Compression Zone: [hider=Cyberpunk Roles] [hider=Cyberpunk Roles][indent] ║[hider=Business Roles][color=9966cc] [indent][h3]▐ [u]Big Business [/u]┐ [/h3][indent]• [color=slategray][u]"Wealth, Influence, and Shiny Toys."[/u][/color] [/indent][indent][indent]» [u]Administrator [/u] [indent]└[color=white] A company official who manages specific corporate interests. Typically they care about power, wealth, and maybe a few kickbacks.[/color] [/indent]» [u]Black Marketeer [/u] [indent]└[color=white] A specialized [color=gold]Fixer[/color] who makes money by selling illegal items, or those of limited availability. Even while only receiving a percentage of the sales, it's an extremely profitable, and dangerous, business.[/color] [/indent]» [u]Bookie [/u] [indent]└[color=white]These are the bet holders and payouts for all unsanctioned gambling, whether on the .NET or in meatspace. Some bookies are called [color=gold]Oddsmakers[/color], who specialize in analyzing every shred of information on a particular subject, from lineage, to payout rates, to ancient records, and even the way data is structured. They provide tips to their clientele, and set the odds for events.[/color] [/indent]» [u]Broker [/u] [indent]└[color=white]These are the people you contact when you need to find something, or someone who can get you something. They buy and sell information, goods, and assets. [color=gold]Corporate Brokers[/color] are a public face, and typically deal with corporate issues. [color=gold]Street Brokers[/color] are who you go to for just about everything else.[/color] [/indent]» [u]Con Man [/u] [indent]└[color=white]A specialized swindler, A Con Man is about making their creds by hustling others out of theirs: Anywhere from convincing a mark to buy them drinks for hours, to spending money on worthless trinkets. Most Con Men also pick up a few illicit trick from the [color=gold]Prowler[/color] playbook, like pickpocketing or sleight of hand.[/color] [/indent]» [u]Corporate [/u] [indent]└[color=white]A corporate executive, hired to do a specific job. Importance varies, as do the jobs, but the pay is relatively good. And you only had to sell your soul to get it.[/color] [/indent]» [u]Credshark [/u] [indent]└[color=white]People who make their money selling loans with exorbitant interest rates. Some symptoms of delinquent payments include theft, broken limbs, enslavement, and death. [/color] [/indent]» [u]Factor [/u] [indent]└[color=white]A big-time [color=gold]Financial Broker[/color], Factors practice in money laundering, forgery, ghost accounts, and embezzlement. It's also been known for a company to sell their entire inventory to a Factor as a reduced price to avoid bankruptcy.[/color] [/indent]» [u]Fence [/u] [indent]└[color=white] A specialized [color=gold]Fixer[/color] who buys items and goods super-cheap, and resells them at a higher price. Most fences will buy anything, for the right price. To an extent, they also serve as decent contacts and informants.[/color] [/indent]» [u]Fixer [/u] [indent]└[color=white]A general term for the well-connected [color=gold]Fences[/color], [color=gold]Smugglers[/color], and [color=gold]Information Brokers[/color] who apply their trade on the black market. They know about the comings and going on the streets, they can locate, acquire and know about a desired person, place or thing within their areas of operation.[/color] [/indent]» [u]Government Official [/u] [indent]└[color=white]A person who is involved in public administration or government, through election, appointment, selection, or employment. A bureaucrat or civil servant in service to the government.[/color] [/indent]» [u]Information Broker [/u] [indent]└[color=white]A salesman of information, these specialized [color=gold]Brokers[/color] are in the business of information, and thus exist as some of the most respected, most mysterious, most difficult to become person of interest. However, they are extremely unpopular with those who have secrets to keep, and have lost them to an Info Broker. Since it's not illegal to know things, often times authorities will will try to cultivate Information Brokers as contacts.[/color] [/indent]» [u]Negotiator [/u] [indent]└[color=white]These Go-Betweens deal in a commodies which is entirely non-material, but is always in high demand: Arbitration. They mediate anything from mundane disputes between individuals, to forging a commercial treaty between Black Marketeers, to settling massive head-to-head clashes between warring crime organizations or corporate competitors.[/color] [/indent]» [u]Owner [/u] [indent]└[color=white] Proprietors of establishments such as clubs, bars, and other such social businesses, Owners serve as a go-between, since they run businesses that bring people together, they have lots of contacts from all walks of life, make lots of friends, and hear plenty of rumors. Some owners are one-joint joes, serving ask the full-fledged owner and manager of an establishment. Either way, owners are party to setting up trades, meeting points, and backroom deals. The legality of their establishments depends on where they are located.[/color] [/indent]» [u]Pimp [/u] [indent]└[color=white] The lowest of the [color=gold]Talent Manager/Scout[/color] roles, the sleazy, shady pimps make their livings by arranging business for their joytoys and taking a large percentage of the profits in exchange for organization, protection, and care. Pimps are often associated with gangs, paying them for protection and the right to solicit business in certain areas. Good pimps run full-fledged escort services and other setups. Successful pimps run brothels, whorehouses, and even exotic virtual realities.[/color] [/indent]» [u]Pusher [/u] [indent]└[color=white] A specialized [color=gold]Fixer[/color] who is generally despised by authorities, and the general populace. Pushers are drug dealers who seldom work together, even when employed by a Drug-Lord type who has several pushers on his payroll. Successful pushers become major drug dealers, and are generally re-branded as Black Marketeers.[/color] [/indent]» [u]Racketeer [/u] [indent]└[color=white]Illicit Businessmen of the street, Racketeer deal in dishonest and fraudulent business dealings from bootlegging illegal goods or services, to extortion through threat or violence.[/color] [/indent]» [u]Scavenger [/u] [indent]└[color=white]An expert in junk, a scavenger knows how to make use of what people throw away. Scavengers can be hired to salvage materials, machinery, equipment, and other objects junkyards, trash dumps, and the like. Sometimes they'll scavenge restricted areas, such as demilitarized and industrial zones, airplane graveyards, biohazard sites, ammunition dumps, mass graves, and even disaster zones.