Sep. 25th, 2018

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[personal profile] sirensportghost


DROP/HIATUS


This is where you can post notifications of character drops and hiatuses. You may post to the ooc community to notify other players of either, but this is the only official place the mods check to excuse your from Activity Check/remove you from the game, so don't forget this important step!

Hiatus

Please copy-paste the text box below and fill out the information required to take a hiatus:




Drop

Please copy-paste the text box below and fill out the information required to drop a character:



~*~

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[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

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[personal profile] sirensportghost






BOUNTY HUNTING INFORMATION


This is a list of guidelines for being a bounty hunter and/or placing a bounty on another character, either an NPC or a player-character.

We'd really like to avoid player-characters having a "hit" put on their heads without their knowledge, especially if it's planned out in a friends-locked community. To avoid this, we've created an official channel through which those kinds of plots can be carried out. Any normal murder, kidnapping, or other type of thing that's been worked out between players is perfectly fine.

However, if your character wants to specifically take someone out for major plot-related reasons, please use the following resources. This also includes helpful information for characters who are apped with a mind to becoming a bounty hunter.

All questions about bounty hunting or requests to put a bounty on a player-character's head should be posed to Amy or RW via PM, AIM, email, or plurk. Contact information can be found on the player contact information page
. Contact information for RW can also be found on the mod contact information page.

How Bounty Hunting Works

A Little History
Prior to 2012, the bounty hunting system was run by a woman known only as St. Matthew out of the bar in Sector Four known as "Mugshots". On January 27, 2012, the barmaid who ran Mugshots was shot and forced to retire. On January 30, 2012, Death of the Endless ([personal profile] thehighcost) replaced the injured barmaid, and Deathstroke the Terminator ([personal profile] terminates) was appointed by St. Matthew to be the middle man between the bounty hunters of Siren’s Port and herself (as seen here).
Who is Deathstroke the Terminator? Also known as Slade Wilson (though not to the public), Deathstroke the Terminator is a mercenary by trade who hails from the DC Universe (pre-Reboot). His responsibilities include helping people register as bounty hunters, confirming that a bounty has been caught, and keeping other bounty hunters in line. He’s a no-nonsense, ex-military man who expects efficiency and certain degree of professionalism out of the people he’s supervising. He can generally be found in Mugshots bar in Sector 4. If your character is a registered bounty hunter, they’ve met at least once.

Who is Death of the Endless? Also known as Didi to everyone in Siren's Port, Death is the personification of the idea of death who hails from the comic book series Sandman. Her responsibilities include running the bar, Mugshots, keeping the ranking system up to date, and promoting the bounty hunting system. In contrast to Deathstroke, she's a lively, friendly, fun loving person who expects people to have a good time with what they're doing. She can generally be found in Mugshots bar in sector 4, though she is known to travel throughout the city everyday. If your character has visited the bar, then they've definitely met Death at least once.
Bounty hunting is killing or capturing a character for money.
Basically, if an organization or person wants a character dead or captured (dead or alive), they can offer a certain amount of money up to the bounty hunters of the City and the bounty hunters will then do the research needed to find that character. Upon finding the character and either killing or capturing them, they would return the character or their body to the central bounty hunting office, and would receive the payment offered for that bounty.

Since the NPC, St. Matthew, has stepped back from the limelight, all bounty hunters will deal with Deathstroke the Terminator and Death.

New bounties will be posted as others go out of commission. A bounty that is out of commission has either been caught by a player character or has been killed. These are listed on two separate pages, and those that have been captured may be re-used at a later date.

Players may also submit NPC bounties, which will be reviewed, and posted along with the other “mugshots”. To submit a bounty, go here.

To register as a bounty hunter, a character must go through Deathstroke. You can either contact RW for a log with him at Mugshots bar, call Deathstroke on his office line, or you can handwave the registration, and simply fill out the form here.

To register as a bounty hunter, a character must go through Deathstroke. You can either contact RW for a log with him at Mugshots bar, call Deathstroke on his office line, or you can handwave the registration, and simply fill out the form here.


Putting a Price on Someone's Head

You can put a bounty on a player character's head.
If your character wants to put a bounty on the head of a player character then, as stated earlier, the plot must be worked out between both players. When a bounty is requested by a player character, the character requesting the bounty must have funds to cover the bounty themselves. Please be realistic when it comes to the amount of money a bounty costs and how much money your character could conceivably have made while in Siren's Port to date. However, if it is a plot point that your character can't pay the bounty that's fine too, for example, if you'd like the bounty hunter to come after your own character later for the money or any other related plot. Just as long as you explain this is the case, it should be good to go.


Working as a Bounty Hunter

Bounty hunting is generally a neutral job.
Though any character can be a bounty hunter for one specific faction, to facilitate a nice pool of capable bounty hunters that either side may choose from, bounty hunting is generally considered a neutral job. This means that neither faction will be pounding down your door to get you to join them, if you're a bounty hunter.


Signing up and completing a bounty.

All IC transactions go through Deathstroke’s IC contact page.

To sign up your character to hunt a bounty, you can fill out the form located here. After your comment is submitted, you will be contacted by RW or Amy, and the details of the hunt itself will be discussed.

After your character has completed a bounty, fill out the form located here. You will receive a response acknowledging the fact as well as the amount paid out.

Players will be able to use the NPC bounties listed for the purposes of acting as a bounty hunter. Please be realistic when it comes to how long it would take your bounty hunter character to find a bounty, and how much they will be receiving for the difficulty level of the bounty - don't make it too easy.

Please keep in mind that anyone abusing the bounty hunting system to make their characters overnight millionaires will likely face consequences both IC and OOC - above all, keep it realistic. Your character cannot find a high-level bounty for a lot of money in just one day.


Difficulty Levels
- A normal human with no superhuman ability would be considered a 1/10, while people with abilities that are defensive rather than offensive or non-combat abilities would still be considered 2/10 to 3/10.

- The NPCs in Siren's Port are no slouches or norms. They all have abilities, and they are mostly bitter, jaded, and very experienced - especially people on the bounty lists. The most powerful player character in Siren's Pull at any given time would be considered an approximate 9/10 for the bounty list. The most difficult bounties in the City would be nearly impossible for any one character to take out.

- Bounties are usually for either a dead target, or a live target. Bounties for targets wanted dead will be in the lower end of the range listed, while bounties for targets wanted alive will be in the higher end of the range listed. Catching a bounty alive is often more difficult than dead, so the compensation is higher, particularly in cases where the target is wanted unharmed.

- For any NPC bounty under $10,000, it is pretty safe to assume that with at least a week of IC researching/hunting your character can take the bounty payout. If your character has special tracking skills that would help cut these times, or you feel that your bounty hunting character is in some other way an exception to these guidelines, please speak to RW or Amy before commencing with bounty hunting.


How the Ranking System Works

The ranking system is only for bounty hunters.

- After becoming a registered bounty hunter, the first thing you need to do is pick a nickname. No nickname, no bounties. From then on, when you sign up to collect a bounty, you will be called by your nickname, and only by your nickname. The nickname can be anything, but no naughty words, please.

- The ranking system can be found in the bar "Mugshots", which is where the bounty hunting system is run from. The electric scoreboard is hanging on the wall when you walk into the bar, on the right.

- The score is determined by how many bounties have been collected. One point per bounty, and it will be counted to your score once you have notified Slade that the bounty has been completed. The scoreboard will be updated once a week.

- There are NPC bounty hunters in the city, and they are on the scoreboard as well. These bounty hunters collect NPC bounties as well. If you sign up to be a bounty hunter, you can handwave collecting bounties that are not on the list, within reason. Before doing so, check with RW or Amy through OOC contact.




1.
The Fedora | 7 Bounties
2.
Fleuret | 5 Bounties
3.
Rocky Rhodes | 3 Bounties
4.
Monad | 2 Bounties
5.
Felix Walken | 2 Bounties
6.
The Doctor | 0 Bounties
7.
Tony Redgraves | 0 Bounties
8.
Red Robin | 0 Bounties
9.
The Wind Slasher | 0 Bounties
10.
Suit | 0 Bounties
11.
Sadie Shears | 0 Bounties
12.
Deadpool | 0 Bounties
13.
The Wolf | 0 Bounties
14.
The Crawling Chaos | 0 Bounties
15.
Catalyst | 0 Bounties




Bounties

DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Vasilios Stavros
ALIASES N/A
REWARD $7000 for AGI NUMBER #P004967
CRIME Manipulating figures in the stock exchange; embezzling funds. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE 45 BIRTHDATE 06/07/1967 BIRTHPLACE Siren's Port, Canada
HEIGHT 5'8" WEIGHT 175 EYE COLOR Brown HAIR COLOR Brown
BUILD Average. SCARS AND MARKS N/A
NEWCOMER No CITIZEN Yes KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Sector 1, Siren's Port OCCUPATION Stockbroker
POWER/ABILITY Ability to control electronics.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A









DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Tanya Adkins
ALIASES Sis
REWARD $2500 SERO, $2000 SPPD NUMBER #T009683
CRIME Hacking a police database. DATE OF ARREST 07/09/11
PLACE OF ARREST Siren’s Port SECTOR 11
ARRESTING OFFICER Nancy Marks PRECINCT 2
SEX Female AGE 19 BIRTHDATE 09/03/1993 BIRTHPLACE Siren's Port, Canada
HEIGHT 5'2" WEIGHT 105 EYE COLOR Brown HAIR COLOR Black
BUILD Slim SCARS AND MARKS N/A
NEWCOMER No CITIZEN Yes KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Sector 4, Siren's Port OCCUPATION Librarian at SP Public Library.
POWER/ABILITY Technophile, can talk to computers.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
06/03/10
Siren’s Port
Misdemeanor for hacking.
N/A
N/A
N/A
N/A
N/A
N/A






DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Topher Strange
ALIASES The Undertaker, The Suit, Director
REWARD $6500 SERO, $4000 SPPD NUMBER #F004256
CRIME Murder, theft, grave robbery. DATE OF ARREST 02/09/01
PLACE OF ARREST Siren’s Port SECTOR 8
ARRESTING OFFICER Tessa Delmonaco PRECINCT 8
SEX Male AGE 55 BIRTHDATE 11/01/1957 BIRTHPLACE Siren's Port, Canada
HEIGHT 5'7" WEIGHT 174 EYE COLOR Blue HAIR COLOR Brown, Graying
BUILD Average SCARS AND MARKS 1 inch right forehead, 7 inch left upper torso, 5 inch left lower torso.
NEWCOMER No CITIZEN Yes KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Sector 6, Siren's Port OCCUPATION Owner of “Strange and Sudden Funeral Home”.
POWER/ABILITY The ability to steal years of a person’s life by shaking their hand. Always wears gloves.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
03/24/77
Siren’s Port
Breaking and entering.
07/30/95
Siren’s Port
Grave robbery and property theft.
02/09/01
Siren’s Port
Murder by ability.




DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Unknown
ALIASES The Lion
REWARD $10,000 for Live Delivery to Spencer’s Hunting Grounds, $10,000 Live Delivery to the McKinley Zoo NUMBER #B009385
CRIME N/A DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE Unknown BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 8’6” WEIGHT 550 EYE COLOR Brown HAIR COLOR Golden Brown
BUILD Large SCARS AND MARKS Is a lion.
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Out in the darkness, Siren's Port OCCUPATION Is a lion.
POWER/ABILITY Unknown.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division
- Record of Arrest – Siren’s Port, Canada


NAME Batman
ALIASES The Bat
REWARD $10,000 for SERO Dead or Alive, $10,000 for the Agricultural Department, $15,000 from Ombre (Alive Only) NUMBER #G002853
CRIME Theft of SERO equipment and agricultural equipment. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE Unknown BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 6'2" (Guesstimate) WEIGHT 200 (Guesstimate) EYE COLOR Unknown. Wearing a mask. HAIR COLOR Unknown. Wearing a cowl.
BUILD Muscular SCARS AND MARKS Unknown. Dressed up as a giant bat.
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE The Darkness, Siren's Port OCCUPATION Masked vigilante. The guy is dressed up as a bat.
POWER/ABILITY Unknown.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
07/10/11
Siren’s Port
Theft from SERO research labs.
07/19/11
Siren’s Port
Theft from Agricultural Department.
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME The Joker
ALIASES N/A
REWARD $25000 for SERO, $25000 for AGI, $23500 for SPPD NUMBER #W009285
CRIME Murder in the first degree, Arson, Tampering with Government property, Prison escape. DATE OF ARREST 09/19/11
PLACE OF ARREST Siren’s Port SECTOR 8
ARRESTING OFFICER Re-l Mayer PRECINCT 3
SEX Male AGE Unknown BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 6'5" WEIGHT 192 EYE COLOR Green HAIR COLOR Green
BUILD Slim. SCARS AND MARKS face painted completely white with red lips. Looks like a clown.
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Unknown, Siren's Port OCCUPATION Mischief maker.
POWER/ABILITY Unknown.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
August 2010 – December 2010
Siren’s Port
Set fire to four factory buildings and murder in the first degree.
01/01/11
Siren’s Port
Mass murder at Felton Theater.
August 2011 – December 2011
Siren’s Port
Poisoned city water, government property damage, murder in the first degree.


DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Sylar
ALIASES N/A
REWARD $1000 for SPPD NUMBER #T002735
CRIME Murder in the first degree, Prison escape. DATE OF ARREST 11/01/11
PLACE OF ARREST Siren’s Port SECTOR 1
ARRESTING OFFICER Re-l Mayer PRECINCT 3
SEX Male AGE 30 BIRTHDATE 02/01/77 BIRTHPLACE New York City
HEIGHT 6'1" WEIGHT 172 EYE COLOR Brown HAIR COLOR Black
BUILD Slim. SCARS AND MARKS None.
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Unknown, Siren's Port OCCUPATION Unknown.
POWER/ABILITY Abilities are currently thought to be contained. Suspected to be an ability thief, though the precise nature is unknown. Has previously demonstrated telekinesis.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
Late 2011
Siren’s Port
2 counts of first degree murder. 2 other counts dropped for insufficient evidence.
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Unknown
ALIASES The Big Bad Wolf
REWARD $5000 for SERO NUMBER #F008227
CRIME Property damage; illegal slaughter of livestock DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE Unknown BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 16’ – 17’ (estimated) WEIGHT Unknown EYE COLOR Gold HAIR COLOR Brown
BUILD Enormous. SCARS AND MARKS N/A
NEWCOMER Unknown CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Last seen in Sector 7, Siren's Port OCCUPATION Wolf.
POWER/ABILITY Giant Wolf.
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
04/17/12
Siren’s Port
Destroyed fencing and devoured 14 cattle.
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Unknown
ALIASES Inferno
REWARD $10000 for SERO NUMBER #W008762
CRIME Multiple counts of murder in the first degree, destruction of SERO property. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE mid-20s BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 6’0” WEIGHT 166 EYE COLOR Blue HAIR COLOR Dirty Blond
BUILD Slim/Muscular. SCARS AND MARKS N/A
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Unknown OCCUPATION Unknown
POWER/ABILITY teleportation, telekinesis, pyrokinesis
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Unknown
ALIASES Glacier
REWARD $10000 for SERO NUMBER #W008763
CRIME Multiple counts of murder in the first degree, destruction of SERO property. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE mid-20s BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 6’1” WEIGHT 170 EYE COLOR Green HAIR COLOR Brown
BUILD Slim/Muscular. SCARS AND MARKS N/A
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Unknown OCCUPATION Unknown
POWER/ABILITY teleportation, telekinesis, cryokinesis
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Michael Xavier
ALIASES Magneto
REWARD $10000 for SERO NUMBER #W008764
CRIME Multiple counts of murder in the first degree, destruction of SERO property. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE late-70s BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 6’2” WEIGHT 270 EYE COLOR Blue HAIR COLOR White
BUILD Heavy/Muscular. SCARS AND MARKS Number tattoo on left forearm.
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Sector 4, Siren’s Port OCCUPATION Doctor
POWER/ABILITY electro-ferrous kinesis
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A



DEPARTMENT OF POLICE
Police Division - Record of Arrest – Siren’s Port, Canada

NAME Kevin Ford
ALIASES N/A
REWARD $13000 for SERO NUMBER #W008765
CRIME Corporate espionage, multiple counts of murder in the first degree, destruction of SERO property. DATE OF ARREST N/A
PLACE OF ARREST N/A SECTOR N/A
ARRESTING OFFICER N/A PRECINCT N/A
SEX Male AGE 16 BIRTHDATE Unknown BIRTHPLACE Unknown
HEIGHT 5’7” WEIGHT 130 EYE COLOR Hazel HAIR COLOR Brown
BUILD Slim. SCARS AND MARKS N/A
NEWCOMER Yes CITIZEN No KNOWN GANG AFFIL. N/A DATE OF REGISTRATION N/A
RESIDENCE Unknown OCCUPATION Unknown
POWER/ABILITY dissolves organiz matter
PREVIOUS CRIMINAL HISTORY
DATE
CITY
CHARGE AND DISPOSITION
09/09/11
Siren’s Port
Accused of murder.
N/A
N/A
N/A
N/A
N/A
N/A









~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

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[personal profile] sirensportghost


NPC SEARCHABLE INFORMATION


The information on this page is not only for player reference but also IC information that your characters can research on each of these people, if they choose to do so. Sometimes, depending on the NPC, there's a lot of information, and sometimes very little.

As another note, some NPCs will have contact information available to player characters in the game, and these entries can be used as an in-character message box just like the ones most player characters have. As you would with normal in-character posts to the communities, please indicate what form of post you are contacting them with (e-mail, video, voice, holo, etc). Not all NPCs will reply back, if this is the case then there will be an OOC note notifying the player that the NPC received your message (or didn't) and why they are not replying.

Please use these NPC contact pages to help you further enhance your RP and character advancement, but keep in mind that they are NPCs and not player characters.

Keep an eye out for new NPCs to come.



WELCOME TO THE SIREN'S PORT NETVICE DATABASE...

...please wait one moment while the system processes your request for information.

...validating your credentials.

...access to level 1 confidentiality confirmed.

...you have 5 results!

Italy "Tully" deDrago
...head of Afterglow, Inc. Italy "Tully" deDrago declined to comment on...
...a little bit more information on Italy "Tully" deDrago would be nice, wouldn't...
...how to contact Italy "Tully" deDrago, you can find his public contact info here...


Robert Judas Stone
...reclusive leader of SERO, Robert Judas Stone, also commonly known as RJ, or Judas...
...anybody knows a little more information on Robert Judas Stone? Well, this is what I've found...
...how to contact Robert Judas Stone, his public contact info is here...


Darwin/Alexander Charles Watts
...much is known about the regenerator Darwin, or Alexander Charles Watts, author of the Darkness Bestiary...
...can I find information on Darwin, that guy who wrote the monster information? Answer: Well, I'll give you what I have...
...you can contact Darwin at this link...


Delaney Aafjes
...who knows what this guy is, but Delaney Aafjes has been around forever, and knows a lot about...
...on Delaney Aafjes? Answer: Well, here's what information I've found on him...
...if you want to ask a question, Delaney Aafjes has a contact inbox at...


St. Matthew
...if you want to get into bounty hunting, definitely get hold of St. Matthew, I hear she'll help you out...
...on St. Matthew? Man, it's tough to find info about that chick, but here's what...
...if you want to check into bounty hunting, St. Matthew has a bunch of webforms up...


Aedri Miller
...Okay, so I know people are looking for the dirt on Aedri Miller, the Chief of Police...
...would not believe how hard it is to track down personal stuff on Aedri Miller. Think I spent hours just trying to figure out...
...hard to actually get her instead of the Secretary, but if you want to call Aedri Miller be my guest...


Please click on one of these name results to receive currently available information.

Thank you for using the Siren's Port search network!



~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

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[personal profile] sirensportghost


BESTIARY/DARKNESS INFORMATION
[This page is considered IC and is accessible to any character on any network. Free free to pass it around or reference this page. It is considered a Network Info Page.]


[Quick Links: Main | Humanoid | Mundane | Beast
Plant | Flying | Ooze | Non-Darkness]


Just a Note:
It was 1918 when it happened. Oh, some people will tell you it’s too hard to place a date on it, but I know. The monsters showed up the night after it happened; the Core Meltdown. Something within the city trapped countless demons, beasts, and creatures within its night. The history has never been completely told before, or just isn't all that clear. One thing is for sure, the night brings what we locals have simply called "The Darkness." Creatures, beasts and nightmares all come out as the sun goes down, sirens alerting those who live here to get inside and stay safe.

This page gives you a very brief run down of some of the "Big Ickies" you might find in the long and cold nights here. I know I haven’t got even a tenth of what is out there listed on this page, but at least it’s a start. A heads-up, if you will.

Forgive my drawings. They are crude, but they get the point across. I never claimed to be an artist. If you have a moment and want to send me a line so I can update the list, it could be helpful to all. Just text or email the web at the contact listing at the bottom.

On that note...good luck out there.
~Darwin


The Origin of Darkness and The Sirens
Seeping Darkness
Darkness Creatures
Darkness Proofing
Water Problems:
What’s that Smell?
Light of the Night: Stars, Moon and Weather:
Where Is Everyone?:
Driving In The Dark & Cab Services:
Fighting the Darkness; Weapons and Tools
Exorcising or Eating the Darkness:
Preserving Things:
Scams:
Death at Night:
Safe Places:
When Morning Comes:

The Guide
The Origin of Darkness and The Sirens:
No one is positive what exactly these creatures are or precisely where they came from. I believe they are a product of the Core Meltdown back in 1918, which ripped the island of all living things; human, animal and plant alike. If you study the darkness for as long as I have you will notice a lot of qualities to each creature that can be pieced together with living organisms you see today. Human parts crossed with plants or dogs, fish and fowl. Some seem to have adopted things they find around them and others just appear to be mutated humans. One thing they all share in common is a pure wild rage, anger or a feel of being tortured each night; like souls in a constant state of pain trapped in some limbo or purgatory.

The early founders of SERO were the first to seriously look into what the Darkness is and how to deal with it. Though they learned how to Darkness Proof (it was called Nightmare Proofing back then) almost as soon as they settled on the island again, it wasn't until 1932 that they discovered that killing a creature at night didn't mean destroying it forever. In the 1930's, Eberhardt and Orberst spearheaded all research on the Darkness, developing ways to capture the darkness for the night, study it and write down every detail they could possibly discover. SERO Laboratories now hold much of this information in their data banks.

June 23, 1919: The siren system was put into place, going off thirty minutes before sunset. They were originally air raid sirens, posted on the tops of the tallest buildings that were closest to the shore lines. The original siren blasted for only ten seconds, warning people that they had thirty minutes to get into shelters. The island began to be called Siren's Port because of this.

For years they kept to the original warning system giving people a thirty minute warning at night only. It wasn't until later years that the system was completely overhauled to work better. By 1964, everything was changed and updated. Every tall building in the city is now outfitted with a siren horn fixed to the top of it, pointing down. The entire system is networked to the government building, where an office is in charge of keeping the siren on time and in working order. They say there is a back up generator for the sirens, so even if there is a complete black out, the siren warning will still go off.

