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I want to generate a real sense of interconnectivity with these characters. So somebody throw an idea at me and I'll build on it. I hate when there's 8 RP'ers and 8 different plots going on, y'anno?
I got a post up. Yayaya! Let me know what you guys think of it.

If anybody wants some pre-RP history between the Mors and Asper and your character, lemme know!
DISTRICT 12 \\ LOWER NEIGHBORHOOD

A sigh, like a cloud. Light and fluffy.

The syringe rolls about, finding the air and bouncing across the cool linoleum. He's twirling his fingers, but finding nothing.

Knock, knock.

"Come in," The twirling fingers murmurs.

The door chokes and heaves but cranks open, it's tracks ungreased and ancient. A pair of men, one with slick, black hair and another with shoulder length violet hair enter the cramped dormitory and pause to grimace. What's that smell? Trash blankets the floor and the only light is from an unadjusted holoscreen at the far corner of the room. Our slick haired villain reaches callously into the confines of his maroon leather jacket and pulls a handgun from it's prison -- archaic, bulky and completely menacing. The other man lights a cigarette, careful to avoid stepping on the litter that is abound in every direction.

"Mr. Corlan?"

The figure slouched at the edge of the loveseat stirs. Draped in darkness, he sits up and his silhouette is apparent in the visage of the blaring holoscreen. He's a well to do man with a suit and tie, but it's been hours since he's worn it proper and his tie hangs low around his neck. The matte of sweaty hair atop his head is in no fighting condition and while not visible from afar, a simple glance at the base of his neck tells any wizened up onlooker how he spends his weekends.

"What is it, boyssssss," he slurs, but on no purpose of his own. He's feeling high and mighty, except the mighty part. The two men step through the minefield of garbage and form a fleshy wedge between the television monitor and the couch. The klick of a pistol's hammer being cocked is the start of the soundtrack. Suit and Tie doesn't move, but instead stars up at the visitors like presidential candidates, but their sharp demeanor's owe sympathy to the bank. The man of violet takes a long drag of the cigarette. He drops it's burning stub and crushes the flame with a grinding stamp of his boot.

"What's his fucking malfunction?" Violet inquires, as if reciting the greatest articulation of philosophy.

"He's triple dosed. He don't get it," the slick haired hero says. Suit and Tie stirs and in a flash the gunbarrel is pointed right between his eyes, but the poor soul doesn't skip a beat.

"Come onnnnn, I was gonna pay up when I came back to uh," but Suit and Tie's dialogue is superseded by the one between Slick and Violet.

"Triple dosed? You mean like shootin' up three times a day?" He's bewildered at this point.

"I'm talking three syringes in a sitting. He's fuckin' fried." Slick glances at Violet, to check his expression maybe. Maybe.

"What? How is he not in a coma?" Klick! An orange light glows bright, then is snuffed out. Violet exhales smoke and clutches the cigarette between slender fingers. He gazes around, but his gaze is paced and cautious. He spots the syringe but it's all the evidence he needs. Violet's eyebrows dig deep and he scratches his head to find an answer to a question that hasn't yet been asked.

"Yeah."

The pistol barks. Suit and Tie goes limp against the couch, his eyes still cool and relaxed. The announcer on the holovid doesn't skip a beat. There's a political scandal in District Zero but nobody is listening. Droplets of crimson soak into Violet's jacket, but there's more important business here. "Didn't I say we weren't going to sell to outsiders?"

Slick knocks open the chamber on the pistol. He pulls the smoking case free from it's metallic prison and drops it. He's digging in the pocket of his trousers for something, but Violet isn't finished.

"I'm fuckin' serious, Dak. This dude is a bullpup and he didn't pay up for weeks."

"He just paid up."

"Cut that shit out."

"Got a light?"

Klick!

Slick joins the party with a cigarette of his own. He leaves it dangling from cracked lips while he pulls a fresh round from his pocket and drops it into the chamber. He slams the breach and points the gun downrange, as if ensuring post postpartum perfection. The two linger for a few minutes, their gaze trading between the corpse of Suit and Tie and the various oddities that dot his abode. He's a working man, an informant and a junkie; but most importantly an informant. What family he worked for in the district was nobody's fuckin' business any more because he was a dead man and dead men don't snitch.

Violet takes one more drag of his cigarette. It lasts an eternity. He flicks it across the room and it's fiery ember is swallowed by the darkness. The door closes and the news report continues on somewhere in the background.
I could make a much HIGHER quality map if you'd like.



