Low-Budget Man
Junior Member
After the year 2000, a small fraction of the population began receiving "Promotion Days" after a traumatic event. On an individual's Promotion Day, they either gain super-powers and become Promotes or become horribly disfigured monsters called Demotes. Demotes are isolated from the all mighty mega-corporations that dominate the world. People who reject the Mega-corp's control and Demotes live on the outskirts of society, called the Edge. Far more lawless and untamed, the Edge represents freedom from the grasp of the Mega-corps. But that comes at a cost, gangs and organized criminals often rule the sprawling slums of the Edge.
Promotes fall into three primary categories. There are Corp-capes, and Badges, and Edge-capes. Corp-capes are Promotes who work for the soulless Mega-corp that that signed them. They have fame and fortune, but have lost all their free-will. Badges are the few Promotes that join the weakening national government. Their job is to protect the people against threats that grow too powerful and they are often kept out of the public eye. Edge-capes are Promotes who live in the Edge and stake out a living there. Edge-capes become gang leaders, thieves, and mercenaries with their power. In the Edge, might means right.
The most profitable venture for a Edge-cape is joining an Edge-crew. When a job that’s less than legal needs to be done, Edge-crews are hired. Wealthy bureaucrats, organized criminals, and Mega-corps will subcontract their dirty work to deniable assets to retain a semblance of peace. Only Edge-capes have the power to infiltrate a high security compound or assassinate a important figure surrounded by dozens of bodyguards and mechs. Will you survive life on the Edge, or will you succumb to the pressure of the Mega-corp machine?
History
Mega-corps wield immense power in this world, trampling those who disagree. They act as function as essentially countries, with the abilities to make treaties, host armies, and wage wars. National governments still exist, but their authority is substantially weaker. The main priority of national governments is to try to hold on to the little power they have and avoid completely falling apart.
Full-fledged warfare between various mega-corps is rare however. The last Mega-corp war ripped Europe apart, turning once blooming fields into biological wastelands. Entire cities crumbled to dust under the immense powers that the Mega-corps possessed. Landmasses were splintered under the full fury of unchecked Mega-corps battles. An armistice was signed after five years of brutal fighting. No side was formally declared a winner. But each faction did give each other a bloody nose. The Mega-corps realized that they were grinding each other into the ground without victory in sight. After the treaty was signed, the three main Mega-corp alliances eventually splintered off into their own groups and began squabbling amongst each other again.
The story will take place thirty years after the war. While peace has been established, tensions still run high. Anger still remains on all sides after the war. However, nobody wanted another war. So instead, they turn to cloak and dagger fighting. Mega-corps hire out Promotes to disrupt their enemies and try to gain the upper hand.
Promote Jobs
There are three primary types of Promotes in the job they do. There are Edge-capes, Corp-capes, and Badges.
Chess Classification System
The Chess Identification system doesn’t strictly define a Promote’s powers. The Chess Classification System identifies the recommended approach to dealing with a Promote. The different ‘roles’ are based upon the best way to kill a Promote depending on their power. It was ironic when Promotes themselves started openly identifying themselves as certain roles for their job description.
Badge - A Promote who works for the government.
Brainer - A Promote that has their mind Rewired as their primary power. They often specialize in a subject and construct technology in their given field.
Board - A team of Promotes.
Corp-cape - A Promote who works for a Mega-corp.
Demote - Someone who receives a severe change to their appearance and general biology on their Promotion Day.
Double-Shift or “Double” - Someone who is a Demote and a Promote.
Edge - The world outside of Mega-Corps. Anyone who isn’t owned by a Mega-corp or works for a Mega-corp lives on the Edge.
Edge-Cape - A Promote who lives on the Edge.
Mega-Corps - Massive corporations that make trillions of dollars and employee millions of people. They essentially enslave their workers to maximize profit. They may have a presence in every form of business from entertainment to electronics.
Mini-Corps -Weaker corporations that are small fry compared the Mega-Corps. While Mega-Corps may cover places across the globe, Mini-corps are far more local with fewer facilities and assets.
