guards also operate under his command through their direct connection to the palace makes this accurate only on paper. As the strength of the National Assembly has grown, FID is operating as the Emperor's Will has become more of a motto; this, in turn, provides the Field Marshal significant political leverage. A shrewd and calculating man, ifs clear that he has grander ambitions.



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The Imperial Champion, the Emperor's Blade, and de-facto leader of the Royal Guard, Julian Sánchez de Carranza, has become a National Hero. In 1973, he was thrust into the spotlight with the dispatching of the Rodriguez Family Demon. A few years later, during the Aera-Iberia hostage crisis, in full view of a television crew, he took on and eliminated ten armed Terrorists in the span of twenty seconds. His cocky but devilishly charming persona has made him a fixture of the Media circus, though internal reports suggest that he is much more reserved in private.



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The Archbishop of Paso Del Rey and trusted spiritual leader of the Royal Guard, Father Emilio Coveri, is a Man after God's Own Heart. Steadfast in his faith and commitment to the Papacy, he has devoted himself to the Piety of the Guardsmen so they can act as a Role Model for the entire nation. Deeply paranoid toward Tulpas, he has suspicions of their demonic origins.



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The Winged Angel, Renée Hauet, was born in Southern France and raised in a devout family. During a trip to the Holy Land, Renée discovered Nehushtan, the serpent staff created by Moses in the Book of Exodus. Said artifacts bestowed on her incredibly healing and treatment abilities. Now bound to the staff, the Catholic Church took her under its wing. In 1975, she arrived in Del Rey to further induce and train her psychic abilities in tandem with the staff. While not officially a Royal Guardsman, she is an official Defender of the Church and operates within its command structure. She is often seen with either Coveri or the Emperor himself.

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Giorgio DiMeo, Patriarch of the DiMeo crime family and the most powerful criminal in the city. Born in the slums of Palermo in 1899, most of his early childhood was marred by poverty and abuse. Losing their father at an early age, the remaining family moved to New York City when Giorgio was 9.

Quickly making a name for himself in the burgeoning Sicilian Mafia as a fixer, his intellect and savagery made him a clear choice for Capo. Succeeding in his role, he soon looked elsewhere to expand his prospects beyond the shores of Manhattan.

Recognizing the potential of Del Rey during World War 2 as a gambling and money laundering den, he worked with the Commission to invest heavily in the area in the early 1950s. Brutally putting down several Iberian syndicates who sought to challenge his authority, he was soon given the power to split off on his own.

Instrumental in connecting the United States and New Iberia economically, DiMeo has sought in decent years to paint himself with an air of legitimacy. How well he succeeded has yet to be determined.

Seven of his eight children have died due to assassination plots or the lifestyle. His body, riddled with cancer, has left him weak and addled. Most days, he could be found at the Penthouse Suite in his Casino, only able to take solace in his wealth, mourning for sons who will never come home.



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Don Marco Ximenez, patriarch of the Ximenez Syndicate and brother in law to Giorgio DiMeo. Born to a failed Cattle Hand, a teenage Marco would venture to America to work and send money back. It was there that he became affiliated with Giorgio. Acting as a lieutenant and professional hitman, he would bestow his knowledge to his children and nephews.

It was Marco's suggestion that brought the DiMeos to Del Rey, even offering his now-indoctrinated family to act as street enforcers. DiMeo would eventually marry Marco's youngest sister to solidify this alliance, birthing a boy and a girl.

In recent years, Marco has taken a more active role in Paradise City's affairs as Giorgio's health fails; he has even expanded his own ventures, connecting his syndicate with Colombian smuggling into the US.

Due to the slights and insults he experienced in America due to his racial background, Don Marco has become incredibly vindictive and petty. Rather than reflect on his experience, he is quick to disparage most other non-Iberian Hispanics.



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The child of Giorgio DiMeo and Josefina Ximenez, Persephone was born as criminal royalty. The only girl in a long line of boys, she was never considered a viable successor to the throne.

Estranged from her father for many years, Persephone ran her crew of professional fixers for high-profile assassinations and heists. During this time, she developed an unhealthy obsession with body modification and implants; she, in turn, brought the necessary tools and equipment into Del Rey, which allowed that scene to grow exponentially.

Now the remaining child of her ailing father, the Prodigal Daughter, is eager to return and take his place, ushering in a new era compared to her backward uncle.



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The ruthless enforcer of the DiMeos, Horacio Ximenez is one of the most feared criminals operating on the streets today. Called the Cardholder by his American colleagues, his signature deck of cards held under his sleeve has become his trademark. How throwing cards can do what they do has no logical explanation, with some even going so far as to say that he is a Spectral User. He has laughed off such assertions in the past.

Groomed by his uncle to put his family's wishes first, Horatio has no interest in ruling Del Rey; all he cares about is his family's long-term health and everlasting rule.



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He is the House that always wins; Vicente Ximenez is the older brother to Horatio and the Lead Dealer at the DiMeo's Bordeaux casino. Much like his brother, he has a penchant for cards, though in a more traditional sense, with Pocker being his forte.

Managing the Casino floor, he has to run a delicate balance of attracting new patrons with the prospect of big wins while sucking every last Peso out of them. He has maintained a balance remarkably well, playing the accounting numbers as easy as a roulette table. He is a bit more open-minded than his brother valuable to any future would be Boss with his skills.

Many who have played against him have lost more than just money.



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The steadfast best friend and right-hand man to Persephone, Cerberus was once a low-level thug of the Los Hijos until he was taken under her wing. During her estrangement from her father, Cerberus acted as Persephone's direct connection to the grimier underbelly of the city, eventually helping her start her crew.

Having taken the same obsession as his boss, he has heavily modified himself. His most recent enhancements involve retractable mantis blades hidden in his forearms.

A simple and oddly joyful man, Cerberus can often be seen patrolling the streets of Santa Francesca and Coatlan for challenges to their authority; eager to establish her credibility, he has even crept into communities once thought off limit by the rest of the syndicates.
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Doctor Quijano serves as the enigmatic Lead Director of the Thoughts Research Institute. Having founded the institution in 1973, the group is dedicated to researching psionics and Tulpas. The TRI is most well-known for developing Deep Sleep Treatment and NeuralScan Headsets. As the lead researcher into these topics, the Director can often be seen at many local and national universities bringing greater awareness to the Topic and recruiting impressionable young minds.



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Miss Dulcinea is a Former Iberian Supermodel and current head of a Mass Media Conglomerate known as Grupo Televicentro. Having risen to prominence in the 1960s as a rising star within the world of fashion, the well-loved superstar became the center of a Nationwide manhunt in the early 1970s. Having disappeared for over two years, she later resurfaced in Mexico, revealing that an unspecified partisan group had kidnaped her. Many within the nation mourned her suffering but celebrated her return.

Having fundamentally changed from the experience, the model ended her career and cut off all remaining contact with her family. Now much more cold, logical, and distant, with little interest in social connections, she formed Grupo Televicentro through a cabal of unknown investors. Now the country's premier broadcast network through its control of news, sports, and entertainment, Televicentro has allowed Dulcinea to unwillingly, or willingly, become the arbiter of truth for the masses.



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Vanessa Finch is the daughter of an American Wall Street Banker and an Iberian Maid. Having risen to prominence within her father's hedge fund, she would return to her Mother's homeland and invest heavily within the Obsidium Commodities Market, turning IOM into an international player. While not the outright CEO of the company today, she controls a significant amount of shares within it and other firms such as 21st Century Robotics. An avowed futurist, she has been pushing for greater automation of the labor force for years and the use of cybernetics within the general populace.

There's an unsubstantiated criminal conspiracy theory that she provided Persephone DiMeo with her initial implants and that she has deep ties to organized crime. Said theories are baseless.



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JUAN is a robotic AI personality developed by 21st Century Robotics in conjunction with the TRI. Implementing a revolutionary neural mapping design and usage of a CORE model to allow it to access multiple databases, Juan is a semi-independent personality able to help run industrial sites and other robotic databases. While not officially revealed to the public, JUAN is expected to become operational at the Del Rey Shipping Port in the coming months.



