Groups General Discussion

Developing the NPC groups in the game

Re: Groups General Discussion

Unread postby Rigger » Wed Jan 06, 2016 4:39 am

adman123 wrote:Two NPC gangs

The Hounds:
Hound presence is obvious, due to graffiti tags saying "Ruff City" a clear sign that you've entered Hound territory.

The Blades:

They occupy territory South of Titan City, and tag a picture of a knife going through a skull, to mark their territory.


Maybe these will do? I can bang together a generic one for the hounds if you're into it.
graffiti5.png

graffiti6.jpg

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Re: Groups General Discussion

Unread postby adman123 » Thu Jan 07, 2016 12:12 am

Rigger wrote:
adman123 wrote:Two NPC gangs

The Hounds:
Hound presence is obvious, due to graffiti tags saying "Ruff City" a clear sign that you've entered Hound territory.

The Blades:

They occupy territory South of Titan City, and tag a picture of a knife going through a skull, to mark their territory.


Maybe these will do? I can bang together a generic one for the hounds if you're into it.
graffiti5.png

graffiti6.jpg

graffiti7.png


Those are awesome, especially the Blades! And if you have the time then sure, the hounds one would be great :D
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Re: Groups General Discussion

Unread postby cursedsorcerer » Wed Jul 27, 2016 10:00 pm

The Pirates

Territory:

The Pirates operate in the ports and coastal areas of Titan City.

Criminal Activities:

Gang wars, drug trafficking, robberies (including hijacking cargo ships)

Organization:
The Pirates have a surprisingly complex chain of command. The gang operates in cells (called "Crews") and each Crew is led by a Captain. The Quartermaster acts as an advisor to the Captain and sometmes even leads his own smaller Crew of Mateys, Swabbies and Landlubbers. The Bosun helps the Quartermaster and Captain plan heists and other operations. Mateys fill the middle ranks while Swabbies and Landlubbers make up the bottom ranks of the Crew.

Captains and their Crews are allowed a certain amount of autonomy, but each Captain ultimately answers to the Pirate King, known only as "Blackbeard."

Aesthetics:

The Pirates tend to incorporate images reminiscent of 17th Century pirates into their outfits. A typical Pirate outfit often includes:

    Do-rag
    Earrings
    Eye patches
    Tattoos (Depicting Pirate ships, Skulls and Crossbones, etc.

Aside from these items, Pirates tend to wear leather jackets emblazoned with the Skull and crossbones. They also tend to use common weapons such as knives, guns, baseball bats, etc.

Note: Originally, I had the idea of some Pirates actually having cybernetic hooks and legs referring to the hooks and peg legs seen in pirate media, but I discarded this idea.
Last edited by cursedsorcerer on Thu Jul 28, 2016 6:27 pm, edited 1 time in total.
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Re: Groups General Discussion

Unread postby Golden Girl » Thu Jul 28, 2016 6:00 pm

There's something semi-pirate-ish about one of the street gangs we have planned out, but some of what they do depends on what we can get the engine to do.
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Re: Groups General Discussion

Unread postby Exo-Buster » Tue Jul 04, 2017 3:29 pm

The Nighthaunters

Territory:

Koschei's legions serve wherever there are large quantities of dead bodies to give them fresh fodder for their deathless hordes and wherever the poor and despondent or the death obssessed (whether with causing it or avoiding it) can be located; ironically meaning they can be found in both Titan City's poorest and richest neighborhoods as the rich and powerful cut bargains with the first Lich to get his secrets of undeath to live forever. Meanwhile the poor join his cults out of wanting a place to belong and a place to be respected and valued, though many don't know the nature of what they're getting themselves into until Koschei has their claws sunk into them.

Criminal Activities:

The Nighthaunters of course engage in grave robbing en masse, but were that the extent of their misdeeds the world would not fear the name of Koschei. Murder, theft, kidnapping and even outright hostile military invasions are all part of the Nighthaunter's repetoire; as is trade in more standard criminal activities to sustain the needs of the mortals and those undead who obsess over economic matters. Koschei and his necrocrats however are more interested in acquiring knowledge about the Arcane and in learning everything they can about the Technological world that sprung up around them in the centuries since Koschei last walked the earth before the 20th century. Infiltration and espionage are also practiced heavily, and Koschei maintains a vast web of information brokers and contacts to feed his lust for knowledge and to aid him in his many schemes to at last bring about his vision of a world with no strife, no crime, no war, only his deathless will. A will that he believes is necessary to allow humanity to have a great interstellar empire like many alien species and to make the hostile beings of other realities fear the human fist.