Currently, the sirens go off three times in 24 hours. One short blast of sound just ten minutes before the sunset will bleat from the horns; a simple reminder that it will be dark soon. The second is timed almost perfectly; thirty seconds before sunset the sirens will go off and the low wailing lasts for a full eleven minutes. It is a haunting hallow sound that fills the air all across the city, loudly enough to be heard inside of homes as well. Eleven minutes is a very long time to deal with the sound, and some people find the sirens just as frightening as the Darkness itself. The reason for the eleven minute siren is to alert the citizens when the Seeping Darkness has come to a stop. We'll get to that in a moment. The last alert comes about a minute after the Darkness as departed in the morning. This siren only lasts for about thirty seconds.



The Seeping Darkness:
There are not only creatures of the night to deal with, but also the changing world around us. When the sun has fallen and night comes out, the world changes. This change lasts for a good ten to fifteen minutes while the world outside melts down into something less desirable. The city is dirty in places, sure, but at night the Seeping Darkness crawls over every building, every car, every plant and tree and fire hydrant or anything left outside. It's like watching someone spill molasses over a building, slow and creeping, spreading out over a freshly painted building and turning it to ruin, or creeping and cracking the sidewalk before your eyes.

The Seeping Darkness is rust and blood and dirt and grime. It is cracks in stable buildings or paint, breaks in the sidewalks and streets. It can take a perfect and new stop sign post and have it misshapen and bent by the end of the transformation. Unprotected cars will come out with flat tires, broken windshields, gnarled frame work and rusty fenders with a fresh paint job blowing away in the night. The Seeping Darkness will spread across the island city until it covers every unprotected surface that it can manage. What won’t it touch? Moving objects, living objects that don't stand still long enough, or simply darkness proofed places that the seep can't reach.

The Seep, as I like to call it, will stop spreading once it has covered everything. This has been clocked at about nine and a half to ten minutes to cover the entire city and island. It doesn't seem to start in any one location and work it's way out, but starts everywhere and slowly covers everything. After it has covered everything it seems to stop spreading, so closed and protected buildings can stay clean inside, if Darkness Proofed properly. This however doesn't mean that it can't continue to seep inside. If you open a door or window after the seep has stopped, not only will creatures find their way in, but the seeping darkness will very slowly start to come inside. It can take up to an hour, after siren, for it to take over the inside of a home. DO NOT leave your homes open to this for very long. It is dangerous and dumb.

A word of warning: The Seeping Darkness is just as deadly as any creature can be. I've seen people lying in alleyways, sleeping and oblivious to the Siren's call, simply overtaken by seeping darkness and devoured. If you are caught outside at the moment of darkness' fall: Keep Moving. Don't allow it to crawl over you. Jump to a place that has already been taken over by the change. If you happen to be out in the those few Limbo-like minutes, just keep moving.



The Darkness Creatures:
The creatures themselves can be a handful. Some display forms of wild intelligence, while others come across as mildly annoying pests. There are even a few that seem rather harmless and tame, though even they can be deadly. There is a countless number of creatures out there with a countless number of strange powers and status effects. I truly believe I could never list the entirety of the Darkness in a simple guide like this. To be assured, this guide doesn't even cover a tenth of what is out there.

Teeth, claws, wings, feathers, slime, fur, multiple eyes or no eyes, four legs, two, twelve, you name it, the creatures of the night are a hodgepodge of random yet terrifying-looking beings. Some creatures will bite, claw or even bore into your body to nest while others will simply rip your head off your neck. Some will make you more appealing to others. Some will give you problems, I like to call them “status effects”, like in video games. You might get sick, or hallucinate, or go blind for a few days. You could lose your powers all together, or temporarily at least. There is any number of reasons to stay out of these creatures ways. Playing with them is not the best or brightest of ideas.

The list of creatures that follows this guide has been compiled with the help of others for the past few years. It's fairly new and very much in the works, but it gives you a good idea of those creatures we see most. These creatures live in EVERYTHING. Sewers, streets, alley ways, broken cars, broken buildings, trash cans, the lake, the ocean waters around the island, the plant life, lands and unprotected caves. If it hasn't been sealed off, nor it is free game for creatures.



Darkness Proofing:
So what is Darkness Proofing? It's just that; you are making a space that the darkness and the seep can't penetrate. The easiest example would be your home. Airtight seals on your windows, ventilation systems, and outside doors so that the Seeping Darkness can't crawl its way in. Make sure every crack in your home is sealed and well taken care of. If the seeping Darkness can find a way in, so can the creatures. Once it gets in, it can't be rid of until the morning, though it can be stopped from spreading if caught fast enough. If you find it seeping in under a window or a crack, seal it off as fast as you can. You may be faced with a crumbling bloody wall for the evening, but it will go away by morning.

Putting bars on your windows and locks on your doors isn't only a good idea for keeping robbers out, but a good idea if you live in an area with angrier creatures and less protection. Some monsters that seem to show a few more signs of intelligence can try to break in your windows or bust down your doors. Adding some form of stronger support is always a good idea. SERO, years ago, invented a stronger glass that can be purchased for a reasonable price; this glass is proven to withstand strong attacks by creatures. It can be found at your local hardware store under the name of “Sansio Glass”, named after the original developer.

Alternatively, you can call CeeRow Proofing Offices for estimates on darkness proofing and have a professional team come out and install it. This company is an offshoot of SERO, and under their payroll, but so far has had unbiased treatment toward all clients. Because of the constant threat of the Darkness, CeeRow Proofing is actually very affordable and reliable.

Please Take Note: Once the Seeping Darkness gets inside of your home, no matter if you close it off right after, it is now at least partially compromised and that much easier for creatures to break into. If you are not prepared to deal with these issues all night, then you should find a new place to hide for the time being. Because of this, it is imperative that you have all the extra precautions of protection for the night. Darkness Proofing is a good investment.

Night businesses like clubs, hotels and other entertainment venues that stay open during the night generally have extremely strong darkness proofing done to them. You may notice that some businesses have a double set of doors leading to them. This is for everyone’s safety. When the Darkness has taken over for the night, clubs, bars and other locations will have an entrance room or thruway. The outer doors are strong to withstand large creatures, but easy enough to open so guards can let a person in. Once inside, these outer doors shut first before the inner ones allow anyone inside. This is to keep the creatures as well as the seeping darkness out. Other safety measures like extra thick windowpanes, black-out shades, breach alarms, stored water tanks, and trained guards are also kept in good working order. A good business has to pass a health inspection as well as a Darkness inspection. Some say the Darkness inspection building codes are actually far stricter.



Water Problems:
You might notice that the water supply in your home is a mess at night. Your home might be sealed, but the pipes underground aren't always so lucky. The night rusts the pipes, decaying them in some places nightly. When you run your tap and the water has to work through these broken down systems, it will run muddy, rusty and gross water into your home. For the most part you are safe from the darkness to run this water into your home, but I wouldn't drink it if I were you. The water that comes to your home, for the most part, is safe to drink by day. The pipes are fine and supply processed water form Siren Water Works (in most cases). It's only the night time you should worry about. After morning siren, run all your taps for a minute, and the reside should run clear.

Locals have become very good at storing water within their homes. Jugs of water, water bottles, or filtered pitchers in the refrigerator will support a person through the night with ease. Showers and baths should be taken during the daytime hours in order to actually get clean. For first aid reasons, try to keep large jugs of water stashed away to help clean wounds up, but never treat wounds from the nighttime tap water for risk of furthering infection.

There is a very slight chance that some form of water creature or oozing monster might get in through the drains and water pipes. Because of this concern, a lot of people keep stoppers in their sinks and tubs. Flushing a toilet maybe be a fast way to suck out a pipe creature, but you will most definitely receive dirty water on the refill.

Clubs, hotels, and other places of late night entertainment have found ways of storing large tanks of water for their place of work. Fresh purified water for the use of cooking, drinks and cleaning can be done safely. Large tankers for water can not only be highly costly, but can come with lots of problems. Some apartment complexes in the richer districts use these tanks for tenets, but the price to live there is always much higher and the chance of clean water running out is always a concern.

In short: Keep water on hand and ready for the night. Don't turn on taps and try to plug your drains in case something decides to sneak its way in.


What’s that Smell?
Rot. Decay. Blood. Dirt. Slime. Shit. Urine. Fire. Burnt remains of buildings or charred streets. The smell of fresh burning flesh. Tar. Acid and chemical burning. Gas; in some cases it’s more toxic when you can’t smell them. The night brings all forms of foul smells that could be listed, some of them not so bad as the others, while some could very nearly knock you out just by catching a sniff. I don’t envy those with a stronger sniffer than others. You poor people have to struggle a lot at night.

There is no way to escape the smells of the night when you are out in it. Sometimes, if you are lucky, it wont be so bad. A smell of stagnant water and the wet rotten decay of wood while you’re out in the seventh sector, or around the lakes. Muddy, swampy smells in areas that just aren’t that wet. I don’t envy those of the Sanguinarian Society either, for the smell of blood generally comes back each night, sometimes weaker then the night before but there is always blood spilt at night, monster or human. The water by the shores and docks always smell of rotting fish or chummed waters. Streets of the city are a riot of different smells, depending on what has come through.

If you stay out in the darkness for even the shortest of moments, you will doubtlessly come away from it with some penetrating smell stuck to your skin and clothing, like a smoker with a bad habit of tucking the butts in their coat pockets to throw away later; lingering and strong. It’s best just to stay inside as safe as you can, if you have trouble with it. A properly safe guarded home can keep out the smells of the night, for the most part; this isn’t to say every home out there is safe from it. The smells of the night are strong, like the neighbor’s dinner drifting in on the wind, the dark smells of the night will find a way in as well.



Light of the Night: Stars, Moon and Weather:
There is very little light out at night. The stars seems to all disappear through the thick dark covering of nightmares that come with the Darkness. It’s very rare to actually see the night sky properly. The Darkness seems to cloud the sky with angry looking clouds, or simply a reddish film of smog that blurs out the light. The moon, if it can be seen, always has a reddish-orange cast to it. Children born to this city have almost never seen a full white moon. Only on rare occasion will it appear clear in the sky.

The day may seem clear and the sunset may seem brilliant, but in those early ten minutes as the Darkness covers the city in muck, the sky clouds over and gets hazy. The weather of the night always gets much colder then it was in the day.

With the moon and stars being very nearly blanketed at night, it makes it extremely dark out. Street lights and businesses are sometimes the only light source that can be found and even then, if the darkness has rot away the wiring or if a light attracts a rather cranky creature, that too could be extinguished. Because of this, it is smart to carry your own form of light, though be careful at what you shine it at. Sometimes light will attract a creature faster then you expect. It is smart to carry a light. It is wise to not go out in the night at all.

Another strange note about the moon and the Darkness. It seems that the moon has some pull or calming effect over the creatures of the night. As seen with Super Moons or very special and very bright moons the creatures of the darkness seem to be more docile and less aggravated. One nights of full moons this too has been noticed, though not as drastically. The creatures are less aggravated and less likely to attack as they would be on nights with little to no moon. I have not been able to figure out a reason to this. More research is clearly in order.



Where Is Everyone?:
The city looks almost empty at night for a good reason. Even those who can handle a good fight don't bother going out at night. Locals around here are smart; they stay in where they are protected. Oh, you'll have a few adventurous people in heels and suits running for a club a few minutes before the night falls, or some punk kids driving just a bit too fast to their local dive, but they are almost always inside before the creatures come out.

People. Do. Not. Go. Out. At. Night. It's only in emergencies or a desperate need to return home. You'll find a few people wandering the night, but if you ever asked why it would mostly be because they are headed home, or they are late to a night job somewhere.

Speaking of jobs, very few are open at night. Most locations will have strange hours, normally set to the sirens and closing just a hour or so before they go off. Night jobs can be found in the underground mall and other well protected places, but it's always dangerous. Places like Afterglow xXx and Club 24 that stay open all night long have the best of the best bouncers and guards, keeping the darkness at bay for the evening and keeping those inside safe to enjoy themselves. It is rare that well guarded places will have many problems, but there is always a chance. Think of it as a Zombie Invasion; creatures moving towards you down a street, attracted to the light of the club. Someone will have to stand there and kill them off all so others can live to enjoy their drinks. These sorts of places tend to build up a gross pile of dead creatures in the streets around it.

If you live in a poorer district, don't expect emergency services to come at your call, at least not until morning. As powerful as our fantastic firefighters, paramedics and police force can be, even they know better then to tangle with the creatures of the night. There are far too many other problems they have to deal with. There is a greater chance of help and rescue if you live in the higher class sectors, or downtown, but even then it's less reliable service after siren. If you have an emergency, it's best to get hold of a friend or relative before trying to wait out Emergency Services. Some exceptions I have found are drastic things that could happen in the night, like a fire that threatens to take out blocks of a neighborhood, or an explosion that can't be contained. Even then, they will have some trouble getting there. It is very hard to drive in the darkness.


Driving In The Dark & Cab Services:
This should seem very simple, but there is some need for this subject. Driving in the darkness is not easy. The streets are poorly lit and littered with holes, cracks, and broken pavement, crumbled walls that by morning are fine but at night fall to pieces. There are broken vehicles in the streets that some people just can't afford to have put in a safety garage at night. There are creatures that throw things around, push objects or other creatures in the way or... just want to open your car for a snack. The streets are also so far decayed that some surfaces are oil slicked, slim slicked, burnt, bloody, rusted, or hell, sometimes even moss covered. If a creature that deals with ice has been through an area it can be slick and covered in black ice. If a lava creature has had a fight, there could be some molten lava that will instantly blow out tires. Not to mention anything moving in the streets is an automatic attention grabber for creatures to chase you.

This is to say that your car is fine in the first place. Vehicles that have been protected with cover or storage, or were being driven when the seeping darkness began to fall will be safe enough through the night to drive later. Safe in the idea that the seeping darkness won’t cover and deteriorate it swiftly; however this is not saying it is safe from creatures.

Proper care for cars? A darkness protected garage can save you a world of trouble; somewhere locked down and well sealed will keep your car in good order. If you are out and can't stop, then don't stop! Keep the engine running until the change of the world is over with. If you park it on a street somewhere, is it bound to be messed up not only by other people, creatures and darkness, but by other bad drivers as well.

Cab Services? There are a few in Siren's Port, but very few will do any taxiing during the night. The few who have tried running nightly services have never stayed in service very long (Nightmare Taxis, Twik Top Tabby Cab, Two Guys & a Tank, etc), mostly because they just can't handle the pure destruction and fright of the night. When they do try running a business they charge high prices, mostly because of safety issues. Some even make those riding with them sign a wavier form that protects the driver from liability for any deaths that occur at night.

Some people with teleportation spells have been known to offer their services. Most local bars will know a good Teleporter that can be called upon for help, but depending on the person, location and night it could be costly. In short? Just stay put for the night. The morning will come and you can go home then.



Fighting the Darkness; Weapons and Tools
Can I state again that it’s just not a good idea to go out into the night at all? Right, as long as you’re getting it. Still, there are some people who are block headed or actually have jobs that deal with the night time hours. I really can’t talk, seeing as I research this kind of stuff. That brings me to weapons and tools to use against the Darkness.

After years of research by some of the top most minds of the port it has been determined that there are no fantastic ways to dispose of the darkness. Nothing fancy anyhow. Unless you can carry a bottle of liquid sunshine or rays of super moon to calm the masses down you will have to get dirty. Flashlights work to piss off some dark loving creatures but can scare smaller ones. Darkness does not like direct light but it doesn’t always make them retreat. Sometimes it makes them attack.

Swords, guns, chains, lead pipes, baseball bats. You name it, it works. Not always of course. Some creatures had thick hides or strong shells that a gun or a sword won’t even penetrate. You have to know where to strike those creatures. Others pull the Hydra effect and grow two heads in place of the lost one. Some just get pissed off when shot.

Know your creatures. That is the best defence when battling Darkness. There are some creatures out there that you do NOT want to cut or shoot. Cutting across a creature that generates lava or spits acid might cause you more trouble then it is worth. Hitting something in the head with a bat might make it explode into some darkness plague and get you and anyone else around sick. Keep it at a distance if you can.



Exorcising or Eating the Darkness:
Seriously. It sounds odd but I have heard of some people who have eaten the darkness. Just... no. Don’t do it. Eating the darkness doesn’t grant you any new super abilities. It doesn’t give you a high. There is no nutrition from them what so ever. Doctors wont say it to your face (unless they are pretty cool doctors) but it’s stupid. Really stupid.

If you have the ability to eat souls or corrupted lives? Yes, well, go ahead I suppose, but from what I’ve seen by morning all corrupt soul nutrition you eat from feeding off the Darkness goes away and leaves you hungry. Perhaps there are other sources out there but the Darkness isn’t exactly the best choice.

For those of you who have the power to exorcise dark souls, ghosts and other beings? Good luck out there. As far as I can tell these don’t act like normal ghosts (which we do have in port) or souls. You really can’t send them anywhere and they just keep returning the next day. You might be able to repel some things, but not everything will work.



Preserving Things:
For research reasons there has been a lot of people attempting to preserve things they catch off of Darkness creatures. It’s very hard to do but possible, in some cases. First of all you must know that anything you take off a creature of the night will NOT be seen by day. It doesn’t matter if it is puss, ooze, claws, shells, scales or eyeballs. The Darkness does NOT preserve by the day.

So how does one research it? By night. There are a large number of poisonous creatures out there and only a fourth of them have any form of cure found for their effects. This has been made possibly by night time research in the laboratories. By capturing creatures at night and taking parts of them for research cures for some ailments have been found. Researchers place collected darkness in jars and other lab storage containers for further use.

Darkness contained for research will disappear by morning. As long as the storage device is NOT moved the collected darkness will return by night. If by some chance the container is moved in the day, when the darkness returns it will return to the same space, jar or not. In some cases many of collected research materials have been lost because of this. Researchers have learned to place jars in the same space before the night is over so it will return by night.

Cures and antidotes have been made from these collections but even when adding something else to the mix the darkness half of a remedy will disappear by morning and return at night. All antidotes that use the darkness itself MUST be used at night in order for it to work.

When trying to preserve other objects for making things like armor the wearer has to deal with the same problems. If by chance you gain the scale or shell of a creature it too will disappear for the morning and return at night. If the object is sown into a coat, unless that coat stays perfectly still in the day, the armor piece will constantly need to be resown into the coat. It’s very hard to deal with and armor made from darkness is not only extremely expensive it is also very RARE. Not to mention very hard to keep up.

When trying to capture the Darkness itself for research, special capture facilities have been made by SERO that will trap a creature, giving them the power to transport it to a location. In some cases the creature does return to the same place, giving researchers the chance to study that creature over and over. This only happens about 60% of the time. There is a high chance that the same creature will escape and not return to the same place.

Capturing and keeping Darkness for a pet is NOT recommended. I can’t say this enough but it’s a really stupid idea.



Scams:
For the love of everything good, research products first before taking them with full trust! If they are telling you that they have a 'spray' that will clean away darkness decay, do not trust it. Nothing cleans the decay away but the coming of morning itself. There are no aerosols developed that will make creatures less attracted to you, run away in fear, or die instantly. There are some creatures that will turn around and go the other way if they smell one scent or another, but most of those I highly doubt you will a) want to wear or b) handle the chemical problems that come with wearing it.

There is no “darkness armor” that will save you from everything. Sales of darkness armor and scaling or suits may get circulated around and sold off for large amounts of money, but those people who wear them and go out at night still have to deal with the other 90% of creatures that the armor will not protect them from. Armor will protect you from a bite or a stab, but it wont protect you from a creature that will ooze up under the plates of your armor or even melt the armor off.

There are NO trinkets, do-dads or magic stones that will repel the darkness. At least none that I have see in all my times on this island. If someone is offering a repellent or deterrent, make sure you research it in full before wasting your money on it. The best deterrent is staying out of the darkness all together.



Death at Night:
There are a lot of theories running around about death and the Darkness. Out of all of them, the one that most people believe (and I will admit I lean more towards this one as well), is that if you die outside at night your soul will become trapped within the darkness as well. As strange as that might sound, I have seen it a few times. People who have been caught out at night, killed by a creature or simply fallen to the darkness it self; I have found that even when the body is gone a creature that I swear could resemble that person can be seen the next night and forever. This would also in fact explain why it seems the Darkness seems to have grown over time. The more lives it receives at night, the more creatures it keeps through time.

Because of this, it is considered very important for some people to stay inside. If they are going to die, you’ll want to do it within a protected and safe building. Those who pass away while inside, human or creature alike, have never been recorded or noticed to being connected to the Darkness.

A recent example of this theory would be the herd of horses that were overtaken by Darkness not too long ago. A large number of them were taken down one night, and the next night a herd of Night Mares were spotted running in the city. This is another reason that the Government tries so very hard to keep the cat and feral creature population to a minimum. The more critters that get killed at night, the greater the Darkness becomes.

This brings me to Newcomers. I don’t like singling out these people anymore then they already are. They’re having just as hard a time with the night as any of us, but I have heard rumors that I want to touch upon here. It appears that when one of these people (unlike local citizens) dies in the night time hours, their soul or body perhaps appears to be trapped in the darkness and become its own monster. I’ve heard reports of these creatures being smarter then most creatures of the night, though still wild and feral. Some of them seem like vengeful spirits, while others just resemble a darkness creature strong enough to battle other creatures, where the human in life was not.

It’s very hard to say why these people are faced with this horror, and why the local population does not have this problem. Through all my years of research, I have never seen a local become their own type of Darkness Creature let alone return to life. Some Newcomers even appear to be brought back to life after this. Further research should be done with this phenomenon, but I’d rather it just be volunteer people telling me case study stories, rather then actual physical research. Let’s just keep that clear now. This is something I would rather be left as an unknown or a theory, rather then put anyone in danger at night.



Safe Places:
How do you escape the night safely? Perhaps you were late leaving work and won’t make it home in time. Perhaps a bus broke down, and you can’t make it to shelter? Maybe you just tire of the sounds of the night coming through your window and you want to drown it out with the rhythmic beats of a local DJ and bar. Whatever your reason, there are always places that are fairly safe from the creatures of the night.

The Underground Mall being the number one location for safety and entertainment. It is under ground with only three entrances that are very well protected. There are countless shops, clubs, food stands and restaurants, hotels and motels to take your mind off the nights worries or simply sleep it away in a warm bed. Some places on the surface will stay open for the night, like Club 24, Zips Arcade or AfterGlow xXx, which do a booming business in the late hours. Guards and hunters hired for their skill will keep these places protected from creatures, and these locations have state of the art, top of the line proofing. You can find many night spots open discreetly if you look, most of which have some form of extra protection, though they are not always 100% safe.

While streets might be deserted (for good reason), clubs may be packed and crowded, seeing that most people when they go to a club for the night will not be leaving until the sirens have gone off. With this in mind, most clubs are made with extra resting accommodations for those partying all night. Some places even have protected underground tunnels that lead to local diners, motels, train stations and other places of interest. Be warned though, some places with access tunnels can be easier compromised then others. It's always good to know your night spot.