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Ulises Salazar is a former Royal Guard and is currently a wanted criminal. A former student of one of the more esteemed teachers in the organization and close friend to Julian Sanchez, Ulises disappeared one night after a bizarre tirade at Independence Square. He was charging the upper echelons of government with gross incompetence and corruption, a mass conspiracy within the Intelligence Community, and using mass hypnosis to control the populace before running off into the busy streets. When police forces raided his apartment, he was nowhere to be found. Afterward, it was discovered that he was selling state secrets to Cuba and the Soviet Federation. The search is ongoing.
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The owner of a thriving taqueria within Santa Francesca, Enrico Ruiz Infante Montilla, is a hard-working and jovial man balancing the duties of being a father and maintaining a three-generation family legacy. Before the location, the restaurant had been nothing more than a street stand managed by his Grandfather and, later, his father. Taking an interest in cooking at a young age, he was eager to take over the family business despite his father's dismissive and condescending demeanor.

Meeting, falling in love, and impregnating Estefania after a weekend trip out to the countryside with his friends, his father would disown the eighteen-year-old. Forced to provide for his family, he would spend the next six years in the army as a Green.

Reaching the rank of Sergeant, his battalion would see action in Nicaragua and Guatemala in an attempt to stifle Cuban influence. The usually outgoing man rarely speaks about this time in his life, though he has indirectly mentioned intense psychological evaluations and tests while on the field.

Returning home and marrying Estanfia, they would have two more children. He would successfully mend his relationship with his father though the loss of his first child directly afterward during the Earthquake deeply soured the experience.

Today, he could be found managing and running the restaurant with a smile on his face and a story to tell.



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Estefanía Valenzuela Torres de Infante was born in a small, poor village outside Paso Del Rey. One of twelve, most of her early life revolved around caring for her younger siblings while her brothers worked the fields. Lacking many modern inventions such as washing machines or refrigeration, everyday tasks were grueling slogs.

Forced to drop out of school in the fifth grade, Estefania had accepted her poverty-stricken life until she met a young Enrico while tending to her errands.

The two immediately fell in love, running away from her home and returning with him. While Enrico was in the army and she was nursing their oldest, she would stay with a few distant cousins. Constantly mocked for her bastard child, supposed ignorance, and complexion, she stood firm. Today she can be found alongside her doting husband, managing their finances while he prepares the meals.



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The youngest child of Enrico and Estefania, Joaquin José Infante Valenzuela, is a hard-headed, math-illiterate teen more interested in going to the arcade and hanging out with girls than he is in his studies. Taking more from his father, he thinks he is some Casanova, while in truth, it just serves to annoy his older sister anytime she brings guests to the house.



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Lucia Penelope Armani Del Rosario is the current 1985 Miss Nuevo Iberia. Lucia grew up in the close-knit community along with her brother, the daughter of an Italian immigrant and an Iberian mother. While her brother developed a close bond with the oldest Infante son, she would connect with the only daughter. The two were inseparable for some time, and she was a constant sight at Enrico's shop.

Following the death of the Infante's eldest and her brother leaving the country, she developed into a sort of recluse. Going with her grandparents at the time, she entered university without much fanfare, only to be spotted by a talent manager. Thrust into stardom after becoming a model and Miss Iberia. She will soon become a recognizable face within the nation as she is set to star in the Tourist Board's national campaign.



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Senior Garcia is the elderly owner of the Street's small grocer. Able to provide some essentials without having to go to the Farmer's Market or Wharf, he has become a staple of the community. He can often be seen standing outside his business, sweeping and waving at anyone passing by.



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Tio Tito is the town drunk, eager to talk your ear off and get you to sit down and share some tequila with him. A self-declared inventor of things, he has personally been the source of many great items, such as VCR players, cheek implants, the Robo-donkey, and long-lasting tortillas. He has never been shown building anything, and a few people are starting to suspect that he is lying.



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Officer Dani Castillo is an avowed Patriot, Monarchist, Anti-Communist, and future Tulpa destroyer. Growing up in a middle-class household, Dani hadn't been particularly political until the Earthquake. Having been buried under the home, her family was unearthed by a detachment of police officers, who she immediately took a liking to. Today she patrols the streets of Santa Francesca and Downtown, eager to write people up for the most minor offenses. The whole street thinks she has a stick up her ass.



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Eduardo is a Mexican immigrant who moved to Paso Del Rey looking for work. Setting up a mechanic and upholstery shop with his father, the two provide excellent service for all vehicles. A skilled and practical mind, he has recently taken a liking to robotics and implants, eager to break their components down and insert them into his fleet of vehicles.

While not a criminal himself, he does the criminal underworld rather well and often serves as a trusted point of contact.



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No one knows where Roberto came from; he just sort of waddled onto the street. His serial numbers list him as being initially created in 1963, but what he did in that intervening time is anyone's guess. Why he decided to make this street his home has left many perplexed, and even more so is his absolute dedication to collecting trash. Every day he will thoroughly patrol the streets, trying as he might to keep them spotless.
Last edited by North America Inc on Mon Oct 17, 2022 11:54 pm, edited 10 times in total.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sun Oct 16, 2022 4:30 pm

CharacterNameAgeGenderAbilityPlayer
Amelia Infante

University Student
21FSpectre: Virtual InsanityNorth America Inc
Blake Byrne

Private Investigator
33MArtifact: Trench KnifeUnion Princes
Chloe Hirano

Tattoo Artist
24FArtifact: Tattoo InkSegral
Elenita Luengo

Magician
23FSpectre: Shadow PuppetGalnius
Essen Salay

Criminal
21FSpectre: PsycheWestern Fardelshufflestein
Hector Cervantes

Courier
23MSpectre: Sole SurvivorZarkenis Ultima
Henry Latimer

Journalist
41MAcolyte: American AgentReverend Norv
Igor Vyshnevsky

Royal Guard
42MAcolyte: Iberian AgentFinland SSR
Jorge Bortnyik

Truck Driver
29MArtifact: Diesel ThrillAudunia
Octavian Anderson

Construction Worker
33MArtifact: HammerThe Grand Western Empire
Tanya and Lia (Talia) Morillo

Hacker
26FSpectre: DoppelgängerBentus
Terrance Letourneau

Freelancer
24MSpectre: The ShaperThe republic of Atria
Yijun Xun

Dock Worker
26MArtifact: Sung Shi TailsmanTheyra
Last edited by North America Inc on Tue Nov 15, 2022 9:48 pm, edited 1 time in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Oct 16, 2022 4:38 pm

Good to see this up!
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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The Republic of Atria
Postmaster of the Fleet
 
Posts: 24508
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Sun Oct 16, 2022 6:15 pm

Oh hey, it's finally here. I'll give it a read and see if I can't come up with something

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Kaledoria
Ambassador
 
Posts: 1634
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Mon Oct 17, 2022 3:46 am

Withdrawn - work has been stressful lately and probably will be the next 2 weeks, too (at least). So this is a bad time to do a new story.
Last edited by Kaledoria on Fri Oct 21, 2022 3:38 pm, edited 5 times in total.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Mon Oct 17, 2022 1:39 pm

Glad to see you two! Let me know if I can help you guys.

Kaledoria wrote:Damn, I'm looking for a new character RP with a good plot. This looks definitely good, though I'm not sure, what type of Character to write...

Character Name: Cathwulf MacGowan
Gender: Male
Age: 31
Appearance:
Occupation: Detective
Personality: Righteous, stoic, cynical,
Biography:
- Son of British immigrants
- Youth delinquent: Thief and cat-burglar supreme at age 16.
- worked his way up from the local gangs to a Cartell. Worked there as an internal detective, testing loyalty of lieutenants and general counterespionage against the other crime organizations
- Turned by a NIIA agent to betray the Cartell instead
- Officially killed in the bust (to protect him), he got a new identity, continued to work on special assignments for the intelligence agency as an irregular agent.
- As day job in his new cover identity, he works as a private detective, sometimes helping the local police in Paso Del Rey but most of the time sniffing out, who is cheating on who and which low-level managers are a security risk for the city's companies.