Promote - Someone who receives a superpowers on their Promotion Day.
Promotion Day - A traumatic event that causes someone to either become a Promote or a Demote.
Rewire - When a Promote has their mind changed to accommodate their power.
Personal NoteAlright, that was a lot to read. You don’t have to memorize or know everything about the world, but its good to know at least the basics of terminology to at make a character. There’s a lot of structure to powers, so try to understand that to make a character that fits the world.
This RP isn’t going to be bright happy rainbows. I’ve drawn inspiration from Watch-men, Shadowrun, Game of Thrones etc. This is a world dominated by cold power hungry mega-corporations that will squish anyone that gets in their way. Its a more cynical look at the super-hero genre.
You’ll play as an Edge-cape, living on the fringes of corporate society. One of the lowest hinges on hierarchy of Promotes. Just because you live on the Edge doesn’t mean you have to be a villain. You could have been pushed toward living on the Edge through bad choices. Or perhaps you did it for someone you life. People that live on the Edge aren’t inherently bad, they’re people like all of us. They’re just trying to get by. Likewise, not all Badges or Corp-capes are shining beacons of humanity. Power corrupts after all.
You won’t have the shiny armor of a Corp-cape or their luxurious hair. Nor do you have the authority of a Badge. But through your character’s actions and the choices you make, you have the power to topple the big-wigs than hold the world in their vise-like grip. Or maybe you’ll let the world burn, just to further your own intentions.
Promotes fall into three primary categories. There are Corp-capes, and Badges, and Edge-capes. Corp-capes are Promotes who work for the soulless Mega-corp that that signed them. They have fame and fortune, but have lost all their free-will. Badges are the few Promotes that join the weakening national government. Their job is to protect the people against threats that grow too powerful and they are often kept out of the public eye. Edge-capes are Promotes who live in the Edge and stake out a living there. Edge-capes become gang leaders, thieves, and mercenaries with their power. In the Edge, might means right.
The most profitable venture for a Edge-cape is joining an Edge-crew. When a job that’s less than legal needs to be done, Edge-crews are hired. Wealthy bureaucrats, organized criminals, and Mega-corps will subcontract their dirty work to deniable assets to retain a semblance of peace. Only Edge-capes have the power to infiltrate a high security compound or assassinate a important figure surrounded by dozens of bodyguards and mechs. Will you survive life on the Edge, or will you succumb to the pressure of the Mega-corp machine?
History
Mega-corps wield immense power in this world, trampling those who disagree. They act as function as essentially countries, with the abilities to make treaties, host armies, and wage wars. National governments still exist, but their authority is substantially weaker. The main priority of national governments is to try to hold on to the little power they have and avoid completely falling apart.
Full-fledged warfare between various mega-corps is rare however. The last Mega-corp war ripped Europe apart, turning once blooming fields into biological wastelands. Entire cities crumbled to dust under the immense powers that the Mega-corps possessed. Landmasses were splintered under the full fury of unchecked Mega-corps battles. An armistice was signed after five years of brutal fighting. No side was formally declared a winner. But each faction did give each other a bloody nose. The Mega-corps realized that they were grinding each other into the ground without victory in sight. After the treaty was signed, the three main Mega-corp alliances eventually splintered off into their own groups and began squabbling amongst each other again.
The story will take place thirty years after the war. While peace has been established, tensions still run high. Anger still remains on all sides after the war. However, nobody wanted another war. So instead, they turn to cloak and dagger fighting. Mega-corps hire out Promotes to disrupt their enemies and try to gain the upper hand.
Powers
Powers
In the year 2000, Promotes began appearing. Individuals that manifested strange extraordinary superpowers. No two powers were alike. While there was plenty of overlap in powers, the specifics of the powers range differently. They might differ in range, target, etc. Teleportation is a common power with around a dozen or so Promotes claiming the ability. However, they all possess a different variant of teleportation. One teleporter creates long lasting portals that can move people across continents. Another teleporter grabs everything around a two feet radius when he teleports, including the ground and can accidentally sever people in half. Another teleporter can only teleport non-living objects.
