thebigfella
B all N all
NEW OASIS
MONOCHROME DREAMS
NOIR & ANIME INSPIRED
SUPER-POWERED
GANG WARS
Smith
"This world is full of mysteries.
Takes more than one man to solve them all. I'm putting together the pieces of a big puzzle, and it might not be finished in time. But I'm leaving my notes here, with the hopes that one day, the full story will reach you."
Takes more than one man to solve them all. I'm putting together the pieces of a big puzzle, and it might not be finished in time. But I'm leaving my notes here, with the hopes that one day, the full story will reach you."
- 「 BASICS 」NEW OASIS”New Oasis. 1942. That's where all of this began. New Oasis was, and still is, finding her gams. A city of potential is what everyone liked to call it. Amestria's poster child, growing bigger by the day. People come miles around just to get their hands into the pie while it's still warm. Most of what you'll find is concrete and metal, smoke and smog hangs in the air like a fog in some of the more industrial areas. No difference to me, I already smoke.
This city is made up of five wards. Four of them, named and positioned just as they would be on a compass, sure that's real pleasing to the anchor clankers. The four main wards are North, East, South, and West. They all got their own spices of life, all serve their different cup of joe in the morn'. North is where everyone goes for the jobs, sprawling with factories. The South is where you go for fun, go ahead and do the jitterbug, meet a call-girl, get your fix. You'll be right at home. East and West are more residential areas, but the difference is night and day. The West is filled with the glitterati, the fat cats. Joes like us stick to the East.
Each of these Wards became home of the four gangs that decided to mosey their way in, their business and actions changing the people and things around them quicker than you can blink. The only place left mostly untouched by them is the Central Ward. Mostly because there ain't anything of worth yet, just towers of concrete and metal, the beginnings of the massive construction project that would define New Oasis' future.
The four gangs, they ain't from here. They're after New Oasis turf, and decided to use it as a battleground. Guroko Asssociation, yakuza from Sankai made themselves home in the South. Chrysanthemum Hydras, triads from Shangri-la, begrudgingly took the East. Northern Star Syndicate, Ruthenian Bratva, unsurprisingly, slotted into the North. The Trevisani FamiglIa, the Fusillian mafia took their place in the West, stickin' with what they knew best, money. No one was ready for 'em, nowhere close to having the law enforcement to deal with some of the biggest crime organizations in the world at our doorstep. So, they took over, and just about everything eventually came under their thumb.
I'm gettin' ahead of myself. You want to know more, then keep flipping through the pages. Dig through my notes, and you just might find what you're lookin' for."
A WORLD OF POTENTIALHumans with Potential (HP) are spread all over the world, the current time making their origins and statistics mostly unknowable. Some suspect that HPs make up 6% of the population while some numbers go as high as 15%, but this is all just guess work as no one understands what a potential really is, or where it even comes from. The most common and accepted explanation is the one found by Dr. Norbert Heidrich, who's research has found that potentials are a genetic deformity that some children are born with, the chances of it happening increasing when the mother does things such as smokes or drinks while pregnant. He also states that potentials are directly correlated to other health and metal related problems. He has been testing numerous methods to cure HPs, and lobotomies seem to have the best effect so far.
Because of all the scientific mystery surrounding HPs, they are treated socially as an impairment in most developed countries. Many women have broken down in tears learning their children are HPs, most HPs doomed to never have a normal life. While many places try to raise HPs somewhat normally, putting them in HP only classes or HP only schools, there are many places that take HPs and put them in clinics to test medicines and treatments to try and cure them. If an HP makes it to adulthood, they don't escape this scrutiny, when a crime happens that has some unexplainable mystery, HPs are usually the first suspects. People will directly avoid people who have clear signs of being an HP on the street. The world is not kind to HPs, so it is not a surprise so many of them have turned to crime among fellow HPs. The New Oasis territory has yet to fall prey to the mindset of the rest of the world, mostly in part to the fact that it has a higher amount of HPs per capita compared to any other place in the world, to the point many HPs have gone to New Oasis to escape persecution.
Humans with Potential (HPs) are born with supernatural enhancements, the most of them just get things like enhanced strength, speed, durability. But, even more rarer are the ones with special abilities. Some move at astonishing speeds, others manipulate matter with a mere thought. Just one of them can be enough to bring a whole city to its knees if uncontested.
Currently there are five accepted types of Potentialities, which have more-or-less categorized Potentialities by their presentation, though they are by no means an exhaustive list, and often-times Potentialities may belong to one, two, or more different categories simultaneously. The five Potentials are:
PHYSIK
Physical enhancements with a condition belong here, including but not limited to super strength, super speed. They are by comparison the most simplistic variation.
CHIMERIC
Transformations and alterations of normal human biology, either temporarily or permanently, belong here. Potentialities concerning shape-shifting, animal chimerism, and the like would belong in the Chimeric category.
ETHER
This type of Potentiality deals in the creation of either matter or energy that comes ostensibly from nothing. Ethereal HPs can command elemental forces of fire, ice, or lightning among countless others.
ALCHEMIC
HPs with the power to transmute and manipulate existing matter are called Alchemical. Most broadly, this can include telekinesis, or more specifically, manipulation of specific pre-existng elements or states of matter.
IRREGULAR
The fifth and final category exists to lay claim over any Potentiality that does not fit neatly into one or many of the above categories. There is little that links one Irregular Potentiality to another outside of their rejection of the common understanding.
COMBAT SYSTEMWhile this roleplay may mostly focus on slice of life and scenes of theming, there will have plenty of action and fights. To that end, we’ve created a combat system that strives to make interactions that are fun, and fair, and logical. While we would prefer—and in most cases, highly encourage—players to discuss any-and-all combat-related topics ahead of time, and keep open lines of communication, via OOC channels, we felt that a framework was necessary to help ground the action of the roleplay while also giving OCs a chance to shine, and in some cases, surprise us.