Notable Cybernetics or Implants:
- Kevlar-lacing around bones,
- internal radio unit
- Eye-cam and ear-microphone
- Retractable climbing claws in the fingertips
- Arms: Magnets, able to hold his own weights
- Left arm: Metal-detector (can also be used to notice electrical currents in wires)
- Right arm: Laser-microphone (extendable from the palm), secret compartments (for a gun and a set of lockpicks)
- Torso: Emergency air-tank, vital monitor, tripple-auto-injector (filled with adrenaline/amphetamine mix, a broadband antivenom and a cocktail to stabilize the system in case of physical shock)
- Legs: Jump-hydraulics (can also be used to soften a fall from high heights, as long as he lands on his feet)



RP History:


Spectral Application
Name of Spectre: Bloodhound
Appearance: A black shadowy Mastiff (but is usually possessing an actual dog at which point even psionic characters notice Bloodhound only as a faint dark aura around the other dog)
Appearance Type: Natural Non-Humanoid
Intelligence Type: Semi-sapient
Ability Type: Mixed

Abilities:
Possession: Bloodhound can possess a natural dog or wolf. This possession controls the animal and makes it part of the Cath/Bloodhound/dog mind-complex. While possessed the dog becomes stronger, faster and resistant to damage.
Super-senses: In his astral form, Bloodhound has strong senses on his own. However, while possessing, the dog's senses are expanded to supernatural levels and offer a familiarity with the technological world (e.g., he can tell a car's engine (type, age, oil and fuel used, specific micro-kinks in the catalyser etc.) by the smell of the exhaust alone and can follow the individual tracks through the city similar to how an actual bloodhound could follow a person).
Mental-Link: While at close range, Cath and Bloodhound share a mental link, they use the same senses and Bloodhound can hear his masters will. At long distance Bloodhound acts on his own, usually following Cath's last order, with the intelligence of a smart dog (and if possessing an actual dog, this animal's personality will influence Bloodhound's personality. At long distance, Cath and Bloodhound have a supernatural sense, that tells them the direction and approximate distance to where the respectively other one currently is.
Strengths: By using possession, Bloodhound and the possessed dog become stronger, and more aware then either of them alone. All the senses are supernaturally heightened: The eyesight is incredibly sharp and works in dim moonlight just as good as during the day. The ears can pick up a heartbeat in a (otherwise somewhat quite) room. But obviously the by far most impressive sense is his sense of smell.
Limitations: Bloodhound's combat strength is still less than a combat-focussed spectre, especially in offensive capabilities. Compared to an Acolyte, he is an entire league behind.
A possessed dog still can't see in total darkness (though it can still rely on relatively good location of people around him based on smell and hearing alone)


Nice to see a new face. Let me know if I can help with your app or explain anything about the lore.

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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Oct 17, 2022 2:21 pm

Character Name: Yijun Xun
Gender: Male
Age: 26
Appearance: Yijun
Occupation: Dock Worker
Personality: Yijun can be seen as a distant and reserved person. Preferring not to stand out and does not wish to talk about his past. He can be friendly and sociable when he wants to. Even helpful when he feels like it and is loyal to those he calls friends or is close with. He will defend if needed, and Yijun does know how to fight. Skilled with hand-to-hand and with a knife. Along with being skilled with guns, mainly with a rifle or pistol. That and have a good knowledge of the criminal underworld. Yijun tends to be cool under pressure and can be relied on when needed. Along with carrying a concealed pistol on his person at all times due to his past.

Biography: Yijun's life has always been an interesting and stressful one. For he is the eldest son of the Chinese crime lord Xun Jiahao and was always set to take his father's place once he dies. Growing up in Hong Kong, at his family's estate, Yijun and his only sibling, his younger sister Liuxian. They had a good relationship up to a point. When it became clear that Yijun was the favorite child of Jiahao, and despite Liuxian's attempts to get his attention. It would fail and cause a divide between the two. Though one thing that helped him out growing up was his grandfather Guo. A man that unlike his father, Guo was a kind man that secretly wished that Yijun not to end up like his criminal father. So he imparted what lessons and morals he could to Yijun before Jiahao started to realize what Guo was doing and limited the time the two could spend together.

For the rest of Yijun's life with his father, Jiahao trained him not only on how to fight and kill and how to run a criminal empire when it was his time to lead his father's criminal empire. And inherit the Sung shi Talisman. An ancient talisman that Yijun's father acquired at great expense. But that empire was not doing well. For while, his upstart father did well at the beginning of establishing his empire. It was starting to crash down due to their rivals uniting against the family, and by the time Yijun was twenty-one. Their enemies were at the gates. Launching a final strike at the family's headquarters, and during the fighting, only Yijun, Liuxian, and Gou got out alive. Along with the families Though Gou would suffer a mortal injury and would soon die in Yijun's arms.

In the aftermath, Yijun decided to leave his father's criminal legacy behind and start anew, while his sister chose to bring back their father's empire. Yijun chose to keep it a secret that he managed to grab the talisman and after saying goodbye to each other. The two went their separate ways, and now a year later. Yijun would find himself traveling the world before ending up in New Iberia. Now in Paso Del Rey, Yijun has taken up some odd jobs before becoming a dock worker. After spending four years in the city and managing to get an apartment in Santa Francesca. He has started to treat Paso Del Rey as his new home and has become more concerned about the trouble happens in his new home. Especially after an incident with a Tulpa at work.

For Yijun had noticed some suspicious cargo containers at the port, he works at and when he went to investigate them. When near one, he could vaguely hear what sounded like an animal or something in one. Suddenly a Tulpa burst open from the container and punched him hard into a nearby shipping container. Knocking him out, but he did see for a moment some kind of restraining equipment in the container before being knocked out. The Tulpa would make a small rampage at the port before escaping somewhere in the city. Which after the Tulpa's escape, Yijun woke up in a hospital bed and learned about the Tulpa's escape and when he returned to work. The suspicious cargo containers were all gone, and he fears what this means for the city. For why would a Tulpa be locked up in a cargo container, and who shipped it to the city? These and more questions linger on Yijun's mind after the incident, and wonders what will happen next.



RP History: Somewhere in the Dark (Not sure what to put here)

Artificer Application
Artifact: Sung Shi Talisman
Appearance: Talisman
Inheritor or Practitioner?: Inheritor
Years of Practice: 4
Ability: The Sung Shi Talisman is capable of enhancing one's physical abilities. Making the user stronger, faster, more durable, greater stamina, and greater endurance. Along with allowing the user to fight anything they wish, such as incorporeal entities. Albeit for a limited time.
Strengths: Making the user stronger, faster, more durable, greater stamina, greater endurance, and being able to fight anything the user wishes.
Limitations: Only enhancing physical abilities and for a limited time, there is a time limit for in-between uses and will make the user weaker when used too frequently.

History: For Inherited Artifacts, remove if Practitioner. The Sung Shi Talisman originally belong to the ancient Chinese warlord Sung Shi. Legends say in his quest for power, he made a deal with a witch in exchange for a talisman that will grant him increased power. He offered a sacred jade dagger, and while he was happy by this at first. Feeling himself become stronger, faster, and more. However, the witch did not tell him that using the talisman too much will cause him to become weaker physically. Realizing this, Shi returned to the witch and demanded she get rid of the weakness of the talisman. She said no, and in response, Shi attacked the witch. Shi killed her but not before she managed to cut him with a poisoned jade dagger, and he would soon die afterward. The talisman, now named after him, would trade hands over the centuries and disappeared in the mid-17th century. Before surfacing in the 19th century and eventually ending in the hands of crime lord Xun Jiahao and then his son Yijun.
Last edited by Theyra on Tue Nov 01, 2022 4:33 pm, edited 4 times in total.