Stuck outside and can't for the life of you find a club that will open up and let you in? Fear not, there are some other places you can find, if you are lucky. Downtown bus stops are enclosed and sealable with tough plastiglass as a last-minute emergency shelter; unless tampered with they are Darkness Proofed. The insides are, at least. It might look a little shady on the outside, but inside should be as clean as … well, as clean as a bus stop can be.

If by some chance you happen to be out at the local slums... sorry, sector ten, there is a underground shelter that is open for as long as they can. Once the sirens go off, however, it closes and will not open. The homeless of the city tend to fill this emergency shelter nightly.



When Morning Comes:
I know this is a guide to the Darkness itself, but I know a few people might be interested in what happens when it’s all over for the night. This is harder to research, because for the most part not much does happen. When the first rays of the sun start to burn away the night sky, the darkness just dissipates. It goes away. The creatures seem to fade in last chilling calls of torture, and the seeping darkness just disappears. Crumbled walls or cracked streets seem to be perfectly fine again. Muddy waters clear up and slime in storm drains returns to what ever it was before.

The world generally looks wet, like a fresh shower washed over everything and rid it of the rust and dirt and scum. Sometimes there are rains in the morning, but not all the time. The reason for the watery look of the morning has not been discovered, other then that’s just how it is. The weather is always a little warmer once the dark is gone, and there is always a mysterious fog that hangs around for the first hour or morning or so. Some people like to believe that the fog is the actual burn-off of the dark. Others believe this so much that they refuse to go out and breath in the fog of the morning for fear of infection.

Though the darkness will go away and the seep will disappear, there are always small unpleasant messes to deal with when someone gets caught out in the night. When creatures attack and kill a person, sometimes they are completely devoured, and sometimes only the bones left behind. Sometimes even those will melt away into the night. It’s not unheard of to stumble across the dead creature-attacked body of one less fortunate then the next, or bloody stumps of a meal that didn’t get finished. Even the remains of murdered individuals who have been dumped out at night will still remain after the darkness goes away. Their soul is another subject to follow.

When morning comes, most of the late night clubs and businesses as well as the underground mall will open up and a flood of people will stumble out, filling the streets with drunken and tired individuals, or people just worn out from work. Late night party people find this wet and generally foggy morning to be the easiest time to find their way home. The buses begin to run, the streets are fairly safe to drive through and only once in a while do they need to worry about what they might run into. You’ll find a lot of people already working their way to work for the day while businesses rush to get set up as soon as possible.




The Bestiary

Types of Creatures: You will find a list of different types of creatures found in the darkness; Humanoid, Mundane, Beast, Plant, Flying, & Ooze. I’m sure we can break it down even more, but this works for me. I have also added a new section that might be helpful to others; Non-Darkness creatures. They aren’t my speciality but it is nice to have the information of those creatures who are seen in the day as well.

Below are the different types and what you might find there. Follow the information link to find more details on the creatures of that type. As always, I am expanding this as often as I can.


Humanoid
The Darkness seems riddled with human-like creatures, wandering around through a pit of eternal rage. Some speculate that this is because of trapped souls stuck on the island; others believe they are the figments of nightmares from all over the world. Whatever it is, they come in many shapes, types and sizes, all of which seem angry.

Unless otherwise stated, the humanoid creatures of Siren's Port rampage in packs or singles, with arms or without, with legs or without. They come with faces, or no eyes, or bleeding oozing masses of gunk, some with mouths that spit tar or lava, fire or acid. Hell, the location of the mouth might even differ from time to time, being on the face, hands, belly, and so on. Some are simple, some are complex, but all are harmful and all want to bring you to your death.

See this page for more information.

Creatures Listed:
The Mutation
Big Boy - Listed: 08/11/11
Big Mother
Bitter Child
Bony Squatters
Bronzedust Cadaver
Cyclops Walker - Listed: 08/11/11
Fat Bastard/The Hungry
Long-tongued Freaks
Masked Corpse
The Multitude
Plague Stalkers - Listed: 08/11/11
Sharp Fisted Apes
Slendermen - Listed: 05/30/12
Spitters
Tortured Walkers - Listed: 08/11/11
The Unhinged - Listed: 08/11/11
Water Tiki - Listed: 08/11/11
Woman of Terror - Listed: 08/11/11




Mundane
Every city has its rats, roaches, snakes in the grass, and other such beasties. This one's no different. Even in the dark there are strange creatures that come to life just to ruin your life. Just like the theories on humans' souls, the same could be said about the rats and bugs around this place. Maybe these are the souls of those creatures? Maybe it's just the radiation. Who knows really...but they are a real pain in the arse.

Mundane creatures can be found here. Those everyday things that might not be so harmful at first or by themselves, but get too many and you're in trouble. Spiders and slugs and scary little bugs that make normal black widow spiders look friendly. Some of which can be found here, but again, as always, this is nowhere near the full list.

See this page for more information.

Creatures Listed:
Catlobster - Listed: 08/11/11
Crystal Spider - Updated: 08/11/11
Death Head Squid - Listed: 08/11/11
Deer Fleas - Listed: 08/11/11
Devil's Trap - Listed: 08/11/11
Diggers
Flat Worm - Listed: 08/11/11
Fuzz Puffs - Listed: 08/11/11
Gutter Roach
Holy Slug
Jack Cats
Memory Leeches - Listed: 08/11/11
Power Leeches - Listed: 08/11/11
Quelks - Listed: 08/11/11
Rust Crab
Rat-tailed Pigeons
Sharp Sighted Frogs - Listed: 08/11/11
Striders




Beast
Fangs and sharp eyes, a growl, a snarl, and four (or more) legs. Beasts of all shapes and sizes can be found here, and most of them not friendly. Built from leftover house pets that were brought back and mutated, or that poor cat that got left out the night before and is now part of the nightmares. Whatever it is, the creatures of the night come in all forms indeed.

Burnt flesh, snarling masses of fangs, dogs with tangling faces of tentacle-like rope, or chickens with udders and glowing red eyes. Whatever it is, if it didn’t fly and couldn't be considered human, it ended up here.

See this page for more information.

Creatures Listed:
Battlesoul Hounds
Corpse Stalker
Death Deer - Listed: 08/11/11
Grunders
The Headless
Missionworth Lighthouse Serpent - Listed: 08/11/11
Night Mare - Listed: 08/11/11
Night Naga - Listed: 08/11/11
Rope-faced Dog
Rotgut Cougar
Rotgut Kitten
Sewer Cow - Listed: 08/11/11
Skuller Mutt - Listed: 08/11/11




Plant
Not everything out there is based off some form of animal or human. There are some plant based creatures out there that can be more then a handful for the most hardened fighter.

Dripping tentacles, rubbery snaring roots, thick thorns that cut deep, and pod like bodies. Where ever you go there is bound to be some plant like creature looking to make you it’s next meal.

See this page for more information.

Creatures Listed:
Lake Giant - Listed: 08/11/11
Pods - Listed: 08/11/11
Pox Pollen Mushroom - Listed: 08/11/11
Stumps - Listed: 08/11/11
Venus Assault Trap - Listed: 08/11/11
Vicious Pods - Listed: 08/11/11




Flying
Birds of a feather kill together. At least that’s how it is in the Darkness. Birds that got lost, trapped on the island, and were killed...oh well, just more trouble for you and me at night. Some mutated and run about on their own. Some could be the souls of the ones from the first melt down. These little peckers are hungry, and if I were you, I wouldn’t stand around tossing bread crumbs.

Molting, tar covered, razor beaked, hornets and hummingbirds alike. If it can fly it’s noted here. These things never leave the City even if they wanted to or could. Oh no, they fly about the City, roosting on roofs and pecking holes in windows, bars, or trying to find a good place to make it home for the night. They’re worse than city pigeons I tell ya.

See this page for more information.

Creatures Listed:
Crow Hackers
Flying Whale - Listed: 08/11/11
Icarus Winged
Parrotsquid - Listed: 08/11/11
Rotmoss Wasps
Sight Hawks
Wyvern - Listed: 08/11/11




Ooze
The unexplainable. That's what this is. There are some substances that are just completely unexplainable. I just call it an Ooze. Most of the time it IS ooze too...but for the things that I just can't place or explain? Oh, you'll find them here.

Acid spitting balls of gunk, green slithering blobs, or pink bone stripping, lava spewing, junk eating masses of...whatthefuck. That's what you find here. There's really nothing else to explain about it. Just...watch your step.

See this page for more information.

Creatures Listed:
The 8-Hour Death
Acid Blob
Bone Strippers
Elemental Ooze
Fanged Heap
Lava Lurch
Snake Ooze - Listed: 08/11/11




Non-Darkness
Creatures that come out in the day. Sometimes they are troublesome enough or dangerous enough to actually write about here. Creatures that have been mutated because of the city or things that appear to have popped up from other places and are not native of our own place.

Rats and little black blobs that appear in the day. Monsters of the lake that are onloy recorded in fuzzy pictures and big footed beings that leave trails in the woodlands. Those things that go bump in the DAY are listed here.

See this page for more information.

Creatures Listed:
Horned Rats - Listed: 08/11/11
Toxic Rats - Listed: 08/11/11



-----------------------------
OOC NOTE:
Would you like to add something to the list? You can do this either IC or OOC. If your character runs into something and decides they want to toss it up on the list, they can, and will be credited as the character making the note. If your character isn't the type to do such a thing but YOU are, please fill it out anyhow and credit as Anonymous. If you draw and want to submit a picture, drawing, doodle, finger painting, Photoshop manip, or generally anything else that would help with visuals, please do so as well. Original works are credited to the player (even if listed as anon for the post).

If you wish to add to the Bestiary, please fill in the information in the text box below. Your comment will show up as a text box, so don't worry about that!

If your idea is used we will post it directly to the Bestiary, as if Darwin updated his web site.


Reply at this page to have it updated




~*~

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MAPS AND LOCATIONS


This entry is to share locations on the island of Siren's Port and to give a general idea of where things are so characters know where to look for lodgings.

Quick Links
Sector Map
Important Locations | Expanded Landmarks
MORE Locations!
Transit Map and Stops
Underground Mall and Shops


Sector Map


This is a map of the various sectors of Siren's Port, what kind of businesses to expect, and which parts of the main City are SERO or AGI owned, as well as which parts of the city are richer or poorer.



Quick Links
Sector 1: Afterglow Inc. Territory (Central City)
Sector 2: SERO Territory (Central City)
Sector 3: Upper Class (Central City)
Sector 4: Middle Class (Starting Point)
Sector 5: Upper Middle Class/Fairgrounds
Sector 6: High Upper Class/Reserved Land
Sector 7: Cattle and Farmland/Natural Resources
Sector 8: Industrial
Sector 9: Lower Class
Sector 10: Slums
Sector 11: Ports/Docks



Sector 1: Afterglow, Inc. Territory
Sector 1 is the main home territory of Afterglow, Inc. It is home to most of the trade in AGI's signature business - slaves and entertainment. This is the place where the major open markets for purchasing and selling slaves are, as well as the major slave rental service on the Island. This is also the hub and center of the Island's entertainment industry - and because of the disparity of various definitions of 'entertainment,' that means a lot. There is a high-functioning red light district, various clubs and arcades, easy access to alcohol and drugs. But AGI's definition of 'entertainment' doesn't end with more lurid pleasures. AGI's territory also the home of all the major media and networking centers - there are cell phone towers, internet hubs, broadcasting stations for radio and television, and agencies for most of the Island's musicians and actors.

It has a strong corporate feel as well as a sleazy underside.

Afterglow, Inc.'s territory includes medical clinics for traditional therapy and medical treatment that caters to AGI loyalists and it would be difficult to get radical treatment here. It also has schools, colleges, and universities whose teachings are heavily skewed in the direction of AGI propaganda - the history you learn here might not exactly be true, but will be heavily skewed in the direction of AGI's philosophies.


Sector 2: SERO Territory
Sector 2 is SERO's main home territory and is a home to trade in SERO's main business prospects - experimentation and research. This sector includes experimental labs, private medical facilities, and the black market that trades in banned or taboo goods. There is wide access to black market prescription drugs and many mad scientists make their home here. SERO widely spreads the rumour that the Core rests in their territory, under the government building, but how much can you believe propaganda? SERO's territory is very orderly and rigid, and is therefore incredibly clean and well-maintained, however there is a distinct underbelly of violence, and this territory is the seat of a lot of the terrorist and gang warfare that is lodged against the establishments of AGI.

It has a strong orderly militia type of feel, as well as a violent underside.

SERO's territory includes medical clinics for radical therapy and experimental treatments that cater to SERO loyalists, and it would be difficult to trust that any treatment you get here will be completely by the book. It also has schools, colleges, and universities whose teachings are heavily skewed in the direction of SERO propaganda - the history you learn hear might not exactly be true, but will be heavily skewed in the direction of SERO's philosophies.


Sector 3: Upper Class
The upper class sector is where higher-paying jobs, expensive homes and apartments, and fine dining can be found. There's a strong corporate feeling in this sector; it's coffee shop city, and it's where most of the City's celebrities and rich people live. The Upper Class sector has a decent mix of SERO and AGI loyal businesses and people, and is the home of medical treatment and education facilities that will use more neutral methods and teach a more neutral history.

Those with a better station in life live and work in the Upper Class area, many of them heirs and raised in the Upper Class districts. Some citizens spend their entire lives in this sector and have a very poor idea of how to actually survive, spending the nights in highly secure and Darkness-proofed places. For newcomers, living here is possible, but it will take a lot of saving and ladder-climbing - or a few strokes of incredibly good luck.


Sector 4: Middle class
Middle class jobs, homes, and apartments can be found in this sector. This is the place where people who aren't rich, but aren't poor either live, especially people with families. It's a bit dirty around the edges, and there's a few homeless people hanging around, but it's nowhere near as bad as the lower class areas.

Family restaurants, shopping malls, movie theatres, and other average neighbourhood type establishments can be found here. It's the typical suburbs and everyday businesses - you can find a 3-story apartment building with a mild ant problem, or a house with a small front yard. However, the further away from the center of the City it gets, the dirtier and more rundown it is as it approaches the lower class areas.

The sports stadium is located in the middle class sector, as well as the starting point of newcomers - the abandoned baseball diamond and beginner apartments are located here.


Sector 5: Upper Middle Class/Fairgrounds
The Upper Middle Class sector is somewhere between upper and middle class dwellings - there are condos that are just a bit run down, theatre productions of the plays that wouldn't quite make it on Broadway but are too good for the community center. This is also where the fairgrounds and amusement park can be found, if you'd like to have a bit of fun on a Saturday afternoon.

This is still considered higher than middle class, mostly because there's a bit of wooded area and it's close to the beach. This is a good sector for people who are moving up the ranks.


Sector 6: High Upper Class/Reserved Land
The High Upper class sector is the home of the super rich and very powerful. Many government officials live here, as well as the major celebrities, the subjects of paparazzi and heirs to the most major business conglomerations on the Island. Even the President of SERO can be found living here, in a highly guarded home on the far cliff of the district. This is also the home of the Lions Gate Club and Observatory, a highly exclusive and expensive club, as well as similar extremely expensive highly functioning facilities - have fun crashing these places and paying for the $500 a plate dinners.


Sector 7: Cattle and Farmland/Natural Resources
The people who first started settlements on the Island back before the first disaster were smart enough to make sure that a certain amount of land was kept away from the City's build up and squirreled this sector away for natural resources. Wildlife lands, a lake, forests, and park lands are all located in this area. There's a small campground by the lake, and, most importantly, there's a lot of farmland and cattle lands. These growth areas are generally harvested and maintained by middle and lower-class workers, and shipped into the City, with the result that pretty much all of the eggs, milk, raw grain, and other such resources on the Island come from this area.

When Darkness falls, every facility in this sector closes up tight and placed in heavily secure buildings with a strict watch. Even one breach of any facility located in this sector could cause massive issues in the marketplace, a minor economic depression, as well as food shortage. Jobs in this sector are generally well enough paid, considering the value of livestock life and crop health. There are many express buses that travel out this direction to deliver any employees who don't live on the farmland itself.

This sector is, by necessity, primarily neutral. Both SERO and AGI need the exports from this sector and so both support it. This is a good place to find neutral jobs with not a lot of prerequisites.

The power and gas plants are also located in this area, and are the only sources of power on the Island.


Sector 8: Industrial
This is the Industrial center of the Island, one of the few areas that has a lot of activity both during the day and the night. Hard labour jobs can be found here in car manufacturing plants, lumber mills, steel production, and warehouses. There are several highly focused and ingenious recycling plants here, as well, to help reuse hard materials rather than deforest the Island or mine it dry. There are a few apartment buildings here - mostly intended for workers at the various plants and factories.

Several chop shops for stolen vehicles and many connections to the City's black market can also be found in this area. Additionally, the Industrial district is, by necessity, primarily neutral. Both SERO and AGI need the exports from this sector and so both support it. This is a good place to find neutral jobs with not a lot of prerequisites.


Sector 9: Lower Class
This is the Lower Class sector, with barely Darkness-proofed homes and a lot of crime. Homes here are the cheapest to rent, and very close to being the slums. This area is right next to the Industrial district and is a popular place for some of the more unsavoury employees of the Industrial district to live. There are no less than two shootings during the day in this area, the crime rate is incredibly high, and police forces tend not to go in here as often. Don't expect to live easy in this area.


Sector 10: Slums
The Slums are the home of the damned and the suicidal. The buildings are primarily dirty, broken, destroyed, with no protection from the Darkness. In fact, a few people say that the Darkness almost improves the Slums. There isn't so much cheap rent here as there is no rent - most people who reside permanently in the slums are squatters who don't pay rent because there's no landlord to pay it to.

This area is primarily populated by people who can't pay to live anywhere, can't find a job, and can't use Shelters. Either that or the adrenaline junkies who can handle the Darkness and all its dangers, or hide from it. Most people living in this area are experts at surviving during the Darkness, especially because the Darkness is thicker here than anywhere else in the City, because of the daily and nightly death rate.


Sector 11: Ports/Docks
The last sector, the Ports and Docks, is definitely the most abandoned place in the City. Because of the Pull and the inability of people to regularly leave and enter the Island, these areas see very rare use. There is a little bit going on here, though, such as the occasional import from the ferry that travels every now and again between the Island and a secret location in Canada, importing a few things and dropping off only those destined to be stuck for good on the Island. The ferry has a heavy military guard, so good luck trying to sneak off, even if you're trying to resist the Pull.

There are very occasionally boats from other countries for trade, besides the ferry, depending on whether a country is brave enough to do trade with this secret City. These aren't the most common though. The main denizens of the Ports and Docks are a lot of abandoned cargo boxes and crates.

Both SERO and AGI have their own ports located in this sector, though neither is very much used. This sector could be considered mostly neutral - if only by its incredibly small population.



Important Locations


This is a map showing the locations of various important landmarks in the City - these are some places that most natives of the City are familiar with, or at least think they're familiar with.


larger map here
emergency locations map here


Quick Links
1. Afterglow, Inc. Tower
2. SERO Tower
3. Government Building
4. Start Point (Baseball Diamond and Apartments)
5. Afterglow xXx Club
6. Club 24
7. Lions Gate Club and Observatory (high class)
8. President of SERO, Robert Judas Stone III's Home
9. Grant Stadium and Sports Center
10. Afterglow, Inc. Docks
11. SERO Docks
12. Missionworth Lighthouse
13. Center of Fairgrounds
14. Winthers Lake
15. Siren Power and Gas
16. Slums: Night Hideaway
17. Versaid Lake
18. Grayson Apple Orchards (experimental)
19. President of Afterglow, Inc., Italy "Tully" deDrago's Home
20. Crows Head Beach
21. Underground Mall
22. Department of Motor Vehicles
23. Siren's Port University (Neutral)
24. Hawthorne University (AGI)
25. University of Hillsdale (SERO)
26. Cathedral of Jonova
27. Cattle Farms
28. Landfill/Recycling Station
29. Fruit Orchards
30. New Car Dealership


Afterglow, Inc. Tower
The tallest building in all of Siren's Port, it can be seen from any one point, even as far away as the seaside by the farm lands. At night the building lights up, with a single pillar of light rising from the top and seeming to disappear through the clouds, shadow, and thick smog of the Darkness like a beacon. The tower is home of the AGI president's main office building and the main routing office of all major business of AGI. It is the corporate office and extremely hard to get into without proper ID.


SERO Tower
SERO Tower is the home of SERO's president's office, and the base of all SERO organizations. This is the second tallest building on the island, but is probably the building that goes deepest underground, where laboratories and research rooms can be found. The underground offices and labs are connected to the medical facility under their name, and SERO likes to claim in whispers that they have a direct connection to the Core, but that's still just a rumor or propaganda.


Government Building
The Governor of the island, a little-known man named Redgrave, who hides behind titles and his office, is stationed here. Most of the political processes are said to happen here, but everyone knows it really doesn't hold much control over the City. It is said that the Core is found locked away deep underground here, hidden away and protected, though that is also still rumor - no one really knows for sure where the Core is. Also under the government building is the Siren's Port Mint, in charge of making, protecting, or recycling all the City's bills, and handling most of the process of making real currency.

Not only is this THE Government building, this is also the local courthouse, though there generally aren't a lot of trials and such held. The justice system in the City, after all, is more than a little bit skewed, but they are there and they do function. Corrupt maybe, but sometimes it can be finagled to work your way. Just hope you don't have to deal with it.


Start Point (Baseball Diamond and Apartments)
This is where everyone who is pulled from other planets and other worlds, the 'newcomers,' will find themselves when they first arrive. At the center of the 4th sector is an abandoned, beat-up baseball diamond, its field looking as if it hasn't been cared for or tended to in years, the mound deteriorated and spread out into a brown smudge, and the bases barely noticeable, mostly hidden under dirt and grass. The outfield has slowly started growing wild, and the infield has bits of broken glass and litter here and there. The backstop is tagged and graffitied, and the dugouts have been renovated to provide a safe place for new arrivals who show up at night and can't fend off the Darkness; when no Greeter has come or a Greeter isn't quite as capable of handling the Darkness. The apartments aren't that far away, the only exit from the diamond (other then jumping boards, walls, and fences) leads right to the apartments.

More information on the baseball diamond can be found HERE.


Afterglow xXx Club
Afterglow xXx Club is a sprawling, AGI-owned sex and slave club. It is one of the oldest buildings in the City, and it is a common rumor that this club is where the entirety of Afterglow, Inc. sprung from. Considering the similarity in names and the fact that Afterglow xXx Club predates AGI, it seems to be a pretty likely story.