Outcomes of fights will be determine either by pre-agreed upon ending conditions in OOC, with all involved parties’ sign-off, or if the players prefer, via dice-roll. - 「 MORE 」GANG ORGANIZATIONEach gang has their own different structure of ranks, different beliefs and thoughts to what beholds a person to power.
Power Structure: The Guroko Association Chairman holds the only words that can control all of the families, regarded for his knowledge and wisdom he advises them all, and they all listen. From there, each family varies in size, age, and values, but each one is run by their own Patriarch (or Matriarch). Right below the Patriarch is their family Captain who acts as their right-hand and runs their own family subsidiary, and even further below that is their Lieutenants who also have their own families. The leadership clearly trickles down, and all families follow similar structure. While no family is regarded higher than the other, it's normal courtesy to respect elders and bigger earners.
Rank Structure: Infused with the power structure is the rank structure, the Chairman is the highest rank of them all, followed behind by a family Patriarch, becoming one isn't easy and usually takes years of hard work after splitting off from a previous family, or working up the ranks up until you take control of the one you were previously just a member of, Captains and Lieutenants all follow this same train, just further behind on the tracks. Besides the big hitters, there's also the little guys, the Members of the gang lack any specific naming conventions, but they may show respect for each other with titles like "Kyodai" and "Aniki".Power Structure: Unsurprisingly, being a Hydra, the gang is made up of many heads, they sprout up at random and bite at each other just as unpredictably. That is to say, there is no real power structure among the Hydras. Strength commands all, and the definition of such will be different between person to person. Some follow behind powerful Headhunters who share their views, while others try to form their own path. The gang is made up of many small factions, who are always at threat at tearing each other apart with constantly shifting allegiances, some even forge factions and act entirely on their own interests, only tied to the group for their own personal reasons. The heads of the Hydra only point their heads in the same direction when something threatens to destroy the body.
Rank Structure: The Hydras lacking in a formal structure finds their ranks determined by infamy, power demands respect, and those respected the most are the Headhunters, members who have thousands of kills on their belts, bounties on their head in the thousands to the millions. They strike fear to whoever they come across, or bewilder those who are unfortunate enough to hold conversation with directly. They are few and far between, many Hydras never living long enough to reach such a level of acclaim, but each one is said to be 100 men strong, human weapons of war. Unofficially, Headhunters who lead their own factions have been coined as Headmasters, but it is controversial among many who detest the title. Before a Hydra can try to be a Headhunter they start out with a title that matches their job, whether that be an Assassin, Bounty Hunter, Doctor, Market Dealer, or whatever blood-soaked business the Hydras get involved with.Power Structure: A bunch of smaller families make up the Trevisani Famiglia, but the main family rules above them all. The leader of the Trevisani Famiglia, the capo di tutti capi, the boss of all bosses, commands all members. Their orders are absolute, undeniable, and to be carried out by all the underbosses who are within their organization. The power structure of the family is very rigid for this reason, Dons, the underbosses control each of their own family members, the Dons usually have their Second-In-Command right next to them, and both of them control the Guardians of their family, who handle all the grunt work. While families might compete and go against each other, they are forbidden from getting into wars with each other, troublesome families won't take long to have themselves culled from orders of the capo. Since no outward fighting is allowed, many families resort in more sneaky and backstabbing tactics to go against other families.
Rank Structure: Rank structures among the families within the mafia have been entirely formalized, each family following the same structure. At the top of the family stands the Don (Capo for the main family). The Don has their Second-In-Command who acts as their most trusted confidant and holds controlling power similar to their Don. The grunts who follow their orders are Guardians of the family. Among Guardians, there is no official structural hierarchy, but basic manners consist of respecting older members and ones born of higher status such as being related to important members of the Famiglia, those who are disrespectful will usually find themselves punished, no matter what their rank.Power Structure: Among the numerous crime syndicates, the Northern Star is the most lax out of any of them. As there is only One Star, there is only one boss. The leader's rule is law, and anything they command is a demand that no one would dare not heed. Anyone who acts against their commands is an enemy, no matter what their reasons may be. Besides the staunch dictatorship, the Northern Star is one of the most free in terms of how they operate, no one is above anyone else in any staunch power imbalance, rather its a general conscious that favors the more experienced members who showcase they're trustworthy. Because the lack of specific rules, the gang as a whole never usually takes action unless directly ordered.
Rank Structure: As Northern Star doesn't operate with specific ranks and roles, the only distinction between members is whether or not they are a Veteran or a Rookie. Veterans have been in the gang for around 3 years at the least, and usually have a star with at least 7 points, indicating they have had one major moment while in the gang, but this isn't always the case. Rookies and Veterans are both on equal terms, and its their accolades that usually correlate to the respect they receive in the gang.
GANG ROSTER- UNKNOWN
GUROKO ASSOCIATION || ????
??? / ?? / ???
Member of the Guroko AssociationAttention required.
- UNKNOWN
CHRYSANTHEMUM HYDRAS || ???
??? / ?? / ???
Member of the Chrysanthemum Hydras.Attention required. - UNKNOWN
TREVISANI FAMIGLIA || ?????
??? / ?? / ???
Member of the Trevisani FamigliaAttention required. - UNKNOWN
NORTHERN STAR SYNDICATE || ????
??? / ?? / ???
Member of the Northern Star Syndicate.Attention required.
- 「 RULES 」GM INTRO
THEBIGFELLA is here.
Enter: New Oasis: Monochrome Dream
As the name suggests, if you're in the know, this is a spinoff of New Oasis: Four Heavenly Kings. Though, no knowledge of the original needs to be had for this roleplay, as the only similarity they share is HPs and location. Both of which, have been slightly modified as this is an alternate universe of the current lore.