Nations Name: Empire of Sessau
Flag: See above.
Form of Government: Constitutional Monarchy.
Describe the System: Sessau uses a system of government in which a monarch shares power with a constitutionally organized government. The monarch may be the de facto head of state or a purely ceremonial leader. The constitution allocates the rest of the government’s power to the legislature and judiciary. The royalty is largely held in check by regulatory legislation and Sessau is one of the first countries to establish a rather rudimentary system of legislative enforcement that holds the monarchs power in check, as opposed to an absolute monarchy.
Location on Map Desired: Pending
Capital: D'Amiens. Considered the cultural capital of the world, it a widely bright but sometimes decadent city that hangs low in the shadow of the Kellieu mountain range. D'Amiens is home to all things beautiful, but it can often be seen as a trashy city by those unappreciative of Sessauan culture.
Important Settlements:
-- Mille: Second largest city in Sessau, it is the agricultural breadbasket of the nation. Mille was once the Kingdom of Mille that was conquered in 1622 in the Sesso-Mille War. The people of Mille speak Sessauan but with a heavy accent that gives a very distinct air about them. Some people refer to Mille as the L'etat Secondaire, which many natives take offensively.
-- Sordogne: Sordogne is the largest coastal city in Sessau and possess a large naval base as well as a huge mercantile harbor system that brings in much external trade.
-- Novence: The city of Novence is the fourth biggest city in the empire and is considered it's proverbial crossroads, as it lies at the very epicenter of a huge network of roads.

Description: (Descibe an average city in your nation. Culture, language, currency etc.) WIP
Important Characters: WIP
Traits:
-- Empire: Your lands are made up of conquered peoples and are vast. -4
The Empire of Sessau composes many ethnicities and lands. The people of Mille, the Western Provinces and even the city of Sordogne were once independent states that eventually succumbed to the great cultural assimilation of Sessau. Similar cultures made all of this possible and while these distinct identities remain as such, there is no lie in the identity of the Sessau people.

-- Scared of Water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3
The Sessauan Grand Navy (called the Grand Marine in Sessauan) has often been at the wrong end of incompetent leaders and poor budgeting. While they do support a sizable fleet, it is captained by poor commanders and less than quality logistics support.

-- Conscription: Your army conscripts men from the countryside to fill out it’s forces. You have large numbers of men that can overrun positions howeve they have next to no training and break very easily. -1
The majority of the Grand Armee has long been held together by the serviteurs, those who fight based on service. While they are a lesser quality than regulars, they allow Sessau to maintain control of her mighty empire.

Army: roll
Navy: roll.
GDP: roll.
Stability: roll
Name: Asper Hansen

Age: Unknown, reportedly between the ages of 22 and 33.

Appearance: While glimpses of Asper Hansen are fleeting, it is apparent that he has every intention of rubbing the system the wrong way. Eye witness accounts of his appearance seem to indicate a tall, lanky man with shoulder length hair and a penchant for facial jewelry. With the Mors usually sticking to the lower levels of the sixteenth District, it is widely assumed that Aspen is of a naturally pale countenance. His fingers are adorned with eight stylized metallic rings and his clothing seems partial to some theme of maroon, the official color of the Mors.

Personal Details: Asper Hansen was not born to wealth nor to poverty, but rather to the mischance of poor fortune. When his parents were suddenly (and perhaps rather suspiciously, in some circles of discussion), killed on their way home, Asper was sent from District 2 to live with his aunt in the lower edges of District 16. His aunt, while not apathetic to young Asper, was certainly not appreciative of his rather immediate intrusion into her life and pharmaceutical drug habits. When she failed to pay up on a loan edged against a rather disciplined group of gangsters that called themselves the Greasers, nine year old Asper came home to a disembodied aunt and a ransacked housing unit.

In and out of the local Ancoran adoption homes until his late teenage years saw Asper continually picked on and bullied. He did not learn to wistfully escape or defy his attackers with an immense cerebral intellect, but instead sought revenge in the most devious methods possible. His last charade saw him expunged to the streets for allegedly forcing one of the more provocative bullies to gargle down motor oil. The details, even for the remarkable computing systems of District Zero become hazy here, as Asper moved to and fro the societal hierarchy of Ancora, eventually sinking deep enough to become less a person and more a fragment. He has supposedly returned to his roots in District 16, where he is inching his own influence onto the seedier dissidents of the anarchy that is District 16.

District: District Sixteen.

Additional: Asper is the leader of a gang called the Mors. They are numerous and well known, but considered a relative non-threat to the people of District 16. They are no friends to law enforcement and the more wily of members have been known to jump isolated law enforcement officers. There is more glory than guts here, as most of these incidents end in arrests for the Mors members, but rumor has it that it's some obscure right of passage. They deal primarily in high grade pharmaceutical drugs and small time prostitution within District 16. Most of the members of this outfit are drop outs, teenagers are prevalent and women can often be seen wearing the maroon imbued handprint of the Mors.

