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About This Club

Mankind has fallen, hundreds of years ago the Cataclysm struck Earth in a series of world ending events; from meteors crashing to volcanoes erupting and eventually the world nearly flooded again. After these set of apocalyptic events ended, mankind had rebuilt massive cities simply called a Fortress. These icons of humanities remnants are riddled with a mix of decent people trying to live and dangerous scum, a mix of militia and police always trying to beat back the gangs that are scattered. Groups of heroes rose to power and helped secure various sectors of these cities, but when this began, so too did the rise of villains. The battle had raged on for many years. Set in a post apocalyptic world, Fortress Gamma is a superhero/villain RP club that does not hold back on creativity and imagination. We ask that you create decent paragraphs with a little punctual error, that's all!

Type of Club

Roleplay Club
  1. What's new in this club
  2. Where all approved Sheets go.
  3. NPC, or non-playable characters, are defined as a typical goin, an unnamed/unimportant hero, and so forth that serves either a lesser or major role. Below are a list of important characters and a short description, and whether they can be played or not. I should warm you though that many of these characters and some NPC factions are not gonna be used by regular players, and will either be cannon fodder or have a meaningful usage by the staff team. ________________________ Major NPCs 1. The Overseer Possibly the most important character to Fortress Gamma, the Overseer is a man shrouded in mystery and only known to make sure things run decently in Gamma. Not much is known about him besides his good looks and overall control of Sector Security and the Vanguard, and has shown in interviews to have a slight disdain toward Mutants and just about everything not human. That said, his personality can be summed up to cool, collective, and intelligent and wise, however his intentions and ideas are unknown and many don't trust the man for his disregard of the bandit/raider, villain and mob threats. And no one has seen the man in many years, and it's even thought he doesn't age at all! The Overseer is a man in a fine suit, exotic tastes, and has a 6'7" masculine build with broad shoulders; he has combed-back blonde hair and piercing blue eyes, overall in person he is extremely intimidating even though he is so calm. 2. Tom Anston, Mayor of Gamma Tom Anston, or Mayor Anston,
  4. Where all character sheets go for approval.
  5. Race list has been updated. For now those that are listed are what's allowed. For now. Later down the road I'll be adding more to it. Is there anything y'all think I could fix/add?
  6. It's all chill, and glad to have ya! I think I might have posted the same topic twice so one is gonna go. Anywho, I will have further info on the races tomorrow either by noon or by night, whichever works. If you've got questions about something or a character, or ideas to throw out there lemme know!
  7. Just wanted to say i love the concept of this location, has a nice "worlds last Bastien of hope and knowledge" kind of feel. Currently imagining a few characters, namely a scientist trying to figure out a way to induce controlled mutations, and a girl from the slums with an extremely minor mutation that barely helps (like a third eye that can see in infrared or something similar) but without knowing all the races i hesitate to commit to either right away, regardless im intrigued
  8. With this being a post-apocalyptic world, there is nothing left to the imagination of who or what exactly rose up from the ashes if the world. While Man still try to piece together the broken shards the Old War left behind, there are many still who've moved on and embraced the new world we live. However mankind aren't the only sentient inhabitants who have crawled from the remnants of Earth. Many creatures and people have mutated from the residual energies of the bombs, so much so that they have become something else entirely. Mutants, Anthropus (Anthros for short), and many more creatures have rose across the Earth either being a burden or benefit to certain societies. Now because this is primarily a sci-fi/apocalyptic world, things like magic are prohibited for now. So Elves, Gods, Demons, and other magical and mystical beasties are prohibited. Once we get the club rolling and more members join we may just work a little magic into the Fortress and beyond. Below is a list of playable races for Fortress Gamma _____________________________ Playable Races Human- The most common people around, Humans are as fragile as they are versatile, being able to easily cope and survive the harsh world that was left for them. They have a variety of skills and depending on the individual either smart or stupid, clever or dull, and whatever the case are the primary inhabitants of Fortress Gamma. Mutant- Another prominent race in the Fortress, Mutants are mixed between being seen as beneficial or malevolent. They are praised and despised as the majority of these individuals are completely unpredictable in nature. They can be a hero or villain, an example citizen or a criminal, and whatever the case there are some institutions that ban Mutants from their locations. Regardless, many Mutants who are known around the Fortress are just simple people, however there is a war between good and evil, heroes and villains that the public only