The question is, what to expect? This RP won't be all grit and gloom, despite its noir inspiration there will be times of reprieve where things get relaxed, comedic, or generally anime-y. Though, the focus is mainly to tell an enthralling story where everyone's characters gets to be a major player in all the congruent moving parts. Since this is an anime inspired RP with superpowers, don't expect too much realism, while there will be some more bitter sweetness and black punch than other types of anime-inspired romps, the "Rule of Cool" still applies in spades.
Fair warning, this is my first (and my co-gms first) time running something like this, so work with me and expect some hiccups along the way.
OOC RULES1. Don’t be a dick.
- Treat everyone with respect. If you can’t be civil you’re out. No one has time for all that.
- If a disagreement breaks out because of an in-story thing GMs will make the final call on the decision if it can’t be dice-rolled.
2. Absolutely no godmodding. You won’t get many warnings with this one.
- This includes any moving of characters without asking OOC.
- This includes any implying that a character did something or didn’t do something without asking if that’s how they would react.
- If a post can’t be finished without knowing what another player would do then ask them or turn it into a collab.
- If you have been given a warning your post is void until the godmodding has been removed and will be tossed back to you in a PM before being deleted from the thread.
- If we do not immediately catch that you have been godmodded please pm us.
3. Dice rolls are meant to be supplementary not the standard.
- Don’t roll until you are planning to end the fight.
4. Discord is required.
- Since much supplementary information and OOC discussion and planning will be done via Discord communication, it is a necessity to properly take part in the RP to its proper extent.
ROLEPLAY RULES1. Players will start with a 1 character cap until it is decided by the GMs that a Player is suitable to hold more.
- As this RP will be mainly GM guided, ensuring that there's a curated control on the amount of characters is prominent. As we watch the story progress and see how people handle it, we will allow more slots to individuals.
2. Post Minimums: Rolling Number.
- Minimums will be decided based on certain factors, (Scene Progress, Importance, Amount of characters in the scene, etc) The minimum will never be less than 1 week (which is worst case scenario).
- A player holding more characters will have to deal with more post minimums.
- This will not be counted against you if you have mentioned having to be away or if it’s a holiday week.
- The RP will follow Arcs, which will feature a selection of scenes sometimes, at a minimum one of your characters must be in one scene.
3. Character Deaths
- Any decision around character deaths will be solely the creating player's decision. The only exception would potentially be in the case of them being a gang spy and getting their cover blown at an inopportune moment.
- If you want to work it out that one of your characters dies or sacrifices something to achieve something or tip some scales, etc., feel free to discuss it with the GMs.
- Upon a character's player leaving the RP, the fate of that character will be left up to the GMs.
4. Gang Spies, Traitors, and Police.
- You can always be a traitor. But understand this one comes with dangerous consequences.
- You can choose to do this privately without other player characters knowing.
- Police Characters are not allowed, as the current police power on New Oasis makes them non-combatant in the grand scheme.
5. Civilians/Non-Gang Affiliates/Non-HPs.
- Not an option for player characters.
- Can be used as npcs, i.e. family members/friends of gang affiliated OCs.
「 BASICS 」
「 MORE 」
「 RULES 」
OST 1 — MAIN THEME
GUROKO ASSOCIATION
The Guroko Association is a massive fellowship of numerous yakuza families hailing from Sankai. They are one of the few crime organizations around that still uphold old values of honor and respect. They are bound by their code, something every member swears into and most honor that ties the members to the association's values. Among the different gangs, Guroko Association is the most kind, as their goals ultimately is to stimulate business, they do not steal from the everyday man, they don't disrupt harmony, and they seek to act chivalrously. They are businessmen first and foremost, but do not mistake their well-mannered behavior for weakness. The numerous families that make up that association are allies, but they're all looking for a chance to rise up the ranks.
CHRYSANTHEMUM HYDRAS
The powerhouse originating from Shangri-la, the Chrysanthemum Hydras are triads who are infamous for their unpredictability and brutality. Their members thrive on fearless brutality to all those who get in their way. From assassination to slaughter, they are filled who seek to spill the blood of their enemies. Such mentality is just as prominent in the gang itself, a mindset based on the idea that acting vicious is the only way to bring true worth to ones inner beauty, the protection of the fragile aspects of empathy and kindness. Among Hydras, they only show their true feelings to those they trust the most, everyone else has no choice but to watch out for their vicious jaws.
TREVISANI FAMIGLIA
The name Trevisani is one name that is hard to forget. The oldest crime family around, and suspected to be the largest in the world, its small start as a single group has drastically changed as it grew larger, absorbing numerous famiglie into its own ranks as it took over all of Fusilli. Their prominence has the entire country under their thumb, their influence felt in different places all over the world. Their systems are based not on things such as honor or belief, the simple basics of "worth" decides ones power. The massive size of the organization and the many families that make it up means that the family is ripe with competition, no famiglia under the Trevisani is held above each other, putting all of them on equal ground, the only absolute orders come from members of the main Trevnisani Famiglia, which no one dares to go against.
NORTHERN STAR SYNDICATE
The biggest figure of the Ruthenian Bratva, marked by their start tattoos that marks their true members. The six pointed star is the basis for what they believe represents the basic steps every person abides by, the "Six Paths". Older members can be identified by the number of points on their tattoos, its common for Northern Star members to add an extra point to their start tattoo after important moments of their life, indicating a new path has opened for them.
NEW OASIS:
”New Oasis. 1942. That's where all of this began. New Oasis was, and still is, finding her gams. A city of potential is what everyone liked to call it. Amestria's poster child, growing bigger by the day. People come miles around just to get their hands into the pie while it's still warm. Most of what you'll find is concrete and metal, smoke and smog hangs in the air like a fog in some of the more industrial areas. No difference to me, I already smoke.