[/color] [/indent]» [u]Shoemaker [/u] [indent]└[color=white] A specialized, and rare [color=gold]Fixer[/color] who specializes in modifying State Identification Numbers (SINs). When somebody needs to disappear, or "Get a new pair of shoes", they turn to Shoemakers, who have the difficult task of changing their client's identity. They provide services from cosmetic surgery, to altering, creating, and erasing SINs and associated records. It's a large-scale, complex, and highly expensive task. Shoemakers have unusually high-powered contacts, powerful members of the government bureaucracy such as the CIA and Immigration, as well as many connections with credit corporations, insurance companies, and banks. The profession of being a Shoemaker is an exclusive business, often referred to as "the Priesthood". Their secrets are jealously guarded, and rightfully so because anybody who has ever so much as spoken to Shoemaker can be shoved into a high-sec block until they rot.[/color] [/indent]» [u]Smuggler [/u] [indent]└[color=white]A specialized [color=gold]Fixer[/color], smugglers have a lucrative, but dangerous job. They'll ferry just about anything from one place to another, as aligns with their moral code. They're known to buy cheap goods legally, and take them to where they can be sold at a higher provide, whilst avoiding pesky tariffs or taxes. More importantly, smugglers deal with importing illegal goods, assets, or services from one area to another. This includes political offenders, criminals, and important persons. Their jobs can also be as novel as smuggling food into a blockaded zone, or as immoral as human trafficking.[/color] [/indent]» [u]Sniffer [/u] [indent]└[color=white]These specialized [color=gold]Fixer[/color] Go-Betweens are the street version of a Private Investigator. A sniffer's reputation is dependent on their ability to find anything, and to go to any lengths to do it. They have a huge clientele of people who don't want to get their hands dirty, and their duties range from finding drugs, prostitutes, and any other black-market ware, to pawning their information to talent scouts and information brokers. Corporations will hire sniffers to find flashy new weedware (street-generated technology) so they can obtain the patents on the new-tech and mass-market it in a hurry. Some sniffers fall into slavery, nabbing people off the streets to serve as concubines for foreign officials or black-market slave rings.[/color] [/indent]» [u]Talent Agent [/u] [indent]└[color=white]These people are paid by the clients to represent them to potential employers, and to seek employment opportunities. They spend much of their time schmoozing and networking with people in the client's industry, keeping the channels open and sniffing out good business, legal or not.[/color] [/indent]» [u]Talent Scout [/u] [indent]└[color=white]A more trying and thankless job than that of the Talent Agent, Talent Scouts search for people with an unrealized talent for acting, musical performance, sports, business, and assorted black ops like netrunning and assassination.[/color] [/indent]» [u]Trader [/u] [indent]└[color=white]A particular brand of [color=gold]Fixer[/color], Traders deal in monetary transactions and pure bartering. Often, they utilize an "Import/Export" business front, with legal pretenses such as dealing antiques, to provide a cover for trading black-market commodities through handshake deals and midnight drop-offs. Most often traders exchange illegal goods for those of a more legal sort, in which they can make a profit off of without gaining the attention of the authorities.[/color] [/indent][/indent][/indent][/indent][/color] [/hider]║[hider=Combat Roles][color=ff5719] [indent][h3]▐ [u]Hired Guns [/u]┐ [/h3][indent]• [color=slategray][u]"The business of profitable murder."[/u][/color] [/indent][indent][indent]» [u]Bodyguard [/u] [indent]└[color=white] A person hired to escort, protect, or otherwise ensure the safety and security of a person, an asset, or resources. Bodyguards exist in a wide variety, from corporate security, to gang-like mobsters, to private guardians. Some bodyguards serve a multitude of purposes, but their essential functions remain the same.[/color] [/indent]» [u]Bounty Hunter [/u] [indent]└[color=white]Also known as "Hunters", these people pursue a mark for which a reward is offered, and these marks exist in both the legal, and illegal varieties. [color=gold]Cyber Hunters[/color] specialize in taking out marks who frequent the .NET with lethal programs and hacks, of which the usual result is a brain crispier than double-fried chicken.[/color] [/indent]» [u]Police Officer [/u] [indent]└[color=white] Also known as "Super Cops", a term largely used by members of the Street, these are your beefed up, militaristic law enforcement officers employed by the government, or by large corporations. Some cops may question you, Others may run your face through a wall until you talk. [/color] [/indent]» [u]Corporate Operative [/u] [indent]└[color=white] These people are a part of a corporate force, typically acting as their own personal mercenaries, or spec ops squads. They are on corporate payroll, and thus act on their interests. Those tasked with more illegal jobs go unmarked so they can't be traced back to their employer.[/color] [/indent]» [u]Ex-Cybersoldier [/u] [indent]└[color=white] Once part of a proxy military, these are retired or A.W.O.L ex-soldiers who now work as mercenaries. More machine than man, they are excellent at doing the dirtier, grittier, immoral jobs nobody else will do, and can serve as just about any other [color=gold]Solo[/color] role.[/color] [/indent]» [u]Shinobi [/u] [indent]└[color=white] A decent spy, but an excellent assassin, these shadowfolk are descendant from their ancestral roles and Asian heritage. Most shinobi only respond to orders from their respective, noble clans, but the modern age is creeping in on them and a few shinobi have ventured out into the world as hired hands. It's very rare to see an outsider who knows the shinobi arts, and even rarer to see a shinobi in the public spotlight.[/color] [/indent]» [u]Solo [/u] [indent]└[color=white]A blanket term for all those who serve as hired hit-men, bodyguards, covert specialists, and mercenaries. Most Solos have put in military time, either in a Corporate army or in one of the Government's continual "police actions" around the world. Solos train often, vary in professionalism, and some have to fight the constant urge from going berserk and throwing you through an eighty-story window.[/color] [/indent]» [u]Street Samurai [/u] [indent]└[color=white] Down-on-their-luck souls who walk the Earth, Street Samurai are anti-authoritarian loners who refuse to sell out to the dystopian government or megacorporations that rule their worlds. Often seen with edged weapons, Street Samurai are usually capable of rudimentary hacking, and could probably fashion a bomb from a houseplant.