Afterglow features sexual entertainment of all varieties. The club owns a large amount of slaves that are housed in a wing set aside specifically for them, who are given aphrodisiacs and sent to do the bidding of any customer. There is also a consistently running 'slave trade' program, where customers can bring in a slave they own and trade him or her for the slave of another person for the night. One wing of the club is dedicated to constant strip and sex shows, as well as private rooms for lapdances and slave service at a price. Also, in this area, there's a large, extensive bar that serves food, as well as tables set around the main stage for customers to sit at to eat or have drinks. The rest of the club is mostly dedicated to group or private rooms dedicated to nearly any kink you can think of, as well as several orgy rooms. There is a very strict privacy policy at Afterglow xXx Club, and nothing done by customers at the club will be revealed outside of the confines of the club unless the customers themselves choose to talk about it. The club is also very open to anyone of any age, gender, race, or class.

Many people who are unable to pay off debts to AGI are sent to this club to work off said debts after the collection period has passed, and the worse the fetish being filled, the more of the person's debt is worked off.


Club 24
Club 24, as suggested by the name, is one of the 24 hour clubs not located underground, but is definitely the best known. This club never closes for anything (unless it's under attack or there's an extreme disaster), and features a bar and a bit of a food menu. With an open door policy and a welcome shown to any kind of person who chooses to enter, Club 24 generally has an eclectic style of music to fit its varied clientele. However, though the doors are open to anyone, sometimes groups of people seem to go around the same time, so, though there aren't particular events for them, it might seem a bit heavy on rainbows one time and a bit gothic another time - it all depends on when you go. No matter what time you go, though, it always seems to be jumping. Security is needed at night ot help people coming and going get inside the building or get out, but attending Club 24 during the Darkness is at your own risk. The major difference between Club 24 and most other clubs or bars that stay open during the Darkness is that, though the large doors at the front are always closed for safety reasons, customers may come and go at will.

*Jobs found here pay well but run on 10 hour shifts rather than the more typical 8. Security is always needed and hired out through the Club itself. Those with useful powers might get paid more after they display these powers at a job interview.


Lion's Gate Club and Observatory (high class)
Lion's Gate is a high class nightclub that opens generally two to three hours before the evening sirens. This club has a very strict dress code, so dress classy or you won't make it in, no matter how dark it is out. The bar at Lion's Gate Club consists mostly of expensive wine, champagne, or exotic liquors and spirits imported from other countries or other worlds, if possible - anything that is not available to the general public can usually be found at Lion's Gate. This, of course, leads to very high prices, but when you're high-class, the high prices shouldn't bother you, right? At night the observatory area can be opened, leaving thick transparent steel as a sort of window between between customers in the Observatory and the outside world, shadowed in Darkness. On those rare occasions when the Darkness is lighter, the sky is clearer, and the moon is full, lights in the Observatory may be turned off, to allow the room to be lit only by the outside world.

*Jobs for bartenders and security can be found here but only those with a lot of class, charm, and good looks can work here. A job at Lion's Gate pays very well.


President of SERO's Home
High on a hill by a cliff at the edge of the sea, overlooking the sixth sector, the president of SERO's home can be found. Its huge plot of land has several small facilities on it used for unknown functions. There are security systems hidden all over the place, and is next to impossible to infiltrate without some inside information or a whole lot of skill and stealth. It has a great view of the Lighthouse at night.


Grant Stadium and Sports Center
This is the top-of-the-line sports center and stadium in the City, superior to every other stadium and sports center in the known world. Capable of shifting itself to make the court or field any size necessary, and change features to whatever may be needed for any day's game, it is also capable of holding more than a quarter of the City's population in case of emergency. It is generally used for the four most commonly played sports in Siren's Port - hockey, baseball, basketball, and football. Other sports have been known to gather here for fun but they never seem to be as popular with the citizens of Siren's Port, so these other games are more sporadically played, though the stadium can still accommodate them. When the building is empty, with the underground controls, a specialist will move and rearrange the walls, the structure, floors and ceiling to change adjust the stadium to whatever is needed.

More information on sports and sports teams in Siren's Port can be found HERE.


Afterglow, Inc. Docks
These docks are highly guarded in the day time and abandoned at night, unless otherwise noted. It is said that there are ships that come to these docks, either in or out, but it's rare. These boats generally bring in people for AGI's use and sometimes supplies that are very expensive due to having to be smuggled in.


SERO Docks
Like the AGI docks, this is a highly guarded dock space supported by SERO. Occasionally, a boat can be navigated through the many natural barriers on the outside, smuggling in new arrivals, test subjects, or exporting information and equipment. The docks are consistently abandoned, unless there happens to be a ship in, in which case the dock will have a lot of guards on high alert and will shoot first, ask questions later.


Missionworth Lighthouse
The Missionworth Lighthouse used to be the only light on the shore to guide ships into he docks and away from the cliff sides and other natural difficulties that took so many ships long ago. It now stands as a light that breaks through the Darkness at night. It is said that at night a treasure appears at the top of the lighthouse, but a huge monster swims around outside, and the ghost of the light house captain wanders its towering walls. No one's ever managed to get out of a midnight adventure unharmed, and only one report of a man reaching the top has been made. Though he reached the top and crooned about the treasure he found over the radio to his friend, his death was immediate and came under circumstances unknown. To reach the lighthouse in the first place is amazing, to get inside is a feat of its own, but to make it to the top is almost impossible.


Center of Fairgrounds
The fairgrounds on the upper ground are only open during the daylight, between the morning and evening sirens. This is where people gather for rides, games, and state fair style fun. Farmers bring their prize plants and cattle, new inventions are brought out for demonstration, mass slave auctions are conducted, and performers do their thing to try to catch the eye of someone who might give them work. The fair happens twice a year, the fair grounds themselves are used for other events, such as flea markets and various conventions. The theme park or carnival style rides can be ridden all year round for a simple fee of 30 dollars a day.


Winthers Lake
Winthers Lake is one of the most tranquil places in Siren's Port, with water that is always blue, clean, and sparkling, no matter what time of day or night. It is safe to swim in, always cool, and freezes over in the winter for ideal skating, though it has taken the lives of many of bad swimmers. Fishing can be done here for normal and perfect eating fish, and there are no lake monsters to be found at all, at least not during the day. Who knows what swims in the night.


Siren Power and Gas
The power and gas companies that bring, well, power and gas to all of Siren's Port are found here, with several hubs that extend into the City and out along the farm lands. Doing anything to damage these hubs is considered an act of terrorism, since this is the only source of power for the City and farmlands.


Slums: Night Hideaway
As stated elsewhere in the locations section, these are the slums. At the dead center of the slums is a small open space where some of those who live there band together. There is a small opening in the ground that over the years has been hollowed out and sealed, so that those who live in the slums can retreat to it at night. If you don't make it to the door of the slums hideaway before the end of the evening siren, you won't be able to get inside. Mothers will lock their own children on the outside if they have to. Once inside you cannot leave, and once the doors are locked and barred you cannot enter.


Versaid Lake
Just a small man-made lake in the sector 6 that tends to be reserved for those in the upper class. It's not guarded or blocked off or anything, but those who show up there of substandard upbringing tend to be shunned away. It's clean, pretty, and good for fishing or row boats.


Grayson Apple Orchards (experimental)
This orchard has been here for some time, in fact some of the buildings around it are younger then the trees themselves. It is an experimental field, and in the daytime, it can be walked through and looked at as if it were a normal park or garden. However, at night the leaves of the trees seem to glow silver, and there is always a breeze rustling through the branches. It's rumored that, during the Darkness, there is a creature that runs up and down between the rows of trees, savagely killing anyone stupid enough to try to sneak in at night. Because no one has ever lived through a visit to the orchard at night, however, no one knows what this creature looks like, and for all the citizens of Siren's Port know, it could be the trees themselves.

The trees grow 12 different kinds of fruit during the year - that is to say during different seasons of the year, the same tree will grow 12 different kinds of fruit. These special fruits, when cultivated properly, will be the sweetest fruits ever tasted, but, if eaten during the Darkness, they will cause a normal person to break out in a silvery rash on the skin and become very sick to the stomach for days on end. These fruits are considered exotic, and if you can manage to pick them you can make a good bit of pocket change, or just make your palate very happy. You can only pick them at night though, and can only eat them by day. The orchard was originally an experiment by a man named Mr. Thomas Grayson, and it is said that the creature running through the orchard at night is the spirit of Grayson himself, though this fact is not confirmed.


President of Afterglow, Inc., Italy "Tully" deDrago's Home
Located at the opposite end of the island from the president of SERO's home, AGI's presidents have always taken refuge out past the farm lands, in the country side not far from the shore lines of the north. Though the AGI president doesn't have any direct farmland himself, there is a small orchard on the grounds for use of the President's family. Due to the Italian heritage of the deDrago family, the home itself is styled as a sort of villa, spacious, beautiful, and full of works of art and other aesthetically pleasing things. However, despite the beauty of the estate, there is an extremely high-tech security system in place, as well as guards on high alert and every other safeguard possible. Tully deDrago, the AGI president, is extremely adamant about the protection of his loved ones, and so his security is top notch.


Crow's Head Beach
Crow's Head Beach is named for the shape of the beach when the tide is low, but also for the oddly large amount of blackbirds that can be found on this part of the island. There is a small cave not far from the shoreline here where blackbirds nest and hide. Some say that if you go inside this cave, even during the day, there is a creature, 8 feet tall and covered in black feathers, with a sharp black beak. The creature's existence has never exactly been proven, but school-age boys and girls tend to try to dare the others to go inside and get a long feather to prove how brave they are. The beast has never attacked anyone, but though it is only rumor that this creature is there, on really foggy mornings, sometimes you can see a large black bird flying around at the shore.


Underground Mall
The Underground Mall is the most happening and alive place at night, as well as the safest place to be 'out' at night. There are three locations one can enter the Underground Mall, one in each sector it's under. To give you some depth on how far down this structure goes, the subway passes underground, but it is still above the Mall.

More information on the Underground Mall can be found below, or just click HERE.


Department of Motor Vehicles
The DMV handles all transportation issues in Siren's Port. The building is found in the fourth sector and is the only DMV in the City. Not only do they deal with cars, motorcycles, and other engine-driven methods of transportation, but they also handle the subway fares and buses. Tickets can be paid for here as well.

More information on the DMV can be found HERE.


Siren's Port University
SPU - The university that covers all the educational bases, made for the poorer student looking to get some post-secondary education and qualifications for a higher-paying job. This is the most neutral school in the city.

More information on schools in Siren's Port can be found HERE.


Hawthorne University
HU - The AGI-funded university of business and the arts. All fields of study can be found here, but it focuses mainly on business, politics, law and the arts.

More information on schools in Siren's Port can be found HERE.


University of Hillsdale
UoH - The SERO-funded university of the sciences. Computer technology, science technology, medical training, and languages are the focuses of study in this school.

More information on schools in Siren's Port can be found HERE.


Cathedral of Jonova
The Cathedral is located in a central location and open as a sanctuary to anyone, even if they are not a devout Jonovian follower. The Priest is known for miracle healing through the divine blessing of the Lord called Jonova (in other words he has an ability to heal) and will be willing to assist anyone who needs a healing hand. The doors are always closed during the Darkness, but anyone is welcome to push through them and into the cathedral itself. The original Cathedral was possibly of Christian build, but was long ago taken over and remodeled for this new religion. To those who wish to worship, there is Mass held here every Sunday and the followers of the faith welcome to anyone who wishes to join. Believers or not, the preacher believes all will follow when the time is right. Oh, and donate. Donate. He really likes donations...

More information on religion in Siren's Port and the Cathedral of Jonova can be found HERE.


Cattle Farms
The 7th district is full of farmlands and cattle grazing lands. The maintenance of these lands is considered top priority for Siren's Port, as most of the produce is brought to markets for consumption. Because of the importance of these resources, it's considered a terrorist act to in any way damage the farmlands. The farms and surrounding property are well-guarded by hired security, and extra care is taken with them at night. All cattle and livestock are moved to underground holding pens or heavily Darkness-proofed aboveground barns in order to keep them alive through the night.

More information on farming in Siren's Port can be found HERE.


Landfill/Recycling Station
Trash has to go somewhere, and in Siren's Port, this is where it ends up. Garbage and recycling are picked up throughout the week in rotations throughout the City, and trucked to this station. Here, trash is compacted and stored, separated and sorted. When the landfill gets too full they move it to a boat and ship it out to an unknown location.

More information on the landfill and garbage system in Siren's Port can be found HERE.


Fruit Orchards
These are the only orchards in Siren's Port that produce normal fruit, and there are several fruits grown here as well as some nuts. Because it is such a small orchard, the fruits that they produce are sold for much higher prices at market than they might be in the outside world. Though it is said that the fruits grow year round with the help of a couple of plant-talented workers. The orchards are always looking for people with the ability to make plants grow.


New Car Dealership
It might seem silly to mark a new car dealership as an important location, as there are a few car lots here and there through out the City, just like any other city would have, but those are all generally old or used cars. This, this is the top-of-the-line new cars, some imported, some built with imported schematics, some were designed and built right there. It's simply called the NCD and it hires only the best minds for designing new features for vehicles for the City. Generally the cars sold here are all eco-friendly and run mostly on electricity. The best and most expensive cars can also come Darkness proofed in case the driver chooses to stay in their car all night. All forms of vehicals can be costume built here for a hefty price. It is also a world class automobile repair shop and the leading auto tech school on the island. You will find that most cars sold in the outside world were originally designed here.


Transit Map and Stops


This is a map showing the route taken by the central subway system in Siren's Port, and a run down of the stops on the line. This will help your characters navigate the City they live in.


larger map here


Stop Names
1. Ravenwood Stop
2. Turnabout Stop
3. Founder Front Stop
4. Harukoa Stop
5. Orchard Stop
6. Hawthorne Stop
7. Freemont Stop
8. Blake Street Stop
9. Redfront Stop
10. Crossroads Stop
11. Watt stop
12. Boycot Stop
13. Underground Mall Stop
14. Jowagi Stop
15. Turner Stop
16. Burns Stop
17. Heckley Stop
18. Henderson Stop
19. Doublewood Stop
20. Grant Stadium Stop
21. Azura Stop
22. Fable Way Stop
23. Guntry Stop
24. Stanford Stop
25. Browning Stop
26. Elmer Stop
27. Baxter Stop
28. Dewey Avenue Stop
29. Penelton Stop
30. Powerinne Stop
31. Last Stop

Underground Mall


This is a map of Underground Mall, a 24-hour supercenter with shopping, entertainment, and other options. Basically, a giant mall located underground that stays open even during the Darkness, due to it's sturdy and hailed-as-infallible Darkness-proofing.



Quick Links
1. North Point Carnival Grounds
2. White Star Hotel
3. Center (Food) Court
4. Queen's Throne and Fantasy Hotel
5. The Major's Club and Park
6. Hideaway Lake
7. Sparks Casino and Hotel
8. Black Market
9. Felton Theatrical Stage/Convention Center
10. Motel Row
11. The Twins Night Clubs
12. Crest Theatre
13. Millennium Theatre
14. The 123 Bowling Alley
15. Memorial Auditorium



North Point Carnival Grounds
The Carnival Grounds is a simple indoor fairground, with a large ferris wheel, a double decker merry-go-round, one roller coaster with three loops that duck and dive, and a bunch of those simpler, smaller rides, like spinning tea cups, space ships, round-abouts, swiveling hammers, etc. There are also full rows of carnie games and snack stands scattered throughout, just waiting to take your hard earned money so you can win your girlfriend that pink teddy bear on the back wall. This is one of the brightest corners of the underground and tends to be loud with the music from the rides and the voices of customers.

*Jobs can be found here for minimum wages.


White Star Hotel
The most expensive hotel in the Underground, the White Star is a pentagon shaped 12 story hotel catering to those looking for good room service, clean bedrooms, bug free sleeping, and general round the clock full service care. A bit on the pricey side, but to those big CEOs and company bigwigs, this is the place to go when in the Underground. The building stretches from the floor to the ceiling of the Underground, seeming more like a huge sculpted pillar than a standalone building. At the top floor is one of the most expensive restaurants in all of the City, let alone the underground. Reservations are made months in advance unless you 'know' someone.

*Jobs can be found here for minimum wages for cleaning staff. Chefs and clean cut people make twice as much, but jobs outside simple cleaning are rarer.


Center (Food) Court
The largest mall food court most people have ever seen. It has taken on a sports theme (The word "food" is centered in a basketball to help with the play on words). Don't let the sporty feel of it all detract from what else is there - there are two 5 story 'towers' though all of the building is connected, and a 3 story building dead center of the open air court. The lower floors of it all are fast food (McDonalds, Burger King, A&W, Taco Bell, Sonic, and so on. The general fast food places), the second floors generally have the 'sit down' style family fast food places (old style burger joints, steak houses, fish and chips, Italian, etc.), where the higher up floors have the finer restaurants. The higher up you go the less 'sporty' the feel of the décor is and more 'fancy' it becomes. Sparkling strings of lights and softer signs start to take precedence over neon signs.

*Jobs can be found here at different levels. Fast food tends to pay much less but they'll hire nearly anyone. The better the establishment, the harder it is to get work there, but the better the pay. Tips tend to be a general 10 to 15% but are hard to get unless service is excellent.


The Queen's Throne and Fantasy Hotel
The Queen's Throne is an affordable to costly 'fantasy' hotel with the slogan "Making all your fantasies come true...no matter what they are." This is a respectable hotel with a good clean environment, room service, and over 500 different themed hotel rooms. Themes like Egyptian Kings, Mythological Gods, Rome, France, as well as general ones like old Torture chambers and dungeons, gigolo and playboy styled rooms, old Western, east Asian, fields and meadow rooms, and many others. Come in costume or rent a costume while choosing your hotel room. You can even rent slaves and hotel staff to help fulfill your wildest dreams. No taboo is ignored, so bring them here for anything from wild to just relaxing for the night. Parties are okay.

*Jobs can be found here at low pay rates for all positions, but you have to sign a confidentiality contract. What happens in Queens Throne and Fantasy Hotel stays in Queens Throne and Fantasy Hotel. Always looking for new workers. There's a high turnover rate though.


The Major's Club and Park
The Major's Club is a very upstanding club with dim lighting, mirrored walls, pool tables, and easy but up beat music. It's open during most of the daytime as well as the nighttime. The bouncers here will keep out the rabble-rousers and riffraff in a military style. The Major's is characterized by high priced drinks, extremely clean bars, and a nice dance floor. A club for those looking for the club feel without having to worry about being kidnapped and raped in the back alley by local thugs. Dress better then casual though, if you want to get in. The Major's is currently owned by a very boisterous young lady who loves cosplay and employees are dressed in uniforms from various countries on Earth.

*Jobs here are hard to come by but pay very well. Bartenders here dress in uniforms of all types (US Army, Navy, Marines, and so on, WWI and WWII soldiers' uniforms, Japanese Police Forces, Mounties, Royal Guard, and so on. Uniforms change off and on depending on the person in management at the time.


Hideaway Lake
Hidden around a corner and down a long rolling path is an underground lake of pure clean water. Because of extensive Darkness-proofing, the night and Darkness don't seem to affect this underground well of water at all, leaving it to stay clean and bright at any time of day. Down by the water, you can rent small paddle boats, row boats, inner tubes, and other swim items from a small shack at the side. You can also rent scuba gear and take a dive under the water to see if you can find caves or underground wildlife or plants. There is a waiver form to sign though: If you get hurt or die down there, it's not the fault of the rental office, and you have to pay for lost gear. Above all of this, if you climb the stairs to the building secured to the top of the cave, you can rent bungee jumping equipment and rock climbing gear so you can take a dive out over the top of the lake, dead center, or perhaps pick a wall to scale.

*NO jobs to be found here unless worked out very carefully with the two men who own the rental shops. Both are blue skinned brothers who have worked here for some time now. Because they have fins and gills, they tend to extremely capable at keeping a good eye on the lake, and they feel they need no one to assist them. Internship isn't unheard of, though...if they like you. (If you'd like your character to work here, please contact a mod for approval.)


Sparks Casino and Hotel
One of the largest areas underground, this is a shorter building with a vast Casino floor to it. Blackjack, poker, roulette, slots...you name it, it's played here. You can also find exotic games like Sabacc, Tridimensional Chess, and some silly collector card games like Magic the Gathering and so on. There are also a few Holographic Chambers available for rent by the hour, for enjoying live stories, crimes, vacation beaches, ships at sea, and a wide range of other activities (sort of like the holodeck in Star Trek). These are generally always in use and it's best to reserve time before you get there to ensure you a spot in one. On the top three floors, there are small hotel rooms that are affordable and fairly clean. Not the best but it's better than spending the night on a bench if you end up in the Underground for the night. Don't drink from the cups and try not to sleep naked in the beds, and you should be fine.

*Lower wage jobs can be found here. On occasion you can get a onetime appointment with a manager to 'teach' them a new game. If you are from another world and want to make a quick buck, teach the owners the ins and outs of a game you know that the City isn't familiar with. If it's interesting enough, entertaining and liked, they will use it a few months later, and pay you 10% of the first month's income from THAT game only.


Black Market
Who would have thought that the Black Market would actually HAVE a location? But this one does. This market is not bothered by anyone at all in the City, since it's completely neutral and utterly lawless, in the sense that no form of law enforcement will stop you from buying or selling here. The doors are guarded strongly by the best and fastest of thug bouncers carrying guns. Neither AGI nor SERO have control over the Black Market but both deal with it frequently. Slaves, drugs, devices, electronics, stolen merchandise, cattle, lots of alcohol, fine art, historical artifacts, smuggled goods from the outside mundane world, and other things can be found, sold, or bought here. Nothing is taboo to sell here and if you aren't careful you might find yourself being sold here as well. Fights and raids within the halls of the Black Market are not unheard of, but tend to be neutralized with blood rather fast.

*Jobs are very hard to find here because those who run and organize it are an unknown. You have to know someone who knows someone to get in and even then it's not a sure thing. Bouncers and handlers who do happen to get work here are paid large amounts every once in a while and not all the time. Arguing over pay is NOT a good idea.


Felton Theatrical Stage/Convention Center
An older looking building with a tall white pillared front and elegant half nude carvings and statues. An architectural masterpiece and theatrical goldmine, the Felton Theatre shows stage productions at the rate of two per quarter (that is, 8 times a year) and is generally seasonal. It is also a convention center available for groups to rent for business or pleasure purposes. Around Graduation times, high schools and colleges tend to rent this hall out for ceremonies. Smaller plays can be found here as well, between other productions, though they are not as heavily organized. Auditions are almost always open.

*Auditions for performers and stage workers are always open. Contact the manager from the Box office for further information. Work is Seasonal. Actors are paid after the show is done, and stage workers are paid low wages through the year. SOME lodging can be found for certain people who find employment here. Hall Rentals vary in price, depending on the size and purpose of the party.


Motel Row
This is a row of sleazy or really cheap motels, things like a Best 9, or Sands Motel, and the Underground Lodge can be found here. These motels have next to no room service and aren't the cleanest of environments, but they're easy on the wallet and a quick place to stay when trapped Underground for the night. These don't always fill up so fast but there are times when there is no vacancy. There is also the option for renting hourly if you need a quick nap or...something.

*Jobs can be found here at the bare minimum pay, generally for hard labor and room clean up.