This city is made up of five wards. Four of them, named and positioned just as they would be on a compass, sure that's real pleasing to the anchor clankers. The four main wards are North, East, South, and West. They all got their own spices of life, all serve their different cup of joe in the morn'. North is where everyone goes for the jobs, sprawling with factories. The South is where you go for fun, go ahead and do the jitterbug, meet a call-girl, get your fix. You'll be right at home. East and West are more residential areas, but the difference is night and day. The West is filed with the glitterati, the fat cats. Joes like us stick to the East.
Each of these Wards became home of the four gangs that decided to mosey their way in, their business and actions changing the people and things around them quicker than you can blink. The only place left mostly untouched by them is the Central Ward. Mostly because there ain't anything of worth yet, just towers of concrete and metal, the beginnings of the massive construction project that would define New Oasis' future.
The four gangs, they ain't from here. They're after New Oasis turf, and decided to use it as a battleground. Guroko Asssociation, yakuza from Sankai made themselves home in the South. Chrysanthemum Hydras begrudgingly took the East. Northern Star Syndicate, unsurprisingly, slotted into the North. The Trevisani FamiglIa, the Fusillian mafia took their place in the West, stickin' with what they knew best, money. No one was ready for 'em, nowhere close to having the law enforcement to deal with some of the biggest crime organizations in the world at our doorstep. So, they took over, and just about everything eventually came under their thumb.
I'm gettin' ahead of myself. You want to know more, then keep flipping through the pages. Dig through my notes, and you just might find what you're lookin' for."
A WORLD OF POTENTIAL
Humans with Potential (HP) are spread all over the world, the current time making their origins and statistics mostly unknowable. Some suspect that HPs make up 6% of the population while some numbers go as high as 15%, but this is all just guess work as no one understands what a potential really is, or where it even comes from. The most common and accepted explanation is the one found by Dr. Norbert Heidrich, who's research has found that potentials are a genetic deformity that some children are born with, the chances of it happening increasing when the mother does things such as smokes or drinks while pregnant. He also states that potentials are directly correlated to other health and metal related problems. He has been testing numerous methods to cure HPs, and lobotomies seem to have the best effect so far.
Because of all the scientific mystery surrounding HPs, they are treated socially as an impairment in most developed countries. Many women have broken down in tears learning their children are HPs, most HPs doomed to never have a normal life. While many places try to raise HPs somewhat normally, putting them in HP only classes or HP only schools, there are many places that take HPs and put them in clinics to test medicines and treatments to try and cure them. If an HP makes it to adulthood, they don't escape this scrutiny, when a crime happens that has some unexplainable mystery, HPs are usually the first suspects. People will directly avoid people who have clear signs of being an HP on the street. The world is not kind to HPs, so it is not a surprise so many of them have turned to crime among fellow HPs. The New Oasis territory has yet to fall prey to the mindset of the rest of the world, mostly in part to the fact that it has a higher amount of HPs per capita compared to any other place in the world, to the point many HPs have gone to New Oasis to escape persecution.
Humans with Potential (HPs) are born with supernatural enhancements, the most of them just get things like enhanced strength, speed, durability. But, even more rarer are the ones with special abilities. Some move at astonishing speeds, others manipulate matter with a mere thought. Just one of them can be enough to bring a whole city to its knees if uncontested.
Currently there are five accepted types of Potentialities, which have more-or-less categorized Potentialities by their presentation, though they are by no means an exhaustive list, and often-times Potentialities may belong to one, two, or more different categories simultaneously. The five Potentials are:
COMBAT SYSTEM
While this roleplay may mostly focus on slice of life and scenes of theming, there will have plenty of action and fights. To that end, we’ve created a combat system that strives to make interactions that are fun, and fair, and logical. While we would prefer—and in most cases, highly encourage—players to discuss any-and-all combat-related topics ahead of time, and keep open lines of communication, via OOC channels, we felt that a framework was necessary to help ground the action of the roleplay while also giving OCs a chance to shine, and in some cases, surprise us.
Outcomes of fights will be determine either by pre-agreed upon ending conditions in OOC, with all involved parties’ sign-off, or if the players prefer, via dice-roll.
GANG ORGANIZATION
Each gang has their own different structure of ranks, different beliefs and thoughts to what beholds a person to power.
GM INTRO
THEBIGFELLA is here.
Enter: New Oasis: Monochrome Dream
As the name suggests, if you're in the know, this is a spinoff of New Oasis: Four Heavenly Kings. Though, no knowledge of the original needs to be had for this roleplay, as the only similarity they share is HPs and location. Both of which have been slightly modified as this is an alternate universe of the current lore.
The question is, what to expect? This RP won't be all grit and gloom, despite its noir inspiration there will be times of reprieve where things get relaxed, comedic, or generally anime-y. Though, the focus is mainly to tell an enthralling story where everyone's characters get to be a major player in all the congruent moving parts. Since this is an anime inspired RP with superpowers, don't expect too much realism, while there will be some more bitter sweetness and black punch than other types of anime-inspired romps, the "Rule of Cool" still applies in spades.
Fair warning, this is my first (and my co-gms first) time running something like this, so work with me and expect some hiccups along the way.
GM Team:
thebigfella , @miki
OOC RULES
1. Don’t be a dick.
- Treat everyone with respect. If you can’t be civil you’re out. No one has time for all that.
- If a disagreement breaks out because of an in-story thing, GMs will make the final call on the decision if it can’t be dice-rolled.
2. Absolutely no godmodding. You won’t get many warnings with this one.
- This includes any moving of characters without asking OOC.
- This includes any implying that a character did something or didn’t do something without asking if that’s how they would react.
- If a post can’t be finished without knowing what another player would do then ask them or turn it into a collab.
- If you have been given a warning your post is void until the godmodding has been removed and will be tossed back to you in a PM before being deleted from the thread.