[/color] [/indent]» [u]Tatsujin [/u] [indent]└[color=white]The Tatsujin ("Master") is truly the Martial Artist worthy of the name. They strive to practice to increase their power and control of their bodies, yet remain stoic and full of humanity. Many Tatsujin believe in "The Spirits of Battle", and despite their prowess in martial arts, some have translated these abilities into gunslinging. [/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Group Roles][color=cornsilk] [indent][h3]▐ [u]Family is Everything [/u]┐ [/h3][indent]• [color=slategray][u]"The blood of the covenant is thicker than the water of the womb."[/u][/color] [/indent][indent][indent]» [u]Nomad [/u] [indent]└[color=white]A blanket term for all Nomad-types, Nomads are the wanderers of the old interstate highways as gypsies, road warriors, and motor-gangs. Life on the road is hard, so they maintain strong family bonds and fierce loyalty. They take on odd jobs, scavenge for supplies, become hired muscle for corporate wars, or get paid to harvest crops. Cops don't like them, but with vehicles bristling with armor and weapons, and the fact that every child knows how to use a gun, and every single Nomad packs a weapon, they can be a hard problem to root out, especially since their scouts usually see you first. Nomads live in a virtual town of homeless people on wheels, where everyone is related by marriage or kinship.[/color] [/indent]» [u]Nomad — Outrider [/u] [indent]└[color=white]Outrider usually function in pairs, sweeping ahead of the motor column and to the flanks to ensure the way is safe from predators and hassles. Sometimes, especially with larger convoys, Outriders will travel in larger groups. They typically favor motorcycles, bikes, or buggies for their speed or ability to handle rougher terrain.[/color] [/indent]» [u]Nomad — Pathfinder [/u] [indent]└[color=white]Pathfinders exist in few numbers, and serve a dangerous function. They slip into hostile areas a pack wants to travel through and assesses the threat and how to best to avoid it. They are often the most solitary, and slightly crazy, of the nomads. [/color] [/indent]» [u]Nomad — Runner [/u] [indent]└[color=white]The meat behind the machines, runners serve to promote the economic side of the Nomads. Goods will move with, or without them, so most Nomads have discarded morality in favor of income, though they shy away from slavery, baby-legging, and harder drugs, few are the packs which refuse to deliver illegal cargoes. Most Nomads will smuggle almost anything, and Runners accomplish the main business of smuggling and transportation inside and outside the Nomad community.[/color] [/indent]» [u]Nomad — Shaman [/u] [indent]└[color=white]Typically with strong backgrounds in medicine, religion, or otherwise roles that involve analytical thought, Shamans promote a strong sense of belief derivative from Christianity. They also tend to boast personal commitments to helping people, being wise enough to keep their own counsel, and being compassionate enough not to force their views on others. [/color] [/indent]» [u]Nomad — Warrior [/u] [indent]└[color=white]Functioning much like a Solo to the Nomads, the Warrior differs by relying more on natural aptitude and toughness rather than modifications and intensive trainer. Nomads live in a state of constant struggle, and warriors serve as the backbone of their survival. Nomad Warriors typically have two styles of fighting: very close combat, usually at night and without gunfire so they don't harm their brothers and sisters in the camp, and at very long range with extreme prejudice, they don't want intruder's in their camp. Warriors are taught not to endanger themselves unnecessarily, as violence is generally distasteful to nomads.[/color] [/indent]» [u]StreetPunk [/u] [indent]└[color=white]These are the youth of today: disillusioned, alienated, and angry. There are countless gangs infesting the city, of which they are blanketed by the term StreetPunk. To them, it's all about Gang Rank, which indicates their authority, resources, respect, and experience within the family-like gangs. StreePunks can be benign, or outright violent.[/color] [/indent]» [u]StreetPunk — Booster [/u] [indent]└[color=white]These StreePunks are all about cybernetic technology, and are typically enhanced by these cybernetics they are so fascinated with. [/color] [/indent]» [u]StreetPunk — Chromer [/u] [indent]└[color=white]Chromers like to center their activities around their favorite rock bands, often interpreting song lyrics as orders from their heroes. Most Chromers are into toally senseless, random acts of violence as a means of expression. [/color] [/indent]» [u]StreetPunk — 'Dorpher [/u] [indent]└[color=white]'Dorphers are all about Endorphins (Thus the name) that make you feel happy, zone-out, and numb the pain. Chemical addicts, electronic wireheads, and braindance junkies, 'Dorphers are all about the high.[/color] [/indent]» [u]StreetPunk — Poser [/u] [indent]└[color=white]Posers are pretty straightforward, they are people who try to impersonate celebrities, fictional characters, or an ideal image—Even to the point of being biosculpted to resemble them. The added benefit of being a poser is the clone protection, a gang of similar minded posers all look alike. [/color] [/indent]» [u]StreetPunk — Zoomer [/u] [indent]└[color=white]These StreetPunks are vehicle-loving, roving city gangs. You'll see gangs composed of anything from muscle cars and motorcycles, to kids on skateboards, to tuners and drifters.[/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Public Roles][color=lightGreen] [indent][h3]▐ [u]Civil Servants [/u]┐ [/h3][indent]• [color=slategray][u]"Charisma, Credibility, Prestige, and Making Shit Up"[/u][/color] [/indent][indent][indent]» [u]Action Reporter [/u] [indent]└[color=white]This adrenaline junkie can be found anywhere there's danger—slogging along with the proxy soldiers in a dirty little war on foreign soil, going deep into gang turf in the inner cities, standing on top of an overturned car as a riot sweeps through the streets, sneaking a camera shot through the windows of a building where terrorists have taken hostages, free-falling with the national parachute team, defying police orders to stay out of an area. Action reporters are media heroes, and they tend to live moderately wealthy, if short, lives.[/color] [/indent]» [u]Cult Leader [/u] [indent]└[color=white] The single thing that defines almost every cult is a charismatic leader. This an individual, a of teacher if you will, who attracts a following. This equivocal force of charisma is used to preach an ideology, some of which are violet, others benign. These leaders have the power to make others want their approval, acceptance, and love. Most cults are nothing without their charismatic leader, and it's rare to see someone step up and thrive in the place of their beloved leader. A leader who is not beloved however finds his cult prone to disbandment or mutiny. If the original founder leaves his cult in good hands, his teachings and messages are likely to be carried on and spread without becoming warped, twisted versions of themselves. Most cults can be defined by two principles; Sincere, and Cynical. Sincere cultists, and their leaders, are usually trying to teach a higher truth and are often far less villainous than their counterpart. Cynical cult leaders are almost always merely trying to rake in as much money and power as they can, and members of these cults are typically far more fanatical than their counterpart.