Costumes and masks became a common-place after the first Promotes emerged. The first popular Promotes that emerged were often harassed by paparazzi and fans. However, they also became targeted by their enemies with villains coming after heroic Promotes when they were out of costume. However, costumes and mask aren’t just a disguise. Oftentime they also act as armor or a tool to help Promotes fight. Very few Promotes wear spandex and a flowery cape, instead most wear armor.
Anyone has the potential to be a Promote. It didn’t matter how old they were or how young they were. One could be a cripple or in perfectly good health. However, a "Promotion" will never heal a condition someone already has. If someone has a broken arm or has cancer, they will not heal by receiving a Promotion.
Promotion DayThe event in which an individual receives their mutation is called their “Promotion Day”. Ironically, a Promote’s Promotion Day is probably the worst day of their life. A Promotion Day is caused by a high-stress traumatic event happening to an individual. On a person’s Promotion Day, they may either manifest superpowers or become a “Demote”, deformed monsters. The chances of becoming a Demote is drastically higher than becoming a Promote. They term Promotion Day is used because it means the day an individual is “decided” by their mutation whether they get Promoted or Demoted.
Losing a loved one is a fairly common Promotion Day causation. But that is not the only Promotion Day event possible. What matters is the effect and trauma caused by the event. One Promote received a career ending injury just before getting signed on to a football team. His Promotion Day occurred just after the severity of his injury was told to him. Another Promote was kidnapped and starved for several days before receiving his Promotion Day after getting told he wasn’t getting rescued.
Scientists theorize that being in a terrible situation awakens an enhanced fight or flight response from the individual which awakens their mutation if they have the capability to get Promoted. A vast majority of the world does not possess the Promote Potential and will never get powers no matter how hard they try.
On the other hand, there are many people with the Promote Potential but never receive a Promotion Day because they never encounter anything sufficiently traumatic enough. Ironically, it is impossible for an individual to get a Promotion Day if they are actively trying to get one. Many organizations have attempted to find a reliable way to cause Promotion Days but none have succeeded.
DemotesDemotes are technically Promotes that received a terrible mutation of their biology. Oftentime, Demotes possess monstrous features that set them apart from normal people. There are many reports of Demotes dying immediately after their “Promotion Day due to their unnatural body being able to sustain itself. A vast majority of Promotion Days end up with the individual becoming a Demote.
Each Demote mutates differently and like powers, no two Demotes are alike. One Demote turned into a mass of tentacles. Another Demote sprouted massive bat-swings and the face of a jackal. One Demote transformed into a pile of sludge with organs hanging in a protective milky sac. Their strange appearances make it hard for them to sustain a normal life, so most often congregate in their own communities. However, it is not uncommon for a Demote to be seen outside of “Demote-towns”. Demotes are often rejected from living in any Mega-corp due to their disfigurement.
DoublesIn rare cases, an individual might be a Promote and a Demote at the same time. They would possess a strange unhuman appearance of a Demote but also possess a super-power like a Promote. This are the most uncommon outcome of a Promotion Day. Often dubbed as “Double-shifts” or “Doubles”, this are the most uncommon outcome of a Promotion Day.
DrawbackEvery Promotion comes with a drawback of some sort. A weakness that might drastically affect the newly powered individual. The drawback can be nearly anything. Some drawbacks aren’t as drastic and are barely worth mentioning while other drawbacks can have crippling effects. A few Promotes don’t even know their drawback since either it is too negligible or they won’t to try to keep it a secret.
Drawbacks range from a wide manner of things that may or may not be related to their power. One Promote has lost all ability to feel empathy after gaining his powers. Another Promote gets his power canceled out whenever he sneezes. A famous Promote requires an inordinate amount of potassium to be able to function properly. Another Promote lost the ability to read and write.
A Promotion also occasionally tampers with the mind of an individual to make them more efficient with their power. A Promote might, after their Promotion Day, gain a higher understanding of a subject. An example would be a Promote with a soundbased power. She would have the ability to understand the acoustics of many objects. Furthermore, she would be able to tell the size, mass, and material based around the sounds they make. Oftentime, these are deemed as secondary powers given to Promotes alongside their primary power.