- If we do not immediately catch that you have been godmodded please pm us.
3. Dice rolls are meant to be supplementary not the standard.
- Don’t roll until you are planning to end the fight.
4. Discord is required.
- Since much supplementary information and OOC discussion and planning will be done via Discord communication, it is a necessity to properly take part in the RP to its proper extent.
ROLEPLAY RULES
1. Players will start with a 1 character cap until it is decided by the GMs that a Player is suitable to hold more.
- As this RP will be mainly GM guided, ensuring that there's a curated control on the amount of characters is prominent. As we watch the story progress and see how people handle it, we will allow more slots to individuals.
2. Post Minimums: Rolling Number.
- Minimums will be decided based on certain factors, (Scene Progress, Importance, Amount of characters in the scene, etc) The minimum will never be less than 1 week (which is worst case scenario).
- A player holding more characters will have to deal with more post minimums.
- This will not be counted against you if you have mentioned having to be away or if it’s a holiday week.
- The RP will follow Arcs, which will feature a selection of scenes sometimes, at a minimum one of your characters must be in one scene.
3. Character Deaths
- Any decision around character deaths will be solely the creating player's decision. The only exception would potentially be in the case of them being a gang spy and getting their cover blown at an inopportune moment.
- If you want to work it out that one of your characters dies or sacrifices something to achieve something or tip some scales, etc., feel free to discuss it with the GMs.
- Upon a character's player leaving the RP, the fate of that character will be left up to the GMs.
4. Gang Spies, Traitors, and Police.
- You can always be a traitor. But understand this one comes with dangerous consequences.
- You can choose to do this privately without other player characters knowing.
- Police Characters are not allowed, as the current police power on New Oasis makes them non-combatant in the grand scheme.
5. Civilians/Non-Gang Affiliates/Non-HPs.
- Not an option for player characters.
- Can be used as npcs, i.e. family members/friends of gang affiliated OCs.
The Guroko Association is a massive fellowship of numerous yakuza families hailing from Sankai. They are one of the few crime organizations around that still uphold old values of honor and respect. They are bound by their code, something every member swears into and most honor that ties the members to the association's values. Among the different gangs, Guroko Association is the most kind, as their goals ultimately is to stimulate business, they do not steal from the everyday man, they don't disrupt harmony, and they seek to act chivalrously. They are businessmen first and foremost, but do not mistake their well-mannered behavior for weakness. The numerous families that make up that association are allies, but they're all looking for a chance to rise up the ranks.
The powerhouse originating from Shangri-la, the Chrysanthemum Hydras are triads who are infamous for their unpredictability and brutality. Their members thrive on fearless brutality to all those who get in their way. From assassination to slaughter, they are filled who seek to spill the blood of their enemies. Such mentality is just as prominent in the gang itself, a mindset based on the idea that acting vicious is the only way to bring true worth to ones inner beauty, the protection of the fragile aspects of empathy and kindness. Among Hydras, they only show their true feelings to those they trust the most, everyone else has no choice but to watch out for their vicious jaws.
The name Trevisani is one name that is hard to forget. The oldest crime family around, and suspected to be the largest in the world, its small start as a single group has drastically changed as it grew larger, absorbing numerous famiglie into its own ranks as it took over all of Fusilli. Their prominence has the entire country under their thumb, their influence felt in different places all over the world. Their systems are based not on things such as honor or belief, the simple basics of "worth" decides ones power. The massive size of the organization and the many families that make it up means that the family is ripe with competition, no famiglia under the Trevisani is held above each other, putting all of them on equal ground, the only absolute orders come from members of the main Trevnisani Famiglia, which no one dares to go against.
The biggest figure of the Ruthenian Bratva, marked by their start tattoos that marks their true members. The six pointed star is the basis for what they believe represents the basic steps every person abides by, the "Six Paths". Older members can be identified by the number of points on their tattoos, its common for Northern Star members to add an extra point to their start tattoo after important moments of their life, indicating a new path has opened for them.
There’s also the occasional unlucky soul who bets too much, owes too much to pay it all down. For these, the down-on-their-luck sort, the Tiger may offer a deal. A sort-of… Indenture. Time in exchange for wiping clean a slate full of debt. Some of the recruits even manage to pay their way into real power. Eventually.
”New Oasis. 1942. That's where all of this began. New Oasis was, and still is, finding her gams. A city of potential is what everyone liked to call it. Amestria's poster child, growing bigger by the day. People come miles around just to get their hands into the pie while it's still warm. Most of what you'll find is concrete and metal, smoke and smog hangs in the air like a fog in some of the more industrial areas. No difference to me, I already smoke.
This city is made up of five wards. Four of them, named and positioned just as they would be on a compass, sure that's real pleasing to the anchor clankers. The four main wards are North, East, South, and West. They all got their own spices of life, all serve their different cup of joe in the morn'. North is where everyone goes for the jobs, sprawling with factories. The South is where you go for fun, go ahead and do the jitterbug, meet a call-girl, get your fix. You'll be right at home. East and West are more residential areas, but the difference is night and day. The West is filed with the glitterati, the fat cats. Joes like us stick to the East.
Each of these Wards became home of the four gangs that decided to mosey their way in, their business and actions changing the people and things around them quicker than you can blink. The only place left mostly untouched by them is the Central Ward. Mostly because there ain't anything of worth yet, just towers of concrete and metal, the beginnings of the massive construction project that would define New Oasis' future.
The four gangs, they ain't from here. They're after New Oasis turf, and decided to use it as a battleground. Guroko Asssociation, yakuza from Sankai made themselves home in the South. Chrysanthemum Hydras begrudgingly took the East. Northern Star Syndicate, unsurprisingly, slotted into the North. The Trevisani FamiglIa, the Fusillian mafia took their place in the West, stickin' with what they knew best, money. No one was ready for 'em, nowhere close to having the law enforcement to deal with some of the biggest crime organizations in the world at our doorstep. So, they took over, and just about everything eventually came under their thumb.