[/color] [/indent]» [u]Cultist [/u] [indent]└[color=white]Cultists serve as the backbone of any good, or bad, cult organization. Some are good, some are evil, some are fanatical and some are apathetic. Cultists exist in a wide variety of flavors, of which are usually dependent on the type of cult they join. Cults employ common tactics to recruit members; Through gospel and advertisement, social functions, using a young and sexually attractive member to seduce marks, initiating teenagers of whom are often rebelling against their parents religious choices, subtle postings on the .NET, and some members just drift in seemingly by happenstance. Regardless of recruitment, members will find it much more difficult to leave a cynical cult than a sincere one.[/color] [/indent]» [u]Electro Jockery [/u] [indent]└[color=white] These are your musicians who create, collaborate, and pump their earsplitting, bone rattling, wall-cracking music in the city's clubs, on the .NET, and in underground pirate dance halls. Being an Electro Jockey is both easy, and difficult. Anyone can do it, but not everyone can be good at it. Genres range all the way from old-school techno, to new age synth, to electro-hop, and everything in-between.[/color] [/indent]» [u]Dancer/Prostitute/Stripper [/u] [indent]└[color=white]Roles that all serve similar functions, though they differ in practice, and are pretty self explanatory. Regardless to which you belong, you most likely make your living by providing sexual pleasure to others, sometimes hands-free, sometims on the .NET. Maybe you enjoy the lifestyle, the wild parties, the drugs, the pleasure, or perhaps the money. Get past all the sleazes and slimeballs, and there are some top-dollar clients out there for the prettiest, or most exotic of these three.[/color] [/indent]» [u]Investigative Reporter [/u] [indent]└[color=white]These reporters typically come in one brand: Reveal the truth, expose corruption, counter the "big lies" promulgated by the corporations, and make the world a better place. Investigative Reporters are sticklers for accuracy, and are prone to very thorough research—No matter how long it may take. Because of this, they deliver content at a slower pace, and as such usually live low-wealth lives. Investigative reporting has a high turnover, as these reporters are likely to pursue the truth to the bitter end, even against the commands of their editors and producers. Some are even willing to sacrifice attachments to friends, family, or even their own well being to document and reveal the higher truth. Investigative Reporters are considered higher tier than the others, as they're always going after the big fish, corporate scandals and secrets, gang bosses, the government. Anybody in power is fair game.[/color] [/indent]» [u]Journalist/Correspondent [/u] [indent]└[color=white]These lower tier reporters are small fish who are just starting out in the business, or have no desire for the dangers and risks involved in action or investigative reporting. [color=gold]Jouranlists[/color] are the typical meat of a news agency. They collect, write, distribute, and cover news stories as directed by their editor or producer. These stories usually attempt to spark public interest, while keeping the tabloid safe from the wrath of the higher powers. [color=gold]Correspondents[/color] are usually anonymous tipsters, writing or emailing the press in exchange for a minimal deposit into a secure account, or a drop-point. Almost all correspondents use a handle, and those who prove themselves are really the only ones who get away with asking for money upfront.[/color] [/indent]» [u]Judge [/u] [indent]└[color=white]Being a judge is not a highly desired job, unless you're particularly partial to dishing out justice or making great sums of money, The latter of which usually comes from bribes and pay-offs. Many corporations have since then taken to employing their own court system, wherein you sign away your flimsy rights to "due process" and a "trial by your peers" and abide by the corporations decision. Which, always aligns in a way that is beneficial to the corporation. Many corporations will use blackmail and threats to force an accuser to sign over the legal decision to the corporation. This practice leads competitors to step in, and has been the cause of more than a few corporate wars.[/color] [/indent]» [u]Lawyer [/u] [indent]└[color=white]Incredibly self-explanatory, lawyers study law and provide council and legal services. The best lawyers are on a permanent payroll, as long as they remain reliable. Bad lawyers don't exist in high numbers, most of them wind up dead. It can be a dangerous profession, but the pay is typically substantial. Successful lawyers live very nice, and very comfy lives.[/color] [/indent]» [u]Medias [/u] [indent]└[color=white]A niche term for anybody involved with media, tabloids, news, or other public, and any other sort of social press. This term is also used to identify people who don't quite fit a particular mold, like crewmen, secretaries, on-air hosts, .NET bloggers, coffee-fetchers, etc. This term is also adapted to [color=gold]Pirate Media[/color], people who host rebel radios, and otherwise illegal news operations.[/color] [/indent]» [u]Paparazzo [/u] [indent]└[color=white]The Paparazzo is probably the most disliked of the media press. Much like a stalker, a Paparazzo will go to any length to capture a juicy picture, a tantalizing vidreel, and anything they consider to be unique, and most importantly, scandalous. Celebrities and powerful people are always the targets, and once a Paparazzo latches onto a target, they will be there, at every turn, with a telephoto lens, smearing your image, spreading gossip, and turning seemingly ordinary situations into something hot and scandalous. Sometimes a Paparazzo gets lucky, and their target pays them off, for great sums of creds.[/color] [/indent]» [u]Rockerboy/girl [/u] [indent]└[color=white]Rockerboys (or girls) are the street poets, social consciences, and rebels of the cyberpunk world. With the advent of digital porta-studios and garage laser disk mastering, every Rocker with a message can take it to the street; put it in the records stores, and bounce it off comsats. Sometimes the message isn't something the Corporations of the Government want the public to hear, Sometimes the things Rockers say (or sing) puts them right in the faces of the powerful people who really run this world. Thus, some Rockers a paid off, and some Rockers simply produce music for the joy of it.