The Twins Night Clubs
Matching Night Clubs...or nearly matching. The Twins are two large buildings that are connected with a roof suspended between them. On the left is a nightly rave club, with bright lights and techno dancing. On the right is a more typical club experience, with interesting club kids, gothic kids. In the center is the open air space covered by the suspended roof, a good place to go from either side, or settle down in to relax or converse with friends. Couches and tables, a dance floor, bars, live bands, or DJs can be found in either place, and both open up onto each other. Enter one and you can slip over to the other. Smoking, underage drinking, drugs, and, on occasion, dance floor sex or bathroom sex is not unheard of here. There are clubs for the young and lewd, the adventurous and fool-hearted. Get too rowdy though, and bouncers will have no issue with roughing you up and kicking you out. Bouncers are also selected for photographic memories and will remember a face, no matter how much make up.

*Jobs here for bartenders, bouncers with photographic memories, DJs, technicians, and bands can be found here. Pay is modest but good, and employees get the benefit of free drinks when not on the clock.


Crest Theatre
Crest theatre is an old-style movie theatre with a neon marquee board around the front of the building and a single person box office dead center. It has maroon carpeting and old tarnished gold finishing, old seats with slight rocking back features in rows, on slopes with no steps, and the concession offers popcorn and soft drinks at the usual ridiculously high prices most theatres do. This is a FOUR screen theater, showing a wide range of OLD movies. Old movies like black and white films to second or third run movies that showed a year or two ago. The owner of this theater has a huge vault of films, and tends to play 4 to 6 movies in a different rotation for about two or three days before changing to another set. There is a chance that 15 to 20 different movies will be played with in one week.

Note: We would like to keep movies as generalized as possible so as not to blatantly break the fourth wall too often. Please avoid your character going to a movie featuring the character of another player in the game, and keep the fourth-walling guidelines in mind when stating the movies to be watched.

*Jobs can be found here at the low paying average popcorn pusher and ticket takers' rates.


Millennium Theatre
A much more up-to-date theater that looks like it was just built a few years ago. Big plush seats with adjustable arms and cup holders, rocking seats, and loveseats that can comfortably hold two people. Seats are in rows on steps, and staggered so no one has to deal with another customer's head or odd hat obstructing the view of the screen. Screens are in HD, and show the newest of films from both Siren's Port Film Studios AND big hits from the outside world that have been smuggled into the City. Generally, if a movie comes out for the rest of the world, it has a good chance of being smuggled in a few days or a week after its grand opening date. A lovely theater going experience. Every weekend, a few 'Blackout Movies' will be run, generally a horror or psychological thriller flick, run with all the lights in the theatre turned completely off, including runner lights and house lights.

Note: We would like to keep movies as generalized as possible so as not to blatantly break the fourth wall too often. Please avoid your character going to a movie featuring the character of another player in the game, and keep the fourth-walling guidelines in mind when stating the movies to be watched.

*Jobs can be found here at the low paying average popcorn pusher and ticket takers' rates.


The 123 Bowling Alley
An old-fashioned bowling alley with 24 professional lanes and 4 bumper lanes. The bowling alley can be rented for parties and is usually closed most weekday mornings for various leagues and tournaments that anyone can join up with, depending on affiliation. The bowling alley also features a small arcade, and a concession stand that serves snacks and beer, as well as a small pizza place in the back, especially useful for parties. Every Friday night a GlowBowl is hosted, where the lights are turned off and dimmed, leaving the lighting up to black lights and glowing balls and pins. All in all, the bowling alley is fun for all and reasonably priced, a great place for family outings.

*Jobs are available here at the standard minimum wages. All positions open and needed.


Memorial Auditorium
A large stadium and auditorium with enough seating for thousands. The stage sits in the center, with the audience seated all around. Seats in front and closer cost more where seats in the back rows or behind the band cost much less. The City has many groups that have formed, and play music of all types and genres. Bands like [Insert Name Here], Bad Wolf, Jack10, Figure 9.0, and others have all held concerts here. Bands from all styles can be found playing here all year round. Tickets vary, depending on the bands and if they are popular or if it's a charity event.

Note: Stage size and location size on map is obviously not to scale. This is a large stadium.

*Jobs are seasonal/open sporadically. They offer good pay for security and technicians when a show is going on.



~*~

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SIREN'S PORT: IN-DEPTH INFORMATION


This post contains some of the more nitpicky in-depth details about Siren's Port as a world. Though you can easily play in the game without reading all this information in detail, it might give you a nice idea of the bigger world you're living in and how it works. If you have any questions whatsoever about details of anything outlined here, or ideas for other things that you'd like more detail on, just leave a comment and we'll add the information to the post.

Quick Links

Starter Apartments
Farmlands
Garbage and Landfill

Power Stations
Siren Waterworks

Jobs: In Depth
Bounty Hunters and Hunting

Subways and Buses
The Underground/Underground Mall

Using Languages
Discrimination in Siren's Port (Racism/Sexism/Classism)

The Government
Underage Laws

Schools and Colleges
Department of Motor Vehicles

Religion in Siren's Port
Imports and Exports

The WIReD
Sports Teams

Emergency Services/911
Medical Facilities

In-Depth World Information

Starter Apartments
As stated in the basic world info, when you first arrive you find yourself at an old, run down baseball diamond, an old style one with tagging and a generally run down look to it. You either find your way, or a Greeter will help find your way to the apartments designated for newcomers to Siren's Port.

The Tower Apartments is a large apartment complex. It has two 'tower' like structures with one shorter section connecting the two. The towers have 13 stories of apartment space, mostly comprised of one bedroom apartments. The center section has 7 stories of two bedroom apartment spaces. Most newcomers will be assigned a one bedroom apartment to start with, though they can request, at any time during the first month, to be moved to a two bedroom apartment if they wish to move in with someone.

Floor plans: One Bedroom, Two Bedroom

When your character arrives, he or she will talk to the landlord or the Greeter who led the character to the apartments, and will be given a room key and a word of advice - be out in a month. The landlord, in particular, really means it when he says it. You are granted this apartment for ONE month rent free, though you're welcome to move out sooner. A gift from AGI and SERO, because you are so new. After that month, the landlord gets grumpy and demands rent. After all, they have to make room for new arrivals.

The apartments tend to be a little run down, but they are livable, and, more importantly, safe at night. The floors tend to creak, and the water groans as it runs up pipes, the heater is always set low and it's never cool enough in the summer, but despite being a little run down, the apartments are definitely livable. The apartments are partially furnished - generally, there is one bed to a room, and most places have the standard couch and chair, maybe a table or lamp. What ever was left around or trucked in from surplus. If you need more for your place, ask the landlord to open up the storage, and he might let you take a chair or desk in from there and haul it up steps.

Oh, that's right. There is no working elevator in this complex. There is one elevator in each tower, but both have been shut down for ages, plastered with beat up 'out of order' signs. Residents have to hoof it up however many flights of steps to make it to their room. Just remember...it's free. After you find a source of income and the time to get a new place, you can set out to find better accommodations anyhow!


Farmlands
The farmlands are in the Sector 7 section, complete with both aboveground and underground farming. Through the years, advances in farming have really helped the farming process in Siren's Port. With cloning sheep, cows, chicken and other animal food staples, the price of meat has never been truly high. Imported meats devoid of the scientific tampering that happens in the City, on the other hand, sky rocket on the black market.

Every night, before the evening siren, all cattle is herded to underground facilities where they are guarded and kept safe for the night, then released during the day to graze and roam the fenced off areas.

There are fields of grains, potatoes, and other agricultural staples all over the farmlands, as well as underground hydroponic rooms that grow other vegetables, fruits, and in some cases flowers, herbs, and other simple plants. All of the food grown on these farms is packed up and shipped to warehouses for processing, then sent off to market for consumers to buy. Some farms will take a bunch of the freshest foods to farmer's markets that are spread throughout the city, to try and make a bit of extra money.

Jobs can be found out in the fields, underground hydro rooms for harvesting and supervising plant growth, or out on the range to round up cattle or tend crops. Guards are always welcome on the farms to help keep the Darkness from attacking the cattle or destroying too many crops. Pay is negotiable but is generally average for these hardworking men and women. Most farms are Government owned and produce food for the markets of the island through government funding. Others are linked to AGI or SERO, so loyalists from either side, or neutral characters can still find work on one farm or another. It is commonly known that food is something everyone needs and something the two groups do not tamper with often.


Garbage and Landfill
All your trash, recyclables, and unloved junk get taken to the landfill, which is found halfway between the farmlands and the City proper. Garbage is picked up throughout the week with rotating schedules depending on where in the City you live, taken to the dump, and sorted. Natural material is moved to compost that will be used later for the farm lands, recyclable goods go to be processed and reused, and what's left is compacted and shipped off to a boat bimonthly, taken off the island as far out as they can go and dumped.

Jobs found at the landfill aren't the best, and smell very bad, but pay pretty well. After all, it's a shitty job but someone has to do it. Government supported, workers at the Siren's Port Landfill will be considered fairly neutral when it comes to affiliation, but to get a job here takes a LOT. It's a highly coveted job for the locals that have been here much longer and have ways of making some spare money off the garbage of the City, so there aren't many unfilled positions. On rare occasion a spot might be open, but it's mostly to shuffle and sort through heaps of crap. After all, they need someone to sort through to make sure no one's body was dumped out there.


Power Stations
Located at various places in a grid across the Island are large hubs that store and distribute the power generated in the City. Underground power lines also support buildings and other structures with needed power. The main source of this power is a little uncertain, but it's theorized that it may be supplied by the Core. There is also a power plant out in the farthest sector to the north.

The power distribution system is run by the government and pipes power from the stations to homes, apartments, and businesses in the City. Those who live in the starter apartments won't need to worry about power bills, since SERO and AGI cooperate to pay all of the utility bills for those apartments. However, once you get out into the City on your own, you will get a power bill once a month. Just like in real life, the more power you use, the higher your bill is.

If your character has some means of supplying their own power, that's perfectly fine - if you can do it, go for it, it just means your bill will be smaller. If you can't pay your bill after a month, the power company can and will shut the power off, so having a job is really useful for paying those bills.


Siren Waterworks
Like power, the Island has to get fresh water from somewhere. Siren Waterworks is stationed near the power stations, hidden away underground, processing seawater and transforming it into fresh water, running the fresh water through storage vats and pumps to provide water to homes, apartments, offices, and so on. Siren Waterworks is one of the fully automated systems on the island and has very few employees. It was originally set up by and runs on government funding.

On issue with the Siren Waterworks system that has yet to be corrected is the Darkness. The water lines and pipes of the city all tend to corrode and break down when the evening siren goes off, piping unusable rusty water across the City at night. Because of this, any water that comes through the taps at night is very unsafe to drink.

Citizens of Siren's Port do not have to pay for water, as the government tries to keep the system running through tax dollars, but some areas (like the slums) are without water altogether, with the poorer areas lacking a good water system. The richer areas, however, have a secondary filtration system that ships better, more pure water to their homes.

Again, to make it clear, after the sirens go off and Darkness comes, 85% of homes will have issues with clean water. Because of this, lots of locals save jugs from milk or water bottles, fill them once a day from the sink, and store them for overnight use. It might be good for your characters to follow this trend.


Jobs: In Depth
Just like in real life, getting a job of some sort would be most useful for any newcomer, if they'd like to make it in the City. This isn't to say you can't take other routes to getting what you need. Stealing, breaking and entering, being a generally mean person, kicking old ladies for their rent checks, it's all good in this game. Well...that is to say it's good if your character would do that sort of thing. But a real job might be better if you want to stay out of trouble.

Lots of places are looking to hire in Siren's Port, but not all of them are good places to work. Do your research! Look at locations or general information on these places, because lots of them state whether you can find a job there or not. Some jobs will pay better then others, and others might treat you like shit - it all depends on what you end up choosing. There are any number of job openings needed throughout the city. Burger flippers, chefs, secretaries and answering service employees, garbage men, truck drivers, mail workers and package delivery, supermarket staff, and shop cashiers. There's also the nightlife to think about - bouncers and security, love hotel cleaning staff (ew), DJs at a local club, play for a band somewhere or start your own. Are you into sports? Look into joining one of the many sports teams on the island. Researcher? Test subject? Slave...okay, well that's not really a good job, but it could happen, so be careful. Librarian, library assistant, lawyer's assistant, book store nerd, computer repair specialist, tech support, barista, weapons repair - you name it, there has to be a job out there. On the other side of the law, there are also jobs like bounty hunter, drug smuggler, drug dealer, or slave handler and seller or trader.

Here's the trick: Choose the job best suited for your enjoyment and your character's unique talents! How would the character look for a job? Would they find a good one or a bad one? Do you WANT them to have a good or bad one? Do you want them to have issues with customers, bad tippers, or that really nag ass boss that no one likes? Or would their skills merit them an easy job that pays well? All of the above are fine, and all we ask is that, for the sake of reference, you leave a small note here, and let us and your fellow players know where your character is working. These lists can be changed as often as they need to be. In the end, it's just nice to see what others are doing, or have done.


Bounty Hunters and Hunting
Among the dangers of the island are the countless bounty hunters. When a hit list is released with the weekly newsfeed, bounty hunters may take part in looking over the list and choosing their next hit, or job. Once the bounty hunter has successfully killed or captured the bounty, they will be paid. Some restrictions might be listed, such as that the bounty must be returned alive, or dead with little damage, but some are fine dead or alive. As long as the conditions are met, when the bounty is brought in, the hunter will be paid in full by that person.

The bounty hunters are under the direct coordination of St. Matthew, who runs a center for bounty hunters, where they may return bounties or pick up new jobs. Every bounty hunter in the City, no matter how powerful or legendary, owes some small shred of respect to St. Matthew, since she didn't come by her job easily.

More information on working as a bounty hunter or requesting a bounty to be put on a player character or NPC, as well as the current bounty list, can be found HERE.

There are a few legendary bounty hunters that are whispered about among the residents of the City, or passed down as a scary story to keep unruly children in check. These hunters have been doing this job for so long that even the most inexperienced hunter will have heard of them from someone or somewhere. It will be rare to see any of them, unless a very large or very difficult bounty has shown up on the weekly list. Information on some of those legendary hunters can be found below, and can be mentioned or discussed in in-character posts if any player desires.

NON (Nameless of Nowhere): A large, thick, green-skinned Congo Troll, who has long electric blue hair, wears a white mask that fits over his tusks, and is rumored to have been alive since long before men showed up. He dresses in loose-fitting clothing, rumored to be stained in the blood of those he has killed, and trench coats with light leather armor - never anything restricting. He nearly single-handedly hunted out the fabled 'Bird' or 'Angel' race long ago, due to a grudge, and holds interest in taking down anything with wings. Non is widely known for his skill in never losing the hunt. If Non chooses the bounty on your head, you will be caught. He is simply known as Non and his true name is unknown, simply meaning he is Nameless of Nowhere. He was so well known by his people and the people of the City that he simply didn't require a name anymore.

Tigrin: Tigrin is a mocha-skinned young man with a mostly human appearance - the one exception is his unnaturally pale green eyes and silver-blue hair. Being very attractive, Tigrin tends to take in his bounties by charm and charisma. He'll show up in a bar or club wearing a fashionable half-mask, charm the pants off of his target, and then take them in through the clever use of drugs and anesthetics before the target even realizes what's hit them. Rumor has it that Tigrin has taken up work for SERO recently, rather than being strictly neutral, and also that he will occasionally take in people who didn't even have a bounty on their heads, providing the price they'd bring from SERO is high enough...

(If you wish to plot with either of the legendary hunters mentioned here, please feel free to contact a mod at any time.)


Subways and Buses
Siren's Port has a very good bus system that tends to run from just after the morning siren until one hour before the nighttime siren. The buses cross most major streets and will go down quite a few residential roads as well. There are over 300 bus routes in the City proper, numbered accordingly. Better quality buses can be found in the main areas of the City, whereas the poorer areas have the older, more beat up and graffiti-laden buses.

The central subway system in Siren's Port runs on two separate programs. The Day Track which is supported by SERO, and the Night Track which is supported by AGI. It all runs on the same 31 stop train track, with the major differences being added security and more heavily armored subway trains during Darkness. During business hours, the security and law enforcement will have a heavier presence, ensuring those going to work will get there safely and return home safely. The rest of the day time hours have sporadic supervision. Since night time brings more danger and requires more heavily armored cars and heightened security, tickets for the Night Track are more expensive than the Day Track.

The Subway starts from the border of the farmlands and the 5th sector. It winds through the major sectors of the City, and works its way up to the residential areas, coming to the 31st stop at the end of the tracks, just past the power plant. The Subway and bus shop is there to keep it all in working order, or to change cars for mechanical work, cleaning, or switching the cars out for Night or Day Track.

More information on transit fares, bus pass options, and generalized information can be found HERE.

More information on the subway line and stops, including a map, can be found HERE.


The Underground/Underground Mall
There are several air pockets or caves underground, though most of them are either hard to access or can only be reached from the unpopulated areas of the Island. The subway runs underground, as well as sewer systems, power hubs and power lines, and water lines. Like any city, the underground is a huge labyrinth of tunnels and blocked off routes. The Darkness at night love the underground just as much as they love anywhere else and it's no safer than being aboveground, so it's a good idea to be careful underground.

There are a few very highly secured areas underground. The Underground Mall is the most secure large structure at night that is open and operating. All tunnels, power, water, and sewer lines to the underground mall are extremely secure and not easily broken through, to ensure optimum security in the mall at night.

There is a small lake underground, just on the outside of the mall. It is heavily secured, and safe to swim in and explore day or night with several caves and spaces to check out.

More information on the Underground mall, locations inside, and a map can be found HERE.

The subway system is fairly well secure, but not fully impenetrable. It has guards and security taking care of intruding Darkness, as well as heavily armored cars, thus the cost of a night pass being double that of a day pass.


Using Languages
Being located in the vicinity of Canada and the USA, the common language in Siren's Port is English. Every character who is imported to the City from another dimension, ie. player characters, is given the ability to communicate in English as if they'd been speaking it their whole life. This fluency is stacked on top of any languages your character might already know, rather than replacing their own mother tongue. However, though they may retain their own familiar language, it will seem more natural to them to use English once they arrive in the City.

Basically, this is to make the game less complex from a language standpoint, giving everyone a common language in which to communicate. Other forms of language can be used if so desired, but please follow the language structure of the game so everyone can enjoy it. Not everyone can speak Japanese or German and so on, even if your character does. If your character wants to communicate in a language other than English, please try to keep it as infrequently as possible, and make an out of character note that the entry or comment is in another language. Conversely, if you'd really like to test out your language skills and want to attempt an entry or comment written or spoken in another language, please be sure to let us know which language it is, and provide an out of character translation at the end of your entry or comment.


Discrimination in Siren's Port (Racism/Sexism/Classism)
As with any world, there are issues with racists and sexists in the City. The majority of discriminatory comments you will find flung around by the resident racists of the City would be the terms 'Norms' or 'Outsiders,' which refer to the people on the outside of the Island that have no superhuman powers. A lot of residents of the island blame them for the existence of the City itself - which is partly true, since the island was made to protect the normal non-powered beings from being scared or harmed.

There are also your normal racists around who dislike people of a different normal race (people from other countries), but the City has the added ones who throw racist comments at people with creature and alien appearances. However, since nearly everybody who lives in the City has something seriously 'different' and, in most cases, completely unique about them, whether in appearance or ability, actual racism tends to be less of a focus, and more frequently spoken out against.

Sexism is also present in the City, though it isn't quite as widespread as it is outside the City. Some people still believe that man is the better of the two genders; others are just as outspoken about woman being better. However, the City has the added complication of also having people who say that dual genders are the best, and others that say those with no gender are the best. Needless to say, there is always someone somewhere to prove that wrong.

Government laws are very lax and open on some things, one of them is gender. Though marriage is generally viewed in the City as a mostly-dead institution and a throwback to an older age, the laws surrounding marriage that exist in the City make no discrimination about the genders involved in the marriage. Homosexual, heterosexual, or any other type of relationship is recognized as a legal marriage with all the benefits and drawbacks of any other marriage. This includes people who wish to marry multiple spouses, though this kind of arrangement is very heavily frowned upon by society and the government, and there's been talk of rescinding the privilege.

The one issue that dwarfs both racism and sexism in the City is the issue of classism. The most obvious divide between citizens of Siren's Port is the quality of living and the amount of money they make. More often than racist or sexist remarks, you will hear diatribes and discrimination against people of a higher or lower social class. The rich socialites look down on the poorer folk as filthy plebes, the poorer folk look at the rich socialites and celebrities as stuck up and shallow. It goes each way and applies to every level of society, and is generally much less looked down on than racism or sexism.


The Government
Wait, what? Is there really a government here? YES! There is, though the system is a MESS and it's never been run very well. Governor Richard Redgrave is the local lead of the City and surrounding territory, voted in 12 years ago and retaining his position through the sheer lack of anyone bothering to vote or run against him, since 99% of the power in the City belongs to SERO and AGI. The government, all told, seems a bit smaller then the two major factions, both in manpower and ability to change things, and really the Government has very little say in anything - mostly because it's paid off by both SERO and AGI.

The Government's main function is to take tax money and use it to fix public things that everyone uses, regardless of affiliation. It makes sure roads are paved properly, street lights fixed, or an assassin shut down for bad attempts. They print the cash that ends up in the citizens' hands - but just because they make it doesn't mean it's always shared. Some money is hoarded away to pay off blackmailers, or get the latest extra comfy office chair in from the Outside, in a form of embezzlement.

Another service provided by Siren's Port's government is the offer to newcomers (player characters) of an integration grant. This is a package available only to newcomers, helping them integrate into society by giving them the funds necessary to cover books and tuition only at one of the City's schools. Money for everyday survival would still need to be made via a part-time job, but the Government will provide funds to cover books and tuition.

The Government is also the entity that runs the welfare system, but that's not something you really need to worry about, since you have to have been a resident and official citizen of Siren's Port for no less than two years before you can even think of drawing from welfare. Thankfully, there are a few shelters and food banks that are either run independently or through government funding for newcomers to use.

Aside from these few programs and general City maintenance - the Government really does very little, and holds very little power when it comes to changing anything.


Underage Laws
Siren's Port is full of scandal and bad morals! It's also very lax on it's underage laws. There ARE laws mind you! You have to be 17 or older to get cigarettes and alcohol...but that guy at the counter? Yeah, he never asks for your ID. Half the people out there don't even have ID. And what does he care if you smoke? More money for his business!

You want to walk into a bar? Just pretend you're old enough and it's likely no one will care. But remember, if they decide they don't want you there, no matter how many others your young age are in there, they will use it as an excuse to bounce you.

In general, for the game, the underage thing shouldn't be too big an issue. Just assume the normal laws are in effect, but lack of adult supervision allows them to be more than a little lax. No one's going to jump you for playing your 16 year old at a club with a drink...at least not OOCly. IC is another subject now isn't it?