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The Republic of Atria
Postmaster of the Fleet
 
Posts: 24508
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Mon Oct 17, 2022 6:46 pm

Character Name: Terrance Letourneau
Gender: Male
Age: 24
Appearance: This
Occupation: Odd jobs/Gig work
Personality: Friendly, if a little aloof to hide his relatively short temper.
Biography: Terrance was born to a relatively well off family in Tlatoani in '61. Both of them were involved in what he thought was a thriving car wash business. To a young child, it made a lot of sense: everyone drove cars, so logically, everyone would need them cleaned. He wanted for nothing and spent the majority of his childhood in a nice private school. For awhile, things couldn't be better, at least until the quake of '73.

His parents seemed to be heavily impacted from the earthquake, every time he tried to speak with them, they either dismissed him, ignored him or were simply too stressed to give a coherent response. Money that had once been plentiful had become a bit more scarce. Still he did his best to perform well in school and maybe try to get involved in the family business. As time went on, things seemed to improve, his parents, while still vague and dismissive about his questions related to their work, did apologize for neglecting him due to it. Things continued as normal for a few years, until the news started reporting on things called "Tulpas". The most notable being sort sort of haunted traffic light that teleported people specifically to the side of the street they wanted to be on.

He took an immediate interest in the supernatural. Too many questions and not enough answers. Was all mythology a direct result of these beings, or are they only just now appearing? Maybe they were always around, and the earthquake simply jostled something loose in the supernatural sense? He decided that his spare time would be spent studying and digging for what information he could find on the tulpas. Which is what he spent the remainder of his childhood doing. The end of his childhood was unfortunately stolen rather than given up.

Shortly before his 18th birthday, where his parents promised him a car, he was awoken to the sound of gunshots, screaming, and things being broken. Oddly enough, his parents had told him what to do in this exact scenario, and in that moment, so many things fell into place. The realization hit him like a car. And there was only seconds to dwell on it before he heard a fair number of heavy footsteps rushing up the stairs to his room. His mind raced for solutions. There was the window but he was at least 2 stories up. Jumping out would at least end in some broken bones and being caught anyway. He ran and locked his door just in time. There was the sound of people slamming into the door, and while it bought him precious seconds to think, it only delayed the inevitable.

At least, that's what he thought, as a creature made entirely of a mass of arms manifested, draped over his shoulder. He didn't know how or why, but he knew that it was going to help him, and somehow, some instinctive knowledge on what it could do. He thought of a shape, a rectangular prism that blocked the doorway with enough force to throw anyone off their feet and it worked.

His next plan was to escape through his window, creating a cube that he jumped into and floated down to the ground safely and then took off running into the night. He had enough money to survive for a few years, but he couldn't stay there, he had to move.

The next few years were spent drifting from town to town, city to city, doing odd jobs to make ends meet and being careful to avoid conflict. Having the spectre with him only seemed to make that difficult as he seemed to find him self dragged into locations where there were more people like him despite his best efforts to lay low. Even now, as he moves around Santa Francesca, doing whatever work he can find, he can't help but feel that he was being led somewhere.


RP History:
Somewhere in the Dark
Young Bloods
[/Table][/td]


Spectral Application
Name of Spectre: The Shaper
Appearance: Gotta hand it to you
Appearance Type: Phenomenon
Intelligence Type: Non-Sapient
Ability Type: Close Range

Ability: The Shaper uses it's ability to craft three dimensional, translucent shapes that it then places within 10 meters. The effect of the shapes is directional force chosen by Terrance. The force can range from a strong breeze to what amounts to a localized tornado or hurricane. Terrance can also choose whether or not he wants to be affected by the force. The shapes can range from roughly the size of a basketball to the size of a trailer of a semi-truck, but are stationary. Shapes are clear, but have a dark blue tint to them, like one is looking through a lens.
Strengths: Powerful Area of Effect and control. Good mobility tool for himself and others. Good at deflecting projectiles.
Limitations: Only one shape can exist at any time.
The direction and power of the force can only be changed with a new shape.
Normal shapes like cubes, rectangular prisms, spheres, cylinders, ect are much easier to make than non-Euclidian/highly specific shapes. Normal ones take hardly a moment while strange ones can take upwards of 10 to 15 seconds.
Line of sight is required or the shape will vanish in a few seconds.
Last edited by The Republic of Atria on Wed Oct 19, 2022 9:23 am, edited 2 times in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Oct 17, 2022 7:49 pm

Character Name: Hector Adrián Cervantes Cruz
Gender: Male
Age: 23
Appearance: 1, 2, 3.
Occupation: Courier/Mover
Personality: Hector is a gentle, tranquil person, perhaps even stoic to an extent. Normally coming across as quiet and reserved, he's nonetheless happy to make conversation with anyone who approaches him and doesn't have an issue socializing with strangers. He's very protective of friends, family and children, and has a bit of an artistic streak, albeit whether he's any good at art or music is up in the air. Well-liked by the inhabitants of Santa Francesca due to his down to earth attitude and general altruism, he's always happy to lend a hand when his help is needed.
Biography:
February 17th, 1962 - A family is born. Hector Miguel Cervantes Villanueva, former low level gangster from Vista del Rey and now proud owner of a small moving business located in Santa Francesca, paces anxiously in a waiting room of the Hospital General Enrico Primero. Inside the maternity ward but a few feet away, the love of his life and his wife since last August, Juana Carolina Cruz Contreras, herself a nurse by vocation, gives birth to their first child: Hector Adrián Cervantes Cruz. The obstetrician, one Felipe de Jesus Bonilla, hears the infant's cries, takes a look once the nurses have cleaned him, and declares him healthy. The news is delivered to the father, who immediately enters the room, kisses his wife and holds his newborn son in his arms.

Two days later, Hector Miguel arrives to drive his wife and son back to their humble abode in Santa Francesca, away from the sterile white walls and bright lights of the hospital. Shunned by the mother's side and with almost no living relatives on the father's, the new family is nonetheless enthusiastic: they have managed to overcome many hardships to move away from the ghosts of the past, and were overjoyed at the bright future ahead of them.

November 6th, 1966 - Adrián scrapes his knee while playing on a poorly maintained slide in the playground of the Jardín de Niños San Juan Bautista de La Salle, but does not notice until after recess, at which point he is directed to the nurse's office. No significant harm is caused by this incident, but it marks the first time the young Hector injures himself on accident. Throughout his formative years, a trend would emerge of him suffering minor injuries from playground shenanigans, sports accidents or fights with bullies, though he would always heal quickly, suffering no lasting consequences.

March 25th, 1968 - Hector Miguel sits in the waiting room of the Hospital General, now accompanied by his six year old firstborn, still in his elementary school uniform. A few feet away, Juana Carolina gives birth to her second son, a boy this time as well: Carlos Arturo Cervantes Cruz. He is premature, and is born with some complications, but makes a full recovery after a week of postnatal care at the Hospital General. Adrián is unsure of how to feel about the arrival of his new brother, but ultimately decides to be happy. Everyone else is happy. Things seem to be going well.

February 17th, 1969 - The young Hector receives a bicycle as a gift from his father for his seventh birthday. The excited boy rushes outside to try it out, and though a few unsurprising accidents ensue, resulting in a few minor scrapes and bruises, he turns out to be a fast learner. In the following days Hector would ride his new vehicle frequently during his free time and even attempt to follow his father on the streets, only to be promptly dissuaded by his panicking mother. This marked the beginning of the boy's interest in vehicles of all kinds, which would continue to be fostered by his father.

June 6th, 1971 - Adrián, now nine years old, comes home from elementary school to find the broken shadow of his father. His mother, Juana Carolina, has died seventeen minutes and fifteen seconds ago in an inexplicable and catastrophic traffic accident that left no survivors. This fact is not revealed to him until later in the day, and he finds himself largely unable to process what is going on until days later, on the date of his late mother's inhumation ceremony, during which he finally breaks down into tears. In the following months he would find himself forced to recover quickly and mature at a rapid pace, learning to cook for Carlos Arturo, taking care of him and bringing him to school as Hector Miguel falls into alcoholism and depression.