know their alias. Anthropus- Possibly an odd-end type race, make up about 7 to 10% of Fortress Gammas populace. While not a popular race, these beasts are just like regular individuals trying to make ends meet. From Canine to Feline, Reptilian to Amphibian, and any other animalistic species, there is no end to the anthropomorphic race variants of the Anthropus. Save for that, the Anthropus live in clans and tribes and abide by their own rules along with the rules of Gamma... At least the ones they can't get around. Their abilities depend on the race variant they were born as. Charred- The Charred are people who have indeterminate age and their appearances altered from the Old War. These are either recently or already altered people who's lives have been changed due to intense radiation, their skin had burnt off but a new and hardened layer formed over their bodies, capable of resisting blunt damage and a high resistance of radiation, energy, and even psychic damage! They looked charred, they have no hair however they have proven to be able to reproduce and live longer than the average human. Crutacien- The residual energies from the bombs didn't just affect the land and skies, but also the seas as well. Many of the arthropods and fish of the sea had transformed into odd, sentient entities that rule and conquer many of the oceans and beaches. While their numbers only make up 7% of the Earth's population, they are extremely aggressive to anything not aquatic and will attack on will. However, some tribes of these Anthropus-like beings have lived on land and integrated into societies... Or at least living in the swamps or rivers near them. Crutaciens have an exoskeleton if they are of an arthropod family and can communicate with clicks and chitters, but with those they bond with they can also form a telepathic link to their partner. Arthropods are stronger but slower, possibly as slow as the average human, and some even developed an acidic spit attack or gained a slight psychic power! Those born of a fishy family, let it be minnow, dolphin or shark, are more like Anthropus and can breath both air and water. Their skin is certainly tougher than a humans and they have a slight resistance to radiation, they can withstand colder and low-oxygen environments, are are considered just faster than a Human; they can also spit powerful bursts of water or thick mist as an additional defense. Much like Anthropus, this variant of Crutacien have created clans with many of the Shark-folk being in control. Subterranean- Predating Humans, Subterraneans are creatures made of stone in a variety of forms, many of which are shaped after Man. Their appearances are more that of a Golems, large and bulky, absurdly tall, they can withstand most damage and communicate via telepathy. Some are small only being as tall as four feet, while some can reach to twenty feet! Regardless of the case, they arose from beneath the earth to discovered a broken world. As such, Subterraneans are seem creating groves and revitalizing areas, they have the unique abilities to hurl rock, sand, or magma and can even siphon and eradicate radiation and other energies. While not aligning with any particular faction, some Subterraneans have learned the common English language and have integrated with Human society of Gamma, one of them being a board member of the districts! That said, Subterraneans are bound to nature and are good-willed, never in history ever one being evil. Android/Cyborg- Enhanced or Synthetic Humans, by design Androids were created to be "superior" than their fleshy counterparts. While their alignments vary on the individual, many Androids are scarce in numbers dye to the bank on their production. With enhanced strength, durability, speed and reaction, the Androids are practically designed to be perfect, however the longer they live the more Human they become it seems. Cyborgs are Humans, Anthropus, or Charred with (of course) cybernetic/mechanic enhancements, they are considered similar to Androids however they were born rather than created in a lab. Chimera- Chimera are experimental creatures later released after the bombs fell. They are a mixture of body parts and their DNA rewritten to some degree to be "superior" than the average human. Normally these mixture of parts are melded into one individual, and many that are born are like this by default due to genetic mutations. While despised as abominations, Chimera are frequently seen in the flooded metro of Fortress Gamma and as such aren't typically friendly toward strangers. Their strengths and weaknesses do vary, some resembling "Kitsune" or "Neko," and some even having Mutant abilities (superpowers). ________________ Non-playable Races Unfortunately not all creatures and beings are playable, and as such, a list is made for examples that won't be present in the RP. Below is a list that you can read from. 1. Elves, Dwarves, Orcs, and other Fantasy setting race is prohibited for the time being. This includes any form of magic. 2. Demons and Angels, while some characters can be portrayed as either or, these would likely be due mutations of the body giving them simar powers and appearance. 3. Deities, higher beings and aliens, while also prohibited, there may a time when we could introduce the idea of "high beings" and aliens to some limit. For now, they are non playable. 4. Magical, religious, and mythical creatures/beasts. 5. Undead things, such as zombies or phantoms. Though we can use those for events.