[/color] [/indent]» [u]Sensationalist [/u] [indent]└[color=white]Sensationalists in the media are all about presenting stories in a way that is intended to provoke public interest or excitement, and more often than not, at the expense of accuracy.[/color] [/indent]» [u]Spin Doctor [/u] [indent]└[color=white]Also known as [color=gold]Propagandists[/color] and [color=gold]Hacks[/color], the latter of which is known to write anything for creds. Spin Doctors and Propagandists are experts at finding silver linings in dark news leaks and putting just the right "spin" on a story. Some a cynical, some genuinely believe in what they are doing, regardless they can be the most dangerous of the media types; Willing to sacrifice anyone and anything (except the state or corporation itself) to make sure that only the "right" stories get out, less the needlessly put their own lives in danger.[/color] [/indent]» [u]Tabloid Media [/u] [indent]└[color=white]These corporate types are where Sensationalists, Paparazzos, and Spin Doctors rise in prominence. Tabloid Media, and the [color=gold]Tabloid Mongers[/color] who run them, are all about quick-printing sensational stories, unique photographs, and publishing scandalous vidreels on the .NET. You can almost immediately identify a tabloid news by the outrageous headlines, or clickbait links on the .NET.[/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Ocean Roles][color=00f9ff] [indent][h3]▐ [u]Into the Depths [/u]┐ [/h3][indent]• [color=slategray][u]"Exploiting the Oceans, for all they got"[/u][/color] [/indent][indent][indent]» [u]Aquatic Nomad [/u] [indent]└[color=white]Much like their cousins on the land, Aquatic Nomads constantly roam across the Ocean surface in great flotillas made from just about every seaworthy vessels they can get their hands on, scrap-together, or salvage. The group's role sets are identical to the land based Nomads.[/color] [/indent]» [u]Dive Master [/u] [indent]└[color=white]The all-purpose underwater jockey, Dive Masters are the people you go to for everything related to, well.. diving. Handling nets, deploying traps, deep-sea photography, maintaining fish hatcheries and sea-plant farms, these divers are the go-to for all your aquatic business needs. As such, nearly all divers are employed by corporations, or government facilities, that's really the only good way to get a paycheck big enough to maintain the expensive equipment, and still live a decent life.[/color] [/indent]» [u]Dive Master - Miner [/u] [indent]└[color=white]Pretty straightforward role, these divers spend long hours drilling and blasting their way through the ocean's floor and features. Long hours, the risk that your pressure suit could fail, and the possibility that your miles of airhose tethered back to your oxygen supply could spring a leak means big paychecks for these miners, unless they're a part of a criminal mining facility. [/color] [/indent]» [u]Marine Biotechnician/Geneticist [/u] [indent]└[color=white]The best equipment, state of the art labs, and high profile computers, Biotechnicians, specifically the aquatic variety, seek to take abstract knowledge and turn it into marketable results. Cataloging new species, scanning thousands of new DNA samples, and learning about the intricate mechanics of life underwater. Biotechies are cut from a different cloth, and nearly all of them have skill sets similar to the MedTech, accompanied by considerable knowledge about equipment and gadgets. [/color] [/indent]» [u]Pirate [/u] [indent]└[color=white]Sea nomads. At their lowest level, they make raft cities which float off the shores. These are poor, homeless, ethnically disadvantaged, undocumented and/or law-avoiding people. Pirates live on old barges, small ships, jury-rigged crafts, and just about anything else that floats. Some successful pirates have managed to incorporate warships, cruisers, and cargo ships into the fleet. One fact remains true about Pirates though, they prey upon those who dare tread across the waters, or live along its shores (Excluding of course, the heavily defended mega-cities). [/color] [/indent]» [u]SubJock [/u] [indent]└[color=white]Subjocks are a rare breed, and exist in three variets; Corporate, Military, or Freelance. The latter of which is a nearly impossible task, as submersible pods are expensive to obtain, and maintenance. Subjocks do everything from moving cargo, to delivering it, to serving as war or research vessels. Some are small, one-man pods, and others are larger, able to hold multitudes of people at a time. Corporations typically have the largest submersible vessels that often serve as mobile bases, with a crew made up of many Subjocks.[/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Space Roles][color=lightsteelblue] [indent][h3]▐ [u]The Final Frontier [/u]┐ [/h3][indent]• [color=slategray][u]"Taking 'Up, Up, and Away' to a whole nother level."[/u][/color] [/indent][indent][indent]» [u]Highrider [/u] [indent]└[color=white]Highriders are not the "working class" of space. They are well educated and hold positions ranging from construction workers to pilots, scientists, and colony managers. Highrider is a blanket term for space-based persons, as most of cyberpunk roles fit equally into the space culture with their own Highrider-style twists (Yes, even Space Pirates).[/color] [/indent]» [u]Highrider — Pilot [/u] [indent]└[color=white] The rare breed who "fly" the many commercial, corporate, and military vehicles which clutter space, and control much of the transportation of equipment and personnel. These characters are typically adventurous and individualistic, but much like the Nomads on earth, they have a network of other Pilots.[/color] [/indent]» [u]Highrider — WorkGanger [/u] [indent]└[color=white]The largest portion of the orbital population is still maintained within the many construction crews and operational staff who make the running of habitats and workshacks possible. Workgangers are experience in using spacesuits, EVA packs, zero-g maneuvers, heavy machine operation, space tech, and even combat. The "Work-gangers" constitute the largest extended "family" imaginable and their influence extends through the orbital culture. [/color] [/indent]» [u]Salver [/u] [indent]└[color=white]As the number of workshacks, shuttles, laser sats, and even small habitats increases exponentially, many disused hulks or wrecks litter the orbital space. Salvers are scouts and collectors of these disused relics, which sometimes contain a wealth of equipment or perhaps even a forgotten corporate secret. Oftentimes their own rigs are scrapped-together "Hotrods", making them decent techies and pilots. Salvers typically know several [color=gold]"Fixers"[/color] to help find buyers for their wares.