December 14th, 1973 - Adrián and Arturo are home, eating snacks and playing games, when the ground begins to tremble violently and tear itself apart. Adrián grabs Arturo and makes a run for the door, only to see the entire doorway collapse. All exits were similarly blocked. It was not long until the brothers were seemingly engulfed in rubble. Three minutes later, a figure made of stone rose from the remnants of the Cervantes home, carrying an unconscious, yet unscathed, Carlos Arturo in its arms. As the incredulous survivors on the streets watched, the figure walked off and disappeared in the distance.

An hour later, a panicking Hector Miguel would be reunited with his firstborn, who was found by the police some distance away from his house, unharmed. Embracing both of his sons, the man cries and thanks god. Adrián wonders if he truly could not see the grim figure floating in front of him. Through the following days, he would be unable to recount the events of that day with any sort of clarity, and his behavior became erratic for several weeks.

November 1st, 1975 - Hector, his brother and his father move into a newly constructed apartment building in Santa Francesca after staying in a shelter in Tlamatzonco for the past two years. With the help of life savings, government subsidies and foreign aid, the family manages to return to some form of normalcy after the death of Juana Carolina, the earthquake and the terror of Tlamatzonco Tulpa sightings. With many citizens moving out of the shelters in the wake of the reconstruction efforts, the family business begins to thrive again. In the following years Hector would begin to assist his father after classes, moving lighter loads into and out of the truck, growing in strength and learning various skills along the way.

April 7th, 1978 - Heading home alongside one Claudia Toledo after Friday classes, Adrián decided to kiss her as they took a shortcut through an alley, and was happy to discover that his feelings were reciprocal. After this first experience, he would continue to spend time with Claudia until her unexpected departure shortly after the end of the school year. Longing for his company she had neglected to mention that she would be moving out to Mexico with her parents come summer due to a lucrative job offer for her father. Adrián would not date again until after graduating from high school years later.

March 11th, 1979 - While walking the streets with Jorge Romero, high school friend with whom he would later lose contact, Hector takes a wrong turn and the two end up inside an alley where he sees something, a vengeful humanoid shape with violent intent written across its warped features. Though Jorge cannot see anything, a feeling of terror grips him and he flees the scene immediately. Hector, however, stands there frozen not in fear but in remembrance. The same grim figure he had seen during the earthquake and then forgotten appeared before him once more and quickly dispatched the phantom that was about to attack him. Now seventeen years old and more mature than he had been in 1973, he accepts what he sees in front of him, and instinctive knowledge of this creature and its abilities fills his mind. He would go on to test and practice these abilities in secret, keeping the incident from his family.

February 17th, 1980 - For his eighteenth birthday, Hector receives from his father a gift parked in front of their house, an used pickup truck, his first car. He would get his driver's license sorted out later that month and begin using his car to help his father with business and do odd jobs around the neighborhood. This would continue on after his graduation from high school - after attending his younger brother's elementary school graduation ceremony and hearing nothing but praise for his intelligence, Adrián made the decision to start working instead of going to university, in order to help his father save up for Arturo's higher education, as an unspoken agreement was made that he had the most potential to succeed in an academic environment.

June 1st, 1982 - Hector Miguel decides to make an investment alongside Eduardo and his father in order to buy a plot of land adjacent to the latter family's mechanic and upholstery shop. The benefit is twofold: for him, a dedicated parking space for his trucks and his son's pickup, a permanent location for his business and proximity to Eduardo's shop for any repair jobs necessary, and for the shop owners, plenty of space to expand and utilize as they see fit. This joint venture further solidifies the friendship between the two families, as the Cervantes have been loyal clients for years at this point.

September 9th, 1984 - The supernatural phenomena surrounding an abandoned house in Santa Francesca cease altogether. Some eyewitness reports indicate that a figure seemingly made of stone was seen nearby in the days leading up to the discovery, though few think to make the connection between this and the perplexing creature seen in the neighborhood during the earthquake of 1973. This seems to be part of a trend of strange happenings and Tulpa sightings starting to become less frequent around a specific street in Santa Francesca, for reasons currently unknown.


Name of Spectre: 『Sole Survivor』
Appearance: 1, 2, 3.
Appearance Type: Artificial Humanoid
Intelligence Type: Standard
Ability Type: Close Range

Ability: Sole Survivor can, on command, cause the mantle of coffins surrounding it to become chained to Hector, bestowing upon him the power to turn his own body or any other things he can touch into some form of mineral, either temporarily or (in the case of objects) permanently. In addition, Sole Survivor can also combine the mantle with its sword in order to fire a long-range transmogrification ray.
Strengths: Sole Survivor has exceptional melee combat capabilities, using its sword, its mantle of coffins (when not in use by Hector) and even its mask's jagged teeth. Its transmogrification power can also cause Hector to turn into a threat in his own right.
Limitations: As a non-sapient spectre, Sole Survivor requires mental input from Hector in order to act, and requires a verbal command to manifest as well as to give the transmogrification mantle to Hector or combine it with its sword. Additionally, its power cannot permanently alter objects possessing psionic energy. For people, transmogrification will only take place on contact, and will begin to fade away once contact has ended.
Last edited by Zarkenis Ultima on Thu Oct 20, 2022 1:25 am, edited 3 times in total.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Mon Oct 17, 2022 11:52 pm

Added a new segment on the benefits and dangers of Implants in the Lifestyle section.
Added a few reference pics for all three categories as well.

Tomorrow, I'll post an app for my own character. Stay tuned!

Theyra wrote:-snip-

Can I go ahead and review this?

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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Oct 18, 2022 10:31 am

North America Inc wrote:Added a new segment on the benefits and dangers of Implants in the Lifestyle section.
Added a few reference pics for all three categories as well.

Tomorrow, I'll post an app for my own character. Stay tuned!

Theyra wrote:-snip-

Can I go ahead and review this?


Yeah, it is done, just edited my char occupation to else.

User avatar
Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Tue Oct 18, 2022 5:05 pm

Character Name: Jorge Bortnyik Serrano
Gender: Male
Age: 29
Appearance: This Dude
Occupation: Truck Driver
Personality: At moments, Jorge can be cocky, but at heart he is a good man trying to do good in a world that seeks to put everyone down. Essentially addicted to the rush of adrenaline, he frequently participates in illegal street races and using his winnings to bet on his future successes. That said, he possesses a softer side, particularly in moments of quiet where he is prone to melancholy. Additionally, he forms attachments far quicker than he would care to admit.
Biography: Jorge Bortnyik Serrano came into the world through fortuitous circumstances. Born to a New Iberian father and Hungarian mother, them meeting wouldn't have occured if his father hadn't mishead the announcer of the airport, departing to Budapest instead of Bucharest.

While trying to find a way to right his mistake, his father met his mother and the rest is history. He was born in Pálháza, his mother's home, and lived there till the age of nine when shifting political circumstances necessitated the family depart for New Iberia. Moving to the Coatlan district, his father was implicated (truthfully or not) in an embezzlement scheme that meant they quickly moved to Vista del Rey to both avoid detection but also the only location they could afford to live in.

It was here that Jorge spent his truly formative years, his grasp on English and Spanish strengthened (though he still retained an accent) and he began to acquire a group of friends. Being a youth in Vista del Rey unfortunately meant that he would come to the attention of local gangs, and come to their attention he did. Being not above utilising the innocence of youth, he and his freinds were tricked and manipulated into stealing unattended vehicles and robbing them, and though unfortunate it was here the Jorge aquired a love of cars and driving. Reinforced with the dominant car culture of the area, he became adept at driving and jacking cars to the point where some might consider him a prodigy.

The earnings his dubious activities netted him were almost entirely given to his family, which had expanded by three new siblings by the time he had turned seventeen. These new arrivals impressed upon him the need to present himself as an honest role model for his siblings and, seeking to cut ties to criminal life, he enlisted within the New Iberian military in an attempt to make himself independent.

Initially working as a driver in the logistics component, he eventually managed to transfer to the newly emergent mechanised infantry as a combat driver for them. Serving for seven years, he was honourably discharged after the loss of an arm in combat. Replaced with an augmetic, he soon found a job working with haulage companies where he has worked for the previous four years, shifting between assignments at the docks and beyond.