The Mors are the primary handlers and dealers of a well known deliriant called Fuzz, which is an active psychopharmacological drug that inhibits the production of glutamate, which carries neurons to the hippocampus and stores information, such as memories. While a bottle of whiskey might wash away your problems for a night, the residual and euphoric (often referred to as a fuzzy feeling) feeling is replicated on a much more immediate level without the post bottle hangover or the debilitating physical effects of natural intoxication. The drug must be administrated via neural injection and common signs of use are needle marks at the base of the neck. Long term use is errant memory loss and possible damage to the central nervous system. Short time use includes forgetting targeted and commonly induced memories and thoughts and a slight feeling of euphoria across the temporal lobes and across the epidermis.

Law enforcement often identifies citizens on the drug by asking them easily identified but rather obscure questions like what they ate for lunch, or who the last person they talked to on the phone was -- while not a surefire way, minor events are often not recorded at all by the brain under the effects of Fuzz and missing one or two key questions can lead to incarceration. Current charges brought for use, possession or intent to sell are unknown.
I'd like to claim Claimant 2, if possible. Application up tomorrow.
I think the Mors will be finding Den, soon. Bahahaha!
I think there should be another prominent City State a long ways off, but reachable. This manner you can introduce new characters without merely having to pull them up out of the muck and have somebody say "Well, where was this guy all along?!"
If my application has taken too many liberties, just let me know.
Name: Asper Hansen

Age: Unknown, reportedly between the ages of 22 and 33.

Appearance: While glimpses of Asper Hansen are fleeting, it is apparent that he has every intention of rubbing the system the wrong way. Eye witness accounts of his appearance seem to indicate a tall, lanky man with shoulder length hair and a penchant for facial jewelry. With the Mors usually sticking to the lower levels of the sixteenth District, it is widely assumed that Aspen is of a naturally pale countenance. His fingers are adorned with eight stylized metallic rings and his clothing seems partial to some theme of maroon, the official color of the Mors.

Personal Details: Asper Hansen was not born to wealth nor to poverty, but rather to the mischance of poor fortune. When his parents were suddenly (and perhaps rather suspiciously, in some circles of discussion), killed on their way home, Asper was sent from District 2 to live with his aunt in the lower edges of District 16. His aunt, while not apathetic to young Asper, was certainly not appreciative of his rather immediate intrusion into her life and pharmaceutical drug habits. When she failed to pay up on a loan edged against a rather disciplined group of gangsters that called themselves the Greasers, nine year old Asper came home to a disembodied aunt and a ransacked housing unit.

In and out of the local Ancoran adoption homes until his late teenage years saw Asper continually picked on and bullied. He did not learn to wistfully escape or defy his attackers with an immense cerebral intellect, but instead sought revenge in the most devious methods possible. His last charade saw him expunged to the streets for allegedly forcing one of the more provocative bullies to gargle down motor oil. The details, even for the remarkable computing systems of District Zero become hazy here, as Asper moved to and fro the societal hierarchy of Ancora, eventually sinking deep enough to become less a person and more a fragment. He has supposedly returned to his roots in District 16, where he is inching his own influence onto the seedier dissidents of the anarchy that is District 16.

District: District Sixteen.

Additional: Asper is the leader of a gang called the Mors. They are numerous and well known, but considered a relative non-threat to the people of District 16. They are no friends to law enforcement and the more wily of members have been known to jump isolated law enforcement officers. There is more glory than guts here, as most of these incidents end in arrests for the Mors members, but rumor has it that it's some obscure right of passage. They deal primarily in high grade pharmaceutical drugs and small time prostitution within District 16. Most of the members of this outfit are drop outs, teenagers are prevalent and women can often be seen wearing the maroon imbued handprint of the Mors.

The Mors are the primary handlers and dealers of a well known deliriant called Fuzz, which is an active psychopharmacological drug that inhibits the production of glutamate, which carries neurons to the hippocampus and stores information, such as memories. While a bottle of whiskey might wash away your problems for a night, the residual and euphoric (often referred to as a fuzzy feeling) feeling is replicated on a much more immediate level without the post bottle hangover or the debilitating physical effects of natural intoxication. The drug must be administrated via neural injection and common signs of use are needle marks at the base of the neck. Long term use is errant memory loss and possible damage to the central nervous system. Short time use includes forgetting targeted and commonly induced memories and thoughts and a slight feeling of euphoria across the temporal lobes and across the epidermis.

Law enforcement often identifies citizens on the drug by asking them easily identified but rather obscure questions like what they ate for lunch, or who the last person they talked to on the phone was -- while not a surefire way, minor events are often not recorded at all by the brain under the effects of Fuzz and missing one or two key questions can lead to incarceration. Current charges brought for use, possession or intent to sell are unknown.
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