In some cases the rewiring is necessary so the individual doesn’t hurt themselves. An example would be a Promote with the ability to duplicate himself into over fifty duplicates, however the more clones he has, the dumber they become. But they all connect in a hivemind to the original, so he is able to control them. His mind is rewired so he is able to take in the sensory inputs of his clones and not overload his brain. These effects on a Promotes are called Rewires.
BrainerThere is a specific class of Promotes called Brainstorm Promotes that are Promote with only received a Rewire as their power. Often called, “Brainers” as slang, the Rewiring of their mind grants them extraordinary knowledge and expertise in a specific field. This power essentially allows them to be a mad scientist in a subject and build things. For example, a Brainer with a specialization in lasers might be able to construct laser weapons decades ahead of modern technology. Or there is also a Brainer with specialization in low temperatures. So they are able to construct freeze-guns and cryochambers with ease.
A Brainer’s specialization might be also more abstract. There’s a Brainer with a specialization in technology that only works for a short period of time before it breaks down. Another Brainer can only create things out of scrap metal and trash electronic component. Another Brainer’s constructions work better the bigger they are.
A Brainer’s technology requires constant maintenance and tinkering, which makes it difficult for them to mass produce the technology to others. Attempts to reverse-engineer or to replicate a Brainer’s technology is near impossible. Their technology is extraordinarily advanced and is difficult to comprehend. Many believe that most Brainer’s hold a secondary power that allows their technology to function properly only in their presence. However, that doesn’t stop people from trying. Every once in a blue, someone makes headway in a Brainer’s technology.
Promote Jobs
There are three primary types of Promotes in the job they do. There are Edge-capes, Corp-capes, and Badges.
Corp-capes are the big public faces for Promotes. They’re the most well known, sell toys, participate in talk shows, and have their own movies. The only downside is that they answer to the Mega-corp that owns them and not all the work they do is clean. Becoming a Corp-cape is a permanent ordeal since most Mega-corps are unwilling to release a Promote from their contract. A majority of Brainers are Corp-capes since Mega-corporations provide the resources for them to build technology.
Corp-capes are shoved from event to event, from interviews to cameo appearances in shows across the globe. Every minute of their life is now owned by the the Mega-corp. And the Mega-corp intends to make use of every second. Corp-capes are no longer individuals with their own thoughts and opinions. Instead, they are a mouth-piece for the Mega-corp. The Mega-corp tells them what to wear, what to say, where to go, what to say, what to eat.
Their job is now defend against the Mega-corps enemies and to repeat inane slogans over and over again. Their job is to now fake laugh at at popular talk show host’s idiotic jokes and praise their Mega-corp’s new product. Their job is to now perform their powers in front of audiences like a parlor trick and to recommend the masses to try a new drink.
Corp-cape might have a few minute to themselves every night to shower and wipe the makeup off their faces or to clean their armor. Then they hit the bed for a few hours before they get dragged out of bed to attend another fan signing. The veteran Corp-capes recommend keeping the costume on overnight to gain a few extra minutes of sleep. Corp-capes may eat the fanciest food and wear the sparkliest costumes, but rarely do they get to enjoy their riches.
Badges are Promotes who work for the government in the interest of national security. They are a little less public than a Corp-cape and don’t get paid as much. Badges spend most of their time dealing with threats to the world and stopping Promotes that get too powerful.
Badges are held in poor public perception ever since the Demote Riot of 2042. Demotes were marching on Mega-corp land, demanding rights to work for the Mega-corps and to be treated fairly by them. A few Badges responding and tried to quell the march, but it quickly turned violent. The Badges restrained themselves in the damage they did to the Demotes, but one Demote got an unlucky hit on a Badge and killed him. This prompted the rest to massacre 36 Demotes and injure 73 more. This escalated the situation even further and caused a massive riot by the Demotes.