Schools and Colleges
Schools in Siren's Port are arranged pretty much as they are in Canada and the USA. Elementary, junior high and high schools are arranged into a total of 12 grades of education. Classes are always during the day, and the gates of the schools are locked down after classes are out. Schools range from seedy little no fund schools to upper class private schools. Those who show up through the Pull and find themselves underage on Sirens port are NOT forced to take part in school, though NPC characters are likely to look at that school-age child askance, and might call the truancy officers. ALL schools are optional and up to the character (and player), but feel free to work in being pestered by truancy officers if you're playing a school-age character.

There are three colleges in the City, each with the normal classes available at any college, and each with its own specialty courses. Each college tends to run like a normal college would on the outside. Those who are taken from other worlds and brought here through the Pull will be given an 'Integration Grant' that will cover exactly the costs of courses and books only. The government, as lax and laughed at as it is, has attempted to help integrate those who are not well-adjusted to the world of Siren's Port, and what better to help them integrate with society than providing higher education?

Hawthorne University (HU)

Students loyal to Afterglow, Inc. often find themselves going to HU to get top of the line degrees in business, law, the arts, and other studies of choice. A wide range of courses can be chosen from here. The student body is made up of many people, but those who are loyal to AGI or those whose parents are loyal tend to get a tuition break. Students are encouraged to dress in a style more formal than street wear, and are frowned upon if they choose not to.

University of Hillsdale (UoH)

Students loyal to SERO often find themselves receiving an excellent education at UoH, taking studies in medical fields, computer sciences, and languages. Other courses can be found here as well. The student body is made up of mostly SERO loyalists, and every SERO loyalist gets a tuition break for it. Students are encouraged to come dressed appropriately and not too casually.

Siren's Port University (SPU)

The oldest and poorest of the three colleges. Those who either can't afford the higher education or are not aligned with either faction find their way here. It's cheaper, but the learning environment is also a little bit lower-class. It still cranks out a good education, teaching a wide range of courses from medical and business, computer sciences, and art. In fact, the creators of the WIReD originally came from SPU. Tuition is a little cheaper than the other schools. SPU has a much more lax form of education, letting students come dressed as they please.


Department of Motor Vehicles
Also known simply as DMV. The DMV is located in Sector 4 (Middle Class), and will take care of all vehicle transportation needs, both private and public. In Siren's Port, one does NOT need a license to drive or operate a vehicle, but it is wise to have one. Registering your car, bike, or other vehicle of transportation IS required, though. Please do so at the DMV to ensure proper driver's rights. If your vehicle is stolen or in an accident, the DMV can assist you; but if they have no record of your vehicle, they won't touch it.

You can register your character's vehicle by posting a comment HERE.

City law enforcement will also ticket citizens for several typical drivers' offenses such as driving without registration, driving while intoxicated, or speeding. If you receive a ticket, you must go to the DMV and handle all expenses there, or else your vehicle can and will be impounded. Records will be kept on the DMV page OOCly for references, so just drop a note there if your character has a vehicle impounded.

The DMV is also known for taking care of Bus and Subway fines one might receive for misbehaving while riding the local transit system, or riding without a proper pass. If you receive a ticket, the DMV will deal with it. If you don't deal with it, and you receive another fine, you may end up spending a day or two in jail to teach you a lesson. If you're a frequent user of the transit system, the best way to avoid a fine (and nearly halve the amount spent on bus tickets!) is to get a monthly pass for the small fee of $175.

All traffic and transit tickets or fines are open ended plot devices for players to use at their own discretion. They are not mandatory and aren't meant to be something mods keep track of or anything. It's up to you if you want your character to have these kinds of issues, to get a ticket, get two, get arrested, go pay for tickets, gripe about it in journal entries, or any other use.


Religion in Siren's Port
The City includes all sorts of people with all kinds of religions. Temples and churches for nearly any religion observed commonly in modern-day earth can be found in the City, from Buddhism to Catholicism to Wicca to Hare Krishna. Churches in the City, just like in normal cities, range from small warehouse style places of worship to lush and complex churches. The more fancy churches tend to be found in the upper class areas of the City.

Two notable organized religions unique to the City are the Cathedral of Jonova, and the Unitology Fellowship. These two faiths are unique to the City, and very different from each other.

The Cathedral of Jonova was founded by Priest Englewood, a man who found faith and tried to bring it to the masses. Followers of Priest Englewood are easy to notice, since they usually dress in red, orange, and black hooded robes. They tend to be calm, soft-spoken people who preach the word of Jonova. Most of his followers were 'saved' by the priest, either through being healed, helped in a time of need, or by simply by witnessing his glory. Jonova is viewed as the god of all gods, having created a place for salvation to any who wished to reach out and take it. The church takes donations often to support their expansion, teachers, and places of worship. Priest Engelwood can be found among the people more than at the head of them, preaching, praising, or helping those wounded or in need. He shuns the Darkness and preaches about the end of this world.

The Unitology Fellowship, on the other hand, does not teach that there is a god, nor do they believe there is an end to all the Darkness. Instead, they gather together and form groups to fight the Darkness, to beat it back, and to unite together as one. Those who are Unitologist tend to dress simply in casual wear, but all carry the mark of the Union tattooed on their necks. To become a Unitologist, you must part with your worldly possessions (given to the Union to dispose of), unless it will be of use in the fight against the Darkness. Once you have been cleansed of material attachments, you can start a new and fresh life in the Union, going to meetings, helping the locals, and taking down those who stand in the way of the Union. This group is considered a religion because of the extremes it goes to and the strong belief system that followers hold dear, though some people outside the Union might consider it a terrorist group or cult. They believe that no action they take is purely done for the sake of violence, but is only done to better the world. The founder and leader of the Unitology Fellowship is a complete unknown.


Imports and Exports
It might not seem like the Island has many imports or exports, but it actually does, though they're kept very much on the down low. Most technology that was discovered in the 'normal' world was originally exported from the City in secret to the highest bidders on the outside. Needless to say, most things that are exported are done so through governmental routes, ties through AGI or SERO, or most notably over the black market. No one is exactly sure how they go about exporting items and information but it leaks out nonetheless. Most people speculate that there's some kind of connection through 'norms' on the other side to help filter the goods from one side to the other.

On the subject of importing, some of the most top-of-the-line items from the outside world have somehow been imported into the City. New films freshly released to the public come in three or four days to the City's theatres, new TV shows are stolen and routed in to be aired on the City's television network, likely through AGI ties to the outside world. Also imported are huge amounts of cigarettes, drugs, alcohol, and fresh supplies of lab equipment that wasn't manufactured in the City itself. Again, no one is 100% sure how these things make it in or out, but they do.


The WIReD
The WIReD originated as a virtual reality game of the MMORPG style, created by three technopaths in the 1970s. It started out as a somewhat crude device that took images and transmitted them directly to the user's body through a set of virtual reality goggles, with computerized gloves used to control movement. After some time it slowly evolved to more advanced 'games' where the person in the VR unit could fight and grow through levels in the game, and slowly incorporating minor stimulations to a person's physical body.

As the technology grew and the needs of gamers and internet geeks grew, the powers that be expanded the WIReD and opened it up to more than just gameplay. Virtual worlds and holo chat rooms were formed. Avatars were developed, allowing you to be anything you wanted to be inside the WIReD. Chat rooms, email, texting, and VR conferences can all take place in the WIReD as if they were every day events. Friends and family from other sides of the map can meet in just a moment's activation.

More recently, technology for accessing the WIReD has advanced significantly. Though the older style glasses and gloves combinations are still widely available, there is also the option of getting an implant installed in the back of the neck or down the spine that allows hardcore WIReD gamers to access the WIReD more easily and immerse themselves more deeply. These surgical implants are highly costly and not removable, a type of life-long investment, and they generally cause intense pain for weeks after installation. Generally, these more extreme methods are reserved for those who spend 90% of their time in the WIReD. The average user can get glasses, user suits or boots, and other more simple tools to enter and move about, to interact. Smaller, cheaper experiences on the WIReD can be found in specialty shops.

At the moment, the full extent of the WIReD is inaccessible to newcomers. It will become available later, so look for more information.


Sports Teams
The City has twelve different sports teams - three baseball, three basketball, three football, and three hockey. Because of lack of larger leagues with many different teams for each sport, there is no regularly set schedule for games or tournaments. They decide when they want to play a game, they give the news a few days' notice to sell tickets, and then they play it.

This year, the age-old rivalry between AGI & SERO's teams have recently been joined by the Neutral Portside "Home" team, which is sponsored by a recent outsider arrival from America, billionaire and sports fanatic William Herms.

All professional teams play at the Grant Stadium and Sports Center. This revolutionary sporting center has a 'transforming' floor that enables it to rearrange itself mechanically for each event, enabling the stadium to set itself up with the court and other accessories needed to play nearly any sport. It is able to hold a very large amount of people at one time.

More information on Grant Stadium can be found HERE.

These games are played much like the normal game, though there have been some changes to the rules used in the City. This is to make it more challenging and more fun for spectators to watch, since most players have superhuman abilities that aid in play. Back in 1998 a new law passed that most games, unless otherwise noted in contract before the game date, were to be played with powers in effect. There are some laws in recruiting seasons to keep things from getting too out of control, but in general, recruiting seasons tend to be wild, trying to grab the fastest or strongest powered player at the time. Because of this, some players are paid more then other. Male, female, and all other genders, as well as all races, are permitted to play in all games.

Details on each sport, special rules, teams and playing styles, and mascots can be found below.


Baseball

Though not as popular as it was once long ago, this sport is still played, generally with an open dome on the sports center and mostly in the mornings, just in case the game goes into overtime.

Both teams are always looking for new recruits that will bring excitement back into the game and draw a crowd once again. A well paid job as a player can be yours if you are exceptional at the sport or have a flashy, useful ability.

Nothing about this sport has changed other then the playing field; the diamond itself is much larger, forcing players to run farther to reach a base. Tricks cannot be used when pitching the ball nor hitting it, however throwing it after it's been hit, or trying to speed it to another player is acceptable.

The GrimSocks - A hard-playing group that are backed by AGI. They play a little dirtier than the other team does. Currently top of the game with a nine match winning streak as of the first of January.

Mascot: No live or costumed mascot, but the logo is of a set of gray socks with teeth, snarling.

The Knight Flyers - Currently backed by SERO, the Knights tend to have more justice minded players on it, willing to win the game for charity. Sadly as of the end of this year they have had a 9 game losing streak. The coach of the Knights has a long-running grudge with the coach of the rival team.

Mascot: A black knight in armor with a set of large wings. Generally they get a guy with real wings to be the mascot, though sometimes they are fake.

The Portside Aces - The new neutral Portside team, sponsored jointly between Herms & Sparks Casino. The team logo is an ace of spades, and does many promos in conjunction with the casino. Their roster is still being built, and they will be premiering next spring.

Mascot: The Aces have no official mascot, but what they do have is an iconic full kickline of Vegas-style showgirls who pose and dance on top of the Portside dugout every game.

Basketball

With a larger running court, a bigger distance between the three points or free throw line and the basket, and a few extra feet of height on the basket, players have to work harder to get to their end of the court and make a shot. On top of that, the basket is on a randomized pivoting swivel stand, making it swivel slowly back and forth - not fast enough to be impossible, but increasing the difficulty of making any one shot.

Players are always in need, as the game seems to have a high turnover rate. Recruiters look for the perfect powers that can be used for better play, especially in the areas of aim, speed, height, and power. Pay for a basketball player is good but not as high as the football teams.

The Hardcourt Ripjaws - AGI-supported and crowd approved, this team is a fan favorite right now. The team is known for it's large players and over powered defences. Though a bit slower then he other team, the Ripjaws play with force, and because of this, basketball games tend to be dangerous and eventful lately.

Mascot: A man dressed up as a zombie, with bloody grey-green skin and its jaw ripped entirely off its face. This zombie (not a real zombie), stumbles around the court in the team's uniform.

The North Side Freelancers - SERO-supported, the Freelancers seem to be more tactically oriented, and get faster players on their rosters. Even with the faster players, the brute force needed to get the ball through the strong defenses of the other team seem to lacking lately. So far they have a 12-game losing streak, and are overhauling their roster come the start of the year.

Mascot: Farmer John is the name of their mascot. He's dressed in sports coverall (that is, it looks like the uniform, but is shaped like coveralls) with a pitch fork in hand. Most people seem to think he's pretty scary-looking.

The Portside Howlers - Neutrally sponsored, this new team is still making a name and reputation for itself. It is rumored that the roster is composed entirely of werewolves, and their playing style seems to change in cycle with the moon. Towards a new moon, they will play a hard tactical defensive line, and go all out offensive during a full moon. Their rowdy fans, naturally, fill the stadium with howls.

Mascot: Forget the fur-suit costumes. Their mascot is a highly sentient, enormous Alpha Timberwolf.


Football

The sport is played the same with the same rules, but the field done a bit differently. It is still done in 10 yard increments, but center field is at the 100 yard mark, not 50. With a thinner field as well, players have a much longer way to run from goal to goal and less space to do it in. Powers can be used for every aspect of the game, leaving this as one of the more deadly sports in the city.

Football players are not as highly paid as other sports, but it's much easier to get onto a team if you have a desire and a good ability. Training will be done to teach you the rules and play of the game, as long as you have a winning spirit and a power they can utilize to win the next round. Powers like speed enhancements, strength, and size are all coveted, as well as elemental powers.

AfterGlow Panthers - One of the first sports teams in the city so long ago, now owned by AGI and promoted heavily. Last year, they suffered a crushing defeat at the hands of SERO's cyborg squad. Known for their flashy and explosive game play, the Panthers are a crowd favorite.

Mascot: A panther suit. The panther has a helmet they put on it once in a while, but generally it's a black cat that runs around the field, roaring.

SERO Savage Seahawks - SERO's pet team, the Seahawks, play a hard game using lots of tactical work, including technical equations about perfect placement, to crash through the other teams defenses. Lacking in defensive lines right now, they have their big players on the scoring lines. They were undefeated last year, but since new regulations have come into play, banning titanium laced boning and built in cybernetic hivemind devices, they've had to rebuild their roster from scratch.

Mascot: Sero the Seahawk! A large bird man suit of a sea hawk in football pants.

The Portside Lumberjacks - The first "home" team to make its debut, the Lumberjacks are all brute force and old fashioned tackling paired with one incredible Placekicker who hasn't yet missed a field goal opportunity without scoring. The Lumberjacks uniforms are a lurid plaid print, criticized by many, and wearing button-down plaid flannel seems to be a growing fan trend.

Mascot: Leroy the Lumberjack. Dressed in sturdy jeans and suspenders, with an enormous mustache, Leroy carries an axe, but is known for flipping a stack of free pancakes into the first tier of the Portside stands before every quarter. These are provided by a one of the team's sponsors, a neutrally-owned diner near the stadium, which slides at least fifty pancakes hot off the griddle for every game.

Hockey

Equally violent and equally popular to football, hockey is set on the ice and played with similar rules to the normal world, but with a few variations. The brutality of hockey as normally played is nothing compared to how it tends to go in the City. Teams are formed, like most sports teams, with powered players who are permitted to use their powers on the ice. Additionally, the game has been slightly modified so that the rink used is about 2/3 of the size of a normal ice rink, causing a lot more collisions and crowding among the teams, especially when powers are being used.

The hockey teams were set up along with football as the first sports teams in the City. Hockey players are paid slightly more than football players, mainly because of the addition of dangerous blades to the feet, and the skill it takes to skate while playing. Like football, it is a mostly anything-goes sport in the City.

The Industrial Destroyers - Supported by AGI, the Destroyers originated from a small group of hard labor workers in the industrial sector, starting to play for the fun of it in winter on frozen warehouse floors. They will recruit from anywhere but generally their players are big, strong, and hard workers. As they go into the new year, the Destroyers have a 5-game winning streak going.

Mascot: A metal and iron works shark with hinged jaw that hovers around the side of the rink.

The Sector Six Saints - Supported by SERO, the Saints are the elite and rich class preppy sports enthusiasts, with the team being comprised of mostly rich players with an occasional goon to support them. They pay big bucks to try to make sure that they win and believe that dirty tricks are all part of the fun of the sport. They pick only the best for their teams and prefer that their members are at least a bit refined.

Mascot: An angel in white robes, generally someone who can hover, levitate, or actually fly. The mascot has a halo and hands clasped together, looking high class, expensive, and most importantly...always looking down on the other team.


The Portside Puckaneers - This team will make it's formal debut in November, but the Team Captain is a powered speedster on the ice who runs a very tight ship. They have been drilling in intensive all-night practice sessions to prepare to take on the more seasoned corporate teams.

Mascot: A very silly pirate, complete with peg leg, eye patch, and a stuffed shoulder parrot. One of the sports announcers, obviously favoring the new team, has taken to 'speaking' for the Parrot between plays, crowing mocking catcalls at the opposing side.

Emergency Services/911
Like most cities, Siren's Port has its share of crappily-funded law enforcement and emergency services. To contact any of the departments you simply dial (how surprising) 911. As generic as the number is, you will only contact the City's dispatch office and will not gain access to 911 services from the outside world. When you reach the dispatch office, they will ask you what the emergency is and determine which emergency service needs to be sent out to help. The fire department and their offshoot of ambulances can only be contacted through 911. Law Enforcement departments have their own non-emergency phone lines that can be looked up through your NV or a phone book, but they can be reached through 911 dispatchers in case of emergency.

Police Department (SPPD) - The police force is one of the least-funded and sorry-looking departments in the City. It's also full corrupt police officers, easily paid off - if they get the right officer, a shop or a gang can pay for silence with ease. After all, cops here are paid very little considering what their job is, so anything extra is helpful.

There are a few bleeding hearts in the department, and once in a while a true fighter for justice can be found on the force, but at the moment, and for the past 40 or more years now, the police department has been corrupt and dysfunctional.

There are five departments on the island, each small and rundown. One in each of the first four sectors, each at a good distance away from each other, and one on the border of the 6th sector, which is also the main headquarters and tends to be the most heavily funded and well-kept, since it's close to the richest part of the City. Nonetheless, it too can be corrupt, especially where the less-than-legal dealings of rich businessmen are concerned.

Be aware, however, that if you are not willing to pay up, can’t pay enough, or do get one of the less corrupt you are likely to be taken in and the system from there can be hard to get out of. They are poorly funded, and horribly corrupt, but they do have a quota to meet, after all. It is pretty universally acknowledged they are harder on non-affiliated crimes in the city, though this has never been officially proven and the party line is that it is denied.

Note: It is rumored that criminals with certain skills have been given jobs on the force in lieu of community service or serving time. And though it has been brought up many times, no cases of this have been proven.

*Jobs can be found through the department. No academy time is needed, provided that you can pass an endurance test as well as a company test on the rather lacking laws of the City. The more useful your powers or the more natural talent you have, the easier it is to get a job. Those who come into the world with experience on the force are almost always granted an easy time in landing a job with the SPPD, not that it pays well.

Fire Department (SPFD) - Surprisingly enough there was good funding put into the fire department. After an out-of-control pyromancer took a rampage through the city back in 1973, more care was put into the need for fire control. Now there is at least one fire house in every sector (minus the slums, which has no services at all) of the City, and no more than three at the same time, making around 20 departments in the City, each with one to two trucks each, as well as support vehicles and ambulances.

Firefighters generally have to go through a short training course, as well as a few aptitude tests, and if they are good enough they will be placed in the low ranks of the departments. Unlike the outside world, firefighting is a DAY job only. They do not fund the department to handle nighttime services. There is ONE small department left open during the Darkness, and that department is in a small station in the underground. Firefighters can stay at the station for the night or go home, because no calls will go out at the nighttime.

*Jobs for firefighters are always in demand and pay pretty well. As long as you can handle the one month training camp and pass the tests, you are in. Please be able to handle the physical aspects of the department as well.

Ambulances and Emergency Care - Since the emergency care service is affiliated with the fire department, each station has one, sometimes two ambulances under its roof, normally going out on calls when the trucks do. Sometimes they will be called out on emergency on their own. They relay wounded patients to the local hospitals only. Ambulance drivers and medics do not have to take the same fire fighter camp and tests to be approved - anyone with clear skills in medicine and a working knowledge of the equipment who cam pass the medical exams may be hired as driver and assistant. Special consideration is given to anyone with an ability related to healing.

*Jobs can be found here through the fire department, though you will have to pass an exam through the local medical facilities as well as the demands the fire chief may make of you. Those with life-saving and healing abilities are highly sought after, but you must be able to drive a vehicle fast.


Medical Facilities
Every city needs its medical staff. Thankfully Siren's Port is full of technologically advanced beings and equipment, and City doctors rank as some of the best in the world - some doctors have a healing touch, or regeneration abilities, and other such powers to help. Some are simple humans with the talent and knowledge to help others. Nurses, doctors and orderlies are all talented or at least helpful. Not all friendly of course, but they get the job done.

There are three very large and well-funded hospitals in the City, along with several smaller ones scattered here and there. Walk-in clinics are also open around the City in smaller government-funded buildings, to take care of the folks who can't find a regular family doctor. While two of these hospitals are for typical use, one of them also contains the City's biggest laboratories and is run by SERO.

All Siren's Port residents are automatically eligible for medical coverage. People with very low incomes, such as most people working minimum wage will not have to pay a monthly premium to the government, whereas people with higher paying jobs may need to pay a minimal monthly fee. Because of this, regardless of income, everyone is free to walk into a clinic for care, or find themselves at a real hospital to be seen. Not all procedures are free though, so your bills might not be that cheap.

Siren's Port General Hospital - Anyone and everyone can walk into this hospital for treatment. Since SPGH is located in sector 3, if you're injured while in the first three major sectors, you might end up here, and all underground accidents will be routed to SPGH. It's also common practice for more 'important' or high-income people to be sent to SPGH. This hospital is also known to have the best rehab program in the City, and is open at all times, including during the Darkness.

Skye Medical Center - Found in sector 4, Skye Medical Center is the second-largest hospital in the City, and the one most open to taking anyone, everyone and anything for treatment, and people of any class from slum kids to nobility can walk in here and be seen. Because of this, though, it does seem to take longer to be seen and treated, but the founder of the hospital so long ago has always had a complete open door policy. This center also has the top of the line pediatrics center in it, as well as a high class maternity ward. Most middle and lower class people will be taken here by ambulance instead of other places. Skye Medical Center is also open at all times, including during the Darkness.

SERO Hospital and Labs - Obviously, this is a hospital and lab facility funded by and run by SERO. The building seems relatively low-profile on the outside, but underground, one can find a sprawling world of secret labs and chambers for testing. Aboveground, there are normal hospital facilities, available at no charge and all carried out professionally and with skill. It's a training facility, so patients generally come here at their own risk and must sign a waiver form. If you have a unique health problem or injury and come here to let them work on you, there is a slight chance that you will be paid for your time in their medical procedures. However, not every person will have a good time here, since it's said that subjects are brought here to be tested, their powers, mutations, or abilities analyzed. Occasionally, a walk-in patient may simply disappear without a trace. SERO Labs is also open at all times, including during the Darkness.