Organization:

Koschei is consummately orderly and this is reflected in the organization of his armies. Mindless or animalistic undead of course have no rank, beneath even the lowliest of initiates. Above them are the living initiates, those who have been enticed into worship of Koschei and the Necrocrats in the hopes of gaining knowledge about the dark arts from the first known human necromancer. Then come the minor undead, those undead who have their wits about them but are lacking in the power and skills to truly command any real place in the armies of the Archlich. Above them are the Gravetouched; living followers who show promise in learning the dark arts of necromancy and have been given a taste of the power that the dead can offer them; while the Gravebound; undead with some necromancy of their own, are somewhat above the gravetouched.

The Graveborn are well learned in their dark and foul arts, having steeped themselves so thoroughly in dark magic as to be nearly as steeped in darkness as the undead they surround themselves with, though they must heel to the Death Knights; undead nobility that has true power and mastery with the supernatural or offers some other special service to Koschei. Then come the Barons of Bone, each one a great villain in their own right and open to both the living and the dead, these monsters tend to be the masters of cells of the night haunters and command their own legions. The barons report to the counts of corpses, who in turn report to the Dukes of Death. The Dukes of Death are just one step below the thirteen necrocrats and Koschei himself, and it takes a well accomplished villain to join their ranks; usually by attracting the interest and favor of one of the Necrocrats or even Koschei himself. For heroes however; each Duke of Death has only been apprehended or defeated after great struggle by experienced heroes.

The Necrocrats have remained static for thousands of years in count. The same thirteen have presided over the armies of the Emperor of Death since he had founded his legions; resurrected back into undeath any time they were destroyed. However, word is Koschei has interest in creating more seats for the Necrocrats; should any of the villains of this new age prove to be worthy enough to sit at the table with the masters of undeath. Even if they are living or mechanical.

Aesthetics:

Combines a number of sources of aesthetical influences on the undead, including Egyptian Mummies, Germano-Slavic gothic horror, and world of darkness esque urban fantasy.

History

When Koschei turned to dark magics to avert death, he not only had his legions of undead puppets, but countless people enthralled by the possibility of eternal existence. He attracted countless worshippers and sycophants in awe of his power whom he taught the secrets of Necromancy, and soon he created a dark and terrible army of the night. The Nighthaunters worshipped Koschei, and soon came to revere the thirteen beings he deemed worthy of being his lieutenants as well, and in return he was a generous patron; giving them ample room to grow into their own masters of undeath and displaying them unusual amounts of benevolence as a master and overlord. He demanded reverence and obedience yes; but he was forgiving of earnest mistakes and was always ample with the rewards he gave to those who succeeded. Though a despot to those he conquered; stripping away freedom to impose his order of the one will and placing a dire necrocracy where those with no interest in the dark arts were to be little more than chattel; his own preferred beings were treated reasonably well.

This meant that following Koschei's fall during the Lemurian-Atlantean war; the Nighthaunters who remained labored constantly to bring him back to the material realm. Such efforts nearly paid off during his return in Russia, but were foiled by Ivan and Baba Yaga. Still, they worked in secret to prepare things for the return of their master; spreading occult knowledge and studying the world around them while finding ways to try and return their master to this world even with the weakened effects of magic in the world. But soon, their efforts would pay off and their dark lord would return to them. Koschei rewarded those who had faith in his return and punished those who left his dream of the order of the one will to die; and he soon set about his work to try and unite the world under his empire of the eternal night. The Night-haunters pledged an alliance with the Axis powers though both the Dead and the Fascists knew that in the end only one could rule the world; Koschei relished to join in with Hitler's plans to cleanse and enslave the population of Eastern Europe and found the Fascist ideal more suiting to him than the Liberalism and Socialism that the allies held to.

The Nighthaunters fought most fiercely on the Eastern Front; seeking to exterminate the Russians to repay them for Ivan's defeat of Koschei all those years ago. They took and gave no quarter, and were just as ghastly as any unit of the SS in their crimes against humanity. Though they would also battle against the west, their focus was primarily on paying back Koschei's last defeat. However eventually the war turned against the Axis on all fronts as the war kept on expanding in scope and scale. Victory kept on growing more remote (although many would argue it was never a possibility at all given the Allies' vastly greater manpower and industrial prowess) and eventually seemed to slip from their grasp altogether. Rather than sink with the ship, the Nighthaunters scattered across the world as the dreams of a thousand year reich, a third Rome, and an empire of the rising sun all died.