Edge-capes are Promotes that are the complete opposite of Corp-capes. They live on the edge, on the outskirts of Mega-corp society. They reject the structure and controlling life style of a Corp-cape and strike out on their own. Some Edge-capes try to scrap a legal living using their power, but many turn to crime.
Edge-capes are Promotes who reject the life of a Corp-cape. They refuse the shackles the come with the money and the fame. Many Edge-capes try to carve out a living on the “Edge”, the world outside Mega-corps. While life on the Edge grants tremendous freedom, it is also full of dangers. Gangs controls every neighborhood block and violence erupts as territory disputes occur. Superpowers cause catastrophic damage and bullets fly wildly as skirmishes occur. Illegal drugs of all kind are openly peddled on street corners from mind-probes to simple cocaine. Prostitutes wander the neon-lit roads smoking their cigarettes.
Iron bars are lined are restaurant windows and shutters are closed every night as wary denizens cautiously lock their doors every night. A small false assurance against the possible power of Promotes who can tear buildings apart.
But there is a certain pride and dignity to living on the Edge. No longer are you bowing and scrapping to the monolithic Mega-corps that dictates your life. It may not be the greatest place to live, but it is freedom. Freedom to own a restaurant. Freedom to watch whatever TV you want. Freedom from the censored corporate drivel given by Mega-corps. Freedom to have relations with whoever you want, no matter their corporate status. It is freedom to fail horribly or to shine bright. You are your own man to make mistakes and live your life.
Some Edge-capes try to scrap out a legal living using their power, but many turn to crime. Edge-capes become enforcers for gang, turn to thieving, smuggling and other forms of criminal activity.
However, many Edge-capes often join crews of other Edge-capes called “Edge-crews”. Edge-crews hired dirty jobs given by wealthy businessmen, organized criminals, and Mega-corps. The work is illegal and all contractors will deny any involvement with any Boards. Any powerful organization would deny their usage of Edge-crews to to hinder their enemies, however there are few organizations that don’t.
Mega-corps would hire out Edge-capes to conduct their dirty work against their rivals. The jobs given to Edge-capes are dangerous, but the rewards are high. Only Edge-capes have the capability to infiltrate high-security compounds to steal information, or perhaps punch through armored vehicles to assassinate a powerful target.
There are many reasons on why one might become an Edge-cape. Hatred of Mega-corps, inability to function in a Corporate environment, drive for more money, drive for independent power, etc. Corp-capes have fame and fortune, but they also answer to a Big Wig in a fancy chair. When asked to bow, they ask how low. Corp-capes have their entire life controlled the second they sign the contract. Every waking moment is planned out for them from dusk to dawn. Every minute is either filled with training or repeating corporate slogans to the overwhelming masses. They have no time for themselves because every spare moment is spent trying to further their Mega-corp’s influence. All they are to a Mega-corp is an asset, a number on a balance sheet labeled “Expenses: Wages”.
Chess Classification System
The Chess Identification system doesn’t strictly define a Promote’s powers. The Chess Classification System identifies the recommended approach to dealing with a Promote. The different ‘roles’ are based upon the best way to kill a Promote depending on their power. It was ironic when Promotes themselves started openly identifying themselves as certain roles for their job description.
A Board - A team of Promotes. In a Board, there is at least one rook, one knight, one bishop, and one king. A pawn and a Queen is not required for a Promote team to be called a Board.
Full Board - Exactly the same as a Board, except a Queen is also included in the team. A Full Board contains at least one Rook, one Knight, one Bishop, one King, and one Queen. Full Boards are rare.
Pawns - A Pawn is a Demote or anyone without powers.
Rook - A Rook is a Promote with powers that fight directly. Rooks are often the frontline of any team and durable. Their objective is to usually protect the more fragile members of their team and to disrupt the enemy. They can often take heavy hits and still get up. They often work by attacking the enemy directly. The best way of dealing with a Rook is to fight them indirectly. Fighting them head on is often suicide.
