Overview
Welcome to Metropolis, a sprawling city of five million people, with beautiful farmlands, mountains, harbors, and rivers surrounding the city. Metropolis is the City of Opportunity. Excellent jobs in all fields, research, development, universities, and service can all be found right here.There is a great deal of darkness over the city, though. International gangs bring guns, drugs, and exotic vices in through the harbors. Heads of powerful banks get away with scandals that rob families blind of everything they own. Powerful CEO's play with lives without care. A few have gotten away with murder. Average thugs plague the worse parts of town. Then, of course, there are the assassins.
Agencies
There are three main agencies that take contracts in Metropolis. Each has its quirks, pros, and cons.
Borderland's Elite Assault Team (B.E.A.T.)
The keyword is Elite. BEAT is the oldest agency in the country, and for good reason. Agents are recruited by a select "Hand" (the board) and trained in martial arts and weaponry. Hierarchy is stubby - one director, the Hand (consisting of five councilmen), special agents, agents, and contractors. A specialist in several fields also operate under the BEAT name but through third party company.
Agents of BEAT are usually young geniuses whose talent is mostly unlocked. They follow the old MI6 and CIA way of recruiting elite university graduates. Some are ex-military, though BEAT avoids anyone with significant background.
BEAT is perhaps the most generous organization and offers agents luxury work vehicles, weapons, trinkets, and recently, cybernetic enhancements. Agents tend to work on fewer targets than other agencies, but their targets are significantly more dangerous than store-brand thugs. Their official body counts are lower even if agents must cut through more security to find their kills.
BEAT agents have the lowest life expectancy of any agency likely due to the nature of their targets and the lack of backup offered. BEAT is quick to wash its hands of agents and does not protect agents. Becoming a prisoner is very much becoming dead when one is a BEAT agent. As such, any person joining BEAT must be self-driven, motivated, and self-sufficient. Multiple disciplines are required as agents will be caring for all equipment while in the field.
If your character is a BEAT agent:
- you must have a significant education background
- cover jobs are highly encouraged
- enhancements are encouraged
- no visible tattoos or odd piercings
- professional business attire required
- choose any vehicle, weapon, and certification
Mobile Assault Strike Command (M.A.S.C.)
The thugs of the assassin world. MASC very much resembles a street gang that struck gold. The agency has a central hierarchy consisting of one director that commands its agents and support as a single p/maternal unit would lead its family.
MASC handles a heavy workload that consists mostly of gangs and thugs. Drug kingpins are a favorite. Clients are usually victims of drug violence. Occasionally dirty public officials will make deals with these devils to clean up the streets. MASC tends to keep much of the treasure, however, and is known to make profits off of its booty in other markets.
MASC agents are usually more rough in appearance, sporting piercings and tattoos, often expressing their many loyalties. They are often street-smart with the most hands-on skills and technical how-to. They are natural fighters. MASC agents are usually recruited out of prisons or gangs, and many have a history with the original street gang The Queens that became the agency years ago. They have decent cars that they often work on themselves or have stolen.
MASC agents are the longest-lived and sometimes retire. Agents are heavily connected to one another as well as to support specialists. In the field, if an agent has difficulty with a mission, another agent will provide backup. Some have families, even happy ones, within Metropolis. Their greatest con is that many are hooked on their bounties - drugs, alcohol, tobacco, whores.
If your character is a MASC agent
- tattoos and piercings are encouraged
- at least one partner is encouraged
- heavy weapons (rocket launchers, sniper rifles) are not allowed as primary weapons
- luxury, European cars are not allowed as primary vehicles
- choose a vice (drugs, tobacco, whores, gambling, etc)
Intelligence for Counter Espionage (ICE)
The "good guys" of the assassin world. ICE counters the evils of the other agencies by openly declaring war with both. They clean the streets of thugs, gangs, and dealers for charity and compete for contracts against heavy hitters. ICE agents will open fire on and are encouraged to kill other assassins thanks to large government contracts against MASC and BEAT.
ICE is the largest agency and is fairly well-funded. It consists of ex-government officers (CIA, FBI, Marines, Black Ops, Navy Seal) that have proven themselves handy with a weapon. Agents are somewhat independent but heavily skilled and self-reliant. Most have a partner and cover jobs. They blend into the crowd well and are focused on their work. They are not allowed to have contact with family on the field, and are heavily surveyed. Hierarchy is long and brutal with supervisors that watch supervisors over supervisors over long ranks of agents. Those that succeed in the nightmare of bureaucracy are rewarded and sometimes retire.
If your character is an ICE agent
- obvious or over-the-top vehicles are discouraged as primary vehicles
- a background in government or military is required
- business or business-casual attire is encouraged
- handguns are encouraged as primary weapons
- a driver's license is required
Maps
Metropolis is a bustling city. It has all the perks of a large metropolitan area but also a quiet rustic scene just two hours away from the heart of downtown.
The city can be broken up into seven sub-regions:
- Downtown: the bustling delta of the many rivers of foot and vehicle traffic that flows through Metropolis. Here there are shops, dining, and fun. The skyscrapers are a mix of brick and steel. The sidewalks are thin and parking is a real pain. Police are on every corner looking for the constant trouble that finds its way here.
- College Slums: South of Metropolis City College, the College Slums are part of the old city that never grew with the influx of people. Old taverns with original paneling, old brick, and gothic architecture adorn this hub of the city. Many of the college students have found cheap housing here. The young party scene has earned this part of the city the scorn of the older, wealthier residents. The best Asian food and cheapest commodities can be bought here.
- Harbors: Along the ocean are the harbors. Not even the SWAT team has the courage to venture to the harbors at night. It is believed that the gangs are slowly wiping one another out, but it is well-known that all the illegal trade goes on here on the many boats. In the daytime, legitimate trade goes around these parts. Some is the old fish trade in the 200-year old stalls where whale-sized tuna is weighed and third party meat traders make deals for fresh catches. A couple old fancy restaurants are found on the Harbor. Sailing, rowing, and other water sport rentals can be found here if the beach is full.
- West Hill: The slums of the city, filled with misfits and home to MASC's origins. Most buildings are condemned. Liquor stores compete on the corners for the company of addicted homeless folks. The only other business is the convenience stores with barred windows and newspapers that replace glass. Owners tired of replacing shot-up windows long ago. Everyone here has a knife. The police do not meddle here unless they've been called.
- East Side: The middle-class area of the city. A farmer's market has moved itself into the local grocery store here. There are private schools, churches, craft and dance schools, small parks, and youth centers in this area. Most parents work two jobs. The windows have small boxes for plants. Short gates adorn the exteriors of apartment buildings. It is the largest area of the city.
- Middle Park: Named for Albert Middle, this park sits in the center of the city and connects all seven sections. It is long and takes an entire day to walk along its narrow paths through the trees, fountains, and small attractions. A zoo sits in its corner where children can pet animals. Some people sell fake Rolexes and pirated DVD's here as well.
- The Rises: Filled with tall, modern, expensive skyscrapers where all the world's rich come to dance, mingle, talk over drinks, and stay, the Rises is known as the exclusive part of Metropolis. The car garages are guarded better than Fort Knox and are filled with European and luxury cars. People walk slower and are beautiful. Plastic surgeons, cosmetic dentists, therapists, and bank headquarters are more popular nearer here.
Outside the city, there are also vineyards, a beach, the airport, train station, a massive bus station, a subway station, utility plants, and much more.
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