Walk-In Clinics - There are several of these spread out through the City, small buildings open for about 10 hours during the daytime. These are run by one or two doctors in a single practice, each with a few nurses or assistants to help. They are general clinics and only deal with small things like shots, flu, colds, broken bones, diagnosing other sicknesses, or referrals. They do not do surgeries or any large medical procedures. No appointment is required and no payment is necessary to visit these Walk-In Clinics, but because of this, the wait time may be more significant than at the hospitals.

Dental Offices - There are several small dental practices here and there in the City, but no one large organization for it. They are not covered by the government's medical system, and so a visit to the dentist can sometimes be more expensive than a visit to a traditional doctor, depending on what you need done - a cleaning might be $40, but more than that and the price goes up steeply. Private offices all have different features that vary from office to office. An alternative can be found at the SERO Hospital, where they offer a significantly cheaper dental program, so long as patients are willing to submit to some minor testing on the teeth.

Vision - Need glasses? Eye issues? Like dental offices there are some vision care facilities here and there in the City. Since vision care is not funded by the medical program, these clinics are run by all types of people with knowledge of optometry. Visits to the optometrist may be slightly more costly than other services, but is still generally cheaper than dental work.

Veterinary - Even pets need help sometimes and there are several vets around the City for this reason exactly. Just like the other non-government-sponsored clinics, they are small private practices scattered here and there open during the daytime for the help of birds, cats, rats, dogs, and other domestic creatures. Some of these even specialize in the more exotic lizards, dragons, small fluffy goblin balls, and other weird oddities that can be found in the City. As an interesting alternative, there is a small section of the Skye Medical center that offers veterinary services, mostly staffed by volunteers from the regular hospital staff who have additional veterinary training or healing abilities that would work on animals.



~*~

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SIREN'S PORT: BASIC WORLD INFORMATION - FAQ STYLE


This is basic necessary information on the world of Siren's Pull and how to function within it. For world nerds, another post with far more in-depth information, history, and other tidbits and factoids about the world will go up in a separate post.

However, this post should contain everything you need to get started and play in the world of Siren's Pull.


Quick Links

Siren's Port Overview
What world is Siren's Pull set in?
What era is Siren's Pull set in? Where in the world is it? What's the climate like?

Why is my character here? What is keeping characters here?
Tell me more about the Pull? Can my character just resist it?

Tell me more about the Darkness? Can my character be safe at night?
Darkness-proofing? What's that? How does it work?
What about monsters? What happens if I fight them?

Does everyone in the City have superpowers? Do they feel the Pull? What if my character is normal?
I keep hearing about beings called “Nulls” and “Voids”. Why are they so powerful and where do they come from? Can you tell me more about them?
How big is the City? Does it have public transit?

Surviving in Siren's Port
How does my character arrive in the City?
Where does my character live after arriving? How will my character make money and survive in the City?

What are SERO and Afterglow, Inc?
Tell me about SERO.
Tell me about Afterglow, Inc.

My character is too noble or self-centered to be loyal to either of those. Can my character stay neutral?
What currency is used in the City and how is the economy?

If my character is down on his or her luck, is there any assistance available?


BUT THIS IS CANADA! HOW DOES I MILK?


SIREN'S PORT: OVERVIEW

So, what world is Siren's Pull set in?
Siren's Pull is set in an original city created by aaron and Tori back in November of 2009 and opened January 2nd, 2010. The city is called Siren's Port or colloquially referred to as the City. It is located on Earth.


Tell me more about Siren's Port. What era is it set in? Where in the world is it? What is the climate like?
Siren's Port is a fictional city located on a fictional island somewhere off the shore of British Columbia, Canada. Though the City is located in southern Canada, it is not ruled by the government of Canada, and it is not affiliated with any country - Siren's Port is completely self-ruling with its own laws and economy. In the game setting, the governments of Canada and the USA are both aware of the City, and make every attempt to cover up its presence and the nature of the City itself. Despite this, minor importing and exporting is available to supply the City with necessary items - though this is done at a very high price, resulting in a higher level of inflation than the outside world.

The general era in the City is current day, albeit with a higher level of technology. This is mostly due to the fact that so many people with special abilities and high levels of expertise are all crammed into the same small area - naturally, the technological level has increased. Things like holograms and virtual reality have been discovered and are either in testing for immediate use or already in regular use, and everything is just slightly more advanced than a normal city - except where it's run down and eroding around the edges. Even in a city like this there are bound to be places that have been neglected as well as places of high importance. It’s like a normal city that way.

The climate is similar to southern British Columbia, the sort of climate you might see in Vancouver, or alternately in Seattle. Moderate to cool temperatures throughout the year, a lot of rain, some snow in the winter. However, because of the strange concentration of various energies and chemicals around the City, the climate has been affected, leaving it just that bit colder in winter, just that bit hotter in summer, just that bit more rain - always slightly more uncomfortable than the outside world. The weather can be as unpredictable as those that inhabit the island itself.


So, if it's just a city on an island, why is my character here? What's keeping these people in this City? Why is it so special?
Well, to make a long story short, the City is a little different from most cities. A long time ago, a device was created or discovered, called the Siren or the Core and placed at the center of the city. Nobody knows for sure where the Core originally came from, be it alien technology, ancient magic, some combination of the two, or something altogether unknown. Either way, the assumed purpose of the Core was to call all of the supernatural, non-human, or meta-human people in the world and trap them in one place, so as to free society from the old superstitions and fear of the supernatural and super powered, as well as to keep these people with special abilities from taking over. Any creature or person with powers beyond that of a normal human were drawn to this city on this island and confined there by a force called the Pull. Any creature called by the Siren was brought to the Island by a ferry boat and once they were all in place, the ferry fell out of use other than to transport goods and other supplies to Siren's Port. Any of the residents of the City who tried to leave, if they managed to withstand the Pull and keep consciousness, were captured again and brought back to the island for fear of contaminating the world with their supernatural genes. .

The Island was found back in 1909 by accident, a mysterious uncharted island in the middle of nowhere. On April 19th, 1910 the town of Missionworth was founded, thus beginning the start of the city we now know as Siren’s Port. Though the history of this time is generally fuzzy if not missing altogether, some structures (like the Missionworth Lighthouse) have stood for this long giving some form of history. Around 1918 there was a malfunction in the Core, and somewhere in the vicinity of 1930, there was another malfunction in the Core; whether it was technological failure, or just the Core getting old has been lost to history. Suffice to say, this sparked a series of failures that ended up destroying every living person in the City while leaving the buildings and other non-living entities present. This disaster also caused the Darkness, a deep and penetrating nighttime occurrence marked by sirens that go off at sunset and sunrise to mark the start and end.

After this disaster, the City regained a sort of balance, and repopulated itself in short order, calling non-humans who'd evaded the Pull during the malfunctions to itself and trapping them there. Despite this, the Core is still considered to be malfunctioning - almost all the people who maintained and understood it had died, most of the information on it was scattered to the four corners of the City, and no one knew how to fix it.

As the Core gets older, it continues to malfunction in new and special ways. It mutates any normal humans unfortunate enough to get trapped in the City, turning them into super-humans. It causes occasional blackouts and mass hysteria. Most importantly, for your character, it has recently started reaching out to other worlds and drawing in people, whiplashing them through the void and depositing them in the City. No one is sure how to fix this situation but very few citizens are pleased with this new wave of malfunction and want it to stop.


Tell me more about the Pull. Can my character just resist it and leave the City?
The Pull is an irresistible force that manifests to each character trapped in the City as an undefinable pulling sensation behind the breastbone and deep down into ones guts. It lies dormant while a character is in range of the Core, easy to ignore and barely present, like white noise or a low hum. It might take a while to get used to, but after a bit, it's easy to pretend it's not there. However, the further away from the Core a character gets, the harder it is to resist the Pull dragging you back into the City like some sort of compulsion, a need, an addiction.

Some characters, however, might have a particularly strong will, and choose to resist the Pull and start out on their own, past the City's limits, towards the far-off continent. As if it wasn't hard enough with the cold water, lack of proper boats, whirlpools a kilometer out into the ocean, and other hazards, once your character gets a certain distance away from the city, the Pull will become physically painful, it will make the character nauseous, feverish, and delirious. Eventually even the strongest of characters, even characters with regeneration abilities, will fall unconscious, leaving their airplanes or flying abilities to crash into the ocean, or leaving their boats to get sucked into the whirlpools or undertow. If your character attempts to leave by flying, swimming, or getting on a boat, it will result in an in-game death unless the character turns back before passing out. Once a character has returned to the City's limits, all symptoms will decrease back to normal over the course of a day.

Some other characters may have the ability to shift between dimensions or times, teleport long distances, or have other abilities that would allow them to instantly leave the City. Please note that people with these types of abilities would be affected in the same way as if they'd tried to leave the Island physically. Attempting to use an ability that would instantly take them from Siren's Port (either to another dimension, another time, or physically to the mainland) would result in an in-game death due to the Pull.


Tell me more about the Darkness. I heard there were monsters to fight? Is there any way to be safe during the Darkness?
The Darkness was created when the Core melted down, nearly a hundred years ago. It was a result of the Core's strange otherworldly energy and the massive amount of death that occurred. Every creature encountered in the Darkness was once a person, plant or an animal that resided in the City, and even if they are killed it is never permanent - they'll just come back the next night. Think of them as a form of spirit trapped and in constant pain, hunger, rage or resistance, looking to relieve their issues or make issues for others. They are vengeful and upset; most of which strive off of their pains.

A day in the City generally goes as follows: A siren goes off at dawn, signalling the end of the previous night's darkness. During the day, the City is relatively normal, people go about their business, attend their jobs, socialize, go out for coffee, or do any of the normal things that people do in the City during the day. However, when the sun sets, as the last bit of light leaves the sky, a siren will go off to signify the Darkness falling.

Nights in the City are pitch black with next to no visible stars, the moon always an extremely pale shape in the sky giving off little light on most nights. When the Darkness falls, everything appears to decay slightly, looking more dirty, more rundown, garbage seems to crawl out of the gutters and mud or slime appear where there was none during the day. The decay seems to slowly seep out from shadows and rot the world around it; taking the first ten minutes or so of the night, it will leak into any crack in a wall or through a window, ruining buildings, streets, parks and all open structures. Shortly after this, the monsters come out, twisted humanoid creatures that attack at random, the only humanity left being their pain, anger, and sorrow. These creatures and monsters can be killed, but there will always be a creature out there that's stronger than any particular character unfortunate enough to be out in the Darkness - and those creatures stronger than you, or that exploit your biggest weakness...they will always be drawn to you. Anyone unlucky enough to be out at night will face the Darkness, and it will be a life and death struggle until the morning, when the sirens go off again, and the world becomes safe and normal.

A sample of what the siren sounds like can be found on YouTube HERE.

If your character wishes to avoid the Darkness...well, the people of the City have been dealing with it for a long time, and they have a lot of coping mechanisms. Most buildings in the City have been Darkness-proofed with windows and entrances reinforced to hold off the creatures. Many clubs and bars have been Darkness-proofed as well, and you can ride out the night with alcohol, dancing, and concerts so long as you get inside before the night siren goes off, and leave after the morning siren. If clubs aren't your type of thing, an underground mall has recently been built that serves the same purpose - shop till you drop, go to a movie, hit up the food court - everything available in a normal mall, only available at night!

Just bear this in mind: not all Darkness-proofing is 100% reliable, wherever you happen to be at night.


Darkness-proofing? What's that? How does it work?
Darkness-proofing might sound complicated, but it isn't, really. Darkness-proofing is, essentially, reinforcing existing barriers between the indoors and outdoors to keep monsters out. It is purely a physical thing - bars on the windows, bullet-proof glass, heavy metal doors, stronger walls, thicker locks and chains, etc. To Darkness-proof a space, a person needs to make sure that it is a fortress. Most inhabited buildings in the City have bars on the windows and are built from stronger material than the buildings in normal cities to provide Darkness-proofing. Staying inside a Darkness-proofed space during the night sirens and afterwards keeps out the decay of non-living materials that accompanies the sirens - while the outer walls of your home may look degraded, mouldy, rusty, or otherwise compromised, your Darkness-proofing will ensure that the space inside your home looks the same as it does during the day. The only exceptions are things that enter your home from the outside, the most prominent example being the water. Darkness affects the pipes themselves, which means the water coming through the tap will be dirty, rusty, and undrinkable at night.

If a window or door is left open during night sirens, or if that window or door is compromised after sirens, the degradation of non-organic material will be able to spread inside near the compromised area. If a window is left open, the part of the room near the window will be compromised, and monsters can get inside. Closing the window and restoring Darkness-proofing will keep monsters out, but it won't repair the Darkness degradation until it repairs itself with the morning sirens.


So the monsters are not permanently killable? What happens if I fight them? Tell me more about the types of monsters I might run into.
The monsters, as stated before, are manifestations of the souls of people who died in the first City meltdown - physical manifestations of spirits or ghosts. They are trapped souls. They can be killed nightly, but they will always be reawakened with the next night's siren - it is possible to run into the same monsters over and over again, and they may remember you in their small shred of remaining intelligence. When a monster is killed its body will return to the ghost form, but will respawn the next night. Monsters generally respawn in the place closest to where their original life ended in the first City meltdown. This can be incredibly difficult to track if you want to find a monster over several nights for study or for any other reason, as the monsters tend to move around a lot. Monsters can be knocked out and studied in Darkness-proofed areas, but the body will disappear with the morning sirens and respawn in their original location, just like a monster located anywhere else in Siren's Port. This means that anyone trying to study or domesticate a monster will have only the time during that night's Darkness to do so.

A monster will always be drawn to a character who has a weakness they can exploit. For example, a character with the ability to repel supernatural creatures will be swarmed by monsters immune to this ability, a character who can fly will be swarmed by flying monsters. At night, every advantage is balanced out to leave an even playing field with the monsters. Please remember that even the most skilled fighter will have trouble fighting the creatures at night.

Trapped souls or not, however, these monsters cannot be exorcised, sent over to the other side, or otherwise freed from their trapped state. Not as long as the Core is malfunctioning. As often as people have tried there is just no freeing those lost to the night.

You have to be really careful during the Darkness for another poignant reason - there's an old legend that if you die during the Darkness, your soul goes to the same place as those unfortunate people who died to create it...you'll become an undying, eternal monster in the Darkness, doomed to crawl the City in search of prey...

Please check out the Bestiary for a rundown of common monsters seen in the City. However, feel free to make up any kind of monster you can imagine for your character to fight should they be out in the Darkness. After all, you know best what will scare or threaten your character the most...


Enough about monsters, let's get back to people. Are there normal people in the City? Or does everyone have powers? Wouldn't the Core make applying for a normal human character a waste of time?
Strangely enough, the City does house a few normal human people. Generally, they are humans who found out about the secret City and were shipped off to live there, or freaks of genetics born to non-human parents. Normal humans are incredibly rare in the City. Official sources suggest that the current number of normal non-powered humans in the City is under 100, and this number shrinks frequently, as the Core tends to start mutating abilities into people who come into the City nearly as soon as they enter the boundaries of the Pull.

What does this mean for player characters in the City? Basically, when interacting with civilian NPCs, the random people your character runs into in the street, gets into a bar brawl with, tries to rob, or helps across the street...remember that all of them have abilities. From homeless bums to street thugs to food-service workers to police officers to high-powered CEOs to politicians - nearly all of them have abilities. And it's very rare to run into someone who doesn't.

NPC abilities can run the same gamut as player character abilities and chosen dormant abilities, both physical and mental, and can range from not-so-powerful to extremely powerful. Much like the monsters, there will always be an NPC who can best your character somewhere in the City, no matter how powerful. Another thing to keep in mind? These people have had their abilities since birth and are very good at using them. NPCs are also generally bitter and jaded from a life in a City with Darkness and in a lot of cases from being displaced from their own homes. So watch out who you aggravate in the streets - there's a good chance that grandma you just knocked over in your rush to catch the bus can kick your ass.

When human player characters are drawn into the City, their bodies are changed and they are given an ability, whether it is dormant or active, whether they use it or avoid using it, whether they even know of its presence, the ability will be there. If you choose to apply for a normal human character, please assume that this dormant ability was mutated into your character during the trip from their own world into the City. Your character will always experience the Pull regardless of whether they had an ability in their own canon or not.


I keep hearing about beings called “Nulls” and “Voids”. Why are they so powerful and where do they come from? Can you tell me more about them?
Many decades ago SERO labs had a break through on human genetic experimentation. They found a way to build a better human, to use to their own advantages granting them the ability to nullify powers. Using DNA from other powered people they were able to inject infants with this new formula and help them grow into humans who hold control over others powers. Thus were born Nulls, people who have the ability to nullify powers around them and only around them. Nulls grew and aged like normal people, employed to SERO but with the freedom to live their lives as they pleased. Some have taken employment with the Government as well as the police department.

Upon further research and genetic testing, a new form of nullifying being was created. Test tube babies so to speak, born in labs like clones with no parental heritage other then their own creators. Voids were one step up from a Null giving them a strong ability to cancel out powers around then AS WELL as the powers of selected people. Where a Null only cancels out all powers around them, a Void may block out a large area around them, or hone in on a single person (or selected people) out of a group and take their power away alone.

Voids, being cultivated and not born, were created with a lack of certain emotions making them the perfect military force for the SERO Company. With years spent into training each Void the company has spawned a force that is not easy to take down. Each are trained with years of hand to hand combat, weapons training, insertion, infiltration, pressure point and other defense skills. Voids that do not fall in line with the training are “retired” from the SERO Corporation and sold to the Government or alternatively... destroyed. Each Void is listed as a Number and Rank with no name.

Those with special sight will see a black area around the Voids space. Those who get too close will lose all power and feel a cold chill in their body. All forms of spiritual energy, Chi, Chakra, Haki, and other forms of energy, power, elemental or not, mutant or not will melt away. No physical changes will happen; in example a person that has a tail and cat ears and breaths fire will lose the ability to breathe fire but the physical features will not be taken away unless they are part of the power.

The saying that “There is always something or someone stronger then you in Siren’s Port” should definitely come to mind when dealing with Nulls and Voids. SERO is heavily armed with their creation, as well as the City Government. In some cases AGI and other rich people have Voids in employment. One should speak to a mod for further details when dealing with either being in large plots and story lines.

Government buildings, police stations, prisons and other locations of law enforcement as well as most SERO laboratories will have some form of these humans working for them to ensure a common control within the building.


So how big is the City? Does it have public transit?
The City is comparable in size to most large cities throughout North America. It has all the various buildings and amenities that most cities have, as well as all the same rotten spots (okay, so maybe more than the average amount of rotten spots).

The City does have a highly functional transit system. There are buses that run to just about everywhere, though the number of routes through the slums are highly limited, and there are express buses that go to the industrial and farming districts for anyone who works out there. There is also a central subway system that runs during the day for quick transit from one side of the city to the other. Buses tend to arrive in 15 minute or half hour intervals, and the subway runs a car through every 10 minutes. These systems, however, only function from morning siren to evening siren, so during the Darkness you're mostly out of luck where transit is concerned.

Fares for the daytime transit run at $5 per ticket, and the ticket lasts for two hours. It is usable on any bus or the monorail within the daytime transit system. Tickets are not transferable to the Darkness subway.

There is also a Darkness subway system that operates only during the Darkness. This uses the same route as the subway used during the day, though it substitutes heavily armoured cars to protect passengers and staff from monster attacks, as well as heavily guarded by transit workers who protect the doors while passengers are loading and unloading. Keep in mind that this Darkness subway may not go anywhere close to your home and may not be a safe bet at night - though it is a reasonable place to hide if you're caught out at night and you have the money to pay your fares.

Fares for the Darkness subway run at $10 per ticket (due to the necessary extra protection) and the ticket lasts for two hours. Tickets are not transferable to the daytime transit.

There are heavy fines ranging from $100 to $500 for sneaking onto transit, depending how many citations you have for it. The transit systems are run by AGI however, so if you're loyal to AGI, you may catch a break on these fines.

Monthly passes are available that cover both transit system and entitle you to unlimited rides on either system, but they run at the steep sum of $175 per month.

A map of the subway route and a list of stops can be found here
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SIREN'S PORT: SURVIVING IN THE CITY

How does my character arrive in the City?
When each character is drawn from their own canon, it feels like a whiplash, like being plucked up into the sky and sucked through a very tight dark space before being deposited rather roughly in the City. Your character will be disoriented, dizzy, slightly nauseous, and very sore upon arriving in the City. It is your choice whether your character arrives during the safety of the day or the danger of night.

Until recently, no one knew why, but every new arrival to the City from another world gets deposited in the dead center of an abandoned, graffittied baseball diamond. It has been discovered that deep down under the abandoned field is the location of the once long lost Core. It is assumed that because of this, Newcomers show up in this single location. Since the discovery of the Core there have been new developments. Instead of signs plastered around it with bad advice for newcomers (several signs that said 'you're fucked now, newmeat' or give bad advice and wrong directions), the fences and signs have now been replaced with information, memorials and welcome signs, frequently kept up by Newcomers as encouragement (though from time to time some form of degrading tag might appear here or there).

A person is thrown from their pull somewhere within the fenced in baseball field, either in the dirty unkept infield or tossed rolling into the over grown dirty outfield (complete with craggy pits that appear to be evidence of larger crashing Newcomers). Standing on second base and facing home plate, one will see a rotten, old and deteriorating backstop and chain link fencing, much like any little league baseball field. Broken down bleachers, made of worn out green painted wood can be seen in disarray behind this and some old trees line the wall and fencing along the right side.

To your left is a walled in Dugout with a secured door. The dugouts are made of thick concrete and set low into the earth. This one has been outfitted as a safe place to enter during the night to hide and wait out the morning. Sometimes Greeters can be found here, waiting for people to show up.

The Dugout to the right has, since April of 2011, been remodeled. The discovery of an entrance to the Core has forced the construction of a high security building over this dugout. This is a well lit and guarded area.

NOTE: Current Status (Updated July 1st) - The Baseball Diamond is held by the Neutral Government, allowing greeters access to the infield while the small building constructed over the right dugout is still guarded heavily by government-controlled Voids, to block public access to the Core. Those who cooperate with greeters will be treated fairly and be given helpful information, lead to the Tower Apartments and offered a month's lodging. Those who put up a fight will be met with Voids and detained by police.

Just beyond the fence, in the Tower Apartments parking lot and lobby, SERO and AGI recruiters will be passing out informational leaflets presenting compan
y propaganda, including discounted coupon booklets and travel-sized toiletries as a "Newcomer Welcome Package".

Other then the light around the Core building there is one single light that remains on even in the Darkness, that has been running for years without being changed, and if your character arrives at night, that's the only light they'll see otherwise. Still standing on second and facing home plate one will find an open walkway that leads into a parking lot. This is the parking lot to the Tower Apartment. As you walk out (or are escorted out) you will see the right side of the apartments. Cross the apartment and enter through the since set of doors here to enter the lobby of the apartments. The office of the Landlord is well marked just ahead.