Knight - A Knight is a Promote that fights indirectly. They’re the complete opposite of a Rook. Their powers allows them to circumvent most conventional defenses to launch their attacks, whether its movement, stealth, or another form. Their job in a team is to generally cause chaos and take out key targets. The best way of dealing with them is to either trap them in a position where they can’t escape or to hit them directly.
Bishop - A Bishop is a Promote with highly offensive powers, oftentime time fighting from a range. An attack by a Bishop is often deadly. These Promotes are capable of doing massive damage to the enemy. Their job on a team is to hurt and hinder the enemy. The best way to deal with a Bishop is to attack them directly quickly and to force them on the defensive instead offensive.
King - A King is a Promote with a power that enhances the team in a support role. Their powers aren’t strictly offensive and they have a reliance on their allies to defend them usually. Their job in a team is to make their team stronger through their power. The best way to deal with a King is usually isolate them from the team.
Queen - A Queen is a Promote with powers that encompasses all the categories with the exception of a King. They are the rarest type of Promote. A Queen is tough, can dish out pain, and is highly mobile. Queens are known to take own entire teams by themselves and end up victorious. There is no recommended way to fight a Queen. The only way to fight a Queen is to bring your own or to fight one with a full team
Glossary
Badge - A Promote who works for the government.
Brainer - A Promote that has their mind Rewired as their primary power. They often specialize in a subject and construct technology in their given field.
Board - A team of Promotes.
Corp-cape - A Promote who works for a Mega-corp.
Demote - Someone who receives a severe change to their appearance and general biology on their Promotion Day.
Double-Shift or “Double” - Someone who is a Demote and a Promote.
Edge - The world outside of Mega-Corps. Anyone who isn’t owned by a Mega-corp or works for a Mega-corp lives on the Edge.
Edge-Cape - A Promote who lives on the Edge.
Mega-Corps - Massive corporations that make trillions of dollars and employee millions of people. They essentially enslave their workers to maximize profit. They may have a presence in every form of business from entertainment to electronics.
Mini-Corps -Weaker corporations that are small fry compared the Mega-Corps. While Mega-Corps may cover places across the globe, Mini-corps are far more local with fewer facilities and assets.
Promote - Someone who receives a superpowers on their Promotion Day.
Promotion Day - A traumatic event that causes someone to either become a Promote or a Demote.
Rewire - When a Promote has their mind changed to accommodate their power.
Expectations:
- I’m not expecting everyone to be Tolkien or Sanderson. But I do expect decent quality writing. I know I’m not a genius or anything when it comes to writing, but at least put a good effort into your writing.
- Try to aim for minimum two or three paragraphs per post. But in the end, aim for quality over quantity.
- Grammar is pretty important. I understand messing up every once in a while, but don’t type like you just graduated third grade.
- If you’re going to be absent for a while, try to communicate what’s going on. If not, I’ll just kill your guy.
- This story will feature violence, drugs, etc. So if you're uncomfortable with that, I suggest you look elsewhere. I won’t do things just to be gratuitous, but these are ideas touched upon in the RP.
- No Mary Sue characters. People are flawed human beings. Superheroes even more flawed.
- Have fun!
Personal Note
This RP isn’t going to be bright happy rainbows. I’ve drawn inspiration from Watch-men, Shadowrun, Game of Thrones etc. This is a world dominated by cold power hungry mega-corporations that will squish anyone that gets in their way. Its a more cynical look at the super-hero genre.
You’ll play as an Edge-cape, living on the fringes of corporate society. One of the lowest hinges on hierarchy of Promotes. Just because you live on the Edge doesn’t mean you have to be a villain. You could have been pushed toward living on the Edge through bad choices. Or perhaps you did it for someone you life. People that live on the Edge aren’t inherently bad, they’re people like all of us. They’re just trying to get by. Likewise, not all Badges or Corp-capes are shining beacons of humanity. Power corrupts after all.
You won’t have the shiny armor of a Corp-cape or their luxurious hair. Nor do you have the authority of a Badge. But through your character’s actions and the choices you make, you have the power to topple the big-wigs than hold the world in their vise-like grip. Or maybe you’ll let the world burn, just to further your own intentions.
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