  9. This is where if you have any suggestions, questions, or something else of the like you can post it here.
  10. 1. Characters must be made in order to RP. If you're just jumping as soon as possible, your post will be deleted and you will be asked to make a character. 2. Work with the Staff. If your character (s) have problems, we will point it out. All characters must be accepted in order to RP. We will even help make the character alongside you and make suggestions. That does not mean we will make it for you. 3. All characters from canon comic books, games, shows/movies, and whatever else are not allowed. We use solely original characters. However, an OC built of a canon characters likeness is acceptable to some degree. All canon characters from any outlet are real to some degree in this world, however in the form of a TV show, comic book, and pretty much how they exist to us in the real world (for example Captain America exists in movies, comics, as an action figure; you get the picture). For example, Tony Stark/Iron Man or Clark Kent/Superman are not allowed. However Ultra Mach, someone similar to Superman, is allowed. He has Super Strength, Speed, and Durability, as well as the power to fly. However he doesn't have Heat/X-ray Vision, he can't heal from the sun. He has those super features but but only lift a tank, is only four times faster than the average athlete, and can handle going through buildings; however Ultra Mach still takes damage, can get bruised/feel pain and have broken bones, but he is not resilient to bullets nor powerful energy blasts. Or perhaps he does have Heat Vision, but when using it he goes nearly blind for several minutes (in this case, turns). 4. No Mary/Gary Sue's. We will not allow for invincible characters, OC's can very well be defeated or even killed, they can still be outmatched/overpowered. No one is perfect, you can't dodge every attack. Every character has a unique strength and weakness. Anything considered too OP must pass through Staff. Look at the example(s) in Rule 3 (above) as a reference, or look at an accepted character sheet for an example. 5. Keep it contained to the world. Meaning, don't create some off the wall bullcrap. In the Club "Of Light and Dark" everyone who has a superpower were mutated from birth or later in life due to dangerous chemicals leftover from the Old War. Many people with powers do exist, however a great many more don't. Your character did not come from space, though, we aren't saying aliens don't exist, they aren't just gonna crash land/show up any time soon. If your OC was in fact induced to some odd experiment or a strange background/history, please speak to a Staff member first and we can work something out. Otherwise, all characters are born with their power(s) or accidentally obtained it via contaminated object/edible. 6. Wait your turn, and wait for the other player. Do not continuously post, do not pester the other player. About every two days you can shoot them a PM, or even better, tag them at the end of every post so that they can see what they can reply to. 7. All players can have up to two (that's the number 2) characters. However you cannot have characters be aware of everything in the opposite group. Your characters knowledge only extends to what they have learned, seen and/or heard. If you have a Villain, they cannot possibly know everything that you Hero knows, and vice versa. This goes for all factions and even civilians as well. 8. When fighting other players/NPCs, you don't automatically hit. For example, you can "throw a punch at someone's face, then swiftly go for a leg sweep", that's the attempt. You don't "punch them in the face and trip them," that's automatic. A player can counter, dodge, block, or allow for the strike to land. However, as with another rule, you can't simply block, dodge, or counter all attacks. Normally a fight goes for ten turns; five for each player, and whoever is deemed a "winner" by a mod, can go for a winning blow, this is NOT by favoritism, but rather how good the detail and strategy is for either player. There can be close calls, or it can be really one sided. At each end of an attack turn, a player must put down a number according to that turn. So my first turn will have a "(1)" or my third turn will have a "(3)" at the end of them. If it's a spar then it doesn't require a mod. Each turn can cycle/fluctuate between attacks and defenses. An example is below, form A is correct, form B is incorrect: --------------- A.) "Ultra Mach sprints in a short burst torward Boss Man. Just before he reaches his opponent, he launches up in the air using his strength and comes back down with a