Notable Cybernetics or Implants: Possesses a cybernetic arm, courtesy of the New Iberian military. Of reasonable quality and certainly hits harder than a regular arm, Jorge has a hunch that modifcations could be made to it if he were more learned on the subject.



RP History:[/Table][/td]

Artificer Application
Artifact: Diesel Thrill
Appearance: Set of teal car keys
Inheritor or Practitioner?: Inheritor
Years of Practice: 3
Ability: Crash-Test Dummy
Strengths: Hardens skin against damage and strengthens bones, quickens reaction time and comprehensive abilities, effect of adrenaline hormones increased
Limitations: Does little to numb the actual pain that can be dealt to a person, whilst usage necessitates appropriate rest periods to recover. Extended usage can result in extended impotecy of adrenaline and abilities.
History: For Inherited Artifacts, remove if Practitioner. Throughout history, there have always been those chasing a rush and there are those that suffer the conseuquences of such a rush. The artifact has gone through numerous imitations the current one having been transferred by a Le Mans racer from the early 1900s, its effects on skin hardening and bone strengthening specifically cultivated to protect the bearer in the event that their adrenaline chase could result in injury, it being responsible for the many surprise survivals in history that should have killed the bearer.

Jorge came into contact with it when, on a haulage job, discovered a wrecked car on an empty stretch of road. He rushed to the wreck to look for survivors, finding the driver sercurely in the seat and entirely unharmed, yet clearly tired. Initially surprised at what he was hearing, the driver explained that his body had become immune to the rush of adrenaline that he had craved, the crash he sat in was his final attempt to try and reclaim even a smidge of what he once felt. Realising its hopelessness, he gave Jorge the artifact, hoping that his time free of it might allow his body to recover it.

Obviously, being told such a story caused confusion in Jorge and he initially refused to believe the story, helping the driver out of the wreck. The keys were pressed into his hands and, just as quickly, the driver drew a knife and stabbed Jorge. Responding with a swift blow to the head, Jorge jumped back and pressed his wound tightly, though it soon became clear the wound neither hurt nor bled. He looked down and saw a gash in his shirt yet no wound was visible. He declared the knife a prop, to which the driver responded by slicing it across his finger, cutting it.

Immensley shocked at the reveal, he assisted the driver back to civilisation where he might recover. Jorge never heard from nor saw the driver again, but his warning did not go unheeded, using the artifact only sparingly, like drag races if he needed a splash of money, and even then he tried to avoid using it unless absolutely necessary.
Last edited by Audunia on Wed Nov 02, 2022 2:40 pm, edited 4 times in total.

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Reverend Norv
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Founded: Jun 20, 2014
New York Times Democracy

Postby Reverend Norv » Tue Oct 18, 2022 6:59 pm

Very interesting. No acolytes so far; I reckon I'll correct that in the next few days. In the noirish spirit of this - and given that it's 1985 - look for a washed-up gringo 'Nam vet, whose acolyte training with firearms (gun fu!) is a hangover from his time with MACV-SOG, and who is now bumming around Del Ray working as a correspondent for the Associated Press and gradually pickling himself in cheap liquor. A press pass could prove just as useful for our little group of vigilantes as this character's old acolyte skills.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Oct 18, 2022 9:36 pm

As everyone writes, I would recommend for the first few characters be centered around the district of Santa Francesca. So that I can customize it with your additions, and most people are relatively near or may outright know each other.

Audunia wrote: snip


I know this is a work in progress, but I wanted to ask. Since I noticed this is in the bio, there was a specific conflict that your character fought in. I don't think I've established any current wars for Iberia, but I'm not against the idea.

Reverend Norv wrote:snip


Glad you like the idea. Not against the idea of a washed-up a vet. This is less of a knock against your character and more a heads up since my character idea, and it seems like others also seem to float around 20-somethings. Not to say a 30-40 man couldn't work, especially given the alternate setting. I wouldn't be against the Vietnam war going on much longer than 1973, especially since I mentioned in the Implants section the war spread into North Vietnam and Laos. We could easily have the war as an ongoing Quagmire.

Second, I noticed a few apps are foreign-born characters. This isn't a bad thing, but since your character is more open-ended, an Iberian - American could work for your ethnicity.

Kaledoria wrote:snip

Another WIP but is NIIA an acronym I should recognize?

Theyra wrote:snip


1. Not necessarily a bad thing since this is an alternative world, but Mao would have only been dead a few years, and the nation had not yet opened up. It's something to be aware of.


2. This is partly my fault, and I can work with you; your character is a bit too tangential to the city at the moment. If your character has more of a connection to the city either for a more extended stay or knows people, I can shape a narrative around that.

3. I like the talisman idea. It's a bit simple, and it'll be difficult for him early on to deal with incorporeal entities, but it fits the 70s-80s era of Kung Fu films.
Last edited by North America Inc on Tue Oct 18, 2022 9:37 pm, edited 1 time in total.

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Tue Oct 18, 2022 9:38 pm

Thinking of a private detective or bounty hunter character. Either an American or someone from the Commonwealth.
Last edited by Union Princes on Tue Oct 18, 2022 9:39 pm, edited 1 time in total.
There is no such thing as peace, only truce between wars

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Oct 18, 2022 10:49 pm

Image
Character Name: Amelia Milagra Infante Valenzuela
Gender: F
Age: 21
Appearance: Additional Image 1, 2
Occupation:
1. Full-time student at Universidad Nacional Autónoma de Nueva Iberia
2. Track and field, woman's football star for said university.
3. Fall Intern at the Okura-Fujita Group for their Legal Compliance Team.
4. Waitress for her father's taco shop.

Personality: Amelia is foremost an extrovert; she loves hanging out with her friends and trying new things while being the first one through the door. Raised by her parents to excel at whatever you put her heart into, Amelia lives her life with that dedication. Her mother, who had been illiterate until her early 30s, instilled that into her mindset. Higher education is primarily what she wants for her daughter. However, she, at times, does not agree with her mother's expectations. Amelia will try no matter what out of fear of disappointing her parents.

Due to the trauma of losing her oldest brother and her suspicions about the cause, she is very protective of her friends and family, eager to be beside them; this can manifest in negative ways, such as fear of change. She's in no way a Luddite, and she's often eager to think about the positives in any situation; however, when talking about the city or technology as a whole, she can be dower.
Biography:
The middle child and only daughter of Enrico and Estefanía, Amelia had been born a weak and sickly child. A premature birth, unhealthy complexion, and numbing silence had left the doctors no choice but to predict her death imminent. Cuddled around her mother's arms while her father tried to comfort his wife, and her brother was too young to understand, the family prayed day and night for a miracle. It came. One fateful night while fast asleep, Estefania felt a kick. The baby was moving about, whimpering. Enthralled, her mother smothered her with kisses and nicknamed her Mi Milagra, her miracle.

The issues persisted for a few years, but Amelia became a healthy young girl. As the restaurant's success grew over the years and her parents' time was spent managing the business with her grandfather, Amelia, in time, developed a close bond with her brother, Eric. While holding onto the facade of a tough street kid, Amelia and his family knew he had a heart of gold. Quickly standing up for what was right, the two siblings developed a close bond. As Eric grew older, he became close friends with a teenager named Vergil, who Amelia met a handful of times. The pair would often venture toward Tlamatzonco, diving into the catacombs and coming back with stories of their adventures. Their parents disapproved, but the stories enthralled Amelia; she begged her brother to take her with them one day, but the eldest son always found a way to push it off. The exploration trips grew more prolonged and more frequent. Eric and Vergil were obsessed; they were light on details but acted as if some facet or mystery of the catacombs drew further interest beyond the pits of skulls and ornate halls.

Then he was gone.

Amelia had been brushing her teeth when she saw him walk out the front door. It had been so mundane no one thought to say goodbye. Each family member, in time, would regret this. The earthquake hit the city only a few hours later. Eric would never be found. Vergil, the only witness, told the authorities that the tremors had destroyed a section of the passages, burying him under the collapsing rocks. No body was recovered, but given the mass earthquake, needs elsewhere, and no legitimate reason for Vergil to lie, left this a definitive case. The family would carry on and persist, but the pain never truly went away.

