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Post by AVA * on Jul 15, 2016 10:47:55 GMT -5
This thread has been made to explain the different groups and classifications on the site, as well as some other interesting features we hope to make happen. Please take the time to read this. It goes hand in hand with the plot and is essential for understanding things fully. Also, it will make your application process and creating your character much easier.
POSITIONS
Civilians
There's not much to say about this group. They are what they are: Civilians. They are ordinary people living their daily lives. Perhaps they own a local business, or are a doctor saving lives, maybe they are related to an assassin (making them vulnerable to being kidnapped and used as ransom), they can be anything. Be as creative as you wish. Also, if you are interested in making an owner of a safe house, they usually would be considered a civilian since most of them have no idea about what's exactly going on. They are usually blackmailed into running the houses and tend to be women.
Assassins
This is another group that is pretty self explanatory. Assassins. Also known as contract killers. No they are not deranged serial killers who do it for the pure joy of killing innocent people. These are people who were bred to kill. Most were trained at a young age (or from birth), learning the skills they need to become efficient. They tend to be a bit robotic (and certainly desensitized) when it comes to certain things. They are for the most part unaffected by death and tend to keep any emotions they have in line (they are human, so yes, they feel things, exception maybe Nora. She's insane.). They don't hurt or kill innocent people, however they do whatever it takes to complete a mission. They are smart, resourceful, and deadly. With every group there are exceptions to the rule but please do so within reason. For the most part, most of them tend to be born into this kind of life (again there are exceptions, but please be realistic). For others they tend to come from any kind of past military training. No one just wakes up one day and says "Hey I think I'll quit my accounting firm and join an assassin organization". With that being said most assassins work for someone, for details on that check out the alliance blurb further down.
Rogues
Contrary to what you may think, these people ARE NOT assassins, and yes they can have alliances. With that being said they can be killers. This group would be for those who find themselves on the criminal side of the law. Whether it be drug lords, or a corrupt CEO of distinguished fortune five hundred company, or even a teenager stealing from a corner store. These are the people who can either be clients (the ones who pay for a professional hit) or the hit themselves.
Personnel
A world renowned assassination organization is more than just highly trained killers. These are the people who run the day to day tasks of the company. Accountants, security, intel/reconnaissance, custodians, trainers, etc. These people usually were born into this life as well, however, they didn't make the cut to be an assassin or they simply chose not too (although that's easier said than done). Some of the safe house owners can be personnel, fully invested in the organization and it's business. These people can work for whichever they choose, again, check out the alliance blurb. Just keep in mind they tend not to bounce from one company to another, usually if they are found no longer useful, suspected of disloyalty or simply want to leave they are handle, well, accordingly and not in they way they would prefer. Let's just say this: they aren't leaving with a nice severance package.
Informants
These are the various moles the organizations use to gain certain information. They know how to play a part, and they play it well. They are usually used when a company is hired by a certain client. They are not capable or trained to be a killer. They have other skills and resources that help them infiltrate the next hit and gather all the information necessary to have things run smoothly for the contractor (assassin). Don't be fooled. These people are vital in operations. It can take weeks, months, or even years depending on the difficulty to able to obtain everything they need and even to just track down the hit. They are patient and loyal to those they work for and with.
Targets
Generally a NPC (Non-Playable Character), meaning an account was created to be used for the purpose of an event, usually. If a character is considered a target they usually have a large (larger than usual) bounty on their head and are wanted dead rather than alive. These characters have the ability to interject themselves into any ongoing thread (within reason of course) giving others the opportunity to claim their reward. You cannot create a thread with someone who is a target, nor can a target create a thread. Each target will have their ranking (see below), level of difficulty (to kill), as well as a brief overview of their skills, weaknesses, etc. However if you are interested in making a character with the intention of them dying shortly after you can contact a staff member about it. This would be a good route if you find you tend to make a lot of characters with no real plot or interest in them. On the other side if you find that you are losing muse or interest in a character and wish to retire them considered switching them to become a target. Why not go out with a bang?
TITLES
This is to put simply your job title. What you do specifically. So for civilians, personnel, and rogues this can be their literal job (unemployed, student, doctor, cashier, bartender, etc.). For assassins and informants this is more where they are in the chain of command (boss, apprentice, rookie, right hand, specialist etc). If you are unsure you may leave it blank and a staff member can provide one for you.
SPECIALTIES
This is targeted for assassins, informants, targets, and maybe personnel or civilians. It is exactly what it sounds like: their specialty or greatest strength. Everyone has something they excel at or something they prefer over other things. You can make it something specific to their fighting style or murder preference (knives, a specific gun, etc) or you can make it something they use to their advantage (sex appeal, friendliness, aloofness, etc). If you are unsure you may leave it blank and a staff member can provide one for you.
ALLIANCES
Everyone is allied to someone. So keep that in mind when creating your character. For the details of the current alliances please check out the alliance claims thread. There you will find a description of all current alliances offered. If you find yourself wanting to create your own, not to worry! Just message a staff member with your idea. Alliances can change, but keep in mind it doesn't happen frequently or just because. To change your alliance you need to update your bio. Keep in mind how difficult it is to change alliances (for assassins, personnel, and informants) and how that would affect your character both emotionally and physically (greater risk of being killed). Please feel free to contact a staff member if you are unsure of who to be allied to.
KILLER PERSONALITY TYPES
This is for assassins only. This is to be used to help further your character's personality. Why do they kill for? What drives them? Is it for the money? For vengeance? For duty? Etc. Up to you.
BOUNTIES
As we gain more members and characters this will come into play. For now it is on hold. Basically what will happen is if someone puts a hit out on another character a bounty will be created for them. The price will depend on a few things: wanted dead or alive, difficulty to find, and difficulty to kill. There will be a bounty thread created for an up to date list. Also, the bounty may be added to your character's bio. If a bounty is placed on your character you will be contacted by a staff member. Not to worry! Just because there is a bounty on your character doesn't mean they will die (it could be just for information). Again, we will update this when we have enough members to do so.
RANKINGS
This will be placed in your application (by a staff member) once completed and accepted as well as on your mini-profile. Your character's ranking will determine the overall level of difficulty they are to kill. This will apply to everyone (yes, even civilians. They aren't immortal). This will become a big factor when bounties come into play, but until then they are still important. They are based on a handful of factors and can change (increase or decrease) over time. They higher the ranking the harder they are to kill (on a scale of 1 to 5, 5 being near impossible). More information will be provided as the site grows.
SAFE HOUSES
Safe houses are used by most organizations. They are their to provide safety and if needed, supplies for when operatives are on missions. They are plenty scattered about the United States as well as some sprinkled around the rest of the world (in high target areas usually. Where illicit activities are at their peak). Each organization has their own (it'd be silly to share, they'd kill each other). Each safe house is assigned a number and someone to run it. Usually if it's a civilian running the home it's their personal home (which makes it easier to blend in with the normalcy of the area). Civilians tend to have a hunch of the illegal activities associated to various people (men usually) who stay there, but they keep quiet by either large sums of money or blackmail. For those who are personnel and are assigned to run a safe house, they are usually given the house and location of their choice along with everything they (and the various people who stop by) need. They are employees of the organization and know about the business. However, they are not given any details of missions whatsoever. Sometimes, certain operatives prefer to frequent specific houses due to the relationship they build with the owners (mostly sexual, extremely rare for emotions to be attached, but hey it can happen. It just doesn't end well for the owner). Please feel free to contact a staff member for creating your own safe house!
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