leg smash. Once the attack landed, he rebounded and uses his Mach Punch on Boss Man." ((1)) "Boss Man goes for a defensive block, but at the last second he saw his foe leap up and come back down quickly with a powerful smash. He blocked the smash and it staggered him, not only throwing his defense off but Boss Man couldn't have seen the signature strike of Ultra Mach hit his gut, sending the brawny villain a few feet away." ((1)) "Ultra Mach wasted no time and followed up his Mach Punch. He rushed forward again with a series of his five Blast Burst punches, two aimed at the gut, another to the windpipe and two the jaw." ((2)) "Boss Man, though regaining some balance, saw the foe coming, abd he knew exactly what move Ultra Mach was going for as always. The Blast Burst. Boss Man was quick to regain some semblance of footing before the attack came: the first two strikes he was able to block, and readjusting himself the third was knocked away, but the fourth came out if nowhere and struck square in the jaw. In the final punch however Boss Man jerked his head to avoid to avoid and countered by
  11. Overall Club Rules. These may or may not be out of order. _______________ 1. No political or religious conflict. The very first rule for a good reason. Look, I get you might be a hardcore Muslim or Buddhist or whatever, I understand people might have strong feelings about another's religion, what president they voted for, or maybe even have a rage boner against another government. But for the love of all that is twisted and good, don't include any of that here. I'm certain you can hash things out elsewhere, but please do not advertise or create conflict about any religion or politics, otherwise Staff will deal with the situation. This is a Role-playing site for Pete's sake, c'mon! As an addition, Fortress Gamma will have its own politics, regarding the governing bodies, representatives, Sector Security, Heroes, and whatever else. 2. Have patience. With this, I mean that, if you're Role-playing with someone do not spam them or keep pestering them for a reply. We all have life to go through, things happen, and sometimes a player may not be able to get on for a good while. However we ask that you and the player communicate with one another instead of just disappearing. Nothing major, it could be like, "I've got some stuff going on, don't know how long I'll be." Sometimes posts will be slow and far and in-between. 3. NO SPAMMING! It's easy to understand. Do not spam others RP with random bullshit, do not interrupt others RP because you can. At least ask for consent to join in. If you are an annoying little shit, start lashing out and/or become too much a problem you'll be dealt with. I'm pretty positive most people would like your company, but if not, the hash it out with them. And if they don't want your company? Figure something out for yourself. 4. Talk to Staff. By this, I mean if you have an idea, suggestion(s), or even need help, don't be afraid to ask! We will help in any way we can! 5. Have decent grammar. This is very simple in any writing/RP community, when playing with another player people would want to understand what they're reading. This includes punctuation, spacing, etc. etc. To add, we do not allow text talk, use actual words, this isn't talking to your friend over a text message. Below are two examples of this: Example 1 has a more proper writing to it and what a post should look like when using grammar, and number 2... I don't need to explain. Ex. 1: "Hi, my name's Billy Bob, and I'd like to see your pooch!" Ex. 2: "name billy can i c ur p00ch " 6. No one liners! We require each player to have a good paragraph or more. A paragraph is four or five sentences long, and you don't have to go full on three pages worth of detail and all that jazz. Like I said, we aren't hard up on rules, so bate minimum can just be one paragraph. This, again, is an extremely simple rule to follow. However if you like improving your writing and skill, this might be that place to do it! 7. All characters are 18+! Look, I get you might be into crap like underage characters, but here, that is a huge no-no. Anyone having child or teen depicted having sexual encounters will be immediately punished severely. Loli's are something of a different realm. If they are portrayed as children then the rule follows, however if they are portrayed as an adult then that's acceptable. They need to be 18+, no less. 8. Keep the "nasties" to yourselves. Listen, stuff like futa, yuri, yaoi (pretty sure I murdered that word), lactation, and whatever else is pretty chill on here. What I'm talking about are scat, piss, vomit, sexual gore (apparently