I'm gettin' ahead of myself. You want to know more, then keep flipping through the pages. Dig through my notes, and you just might find what you're lookin' for."
A WORLD OF POTENTIAL
Humans with Potential (HP) are spread all over the world, the current time making their origins and statistics mostly unknowable. Some suspect that HPs make up 6% of the population while some numbers go as high as 15%, but this is all just guess work as no one understands what a potential really is, or where it even comes from. The most common and accepted explanation is the one found by Dr. Norbert Heidrich, who's research has found that potentials are a genetic deformity that some children are born with, the chances of it happening increasing when the mother does things such as smokes or drinks while pregnant. He also states that potentials are directly correlated to other health and metal related problems. He has been testing numerous methods to cure HPs, and lobotomies seem to have the best effect so far.
Because of all the scientific mystery surrounding HPs, they are treated socially as an impairment in most developed countries. Many women have broken down in tears learning their children are HPs, most HPs doomed to never have a normal life. While many places try to raise HPs somewhat normally, putting them in HP only classes or HP only schools, there are many places that take HPs and put them in clinics to test medicines and treatments to try and cure them. If an HP makes it to adulthood, they don't escape this scrutiny, when a crime happens that has some unexplainable mystery, HPs are usually the first suspects. People will directly avoid people who have clear signs of being an HP on the street. The world is not kind to HPs, so it is not a surprise so many of them have turned to crime among fellow HPs. The New Oasis territory has yet to fall prey to the mindset of the rest of the world, mostly in part to the fact that it has a higher amount of HPs per capita compared to any other place in the world, to the point many HPs have gone to New Oasis to escape persecution.
Humans with Potential (HPs) are born with supernatural enhancements, the most of them just get things like enhanced strength, speed, durability. But, even more rarer are the ones with special abilities. Some move at astonishing speeds, others manipulate matter with a mere thought. Just one of them can be enough to bring a whole city to its knees if uncontested.
Currently there are five accepted types of Potentialities, which have more-or-less categorized Potentialities by their presentation, though they are by no means an exhaustive list, and often-times Potentialities may belong to one, two, or more different categories simultaneously. The five Potentials are:
PHYSIK
Physical enhancements with a condition belong here, including but not limited to super strength, super speed. They are by comparison the most simplistic variation.
CHIMERIC
Transformations and alterations of normal human biology, either temporarily or permanently, belong here. Potentialities concerning shape-shifting, animal chimerism, and the like would belong in the Chimeric category.
ETHER
This type of Potentiality deals in the creation of either matter or energy that comes ostensibly from nothing. Ethereal HPs can command elemental forces of fire, ice, or lightning among countless others.
ALCHEMIC
HPs with the power to transmute and manipulate existing matter are called Alchemical. Most broadly, this can include telekinesis, or more specifically, manipulation of specific pre-existng elements or states of matter.
IRREGULAR
The fifth and final category exists to lay claim over any Potentiality that does not fit neatly into one or many of the above categories. There is little that links one Irregular Potentiality to another outside of their rejection of the common understanding.
Physical enhancements with a condition belong here, including but not limited to super strength, super speed. They are by comparison the most simplistic variation.
CHIMERIC
Transformations and alterations of normal human biology, either temporarily or permanently, belong here. Potentialities concerning shape-shifting, animal chimerism, and the like would belong in the Chimeric category.
ETHER
This type of Potentiality deals in the creation of either matter or energy that comes ostensibly from nothing. Ethereal HPs can command elemental forces of fire, ice, or lightning among countless others.
ALCHEMIC
HPs with the power to transmute and manipulate existing matter are called Alchemical. Most broadly, this can include telekinesis, or more specifically, manipulation of specific pre-existng elements or states of matter.
IRREGULAR
The fifth and final category exists to lay claim over any Potentiality that does not fit neatly into one or many of the above categories. There is little that links one Irregular Potentiality to another outside of their rejection of the common understanding.
COMBAT SYSTEM
While this roleplay may mostly focus on slice of life and scenes of theming, there will have plenty of action and fights. To that end, we’ve created a combat system that strives to make interactions that are fun, and fair, and logical. While we would prefer—and in most cases, highly encourage—players to discuss any-and-all combat-related topics ahead of time, and keep open lines of communication, via OOC channels, we felt that a framework was necessary to help ground the action of the roleplay while also giving OCs a chance to shine, and in some cases, surprise us.
Outcomes of fights will be determine either by pre-agreed upon ending conditions in OOC, with all involved parties’ sign-off, or if the players prefer, via dice-roll.
GANG ORGANIZATION
Each gang has their own different structure of ranks, different beliefs and thoughts to what beholds a person to power.
Power Structure: The Guroko Association Chairman holds the only words that can control all of the families, regarded for his knowledge and wisdom he advises them all, and they all listen. From there, each family varies in size, age, and values, but each one is run by their own Patriarch (or Matriarch). Right below the Patriarch is their family Captain who acts as their right-hand and runs their own family subsidiary, and even further below that is their Lieutenants who also have their own families. The leadership clearly trickles down, and all families follow similar structure. While no family is regarded higher than the other, it's normal courtesy to respect elders and bigger earners.
Rank Structure: Infused with the power structure is the rank structure, the Chairman is the highest rank of them all, followed behind by a family Patriarch, becoming one isn't easy and usually takes years of hard work after splitting off from a previous family, or working up the ranks up until you take control of the one you were previously just a member of, Captains and Lieutenants all follow this same train, just further behind on the tracks. Besides the big hitters, there's also the little guys, the Members of the gang lack any specific naming conventions, but they may show respect for each other with titles like "Kyodai" and "Aniki".