So many seemed eager to move on with their lives quickly; the loss of their loved ones and the definitive discovery of Tulpas had left many wondering what to do next. Some, like her parents, became steadfast in their faith. Others became obsessed with modernity, a corporate way of life that disregarded the supernatural for the quantifiable. A few just gave up, and drugs and alcohol soon followed. Amelia could sense her neighborhood change as time passed; it was as if its demeanor had changed. She made new friends, Hector, or reaffirmed a few old ones, Lucia, but regardless, she felt powerless. And she could not and would not accept that.

Her brother and Vergil had been the first two she had ever seen exhibit spectral power before. Psionics wasn't anything new; the Royal Guardsmen dominated the cultural zeitgeist. But this was different. They did so many unique things with their specters, a reflection of themselves that she could see clear as day even before she developed her abilities. She wasn't sure when it manifested fully; perhaps it was always with her. Her specter was by her side, turning her fear of the unknown into a passionate eagerness to defend the helpless.

A few years have passed, and Amelia has now all grown up, unsure of where to go from here. A cushy corporate job or safe government position is all that her parents want her, a realization of their dream for a continually better life. Yet, her enthusiasm and eagerness to carry on her brother's will and do right by her city have never left her. In many ways, it's grown more intense. We are all soldiers of fate, with each having parts to play. She has just yet to be called.
Notable Implants: Purely cosmetic skin plating for her chin and forehead; easily removable by the wearer.




Image
Name of Spectre:『Virtual Insanity』
Appearance:
Appearance Type: Natural Humanoid
Intelligence Type: Standard
Ability Type: Close Range (Effective Range of 5 meters)

Ability:
  • Object Restoration: The specter can revert objects or organisms to a previous state in their history through touch. Primary examples include repairing damage, healing injuries, and reverting chemical changes and complex structures to their raw components.
  • Object Transfiguration: Though by no means the exclusive feature of her spectre, she can change objects of one material into other shapes. Admittedly Virtual Insanity's creations will be less complex or crude if going from an ornate silver coin to a silver locket, but in theory, it could create it.

Strengths: In addition to its primary ability, VI possesses super strength, lightning speed, and excellent precision.
  • Strength example: While a freshman at her university, VI was able to catch a rogue automated vehicle being tested on her campus. VI prevented it from slamming into a dorm wall with little to no difficulty.
  • Speed example: Before she owned her moped, while walking on the streets of Coatlan, three armed assailants approached her. Attempting to rob her, she refused to comply, and one promptly aimed at her head. Instead of killing her, VI caught the bullet. Then the next. Then the whole clip. Amelia even slipped them back into his pocket without him noticing. She promptly kicked their asses.
  • Precision example: While phasing through someone, Virtual Insanity expertly navigated their rib cage to grab a bullet back out their exit wound and restore them.
Limitations:Virtual Insanity is a powerful spectre, but it has many limitations that she needs to be consciously aware of:
  • It can not heal or treat herself.
  • It can not treat diseases or the degradation of age.
  • While technically possible, VI is best used to restore clean wounds or damage. If bullets or foreign elements are in the body, they may not always be appropriately extracted during the restoration process.
  • Because of the body's natural being process, wounds that are days or even hours old may be better being left alone. The goldilocks zone of her powers is within the first hour of damage. This does not apply to inert objects.
  • While she can restore damaged electronics or hardware, software issues are beyond her realm of expertise.
Last edited by North America Inc on Mon Oct 24, 2022 11:20 pm, edited 8 times in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Oct 18, 2022 11:24 pm

Oh hey, nearly the same middle name :P
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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed Oct 19, 2022 10:29 am

I was just made aware that this was a possible issue because of the framing of the spoilers. Is everyone aware that there are NPC bios under lifestyle?
Last edited by North America Inc on Wed Oct 19, 2022 10:30 am, edited 1 time in total.

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Wed Oct 19, 2022 11:34 am

Image
Character Name: Blake Byrne
Gender: Male
Age: 33
Appearance: Clean Shaven, Cool Shades
Occupation: Private Investigator/Private Detective

Personality: Reserved yet observant, Blake insists that he isn't spying on anyone while at the same time assuring everyone that spying is part of his job. A stoic man living a spartan lifestyle save for his indulgence in chocolate, apple cider, and luxury watches. Although not a complete teetotaler, he was raised a Neo-Puritan by his community in North England. As such, despite the numerous benefits of implants for his line of work, he maintains his aversion to cybernetics though he always insists it's because of his fear of surgeons. He tries not to be too bothered or intimidated by cybernetics, especially when among people who are more machine than man.

When outside the job, Blake still remains the relaxed and blunt man that he is when wearing his signature hat. Yet, even the slight jovial increase in his attitude is enough to make him seem like a completely different person. While not good at showing affection with words, Blake compensates with gifts tailored for the individual; unsurprising given his career.
Biography:
A Neo-Puritan, a military policeman, an amateur artist, and a PI walked into a bar in Hong Kong. "'What can I get you, Sir Byrne?' ask the tender." Thus one of the many jokes that often describe Blake Byrne, and it reflects the diverse history of a man from England that found his way into Paso Del Ray. Born in Newcastle to an English RAF veteran father and Blitz survivor Scottish mother who were middle-class workers, young Blake had an unremarkable life save for the growing neo-Puritan movement that came to arise as the backlash to the proliferation of cybernetic enhancements. Growing up, he tried not to pay too much attention given the rising visceral between Puritan and Anti-Puritan rhetoric though he did lean towards the Puritans.

He joined the British Army and became a military policeman that would be stationed in the British colony of Hong Kong. There, he became acquainted with the local Cantonese population and culture. The years of maintaining the professional responsibility of the British forces station in the port city had Blake developed quiet scorn against the Triads, Tongs, and Chinese communists. Although he sympathize with the nationalist sympathies and understood the need for decolonization, Blake was rueful on the day of the transfer. Regardless, after his military service was complete, he opted to remain in Hong Kong as a private detective, solving cases and occasionally helping the Hong Kong Police. However, subtly and discretion were skills he was all too eager to learn given the wide berth he must give to the Red Guards.

After a fruitful startup career in China, Blake decided to move to Paso Del Ray, either to start over or to seek new clients. That part he wasn't so sure. But choosing Santa Francesca, the industrial heart of Paso Del Ray that cranks out millions of dollars worth of machinery and gadgets, was easy. For a place that sees thousands of blue-collar workers manufacturing, the area was rife for insurance fraud either by the workers or the employers. Given the corrupt nature that was seeping between the cracks of society, he learned to keep himself well-armed after gaining a reputation for integrity from his clients.

His tiny residence; fought tooth and nail to haggle for an affordable price for a small two-story building that would serve as Blake's office of operations for detective work and home. A humble little abode that once was a local repair shop. Even in a different country, it almost felt like his old life in Hong Kong. By chance of fate, he "officially" met Xun Yihun, heir to Xun Jiahhao, the son of a notable Hong Kong crime lord. Given the history of Blake interfering with the Xun criminal business as well as its rivals, it was a surprising cordial encounter as Xun Yihun was keen to start over a new life. After making his acquaintance, Blake wanted to give their relationship a positive spin by combining their expertise together. Given how the corruption is seeping downward to affect mid-level management, he chose to help Yihun and his fellow dockworkers make sure they get paid on time.
Notable Implants: N/A

RP History:Song of Heroes



Artificer Application
Artifact: Model 1918 Mark I US
Appearance: WW1 Knuckle Duster Trench Knife
Inheritor or Practitioner?: Inheritor
Years of Practice: 1
Ability: If lost, return to owner
Strengths: The user is never unarmed for too long, often showing up in their pockets or in the most unexpected or inconvenient manner
Limitations: If lost from the previous owner and claimed by another before returning, the new owner can be made the new spawning point.
History: For Inherited Artifacts, remove if Practitioner. As far as Blake could investigate into this weapon given to him by his uncle, the trench knife has passed through so many hands it was impossible for him to track down how this weapon gained its powers. First issued in the last year of WW1, it went on to serve in Prohibition, the Irish War of Independence, WWII, the Korean War, the Troubles, and Vietnam. It had six American and twelve Commonwealth owners before it came into Blake's possession. As far as he deduced, the American that first had was the most likely candidate that transferred the ability onto the trench knife. The original artifact lost to the passage of time.
Last edited by Union Princes on Sat Oct 22, 2022 8:58 pm, edited 2 times in total.
There is no such thing as peace, only truce between wars

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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Wed Oct 19, 2022 12:20 pm

North America Inc wrote:
Theyra wrote:snip


1. Not necessarily a bad thing since this is an alternative world, but Mao would have only been dead a few years, and the nation had not yet opened up. It's something to be aware of.


