Your life seems to be a story of endless misfortune. You arrived on this world as a refugee, an orphan of parents both of which were casualties of war. You were shortly after cast out by the very system that brought you in. You were then forced to steal and fight to survive as a lowly street urchin. Your fighting and shooting skills have developed to a rather impressive level as a byproduct of this life, though you also managed to lose an eye as well as any innocence or dignity you had left. Eventually you were noticed by a powerful organized crime syndicate who brought you in seemingly acting as your savior from a life of misery.
Now you find yourself yet again an apparent victim of misfortune. You have been involved in small time drug running and petty crimes for years, trying to make a name for yourself. No matter how hard you try, or how much you earn, none of your superiors in the syndicate seem to take notice. Maybe this is related to your "outsider" status, having been born off-world or maybe it is because you are simply too capable to be viewed as anything other than a threat to your bosses. You are treated as expedible and without respect which is sure to get you killed or rotting in jail before much longer. Regardless, you have had enough and are ready to make moves that will make or break you once and for all.
You have decided to start your own drug manufacturing empire with three of your closest henchmen. You will need to go somewhere remote, far away from anyone associated with your current syndicate to give you time to get established. Your crew is sure to be tracked and hunted, but hopefully by that time you will be capable of defending yourselves. Your goal is to become so rich and powerful that even the empire notices you in the hopes that maybe you can escape this miserable planet entirely for a life of luxury and purpose.
You are willing to do whatever it takes to reach the top. You will take any risk, kill anyone that stands in your way. You are even willing to make a devil’s bargain if only given the chance...
Summary:
Establish a base of operations for your drug manufacturing colony deep in the tropical rainforest. Additionally, prepare a strong defense to protect your colony and its earnings from the retaliation of your previous syndicate as well as other enemies looking to steal from you. The more powerful you become the more powerful the threat you are sure to face. Ultimately become rich enough via the drug trade that the stellarch comes to visit you and asks you and your crew to join him and escape the planet together.
Description:
Your plan is to establish a colony in a fertile yet dangerous caldera in the rainforest. You will trade drugs with friendly factions, including the empire, to grow your strength and influence while amassing as much wealth as you are able.
Your crew values physical strength and determination of will above all else. If another member that joins is superior in physical combat at any point in time than you, a battle to the death must occur to see who emerges the victor and new leader. Death and violence are part of life and have no effect on the mental state of members in your group.
Your crew also places great importance on technology and luxury as most members have never had access to these things and also because they are one of the best ways to get noticed by the empire. Members are expected to wear items such as formal clothing, jewelry, and other items that improve social impact. Bionic or even archotech body modifications are seen as improvements and are especially valued among higher ranking members. Your colony is destined to become a representation of extreme luxury and advanced technology as your wealth and influence increase.
Finally, drugs are a part of life for your clan. This includes not only selling them to amass wealth but also using them frequently. Members that refuse to use drugs are not trusted and are eventually banished or executed.
Game Start Dialog:
You and your crew have trekked deep into the tropical rainforest without being followed. You have now arrived at the caldera where you will establish your colony and your future. You have brought some basic survival gear, food rations, machetes for cutting foliage, and hand guns for defense. You also have a small amount of silver to perform essential trading with nearby friendly factions. Although you have brought some medicine for injury and disease, you are sure to quickly run out. You will need to find another source of medicine quickly to avoid succumbing to the disease this rainforest is famous for.
Game Conditions:
Primary character must not die
Primary character must start using Luciferium by year 2.
All other colonists must have drug usage set to no restrictions.
You must allow binge parties to be held.
Ally with the Empire and gain honor
Obtain a colony wealth of 1 million
You must not destroy any of the enemy mechnoid ships that land.
Leave the planet with the stellarch before your colony is destroyed by your ex syndicate, mechanoids, or other factions seeking your wealth.
Ideology:
Corporatism origin
Trader, Blood Court, Transhumanist
Techist ideology style
Execution: respected if guilty
Slavery: abhorrent
Female and male clothing: no rules
Organ use: acceptable
Cannibalism: abhorrent
Diversity of thought: aborrent
Insect meat: Despised
Research: Normal
Relics: 1 hyperweave fedora, 1 persona monosword, 1 marine armor
Scarification:
Physical Love: Free
Roles: Leader, moral guide, research Specialist
Weapon Pair: ultratech/neolithic
Venerated Animals: none
Preferred Apparent Button Down Shirt, everyone strong
Game Concept:
Map: Jungle Caldera
Storyteller: Cassandra Classic or Randy Random
Difficulty: Custom set to standard playstyle: strive to survive, threat 100% for first year and 200% for second to fourth year, 300% from fourth year onward, colonist instant kills 50%, scaria rot chance 100%,
Gear: 4 steel machetes, 4 plain leather backpacks, 4 synthread jumpsuits, 4 plain leather boots, 4 synthread summer hats, 4 combat handguns 4 Flak Vest
Ages 25-35
Stats: Boss: 40 points total two single fire two double fire (8 shooting 1 fire, 12 melee 2 fire) ((must be highest melee among starting pawns), 1 bionic eye
Underboss: 35 points total two single fire one double fire
Capo: 30 points total two single fire
Wiseguy: 30 points total two single fire
Materials: 5 advanced components, 25 components, 25 industrial medicine, 30 penoxycyline, 50 survival meals, 1000 silver
Traits: Boss: Tough, Brawler, Sanguine Underboss: Industrious, Boddy modder, Abrasive Capo: Iron Willed, Thick Skinned, Vengeful Wiseguy: academian, too smart, fast learner
Backgrounds: all characters: childhood Urbworld urchin (no disabled skills) adulthood Mercenary (no disabled skills)
Factions: 2 pirates 2 cannibal pirate 2 civil outlander 2 rough outlander empire, insectoids, mechanoids