[/color] [/indent]» [u]Space Marine [/u] [indent]└[color=white]Both governments and corporates are fitting out elite squads of cybered warriors with armored work-suits and heavily-armed spaceplanes. These squadrons patrol sections of space, ensure the safety of corporate secrets, obtain and secure assets, and exist as a law in their own right.[/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Stealth Roles][color=dimgray] [indent][h3]▐ [u]The Shadowfolk [/u]┐ [/h3][indent]• [color=slategray][u]"If you see them, it's because they want you to."[/u][/color] [/indent][indent][indent]» [u]Private Investigator [/u] [indent]└[color=white]PIs don't need licenses. If you want to be a PI, you set up an office, make names cards, and say "I'm a private eye". Just like that. You must be tough, because success determines prestige, and prestige determines business. If you're a bad PI, you have no clients, you have no job. You could always join a Detective Agency, the capacities of an organizations are much wider than a lone person, but you'll lose your freedom. [/color] [/indent]» [u]Prowler [/u] [indent]└[color=white]Not all [color=gold]Fixers[/color] are thieves, and if you are, you're a Prowler. Prowlers occupy themselves with pickpocketing, mugging, and generally avoiding the notice of security personnel. As such, most prowlers are apt disciples in the arts of stealth and disguise. Some make pretty decent athletes, and others boast decent skills in tech, gadgets, and electronic security. [/color] [/indent]» [u]Reaper/Repo Man [/u] [indent]└[color=white]Reapers are perhaps the most universally hated and feared, even by their patrons. Reapers are repossessors, and serve as the literal boogeyman to anyone who cannot, or will not pay for something. While many are freelancers, most work for Reaper Agencies, who in turn work for stores or other companies. The larger corporations often have their own Reapers. Reapers do not limit their scope to repossessing cars and merchandise, they also repossess body parts and cybernetics, sometimes whole people (these are generally called [color=gold]Bounty Hunters[/color], or Body Snatchers). Because of this, they are often well-armed and combat trained. A highly stressful and dangerous job, but it pays extremely well. Licensed Reapers have the legal right to break into homes, vehicles, etc. to retrieve the "merchandise" they are after. They are also allowed to use deadly force if necessary.[/color] [/indent]» [u]Spook [/u] [indent]└[color=white]A Spook, or Spy-for-Hire, is essentially a security and surveillance expert. They are especially skilled at gaining information through surveillance and at breaking into places. They are often hired to test the security of facilities, most often by corporations. Sometimes they are hired to break into places illegally (though most never admit to such things). Spooks are often called Ghosts for a very good reason: they move like them, and are often as creepy as ghosts. Because of Spooks, you never really know if you are being watched or not. And, if they're as good as they say they are, you might never know.[/color] [/indent]» [u]Spy [/u] [indent]└[color=white]Spies are kind of like an upgraded version of a [color=gold]Spook[/color], a "Spook-Plus", if you will. They serve many of the same functions; surveillance, breaking and entering, information gathering, and remaining unseen. However, a Spy is willing to go further than your average Spook. Political and corporate spying, industrial espionage, set-ups and frame-jobs, infiltration, undercover-ops, and even downright sabotage. Spies are a more offensive brand, and while bad spies lead short lives, good spies are paid so extremely well that they have to create a cover and lie about what they do, or remain hidden and out of reach. The services of a good spy, in-turn, are quite expensive, and as such you'd have to be either wealthy or powerful to employ them. [/color] [/indent] [/indent][/indent][/indent][/color] [/hider]║[hider=Tech Roles][color=Ivory] [indent][h3]▐ [u]Technological Gurus [/u]┐ [/h3][indent]• [color=slategray][u]"Doodads and Thingamajigs"[/u][/color] [/indent][indent][indent]» [u]MedTech [/u] [indent]└[color=white]MedTechs are born in a world where half of medicine is related to mechanics, it makes sense that medical professionals would combined the skill sets into a single, unified whole. From Black Market Surgeons, to private Corporate doctors, and the wide market of public health: MedTechs exists everywhere, with various specializes and pay grades. The wealthier or the more powerful the client, the more pay. The more dangerous the situation, usually based upon legality, the more pay. MedTechs can fix your arm, flesh or not, and probably your toaster too. [/color] [/indent]» [u]Netrunner [/u] [indent]└[color=white]An electronic "Wraith", Netrunners are the ultimate Hackers. They dive headfirst into the dizzying data-winds of the Net; the worldwide telecommunications system the joins humanity together. They wire up their brains to special modems and computer links. They don't do combat with guns, per say, but with offensive and defensive programs, arrayed for use with a single "touch" from your mental fingertips. Busting into data fortresses, mainframe systems, and blowing past, or through, the sysops who try to stop you. Netrunners primarily do two jobs: Smash up the virtual space and gather the information they don't want you to find, or outright crashing whole systems and leaving a mess so beautifully catastrophic that it will be days before it's pieced back together. At least, if you're worth your salt as a Netrunner. [/color] [/indent]» [u]Rogue Hunter [/u] [indent]└[color=white]Rogue Hunters are [color=gold]Netrunners[/color][/color] who specialize in two things: Hunting down dangerous rogue Artificial Intelligences (AI) and capture them for behavioral modifications; and eliminating equally dangerous, and often infamous, Netrunners. The latter of which is a lucrative business and could easily net a Rogue Hunter a fortune in creds. Rogue AI can be very dangerous to the infrastructure of the World-Net, and if an AI is considered "Unredeemable", Rogue Hunters are tasked with simply terminating the AI completely. [/indent]» [u]Techie [/u] [indent]└[color=white]Techie is a blanket term for those who make their livings building, fixing, and modifying—All crucial occupations in a technological world where no one person really knows how half the stuff works. They can made decent creds fixing everyday stuff, but the real money is in the big jobs; Illegal weapons, equally illegal (or stolen) cybertech, corporate espionage and counterespionage gear, devices for "black operations", thermite bombs, hunter-killer robots, cybernetics, neural rigs, and so much more. The cybernetic world is so diverse that its basically impossible for a single Techie to specialize in everything. Being a