Since then, they have been causing problems all over the world; being one of the rare issues that would always bring about the cooperation of Eastern and Western bloc metahumans who could at the very least agree that whatever their differences; Koschei was worse. When the Soviet bloc fell, the Nighthaunters ravaged the former soviet union, reaping a bloody harvest throughout the 90s as the Russian government was on the brink of complete collapse and failure and some feared that eventually Koschei might have the last laugh and Russia might be destroyed forever. However, western heroes often proved willing to venture into the former communist bloc to fight the undead legions, and the stiffness of the people's resolve challenged Koschei's desire to see Russia reduced to ash and wasteland. Eventually however, Koschei redirected efforts from his dream of genocidal vengeance fully towards his grand scheme, and Nighthaunter activity in Titan City has thus never been higher before.

To the concern of the TPD; they're also recruiting local villains.
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Re: Groups General Discussion

Unread postby Exo-Buster » Wed Jul 05, 2017 8:05 am

I've noticed that we're lacking in evil megacorp and anti-trust law violating syndicates, so I'm going to fix that right away. The Omicron Syndicate draws as much from the Corpus from Warframe and the Mediterranean Syndicate from Red Alert 3: Paradox as it does from Crey. Greedy, robot using and abusing, amoral, and with connections running deeper and stronger than the cables of the greatest bridges, the Omicron Syndicate provides a nice start to end game enemy for both heroes and villains. Or perhaps you're willing to join them and throw away your moral scruples? (Or maybe they won't be joinable).

Omicron Syndicate

Territory:

Omicron Syndicate concentrates itself in areas of high commerce and industry while largely avoiding residential areas of Titan city, but the companies that make up the Omicron Syndicate are widespread around the world.

Criminal Activities:

The Omicron Syndicate engages in just about every form of crime in the books. Drug running, money laundering, tax evasion, murder, espionage, theft, fraud; the companies that form the Syndicate do it all. They even violate international laws by using shady and underhanded means to skirt restrictions on products such as blood diamonds. Obsessed with the expansion of their wealth and power, they also kidnap numerous metahumans or graverob to get their gene codes or dismantle robotic supers to study and incorporate into their lines of Syndroid combatants and Power Suits. Some suspect that the "Heroes of tomorrow" under Herocorp; a suspected member of the syndicate, aren't exactly one hundred percent complaint with restrictions against genetic engineering either.

Organization:

The Syndicate is actually a large number of companies that collude in secret rather than a singular business. At the very top is the board of interests, a shadowy cabal of enigmatic but extremely rich individuals who look to the leadership of an even more mysterious figure codenamed Omicron by those who try to unravel the Syndicate's mysteries. Below them are the various executives and directors of the component companies of the Syndicate who arrange their businesses along the lines they choose with some loose guidance from the syndicate proper. The corporate ladder is a rough one however, and even executives can quickly find themselves falling from their positions should they not get the rabidly results driven Board the results they're looking for. Often lethally so. Deviant Defense Solutions; the most prominent supplier of the Syndicate's military muscle, arranges itself in a rank system based on the Greek alphabet; followed by most of the other companies that offer the mercenaries who also secretly serve as the primary armed agents of the Syndicate's will.

Aesthetics:

Combine the clean lines and high tech future of the Corpus from Warframe with the seemingly friendly and innocuous designs of Apple, Nintendo, and the omnipresent brand presence of Disney and you've got something like the syndicate. There's some 80s cyberpunk going on of course, but the Syndicate is meant to look consumer friendly overall; though their military products look more hostile as military buyers are interested in products being intimidating. Syndicate troops have prominently reinforced helmets to resist telepathic probes and give them enhanced senses to try and deal with stealthier interlopers and track quick moving enemies. While "auxiliaries" (a kind name for junkies hooked on syndicate pushed drugs and low ranking standard security guards regarded as cannon fodder by their mercenary troops given a badge and a gun) have pretty basic gear; their higher end troops have quite fanciful tools.

Their elites make quite heavy use of plasma weaponry meant to burn through the tough skin and armor of extremely durable superhumans and inflict heavy burn damage on regenerators, as well as rail guns, cutting lasers, sonic weaponry, cryogenics, gyrojet weapons, smart bullets, and even magnetic devices. Elite troops tend to wear armor that is at least somewhat powered; and their robotic "Syndroids" range from cheap pieces of junk deployed en masse to overwhelm enemies or high end combatants who can go toe to toe with even high level heroes and villains. Their facilities also have a large number of security cameras, laser barriers, ceiling and wall kept turrets, and a large number of armed syndroids kept waiting inside of cells in the wall to ambush people who aren't supposed to be there.