that's an actual thing), and various things like those not everyone, mostly everyone, may not wanna see. Which is why we strongly implore you to take it to Private Messaging. I get it's your kink, I'll respect it, but I and various others do not want to see it in RP. If we happen to see it, we will remove the following post and ask you to take it to PMs. 9. Don't bunnyhop others. This is a term I use meaning, "Don't fuck 'em on the first post." Develope something, I don't care what. This is in regards to group events/group RP. This is in regards to major roleplay that can effect everyone and anyone, whether it's a faction war, major boss fight, and whatever else. If you wanna bunnyhop someone on the first post? Do it in a private RP. Or, at the very least, ask them first. 10. All about story and characters. And that's just me. I enjoy a long-term RP, character development, action and consequence, and so forth. I'm not saying don't have sex, shit, you can have it 50-80% of the time, but my point being is there are those who might be here for the plot, characters, and whatever else they might like. So please do respect that.
  12. Citadel, or the High District, is the main hub for the Vanguard military, Fortress Security, scientific industries, and any governing bodies of Gamma. While allowing Mayor Anston to "govern" the Market District as a project, the real Overseer of all of Gamma Fortress is Conrade Henson. The Citadel District is completely off limits to any media, any civilians, and even the likes of outside businesses and vigilantes. It's silvery steel and concrete walls are heavily guarded by Vanguard suits, using state-of-the-art energy and other advanced weapons and gear. Anyone caught attempted to bypass the walls will be dealt with severely. Little to the public knowledge, many people disappeared around Citadel. And little do they know the truth lurking behind the steel walls is one that they couldn't believe, even if presented to them.
  13. Blank Form: ____ Basic Info Name: Alias: Age: Appearance: ------------------- Simple Info Alignment: Faction: Occupation: -------------------- Character Info View Points: Strengths: Flaws: Abilities/Skills: Power(s): Description: Strength/Weakness: Equipment: Weapon(s): Apparel: ---------------------- Meat of the Character Personality: History:
  14. Basic Info Name: First and Last, simple enough. This includes nicknames Alias: If you are a hero, villain, go by a code name of whatever. If not, put "N/A" Age: Regular humans have said to live a shorter life span, however some are reported to live beyond 100 years. Whatever the case, unless a human is enhanced/mutated as such all people's are to stay at a reasonable age. And no, you can't look 25 and be 80, not unless you have some special permission from Staff. Appearance: Another simple thing, please explain what your character looks like. At least give a good 1+ paragraph (s). You can use a picture for reference of you so desire, or do both! Are there any identifying features, notable scars or tattoos, you know the drill! ------------------- Simple Info Alignment: Are they good or evil? Below is the Alignments you'll use: Lawful Good (LG), Neutral Good (NG), Chaotic Good (CG) Lawful Neutral (LN), True Neutral (TN), Chaotic Neutral (CN) Lawful Evil (LE), True Evil (TE), Chaotic Evil (CE) Faction: This is whatever group/faction you belong to. Please use the following (If not part of any, simply put N/A): Unity H, The People's Militia, The League, The Underground If you wish for a custom group, please consult with Staff about it, and we'll see if we can work something out. This can range from broken-off factions to even gangs and raider groups. Occupation: "Regular Job, then "Secret Occupation" If you're the simple man/woman, what is your regular job? This can range from scavenging, hunting, tailoring, technical support, lawyer, and whatever else. But if you're someone no one else knows about, what's your secret side job, like say you're a tailor but at night you're a hero cleaning the streets. Or perhaps the Chief of Staff for the Militia and also part of the Underground. Whatever the case, you must be able to have an occupation. Remember though, you cannot have two jobs of the Factions that are a conflict of interest. Unless it's more in-depth and plays out well in-character, please don't do it. If you have ideas and questions, it's best to ask a Staff member about it. You can be a banker and part of the League, however you must give a logical reason as to how your character would be part of the People's Militia and the League. -------------------- Character Info View Points: What does your character believe