Techie can be dangerous, if you're too good at what you do, then you're in high demand—And the boys who want you are often willing to play dirty. [/color] [/indent] [/indent][/indent][/indent][/color] [/hider] [/indent][/hider] » [u] [/u] [indent]└[color=white][/color] [/indent][/hider][hider=CyberPunk Resources] [url=http://www.wyldeside.com/rpgs/cp2020/role-full-list.html]Role List[/url] [url=http://rpg.web-mage.ca/pages/roles.php]Role List 2[/url] [url=https://www.sindome.org/archetypes/]Sindome Archetypes[/url] [url=https://www.scribd.com/document/135952032/Cyberpunk-2020-Wild-Side]2020 Wild Side[/url] [url=https://www.scribd.com/doc/225235900/CP3311-Cyberpunk-2020-Pacific-Rim-Sourcebook-1994]2020 Pacific Rim[/url] [url=https://vdocuments.site/cyberpunk-2020-live-direct.html]2020 Live and Direct[/url] [url=https://www.scribd.com/document/173962189/Cyberpunk-2020-Firestorm-Vol-I-Stormfront-The-Fourth-Corporate-War-pdf]2020 Stormfront[/url] [url=https://www.scribd.com/document/317372920/Cyberpunk-2020-Deep-Space-pdf]2020 Deep Space[/url] [url=https://www.scribd.com/document/371697477/Cyberpunk-2020-ICP116-Dark-Metropolis]2020 Dark Metropolis[/url] [url=https://www.scribd.com/doc/125174600/IN0003-Cyberpunk-2020-Interface-Magazine-Vol-1-Issue-3-1991-Q4-KriTTeR]Interface V.1 I.3[/url] [url=https://www.scribd.com/document/216366862/Cyberpunk-2020-Interface-Magazine-Vol-2-Issue-1-1992]Interface V.2 I.1[/url] [url=https://docslide.net/documents/cyberpunk-2020-interface-magazine-vol2-issue-2.html]Interface V.2 I.2[/url] [url=https://www.scribd.com/doc/49168691/CyberPunk-2020-Core-Rulebook]Cyberpunk 2020 Core[/url] [url=http://startide.us/other_resources/cp2020reference5.pdf]CP2020 Ref v5 (0.9)[/url] [url=https://rpg.rem.uz/Cyberpunk/Cyberpunk%202020/]Resource Archive[/url] [url=http://datafortress2020.com/cop/ncpd.htm]Cop Stuff[/url][/hider] [hider=blank template] [color=7A9B76]Classification:[/color] [color=F7E1D7][/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7][/color] [color=7A9B76]Production:[/color] [color=F7E1D7][/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7] [/color][/indent] [/hider] [hider=Red Faction Towns][indent] [hider=Blackpoint] [color=7A9B76]Classification:[/color] [color=F7E1D7]City[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]6,200[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Mining | Smelting | Manufacturing[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Christian Vikram (Chris), male - Leader of Blackpoint [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A large mining city nestled in a small shallow within the mountain range. It has metal walls patrolled by soldiers, and two gates to the west and east. Each gate is flanked by two towers topped with twin-barrel non-automatic turrets. The residential area is average, if a little shabby, and everything in the town seems to have a consistent layer of soot on it. Buildings are mostly square trailers on stilts. Columns of smoke continually rise over the town from the foundries and smelters. Blackpoint is known for the sheer amount of raw metals it produces. [/color][/indent] [/hider][hider=Bramble Ridge] [color=7A9B76]Classification:[/color] [color=F7E1D7]Homestead[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]30[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Agriculture [/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• The Broadhurst House • Bramble Orchard [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Dalton Broadhurst (Dal), male - Orchard Owner [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A small cluster of old-fashioned farm houses, repaired from old world ruins, supporting six families of generational orchard tenders nestled against the foothills of the mountains. They have no defences, other than themselves, but they do have a cellar that functions as a panic room attached to a large home placed in the center of the community, the Broadhurst house. [/color][/indent] [/hider][hider=Brisby] [color=7A9B76]Classification:[/color] [color=F7E1D7]Town[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]800[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Mining[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office • Open-pit mine [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Raya Carver (Ray), female - Leader of Brisby [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A town built a mile from the edge of an open-pit copper mine, Brisby has similar infrastructure seen in most mining towns—square trailers on stilts, a defensive wall, and a gate flanked by towers capped with twin-barrelled non-automatic turrets. Brisby is one of the largest exporters of raw copper. [/color][/indent] [/hider][hider=Cinder City] [/hider][hider=Coldwater] [color=7A9B76]Classification:[/color] [color=F7E1D7]Town[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]200[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Fishing | Seacraft[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office • The Pill Line [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Kajus Flemming (Cage), male - Leader of Coldwater [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A seaside town built right up on the ocean's shore, which as it turns out, was a mistake. The town features ramshackle fisher's huts, and is surrounded by a metal wall with a single pillbox to defend it. However, most threats come from the sea itself, and so a line of three pillboxes with trenches running in between, and metal barricade emplacements have been constructed along the beach. Coldwater also has a small boatyard used for the creation and repair of small seacraft. [/color][/indent] [/hider][hider=Crag Peak] [color=7A9B76]Classification:[/color] [color=F7E1D7]Town[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]1,500[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Mining[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office • The Bulwark [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Sydney Valenzuela (Sid), female - Leader of Crag Peak [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A mining town with a single mine and the standard square trailers on stilts, most of which have been repaired with whatever is on hand and still contain more than a handful of bullet holes. Crag Peak is far from the larger settlements, and being on the frontier of the wildlands, they are hit constantly and by the fiends of the wilderness. Their defensive wall is patchwork, having been broken more than once, and there are no gun-towers to defend the gate. Instead, they have concentrated their efforts on a secondary defensive line around the mouth of the tunnel leading into the mines called The Bulwark. Here, there is a secondary wall with two turret emplacements built from scrap and spare parts. [/color][/indent] [/hider][hider=Devil's Breath] [color=7A9B76]Classification:[/color] [color=F7E1D7]Town (Prison)[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]600[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Mining | Smelting [/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Warden's Office [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Warden Janice Warner (Jan), female - Warden of Devil's Breath [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A prison colony focused on working their inmates the mine or in the smelters. Prisoner bunks are in the mine itself, and beyond a guarded entryway, the guard's barracks are built in the mouth of the tunnel, mostly from square trailers stacked on top of one another. The main entry is a thick wall spanning from wall-to-wall, with a gate and several mounted machine gun emplacements spread across its length. The prisoner colony gets its name from the constant, oppressive heat within the mine. The prisoner's are self-policed by a set of director's who ensure the quota is met and sent to the shipping area. Director's also single out those considered not to be doing their fair share when the quota is not met and the guards come to punish them, if the quota is continually not met then a director may be singled out for punishment. Punishments are typically whippings, which usually means a slow death by infection. [/color][/indent] [/hider][hider=Direbend] [color=7A9B76]Classification:[/color] [color=F7E1D7]Town[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7] 400[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Fishing | Agriculture[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office • Agricultural Lab • Brickfruit Orchard • Ghost Leaf Greenhouses [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Alivia Kane, female - Leader of Direbend [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A small community with a large growing operation. The homes are restored from old world farm houses and there is one lab that conducts agricultural research. The community is surrounded by metal walls with few non-automatic turret emplacements and two gates, on the eastern and western sides. There are nearly a dozen greenhouses devoted to the production of ghostleaf, a tobacco-like substitute. Direbend's main focus is growing brickfruit. [/color][/indent] [/hider][hider=Eagle Peak] [color=7A9B76]Classification:[/color] [color=F7E1D7]City[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]8,000[/color] [color=7A9B76]Production:[/color] [color=F7E1D7] Mining | Smelting | Manufacturing[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Overseer Zachariah Noble (Zach), - Leader of Eagle Peak [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7]A large city devoted to excavating raw resources from the earth and processing them into usable materials. The city is constructed on several different levels of cliffs, creating a winding labyrinth of stairs, skywalks, and buildings stacked on top of one another or carved into the rock itself. The city is a mixture of square trailers and scrap homes, with residents making their homes in every nook and cranny. The city is enclosed behind metals walls, all the way up to the mine entrance, leaving a single gate as the point of entry. Few emplacements are scattered along the walls, and there are a handful of lookout towers, usually garrisoned by marksmen and snipers, capping the corners of the walls and flanking the gates. [/color][/indent] [/hider][hider=Foghorn] [color=7A9B76]Classification:[/color] [color=F7E1D7]Homestead[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]60[/color] [color=7A9B76]Production:[/color] [color=F7E1D7][/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• The Lucky Lucero [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Mira Lucario, female - Owner of The Lucky Lucero, de facto leader of Foghorn. • Jett Lucero, male - Owner of the Lucky Lucero, de facto leader of Foghorn. [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7] A sleepy little village set in The Mountains of Mist, Foghorn was originally a waystation for travellers that grew into a gambling den and hotel. Most of the buildings are run-down old world houses that have been fixed up into the semblance of a proper residence. The center of the ruins holds a row of ancient storefronts, one side has been renovated into The Lucky Lucero and the rooms it rents, the latter being accessible from the street. The other side holds various shops and merchants. [/color][/indent] [/hider][hider=Forks] [color=7A9B76]Classification:[/color] [color=F7E1D7]City[/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]2,800[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Agriculture[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• Overseer's Office [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• Ethan Manning, male - Leader of Forks [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7] Forks gets its name due to the fact that no matter which of the three gates you enter, your path will always stop at a fork in the road. The city has heavy walls, and heavy defences. Outside the walls are sprawling fields growing various assortments of fruits and vegetables. Forks is one of the largest producers of food in the southern territories and is locked in a constant struggle to protect its fieldworkers and defend its fields from the wildlife—fiends are attracted to the food. The city is packed with people trying to find space where there is none, often leading to less than adequate living conditions. However, most stay because food and water are, if not plentiful, easier to come by. [/color][/indent] [/hider][hider=Fort Arwell] [color=7A9B76]Classification:[/color] [color=F7E1D7]City [/color] [color=7A9B76]Population Est:[/color] [color=F7E1D7]8,200[/color] [color=7A9B76]Production:[/color] [color=F7E1D7]Animal Products | Military Tech[/color] [color=7A9B76]Notable Locations:[/color] [indent][color=F7E1D7]• General's Office • Training Grounds • The Plaza • The Clawtooth Inn • [/color][/indent] [color=7A9B76]Notable People:[/color] [indent][color=F7E1D7]• General Scott Carver, male - Leader of Fort Arwell • Officer Rena Herman, female - Oversees the Training Grounds • Edwald Clawtooth (Eddie the Slayer), male - Owner of The Clawtooth Inn [/color][/indent] [color=7A9B76]Overview:[/color] [indent][color=F7E1D7] Fort Arwell is the first defense against the greater wasteland. It is the bastion that stands against the creature that come through the pass to the north. [/color][/indent] [/hider][hider=Fort Lauder] [/hider][hider=Ledge] [/hider][hider=Logan's Rest] [/hider][hider=Lost Angeles] [/hider][hider=Marwin's Ferry] [/hider][hider=Plymith] [/hider][hider=Ridgepoint] [/hider][hider=Scout's Post] [/hider][hider=Sparks] [/hider][hider=The Forge] [/hider][hider=The Lockup] [/hider][hider=The Pits] [/hider][hider=Tracks] [/hider][hider=Westcaster] [/hider][hider=White Bay] [/hider] [/indent][/hider]