The supers under their payroll (willing or otherwise) tend to wear heavily branded outfits for the company they work for, and have an offputtingly consumerist, mass produced vibe to them. They should give the impression of having rolled out of an assembly line rather than being individuals, products of a soulless machine only interested in profit and power.

Description:

If power corrupts and absolute power corrupts absolutely; and if money is power, then the Omega Syndicate must be corruption itself. A collection of corporations that started banding together in the (1920s? 1960s? 1980s? Sooner?) the Syndicate is interested in the advance of its profits, the expansion of its power at the expense of local governments and businesses outside its purview (to say nothing of individuals and NGOs), and eventually the subsumption of the world's economic output under the control of the Syndicate. The Syndicate has its fingers in everything, from mercenaries to diamonds to toys and even entertainment and software. The Syndicate is more than just its legions of Syndroids, Guards, Mercenaries, and Experiments however; it is corruption in all of its forms. Duffelbags full of money changing hands in the dead of night, lobbyists pushing for favorable legislation, media that constantly attacks anyone who suggests that the elite might be too powerful, sensationalized soundbites meant to distract rather than inform, and shady deals with unscrupulous characters.

The Syndicate is a body with many heads, and attempts to kill it have always run afoul of the Syndicate working hard to make sure that its various companies can not only cover their own tracks but each others. Each time someone thinks they've made a breakthrough in uncovering their dirty laundry, the other companies are quick to distance themselves and the company itself throws some scapegoats to the wolves and after the usual press releases; business continues as normal. The Syndicate has a rather unusual relationship with Titan city; as one of the lynchpins of the juggernaut of the East Coast megapolis economy, the Syndicate can't not have a presence there. And with such a high concentration of metahumans and all manner of unusual and rare items, there is great profit to be made there. But its heroes and villains are some of its most frequent problems; and the Syndicate has clashed with most of the other groups at play in Titan City at various points. At the same time, it has often lent its help to others (for the right price), and has been known to (rather grudgingly) offer help to heroes and villains or request help from them.

The Syndicate is quite interested in any technology and magic coming from other worlds, unearthed from the distant past, or discovered in alternate realities. Anything that hasn't been seen before is automatically near the top of the Syndicate's interest list.
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Re: Groups General Discussion

Unread postby Exo-Buster » Fri Jul 07, 2017 9:56 am

And now for Aliens.

Xan-Thar:

Territory:

The Xan-Thar Qor-Xahn are a nomadic force in the universe, while the Xan-Thar Xer-Zaar rule the Xan-Thar Purgation with an iron fist, with the Xan-Thar Kal-Uurk opposing them in their Alliance of Free Space

Criminal Activity:

The Xer-Zaar conquer whole societies without provocation or negotiations beyond demands to surrender and submit to the shield of present and future. The Qor-Xahn are guilty of countless acts of Xenocide in their quest to be the only living things in the universe.

Organization:

All three are arranged along military lines, though the Xer-Zaar include far more kinds of aliens among their number (that is to say, they have any members of other species in their presence at all) as part of their servant armies, while the Qor-Xahn make heavy use of robotic auxiliaries to go along with their own numbers as they exterminate all other life in the universe they come across. The Kul-Uurk instead are more equally distributed among their forces, being neither master nor servant.

Aesthetics:

The Xan-Thar themselves are a nonhumanoid alien species that bear significant resemblance to a cross of snakes, millipedes, and cephalopods. Long serpentine bodies end in tentacled heads while large numbers of limbs carry them around. Armoured bodies are covered in chitin and scales while four compound eyes sit at the end of flexible stalks to give them all around vision, to better engage in combat; they tend to wear more humanoid power suits that give them the appearance of squid headed insectoid humanois. Both varieties of Xan-Thar have especially Brutalist aesthetics to their ships and technology; with the Xer-Zaar preferring purples and blacks while the Qor-Xahn prefer Grey and Green colours, with the Kul-Uurk preferring Red and Blue. The assorted allied species of the Xer-Zaar are equipped to the standards of their empire, while the designs of the many kinds of robots used by the Qor-Xahn are made to be as versatile as possible. The Kul-Uurk are more ragtag and diverse, with more allowance of individuality among their forces and troops.