Rank Structure: Infused with the power structure is the rank structure, the Chairman is the highest rank of them all, followed behind by a family Patriarch, becoming one isn't easy and usually takes years of hard work after splitting off from a previous family, or working up the ranks up until you take control of the one you were previously just a member of, Captains and Lieutenants all follow this same train, just further behind on the tracks. Besides the big hitters, there's also the little guys, the Members of the gang lack any specific naming conventions, but they may show respect for each other with titles like "Kyodai" and "Aniki".
Power Structure: Unsurprisingly, being a Hydra, the gang is made up of many heads, they sprout up at random and bite at each other just as unpredictably. That is to say, there is no real power structure among the Hydras. Strength commands all, and the definition of such will be different between person to person. Some follow behind powerful Headhunters who share their views, while others try to form their own path. The gang is made up of many small factions, who are always at threat at tearing each other apart with constantly shifting allegiances, some even forge factions and act entirely on their own interests, only tied to the group for their own personal reasons. The heads of the Hydra only point their heads in the same direction when something threatens to destroy the body.
Rank Structure: The Hydras lacking in a formal structure finds their ranks determined by infamy, power demands respect, and those respected the most are the Headhunters, members who have thousands of kills on their belts, bounties on their head in the thousands to the millions. They strike fear to whoever they come across, or bewilder those who are unfortunate enough to hold conversation with directly. They are few and far between, many Hydras never living long enough to reach such a level of acclaim, but each one is said to be 100 men strong, human weapons of war. Unofficially, Headhunters who lead their own factions have been coined as Headmasters, but it is controversial among many who detest the title. Before a Hydra can try to be a Headhunter they start out with a title that matches their job, whether that be an Assassin, Bounty Hunter, Doctor, Market Dealer, or whatever blood-soaked business the Hydras get involved with.
Rank Structure: The Hydras lacking in a formal structure finds their ranks determined by infamy, power demands respect, and those respected the most are the Headhunters, members who have thousands of kills on their belts, bounties on their head in the thousands to the millions. They strike fear to whoever they come across, or bewilder those who are unfortunate enough to hold conversation with directly. They are few and far between, many Hydras never living long enough to reach such a level of acclaim, but each one is said to be 100 men strong, human weapons of war. Unofficially, Headhunters who lead their own factions have been coined as Headmasters, but it is controversial among many who detest the title. Before a Hydra can try to be a Headhunter they start out with a title that matches their job, whether that be an Assassin, Bounty Hunter, Doctor, Market Dealer, or whatever blood-soaked business the Hydras get involved with.
Power Structure: A bunch of smaller families make up the Trevisani Famiglia, but the main family rules above them all. The leader of the Trevisani Famiglia, the capo di tutti capi, the boss of all bosses, commands all members. Their orders are absolute, undeniable, and to be carried out by all the underbosses who are within their organization. The power structure of the family is very rigid for this reason, Dons, the underbosses control each of their own family members, the Dons usually have their Second-In-Command right next to them, and both of them control the Guardians of their family, who handle all the grunt work. While families might compete and go against each other, they are forbidden from getting into wars with each other, troublesome families won't take long to have themselves culled from orders of the capo. Since no outward fighting is allowed, many families resort in more sneaky and backstabbing tactics to go against other families.
Rank Structure: Rank structures among the families within the mafia have been entirely formalized, each family following the same structure. At the top of the family stands the Don (Capo for the main family). The Don has their Second-In-Command who acts as their most trusted confidant and holds controlling power similar to their Don. The grunts who follow their orders are Guardians of the family. Among Guardians, there is no official structural hierarchy, but basic manners consist of respecting older members and ones born of higher status such as being related to important members of the Famiglia, those who are disrespectful will usually find themselves punished, no matter what their rank.
Rank Structure: Rank structures among the families within the mafia have been entirely formalized, each family following the same structure. At the top of the family stands the Don (Capo for the main family). The Don has their Second-In-Command who acts as their most trusted confidant and holds controlling power similar to their Don. The grunts who follow their orders are Guardians of the family. Among Guardians, there is no official structural hierarchy, but basic manners consist of respecting older members and ones born of higher status such as being related to important members of the Famiglia, those who are disrespectful will usually find themselves punished, no matter what their rank.
Power Structure: Among the numerous crime syndicates, the Northern Star is the most lax out of any of them. As there is only One Star, there is only one boss. The leader's rule is law, and anything they command is a demand that no one would dare not heed. Anyone who acts against their commands is an enemy, no matter what their reasons may be. Besides the staunch dictatorship, the Northern Star is one of the most free in terms of how they operate, no one is above anyone else in any staunch power imbalance, rather its a general conscious that favors the more experienced members who showcase they're trustworthy. Because the lack of specific rules, the gang as a whole never usually takes action unless directly ordered.
Rank Structure: As Northern Star doesn't operate with specific ranks and roles, the only distinction between members is whether or not they are a Veteran or a Rookie. Veterans have been in the gang for around 3 years at the least, and usually have a star with at least 7 points, indicating they have had one major moment while in the gang, but this isn't always the case. Rookies and Veterans are both on equal terms, and it's their accolades that usually correlate to the respect they receive in the gang.
Rank Structure: As Northern Star doesn't operate with specific ranks and roles, the only distinction between members is whether or not they are a Veteran or a Rookie. Veterans have been in the gang for around 3 years at the least, and usually have a star with at least 7 points, indicating they have had one major moment while in the gang, but this isn't always the case. Rookies and Veterans are both on equal terms, and it's their accolades that usually correlate to the respect they receive in the gang.
GM INTRO
THEBIGFELLA is here.