2. This is partly my fault, and I can work with you; your character is a bit too tangential to the city at the moment. If your character has more of a connection to the city either for a more extended stay or knows people, I can shape a narrative around that.

3. I like the talisman idea. It's a bit simple, and it'll be difficult for him early on to deal with incorporeal entities, but it fits the 70s-80s era of Kung Fu films.


Did not think of that, admittedly and I changed the city he grew up in to Hong Kong since that is still a British colony in the rp's setting. If that works?

I change a bit of my char's bio and age. So even though he is 26, he as spent four years in the city. So time to gain connections in the city and start to treat it as home. That work?

Admittedly, I did not know what the artifact should be at first and did not consider incorporeals. So to give him more of a use, I have changed it so he can fight incorporeal entities, or at least anything the user wishes to fight. Does not mean he will win said fight, just he can fight something he wishes to fight. That okay?

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The Grand Western Empire
Envoy
 
Posts: 335
Founded: Sep 26, 2022
Ex-Nation

Postby The Grand Western Empire » Wed Oct 19, 2022 12:38 pm

Character Name: Octavian Anderson
Gender:Male
Age:34
Appearance: 6'2, long black hair, pale skin, green eyes, thin beard
Occupation:Construction worker
Personality:Jovial yet stubborn. He is a joyous man who also believes that his way is the only way
Biography: Octavian was born into poverty deep with Paso Del Ray. He spent much of his childhood building his physical strength so he could work his way up the ladder of society. His mother was his only family, and he would do anything to protect her. Due to his lack of money, he never received a formal education. Most of his knowledge came from spending long hours in libraries, reading anything he could get his hands on. He avoided gangsters and crime during his childhood and eventually managed to bribe his way into a construction company at 20. He's spent the last 14 years of his life working like hell and sending most of his money back home to his mother.

Octavian discovered his Artifact's power by accident. He was sitting on a straight steel bar envisioning a circle when he let the head of his hammer touch the bar. When he got up and turned around, he saw the bar had bent into a circle! He did the same thing again a day later, only he turned the steel into a triangle. He soon realized that he could bend steel or other metals into any shape or form he desired, so long as he visualized it in his mind and his hammer was touching the metal. He has little in the way of life-changing events as he is content to simply work, eat, and sleep without thinking.




RP History: viewtopic.php?f=4&t=524769

Artificer Application
Artifact:Hammer
Appearance: Battered wooden handle and chipped stone head
Inheritor or Practitioner?:Practitioner
Years of Practice: 12
Ability: Can bend construction metals to the will of the wielder
Strengths: Can bend any type of metal
Limitations: cannot bend wood, rock, concrete, etc.

Does anything need changing?
Last edited by The Grand Western Empire on Thu Oct 20, 2022 3:13 pm, edited 5 times in total.
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◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤.. ( う-´)づ︻╦̵̵̿╤── ¯¯̿̿¯̿̿'̿̿̿̿̿̿̿'̿̿'̿̿̿̿̿'̿̿̿)͇̿̿)̿̿̿̿ '̿̿̿̿̿̿\̵͇̿̿\3=(^_^)

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Audunia
Spokesperson
 
Posts: 195
Founded: Jun 29, 2020
Ex-Nation

Postby Audunia » Wed Oct 19, 2022 2:59 pm

North America Inc wrote:As everyone writes, I would recommend for the first few characters be centered around the district of Santa Francesca. So that I can customize it with your additions, and most people are relatively near or may outright know each other.

Audunia wrote: snip


I know this is a work in progress, but I wanted to ask. Since I noticed this is in the bio, there was a specific conflict that your character fought in. I don't think I've established any current wars for Iberia, but I'm not against the idea.

Reverend Norv wrote:snip


Glad you like the idea. Not against the idea of a washed-up a vet. This is less of a knock against your character and more a heads up since my character idea, and it seems like others also seem to float around 20-somethings. Not to say a 30-40 man couldn't work, especially given the alternate setting. I wouldn't be against the Vietnam war going on much longer than 1973, especially since I mentioned in the Implants section the war spread into North Vietnam and Laos. We could easily have the war as an ongoing Quagmire.

Second, I noticed a few apps are foreign-born characters. This isn't a bad thing, but since your character is more open-ended, an Iberian - American could work for your ethnicity.

Kaledoria wrote:snip

Another WIP but is NIIA an acronym I should recognize?

Theyra wrote:snip


1. Not necessarily a bad thing since this is an alternative world, but Mao would have only been dead a few years, and the nation had not yet opened up. It's something to be aware of.


2. This is partly my fault, and I can work with you; your character is a bit too tangential to the city at the moment. If your character has more of a connection to the city either for a more extended stay or knows people, I can shape a narrative around that.

3. I like the talisman idea. It's a bit simple, and it'll be difficult for him early on to deal with incorporeal entities, but it fits the 70s-80s era of Kung Fu films.



I didn't have a particular war in mind, I was thinking maybe New Iberia was getting itself involved in anti-communist operations. If not, can change it to him being injured in operations with the United Nations, either is fine

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Oct 19, 2022 4:40 pm

Hey folks, Co-OP filling in for the OP to provide some feedback while he's busy.

Union Princes wrote:-snip-


This looks like a promising character! I noticed there's some parts that are still a work in progress, but overall it's good work so far. I like the artifact idea, it's simple but effective. Only observation I could make is that perhaps the character would benefit from a little more description of what his life in Del Rey has been like so far? Unless he'll be stepping off the plane at the start of the IC he'd likely have some impressions of the area, have made some job connections, that sort of thing.

Theyra wrote:Did not think of that, admittedly and I changed the city he grew up in to Hong Kong since that is still a British colony in the rp's setting. If that works?

I change a bit of my char's bio and age. So even though he is 26, he as spent four years in the city. So time to gain connections in the city and start to treat it as home. That work?

Admittedly, I did not know what the artifact should be at first and did not consider incorporeals. So to give him more of a use, I have changed it so he can fight incorporeal entities, or at least anything the user wishes to fight. Does not mean he will win said fight, just he can fight something he wishes to fight. That okay?


I think the change to Hong Kong should work. Incidentally that could possibly give you some shared background with UP's character if either of you wanted to follow up on that. I think the changes to his age and stay in Del Rey works nicely as well. As for the talisman, I think I'll leave that up to North to address once he's available - on a personal level I think I prefer the previous version of the talisman, and we'll be fighting plenty of corporeal threats as well as incorporeal, but he'd know better if not being able to fight the latter would be fine or if it'd leave your character too nerfed.

The Grand Western Empire wrote:-snip-


I like the idea of Octavian's artifact but artificers are described as people who have mastered a certain skill after years of practice in a specific field, and the effects of his hammer don't seem to have anything to do with his business (construction). I'd advise you to change that. Some more detail on the bio wouldn't be amiss either. I like the character concept in general though.

Audunia wrote:I didn't have a particular war in mind, I was thinking maybe New Iberia was getting itself involved in anti-communist operations. If not, can change it to him being injured in operations with the United Nations, either is fine


Given New Iberia's alliance with the United States as well as the latter's significant investments in the development of the former I wouldn't be surprised if the New Iberian military regularly backed up the US military around the Americas, so I think suffering a loss of a limb while supporting US troops in anti-communist operations in South America would make sense enough.
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