Description:

The Xan-Thar were once a much more peaceful people, albeit one that was significantly more territorial and solitary than humanity. They integrated well into the universal community and mingled with countless other species over thousands of years. This all changed however, when the sorcerous Illumis came to force them and many others under the thrall of their mind control. Not used to countering magic, the Xan-Thar soon fell under the thrall of the Illumis for thousands of years and their culture was steadily torn down as they were made into one of the Illumi slave races. However, three figures would eventually win freedom for the Xan-Thar; Qor-Xahn who figured out that the mind control magic used by the Illumi was dropped when the subject was in extreme pain due to mental feedback, Xer-Zaar who replicated this process via machinery, and Kul-Uurk who organized the rebellion against the Illumi. The Xan-Thar rose up and destroyed the Illumi Empire, but Qor-Xahn, Kul-Uurk and Xer-Zaar had a major break in philosophy afterwards. Qor-Xahn believed that for the Xan-Thar to never be slaves again; they must exterminate all other sapient life in the universe, while Xer-Zaar argued that instead the Xan-Thar should conquer and subjugate all other life forms under a great "benevolent empire".

Kul-Uurk rejected both paths and instead proposed that the Xan-Thar should ally themselves with and ingratiate themselves to other species, arguing that through being a benevolent force in the universe others would seek to aid them in times of need. Xer-Zaar named their path "the shield of present and future", Qor-Xahn "The Bearing of the Eternal Solace", and Kul-Uurk "The Sword of Hope Everlasting". Qor-Xahn would oversee the first eradication of a people by their faction; the complete eradication of the Umptri people and the sterilization of twenty worlds, while Xer-Zaar oversaw the conquest and subjugation of the Leptul Republic; encasing their worlds under serf shields as they chose to serve the Purgation as planetbound serfs rather than as combat servitors. Kul-Uurk negotiated an alliance with the Wuptin, securing their faction allies as the three factions of the sundered people came to meet over the homeworld of the Traminthi Republic. What began as heated words shared between three leaders who had helped oversee the fall of an evil empire and hoped to convince the other of the truth of their path became open war. Kul-Uurk to save, Xer-Zaar to conquer, and Qor-Xahn to destroy.

Part way through the war of philosophy, Kul-Uurk and Xer-Zaar agreed to a temporary truce against Qor-Xahn's forces; sending the annihilationist Qor-Xahn beyond the fringes of known space; told to return in a thousand rotations of the nearest star to the milky way's center to settle the issue later. Kul-Uurk and Xer-Zaar set up their base of operations in different parts of space; and for aeons they would fight continually; sometimes pausing to respect arcane codes of honor and try to debate the other into standing down, but they always seemed to end up back at war sooner or later. Eventually, Xer-Zaar and Kul-Uurk's forces would become aware of the Earth, and Xer-Zaar quickly came to believe that humanity needed to be subjugated for the sake of the Xan-Thar's freedom, while Kul-Uurk saw humanity as a potential ally against not just Xer-Zaar and Qor-Xahn, but also against other threats that lay beyond the war of philosophy. And eventually, word of humanity slipped to Qor-Xahn as the time of exile nears its end for the destroyers.

Theirs is a war for the fate of the stars, one of the deadliest that the local cluster has experienced in a very long time. And the first Xan-Thar forces have made landfall of the Earth as their war comes to our world; albeit in small scale actions as both try to set up special operations and prepare the earth for their plans. Perhaps of even more concern though, is that Qor-Xahn scout drones have been spotted within the solar system.

OOC Notes:

The primary influences for the Xan-Thar are the Autobots and Decepticons (more their divide) and the Ur-Quan from Star Control. Qor-Xahn I'd imagine would be more of a "big bad for everyone" kind of character/faction given that ultimately Qor-Xahn plans on wiping out all non Xan-Thar life in the entirety of the universe, while Kul-Uurk would be someone to join if you're interested in hero work, while Xer-Zaar is more the villain's option.

Xer-Zaar, Qor-Xahn, and Kul-Uurk all used to be best friends too. Zer-Zaar and Kul-Uurk's relationship is explicitly based on Megatron and Optimus' in particular.

And the even weirder thing is that Xer-Zaar and Qor-Xahn I intend to be extremely polite and affable. They do what they do not out of malice, but out of a belief in that what they do is necessary.
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Re: Groups General Discussion

Unread postby Golden Girl » Fri Jul 07, 2017 11:10 pm

At this stage of the game's development we already have a lot of our groups and characters in place - including corporations and aliens - but there are always still openings left for adding in newer ideas to be incorporated into the frameworks that we've mapped out.
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