in? What are they fighting for, what is it they believe the world should be? Do they help others, are they selfish? This requires at least a paragraph or more. The more you add, the more flavor it has. Strengths: Every character must have 3+ strengths, and just as many weaknesses. These strengths can range from charisma to fast reflexes and such. Each strength must have a good sentence each. Strengths are to exclude powers! Flaws: Just as important, must be able to match the amount of Strengths as well, and must compliment each other. These flaws can range from some bone disease to hideousness from mutation. Each flaw must have a good sentence explaining it. Weaknesses are to exclude powers! And no, "Runs very slow," Isn't a weakness. Abilities/Skills: This includes powers, being extremely proficient with a weapon or even technology. Every skill and power/ability must have its strengths and weaknesses. For example: a huntsman is good with bows and arrows, however is completely lost when it comes to computers and most technologies not used for hunting. A hero has the power to control fire and are super durable, however they are abnormally weak to water and sugar. A technophile is super intelligent, but they don't even know how to fight are are generally weak, only ever relying on technology and machines to fight for her. The power can be strong, but it must have a drawback, maybe even a recharge rate, it's strength and weaknesses. Power(s): What's the power called? Can be Cryokinesis, or whatever suits your fancy. Remember: Not everyone has to have a power, or even be a hero or villain at that. Description: Give an in-depth description of what you can do with it. This requires a good 1+ Paragraphs. More spice= More flavor. Super strength doesn't need much for explanation, however if it's a very unique power or skill it must be described to some extent. Strength/Weakness: Nothing overpowered, however we need an ideal of what the strengths and weaknesses are. Someone who controls ice can be weak to someone who controls fire. A woman can shape shift for a limited time, however if someone touches her she immediately turns into that person. Each strength compliments each weakness, and vice versa. Perhaps you can even use your disadvantage to your advantage? However many strengths there are must be the same amount of weaknesses, however if you do not have as many weaknesses, make sure they are good enough to where it balances out the strengths. Equipment: What kind of items does your character use? Examples can range from mousetraps to tasers. What are they used for? Are they really useful? Weapon(s): When thinking about weapons, we are using 21st arms and melee weapons. Blades such as broadswords and katanas are expensive and hard to find, the arts to creating them nearly lost and miniscule in weaponsmiths. However there exists homemade weapons like pipe rifles/pistols, restored weapons of the Old World, and so forth. Anything advanced would need a good explanation as to why and how the character has it/them (must also go through mod approval). Advanced weapons are normally used by Vanguard and Fortress Security, while heroes and villains could potentially have some unique gizmo as well. Apparel: This is more for clothing, armor, and whatever else your character wears. We don't need a wardrobe worths of ware, however any unique armor/suits are put her. Please do give a good paragraph explaining it. Pictures are acceptable, however you still need a good explanation with what it's purpose is and so forth. ---------------------- Meat of the Character Personality: Every character has a personality. And it's not as simple as, "Strong, Brave, and cares for others." A personality is required to have a good paragraph and half or more (That is 7-8+ Sentences). We want a little flavor, we want homemade street tacos, not Billy Bob's soggy shells. Whatever the case, you must be wary of history as well, as both History and Personality play off each other. Make it reasonable, as both tend to compliment each other. History: Just as important. Everyone, a hero, villain, a regular civilian, abd so forth has a back story. We only require you do a 2+ paragraph history, the struggles, maybe even the good times, and even if there isn't much to say about the character what really happened that defined them? Are they a crook, maybe even part of the People's Militia; perhaps in secret a hero or villain, or even just the Average Joe/Jill trying to make a living? Whatever the case, a you must be wary of personality as well, as both History and Personality play off each other. Make it reasonable, as both tend to compliment each other.