Enter: New Oasis: Monochrome Dream
As the name suggests, if you're in the know, this is a spinoff of New Oasis: Four Heavenly Kings. Though, no knowledge of the original needs to be had for this roleplay, as the only similarity they share is HPs and location. Both of which have been slightly modified as this is an alternate universe of the current lore.
The question is, what to expect? This RP won't be all grit and gloom, despite its noir inspiration there will be times of reprieve where things get relaxed, comedic, or generally anime-y. Though, the focus is mainly to tell an enthralling story where everyone's characters get to be a major player in all the congruent moving parts. Since this is an anime inspired RP with superpowers, don't expect too much realism, while there will be some more bitter sweetness and black punch than other types of anime-inspired romps, the "Rule of Cool" still applies in spades.
Fair warning, this is my first (and my co-gms first) time running something like this, so work with me and expect some hiccups along the way.
GM Team:
thebigfella , @miki
OOC RULES
1. Don’t be a dick.
- Treat everyone with respect. If you can’t be civil you’re out. No one has time for all that.
- If a disagreement breaks out because of an in-story thing, GMs will make the final call on the decision if it can’t be dice-rolled.
2. Absolutely no godmodding. You won’t get many warnings with this one.
- This includes any moving of characters without asking OOC.
- This includes any implying that a character did something or didn’t do something without asking if that’s how they would react.
- If a post can’t be finished without knowing what another player would do then ask them or turn it into a collab.
- If you have been given a warning your post is void until the godmodding has been removed and will be tossed back to you in a PM before being deleted from the thread.
- If we do not immediately catch that you have been godmodded please pm us.
3. Dice rolls are meant to be supplementary not the standard.
- Don’t roll until you are planning to end the fight.
4. Discord is required.
- Since much supplementary information and OOC discussion and planning will be done via Discord communication, it is a necessity to properly take part in the RP to its proper extent.
ROLEPLAY RULES
1. Players will start with a 1 character cap until it is decided by the GMs that a Player is suitable to hold more.
- As this RP will be mainly GM guided, ensuring that there's a curated control on the amount of characters is prominent. As we watch the story progress and see how people handle it, we will allow more slots to individuals.
2. Post Minimums: Rolling Number.
- Minimums will be decided based on certain factors, (Scene Progress, Importance, Amount of characters in the scene, etc) The minimum will never be less than 1 week (which is worst case scenario).
- A player holding more characters will have to deal with more post minimums.
- This will not be counted against you if you have mentioned having to be away or if it’s a holiday week.
- The RP will follow Arcs, which will feature a selection of scenes sometimes, at a minimum one of your characters must be in one scene.
3. Character Deaths
- Any decision around character deaths will be solely the creating player's decision. The only exception would potentially be in the case of them being a gang spy and getting their cover blown at an inopportune moment.
- If you want to work it out that one of your characters dies or sacrifices something to achieve something or tip some scales, etc., feel free to discuss it with the GMs.
- Upon a character's player leaving the RP, the fate of that character will be left up to the GMs.
4. Gang Spies, Traitors, and Police.
- You can always be a traitor. But understand this one comes with dangerous consequences.
- You can choose to do this privately without other player characters knowing.
- Police Characters are not allowed, as the current police power on New Oasis makes them non-combatant in the grand scheme.
5. Civilians/Non-Gang Affiliates/Non-HPs.
- Not an option for player characters.
- Can be used as npcs, i.e. family members/friends of gang affiliated OCs.
GUROKO ASSOCIATION
The Guroko Association is a massive fellowship of numerous yakuza families hailing from Sankai. They are one of the few crime organizations around that still uphold old values of honor and respect. They are bound by their code, something every member swears into and most honor that ties the members to the association's values. Among the different gangs, Guroko Association is the most kind, as their goals ultimately is to stimulate business, they do not steal from the everyday man, they don't disrupt harmony, and they seek to act chivalrously. They are businessmen first and foremost, but do not mistake their well-mannered behavior for weakness. The numerous families that make up that association are allies, but they're all looking for a chance to rise up the ranks.
CHRYSANTHEMUM HYDRAS
The powerhouse originating from Shangri-la, the Chrysanthemum Hydras are triads who are infamous for their unpredictability and brutality. Their members thrive on fearless brutality to all those who get in their way. From assassination to slaughter, they are filled who seek to spill the blood of their enemies. Such mentality is just as prominent in the gang itself, a mindset based on the idea that acting vicious is the only way to bring true worth to ones inner beauty, the protection of the fragile aspects of empathy and kindness. Among Hydras, they only show their true feelings to those they trust the most, everyone else has no choice but to watch out for their vicious jaws.
TREVISANI FAMIGLIA
The name Trevisani is one name that is hard to forget. The oldest crime family around, and suspected to be the largest in the world, its small start as a single group has drastically changed as it grew larger, absorbing numerous famiglie into its own ranks as it took over all of Fusilli. Their prominence has the entire country under their thumb, their influence felt in different places all over the world. Their systems are based not on things such as honor or belief, the simple basics of "worth" decides ones power. The massive size of the organization and the many families that make it up means that the family is ripe with competition, no famiglia under the Trevisani is held above each other, putting all of them on equal ground, the only absolute orders come from members of the main Trevnisani Famiglia, which no one dares to go against.
NORTHERN STAR SYNDICATE
The biggest figure of the Ruthenian Bratva, marked by their start tattoos that marks their true members. The six pointed star is the basis for what they believe represents the basic steps every person abides by, the "Six Paths". Older members can be identified by the number of points on their tattoos, its common for Northern Star members to add an extra point to their start tattoo after important moments of their life, indicating a new path has opened for them.
There’s also the occasional unlucky soul who bets too much, owes too much to pay it all down. For these, the down-on-their-luck sort, the Tiger may offer a deal. A sort-of… Indenture. Time in exchange for wiping clean a slate full of debt. Some of the recruits even manage to pay their way into real power. Eventually.