  15. Below is a Template for base characters. Unless approved by Staff, all characters must start at a "weaker" state if they are taking the roles of superpower-beings; or Mutants. Normal characters, droids, heroes, villains, and much more can be created via the template form below, and is recommended you stick with something reasonable and nothing ludicrous.
  16. Considered the slums, and a point beyond the Dwellings Wall's outposts, this is where the flooded ruins and overgrown flora exist, as well as pre-existing and mutated fauna are established. Many of those who scavenge more money, hunt, and even where the People's Militia patrol and much, much more, are seen here. While not many people tend to come here, there are scattered villages of wood and scrap that surprisingly do well for themselves. Scavengers have formed into communal groups and utilize robots (or automotons, whatever flavor) to aid in their search and defense against raiders this far out. In order to traverse the swamps, marsh, and jungle that's the Southern Ruins, they would need to go by boat or walk through interconnected buildings... if they can avoid hazards and predators. It is also rumored for the villainous League to exist here, hidden deep in the thickest part of the Ruins in a place well organized and well kept. Though no one's found it of course, rumors are rumors, no matter how close they are.
  17. Separate from the Financial District, the Market, as it's called, is what it was named. Various restaurants, vendors, and shops are open here for all to explore. Those who are looking to make better profit can get away from the Dwellings free markets, as here anything is possible! Many however have expanded from the Dwellings to test their luck here, either out of self desire or to actually do some good for the slums. Between here and the Dwellings, the Militias are strong in numbers and fighting force, cleaning these streets and defending them of scum. This district happens to act as part of the Dwellings as well, however separate, most vendors and shop keepers call this place home. The Market District is considered mid-waged as people do good for themselves, and the self proclaimed Mayor Anston, leader of the People's Militia, does well to help keep peace and the cogs running to keep this place from collapsing.
  18. The Living District, or simply the Dwellings, is a low to high income district riddled with both poor and prospering people. The further from the richer districts, the more rundown things seem to get as various gangs and such make restoring buildings for use much harsher, even with the advanced capabilities of Fortress Security. The Dwellings also have various militias to help defend themselves from the scum of the half clean-half flooded streets, as well as major amounts of community gardens for those who cannot afford regular food. Churches, small markets, and plenty of work opportunities such as construction, gardening, guard duty, and other miscellaneous things that would benefit the lower districts of the Dwellings. It is said that a mysterious group known simply as the Underground , who are extremely reclusive and selective of who they recruit. The Dwellings are also a hub for various gangs, crooks, and the local mob who are frequently hunted by the Militias of the district. Various heroes and even some villains reside here.
  19. The Entertainment, as its name states, is a district with plenty of fun! Surprisingly, the district has an old theme park called Six Flags: Over Texas. It had various restored arcades, plenty of restaurants both dining and fast foods, the Entertainment District also has various theatres, music/movie studios, and various other places such as revived taverns, a large raceway, and much more! It is another highly secured district but somehow trouble tends to find it's way here, from petty crimes to serious robberies. This place is also the hub for Unity H, hidden amongst the district as residents or near it. Many people come here to relax, let loose, and be themselves to escape the reminders of a much dangerous world. Staff:
  20. The Financial District is part of the cleaner, safer portion of Fortress Gamma. Heavily secured by Fortress Security, it holds various banks in which the currency is real Platinum, Gold, Silver, and Bronze. In this district is where many are employed to businesses such as marketing, accounting, and higher-end paying jobs cleaner than mining. It also holds high end restaurants, and is home to the wealthier individuals of Gamma. Near the Citadel; a District for the Vanguard and it's leaders as well as the Overseer of Fortress Gamma, exists a section of labs and technological development, as well as various industries important to Gamma. The Financial District is also one of the major base of operations for the Fortress Security police force. There exists only a few heroes, and possibly villains, in this district as strict laws and the ban of vigilante groups choke whatever influence they may have here.
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