Though these services are provided by SERO and/or Afterglow, Inc they are now run buy the Newcomers themselves. With heavy funding and support contacts from both companies the building is in a current state of slow remodel. Both SERO and AGI have staff within the building for Core Research purposes but the Newcomers are the ones now running the building.


Where does my character live after arriving? How does my character make money and survive in the City?
When your character first arrives in the City, they will be led to the sponsored apartment building for new arrivals. It is a semi-rundown but very powerfully Darkness-proofed 13 story apartment building. There are no working elevators (though this is being worked out now), just stairs, and the front door is locked at night. The main office is located in the lobby with a well marked sign simply saying “Office” in red print. Your character may live in these apartments for free for the first month they are in the City, and they may continue living there after that if they choose to pay rent. However, they are strongly encouraged to move out when they are able to make room for other Newcomers who might show up. There is limited space in the complex.

After your character leaves the starter apartments, there is a whole City full of options on where to live and work. Any type of dwelling that is available in a normal city is available in Siren's Port - rundown apartment buildings that are cheap to rent but may not be safe at night, higher-class apartments, condos, and houses that cost more but are definitely safer. There's even the option of remaining homeless, passing the Darkness in the mall or clubs and sleeping in the park during the day. Another option is the shelters, Darkness-proofed rooms full of cots for down-on-their-luck people with no other option. Be careful in shelters, though, your character is very likely to be robbed, attacked, or raped at night in a place like that.

As for making money, well, there's all the normal jobs available in any city - fast food, waiting tables, tech support, barista - any number of normal jobs that your character might be qualified for (no references required for newcomers!). There are also other ranges of not-so-normal jobs available - night security watching the door at a club or the mall for monster attacks, stripper, bounty hunter, part-time slave, slave trader, brothel worker - anything goes in Siren's Port. If you can imagine it and it's IC, your character can do it as a job.

There is one major point about jobs, though. No matter where your character tries to get work, they will find people asking them if they're "SERO" or "AGI" - the two factions that run the City have their own distinct territory, their own distinct businesses, and you have to have chosen that faction's side to get a job at their businesses or in their territory. There are some places that are neutral, but they tend not to pay as well, and they're mighty hard to find. If you're going to freelance and start your own business...well, you'd best be a very tough or very charming character indeed, since SERO and Afterglow, Inc. don't take kindly to newbies moving in on their territory.

One of the few safe and moderately acceptable neutral jobs is that of a Greeter, a paid person with the strength to withstand the Darkness and a desire to fill in any newcomers arriving at night on their new situation. Greeters are moderately paid and generally safe from harassment by either faction. Note that giving your character the job of a Greeter would mean hitting up a lot of new players' first entries and filling the new characters in about the nature of the City.

When you have chosen a job and housing for your character, please post this information up on the appropriate tracking posts. Be sure to keep your character's job and income realistic for their talents.


Wait a minute. What is SERO? What is AGI?
SERO and Afterglow, Inc. (also commonly called AGI) are the two major factions that run the city. Some combination of corporation, military, mafia, and gangs, these two factions are the feuding Montague and Capulet of Siren's Port. Both entities are working toward the same goal - freeing the people in the City of the Pull and allowing everyone to go free. Recently, these goals have started to include returning newcomers to their own worlds.


Alright, tell me about SERO.
SERO is a military and research corporation run by Robert "RJ" Judas Stone III, the cousin of Afterglow, Inc.'s head, young Lord Italy "Tully" deDrago. SERO's goal is to fix and rebuild the Core in hopes that by fixing it they will free the citizens of Siren's Port and activate the door to send all the newcomers back to their own worlds. This high minded goal is preached frequently over the airwaves and via posters and other propaganda placed up around the City. SERO seeks out research, resources, and machinery that can be used to aid the goal of fixing the Core and setting City residents free.

SERO also contributes to the maintenance of the newcomer facilities, and helps finance the salaries for the Greeters, one of the few cooperative projects between SERO and AGI.

SERO isn't all good though. SERO is widely known for human experimentation on those with powers, capturing them at random to probe and test their abilities, to see if it will aid in the cause of repairing the Core. They believe that this is necessary for the greater good, even if their experimentation tends to leave victims dead or permanently messed up both psychologically and physically. DNA/Blood/Sperm banks can be found here and there thought the city for those wishing to donate to assist their research.

Most scientific discoveries in port (and a lot of them across the world) have been developed in SERO laboratories over the years. Such discoveries as plutonium, vaccinations, and the design for Sputnik were first found here.

SERO stands for the four founding scientists who banded together to fight the ‘Nightmares’ (later dubbed Darkness) at night. Arthur Stone, Eleonore Eberhardt, Reginald Redgrave and Henrik Oberst. The group gathered together in 1932 when they started to study the creatures of the dark, learning what kills them and how to push them back, discovering how to keep monsters out at night and how to handle them.

Working for SERO is easier than working neutral, but you may have to find yourself doing odd jobs or questionable tasks to start off, to give them what they want. You may also face the danger of being experimented on and altered. Job examples could be anywhere from scientific research, filing, coding, computer sciences, human sciences, medical developments, military developments, creature research, darkness research and other science minded jobs to, perhaps, simple jobs such as a clerk at a local SERO aligned arcade, flower shop, clothing store, uniform store, a SERO supported strip mall or car wash. The possibilities are endless and not all SERO aligned jobs have to be research minded.

SERO's propaganda is heavily slanted toward freedom through fixing the Core and equality. Upon further inspection, one will find strong anti-human sentiments in their advertising and propaganda - down with humans, up with powered people! It is highly likely that they will attempt to take over the world through scientific and military force should they get free of the City.

Random Facts:
-Developed in 1932, SERO has had a huge hand in helping develop the island which might also explain why the Governmental buildings are found in sector two.

- Company Colors are Blue and Slate Gray. Recruiters, researchers and representatives have been known as “Whitecoats” not just because of laboratory coats but because for a while most SERO recruiters as well as heads of military operations wore a long white coat with blue or gray trim.

- Company philosophy is very synergy-based, and geared toward equality through de-individualization, or groupthink. Despite this, most higher-end SERO projects are developed individually by contracted researchers who put in their time as affiliate researchers signing onto other people’s projects, and then apply for grants to head up their own. In their R&D departments, status is measured by the completion of successful projects.

- SERO is actually very militarily developed having their hand in most military forces developed on the island. Training in weapons, engineering, explosives, sciences and other developed forms of security are just a few examples of military training. Scientists work strongly with the best of the best from their security services. building a better human has always appealed to those looking for proper protection form the outside world.

- Because of advanced breakthroughs with DNA and sciences SERO has developed a super solider called a Void, a test tube being developed for perfect control over almost every power in the city.


Eesh! So what about Afterglow, Inc.?
Afterglow, Inc. (frequently shortened to AGI) is a corporation/mafia run by young Lord Italy "Tully" deDrago, cousin to SERO's head Robert "RJ" Judas Stone III. AGI's goal is to keep the Core from being fixed and find an alternate solution to the Pull. AGI believes that if the Core is fixed, another meltdown will occur and destroy all life in the City. This is heavily advertised in their propaganda, and any AGI loyalist will tell you about the destruction that will happen if SERO fixes the Core. AGI is working to keep the research, machinery, and resources to fix the core out of the hands of SERO and use them to find an alternative solution.

Afterglow, Inc. also contributes to the maintenance of the newcomer facilities, and helps finance the salaries for the Greeters, one of the few cooperative projects between SERO and Afterglow, Inc.

However, AGI isn't all good either. Afterglow, Inc. is widely known for running one of the largest slave-renting companies in the City. They are supportive of slave owners and traders. Additionally, AGI really enjoys its entertainment. Most red light districts, brothels, clubs, and other forms of entertainment are Afterglow, Inc. territory, as well as most TV stations and movie companies. Working for AGI may seem safer and easier than SERO on the surface, but there are some serious risks - you could end up a slave!

Most trade routes and off shore exports and imports were thanks to AGI founder Robert deDrago who washed up on shore from a crashed ship in 1931, settling on the northern shores to build his home. Months later he had found ways off the island, ignoring the pull as best he could to meet with other ship captains, slowly developing off-shore trade. The Black Market originally got its start because of these secret-off shore trades. deciding the island needed a bit of entertainment value, deDrago started the first brothel, Afterglow Inc. xXx

Working for AGI is easier than working neutral, but you may have to find yourself doing odd jobs or questionable tasks to start off, to give them what they want. You may also face the danger of being enslaved to them in more then one meaning of the word. Job examples could be anywhere from working as a secretary, answering phones, public relations, slave handlers, slave traders, auctioneers, business representatives, loans and club managers to simply running a grocery store, a clerk at an arcade, a movie theatre, security at a club to even dealing with selling the next ‘big thing’ over the phone while someone is having dinner.

AGI's propaganda is heavily skewed towards the dangers of fixing the core, hedonism, and “family” ties. Upon further investigation, much like with SERO, one will find strong anti-human sentiments. Afterglow, Inc. tends to be much more welcoming to people with special abilities, and more inclined to enslave 'norms.' It is highly likely that AGI will attempt to monopolize big business through shady means when the City is freed.

Random Facts:
-The first deDrago washed up on shore in 1931, a trade captain of a ship wreck. The city’s first brothel, Afterglow xXx, was opened in 1934. deDrago imported 12 girls to the island and claimed ownership over them, giving them shelter, food, clothing and care while they entertained those trapped on the island. Afterglow, Inc. built itself as an entertainment monolith around this flagship, which has since expanded and is still in operation.

- Company colors are Red and Black. A small simple black or gold dragon can sometimes be noted as a deDrago clan symbol and sometimes found mixed in with AGI logos.

- The deDrago clan has formally adopted many of it’s higher-ranking members, and the title is often bestowed as an honorary status for long-term loyal service to the company. The entire board of executives is ‘family’ by either blood, marriage or adoption. Nepotism has been a staple of company practice. You are more likely to be hired or promoted because of strong social connections with loyal affiliates. Family and business partnership go hand in hand. To insult a member is to invite the entire clan’s wrath. AGI holds longer and deeper personal grudges than SERO.

- AGI’s tradition of institutionalized indentured servitude has been carried on since 1936, when the city signed over its debtors prison to Afterglow Inc, to highly profitable turnarounds within six months of the company putting them to work. Though slavery of criminals had been practiced before, de Drago pushed to make it official, bringing paper work into the system. Only about 8% of contracted debtors enslaved to AGI or their following ever legally complete their debt and earn their freedom.
- While SERO favors trained military tactics in their special security units, and utilizes VOIDs when possible, AGI agents are more likely to operate solo or in small groups with compatible abilities. Most of these groups will have a definite smooth-talking front-man, or “Face”. These leading agents are extremely socially savvy, and are hand-selected from those with supernaturally charismatic abilities, specializing in mind or emotional manipulation. They are usually flanked by “heavies”, who favor of abilities of body constriction or puppet-like manipulation, and/or other physical powers. Working together, they make a highly intimidating force feared by local neutral business owners.


Forget that! My character is too noble or self-centered to be involved with and loyal to either of those factions. Tell me about being neutral.
It's perfectly plausible to remain completely neutral in Siren's Port. There's a lot of benefits to being neutral - you don't have to get involved in the debates or warfare between the sides, you won't be compelled to gather research or items for either side. Most importantly, you run a much lower risk of being taken in as a slave or a subject of human experimentation.

However, there are also a lot of drawbacks to being neutral. As previously stated, it's a lot harder to get a job and find income - you have to do a lot of pavement pounding to find positions in neutral clubs and businesses, because most of them are in the underground. Nearly everything around you is run by SERO or AGI. You will generally be paid less and have less street credibility - people's opinions of you and treatment of you will go down. Also, if you start your own neutral business, you run the risk of raids by SERO or extortion of safety fees by AGI in order to keep your business running.

Again, one of the safest ways of surviving while being neutral is to take a position as a Greeter or to work in the starter apartments as a maintenance person, filer, bookkeeper, janitorial, or other staff. Neither of the factions will bother you, since both factions contribute to these efforts. Alternatively, your neutral character can be a double-agent, leaking information or items from one faction to the other, or act as a freelance bounty hunter to both sides - just keep in mind that these types of jobs will require gaining the trust of members from both sides.

If you choose to keep your character neutral and would like to start your own company, freelance business, or other job that might threaten either faction, feel free to contact either mod for any plots you'd like regarding SERO or Afterglow, Inc. meddling in your affairs. Also, any suggestions for safe neutral jobs are more than welcome!


Okay, so we've covered jobs. What kind of currency is being used in the City? How is the economy?
Siren's Port, being an offshoot of Canada and the USA, even if it's not affiliated with either government, uses a currency very similar to the Canadian dollar. What does this mean? The City uses dollars and cents, pennies, nickels, dimes, quarters, one dollar coins, two dollar coins, and 5, 10, 20, 50, and 100 dollar bills. Being similar to Canada, yes, the City uses different coloured bills. They will be the equivalent to the colours of Canadian bills, though they will not be marked 'Canada' but 'Siren's Port.'

The economy is much different than a normal first world country, however. Because of the slightly more limited resources in the City and the difficulty of import and export, there is a high rate of inflation. Expect to pay $10 for a loaf of bread instead of $3. Fortunately, wages are also slightly higher than expected in the City, and standards for employment are much easier to comply with. Jobs are given more freely, and the average 'minimum wage' of a job (though there are no strict minimum wage rules in the City) is about $15 an hour.

To sum up: it is a bit more difficult to get by in the City than it might be in other cities, but it is definitely manageable

For more information on the Canadian currency system and an image of the various bill denomination colours, please see this Wikipedia link. (opens in a new window)


What if my character is down on his or her luck, can't find a job, and can't scrape together food and shelter? Is living on the streets the only option?
For characters who are down on their luck or otherwise out of other options, there are the same sort of food bank and shelter opportunities provided in the City. There are food banks and shelters sponsored by AGI and SERO, as well as one neutral one.

Keep in mind, though, that these shelters and food banks can be dangerous and have a very high crime rate possibility, so your character may be attacked or robbed or any other number of things happen while using them. These are probably best used as a temporary survival option.

Churches tend to be good locations for handouts, shelter or food banks. The Cathedral of Jonova especially seems to have open doors to assisting Newcomers.


BUT THIS IS CANADA, HOW DO I MILK?

Yes, your milk is now bagged. look, some nice soul on the internet made this HANDY USERS GUIDE


~*~

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sirensportghost: (Default)
[personal profile] sirensportghost


GAME PREMISE


Today used to be just like any other day.

Really it was, at least until you felt a sensation like something in the atmosphere pushed down, enveloped you whole, and sent you flying into the stratosphere, through the void, pressing and crushing and dropping you on the ground in a whole new world.

So today used to be just like any other day.

Except now you're standing in an abandoned baseball diamond with your head spinning, your muscles aching, and your ears ringing. The signs on the walls around you say 'you're screwed, newmeat' and 'welcome to Siren's Port - good luck with the darkness, newbs.'

This is definitely not home.

A little more information and a rest later, and you discover you've been pulled by some cosmic malfunction into the world of Siren's Port - a city locked away from the world where anyone who's not quite human, who doesn't belong, is shunted off and held captive by a strange force called the Pull so they don't interfere with society. A city rife with slavery, human experimentation, and every vice available to man. The only way home? Join up with one of the shady and not necessarily morally correct factions that run the City.

Or maybe you could accept your lot and settle down like most of the citizens do.

The choice is up to you.

~*~


Siren's Pull is a panfandom roleplaying game set in the dystopian city of Siren's Port combining elements of tactical roleplay, survival horror, and light hearted events and general character interaction. You take on the role of a newcomer to the City, pulled from another dimension, another world, another reality, subject to the Pull of the City and held captive by the Core (also known as the Siren) until someone can figure out a way to get everyone out.

This means you, but it also means the citizens of the City, because they'd all really like to get out too. The City is subject to a nightly Darkness announced by sirens that corrodes the buildings and spawns monsters derived from the souls of the dead that will stalk and attack the citizens. Despite the great amount of power contained in the City via it's citizens, the Core of the City, an extremely powerful and slowly degrading and malfunctioning machine that runs off of science, technology, magic, and other forces as yet unknown keeps everyone in the City captive via a mysterious force called the Pull that makes people sick and can kill them if they try to leave.

Any civilization so tiny with so many powerful people in it is bound to have its problems, and the City has those in spades. The City is rife with corruption and moral decay, especially in the poorer parts - slavery, human experimentation, propaganda, and gang warfare is seen everywhere you go. There are two megalomaniacal factions, SERO and Afterglow, Inc., each with its own drawbacks and benefits that characters and citizens may be loyal to, both of which are working toward the same end - get everyone, including the newcomers, out of the City.

Everyone wants freedom, it just depends on what you're willing to do to get it.

The City has been this way for a hundred years or more, but with the Core degrading and pulling in people from other worlds, as well as advances in research and technology, things are coming to a head. The two factions powerful enough to make any headway towards setting the City free on the world are searching for information, artifacts, and parts necessary to complete the task - and each has their own idea of how to fix it. SERO wants to fix the Core, believing that the Pull was a freak malfunction, and Afterglow, Inc. thinks that fixing the Core will lead to another disaster that will destroy the City and are looking into alternate research on the matter.

They both need the same parts, research, and artifacts...but which side will you help?

~*~


Though Siren's Pull is heavily plot-oriented and has a survival horror setting, we are striving to make it a game in which players can feel comfortable and justified in participating at any level and pursuing any type of plot they'd like. We welcome players who want to get heavily involved in the sides-based warfare type playing, we welcome players who want to dabble with the survival horror aspect, and we welcome players who want to join just to make friends or look for a ship.

We will not discriminate against you if you choose not to participate in the major world plot, and just want to use Siren's Port as a setting to play your own thing.

If survival horror isn't your bag, just avoid going out at night, and you'll find the City a relatively easy place to get by in, once you have a job and home. If tactical play isn't your bag, you can keep your character neutral and play it straight. If you want to join to find a ship and play a little IC drama and hurt-comfort...well, there's plenty of opportunities for that.

Any type of playing or combination of playing styles is welcome, and we'd love any type of player or character to join us in our fun.

So check it out. See if it suits you, or make it suit you. The choice is yours.



~*~

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[personal profile] sirensportghost




TOWER APARTMENTS


The Tower Apartments (also known as Starter Apartments) is part of a Newcomer Integration Program originally supported by the Government and now funded by AGI and SERO corporations. The complex is a specially maintained apartment building intended for newcomers to the Port.

The Tower Apartment complex is comprised of a pair of 13-story buildings a 13-story building, connected to a second abandoned tower at the center by a 7-story section between them. Apartments with even numbers are across the hall from apartments with odd numbers (ie. apartment 202 is beside apartment 204, and across from apartment 201)

Facts about the Apartments:
* The building was built in 1928 and was the largest and tallest building of it’s time.
* It was made to house families for the military, scientists and other’s trapped on the island.
* In 1946 the apartments were closed, deemed unsafe for living in. It was boarded up for years.
* The first newcomers appear in 1954, squatting in the old apartments. The Government let this continue to happen in order to help segregate the new people in one location.
* The Newcomer Integration Program officially started in 1955, opening the apartments for use to newcomers when they arrive. Help for schooling, and home assistance to help blend the Newcomers into the city was offered by the Government.
* In 2011 the Government stopped funding to the building, leaving AGI and SERO to fully fund the site and maintenance. The Newcomers have a stronger hand in the affairs of the building now.
* On January 15th, 2012, Tower 2 was bombed by the Newcomer Killers, who loaded explosives into the elevator and sent it up, demolishing most of Tower 2's darkness proofing. Tower 2 has been condemned as no longer safe for habitation. AGI and SERO do not have any current plans to fund its restoration.
* On February 16th, 2012, Tower 1 reopened for habitation, fully darkness proofed.
* There are 43 single rooms and 12 double bedrooms. Making 55 apartments total, and a capacity for 67. If more than 67 newcomers should arrive at once...well, that may soon become a couch-crashing problem to negotiate.
* The lobby is made with four glass double doors and 8 large windows. Each is CeeRow darkness proof built.
* The Tower Apartments are a NO SMOKING complex. Please smoke on the fire escapes or outside the lobby.
* There is an elevator in Tower 1, currently in operation, but it has a tendency to get stuck between floors. A resident ghost may be responsible.
* There are two interior stair cases in the tower that can be taken all the way to the top. they open up to each hall way of each floor.


Because of the gracious funding from AGI and SERO together the apartments offer Newcomers ONE MONTH free rent when they first arrive!

Note: In order for the Character to get a room the Player must reply to this post requesting a room. This is to help keep things clean and fair. We used to automatically place new characters on the apartment list but not all characters would take an apartment. Players! When your character enters the Port and ICly takes a room, please reply here so we can give them a space! This way they have a full and fair month of free rent. The Apartments are now on you the player to fill.

Newcomer characters will be automatically assigned to an available one-bedroom apartment. However, if a character wishes to change rooms their desired room is available, or if two characters wish to share a two-bedroom apartment rather than living separately, just leave a request on this entry in the form of a comment, and the character's room assignment will be changed. In the context of the game, this would be the equivalent of your character speaking to the landlord to change rooms.

Greeters have first dibs on two-bedroom apartments or their preferred apartments, and have cheaper rent in the Towers Apartments. If you choose a Job as a Greeter and wish to live permanently in these run-down starter apartments, just let us know!

Those who choose to pay rent and live in the Towers Apartments will have a note by their name that they are paying rent, otherwise rent is considered free.

For more information on the starter apartments, please click HERE

Floor plans: One Bedroom, Two Bedroom


Welcome to the Tower Apartments

Floor 1: No Apartments
Tower One:
Conference/Gathering Rooms

Center:
Front Desk - Greeter Station & Office
Room 100 - Landlord’s Office

Room 101 - Landlord’s Home

Tower Two:
Storage Space:
Power Ports / Shut offs
Water heater
Side entrance to underground garage


Floor 2:
Tower One (One-Bedroom Apartments):
Room 201: Faith Lehane evct: rent paid.
Room 202:
Room 203:
Room 204:

(Two-Bedroom Apartments):
Room 205:
Room 206: Mary Winchester no evct: greeter.


Floor 3:
Tower One (One-Bedroom Apartments):
Room 301: Mr. Gold evct: rent paid.
Room 302:
Room 303:
Room 304:

Center (Two-Bedroom Apartments):
Room 305:
Room 306:


Floor 4:
Tower One (One-Bedroom Apartments):
Room 401:
Room 402:
Room 403:
Room 404:

(Two-Bedroom Apartments):
Room 405:
Room 406:


Floor 5:
Tower One (One-Bedroom Apartments):
Room 501:
Room 502:
Room 503:
Room 504: Dr. Atsuko evct: February 20th.

(Two-Bedroom Apartments):
Room 505:
Room 506: Cal Leandros and Niko Leandros evct: rent paid.


Floor 6:
Tower One (One-Bedroom Apartments):
Room 601:
Room 602: Red evct: rent paid.
Room 603:
Room 604:

(Two-Bedroom Apartments):
Room 605:
Room 606: Dean Winchester and Sam Winchester no evct: greeter



Floor 7:
Tower One (One-Bedroom Apartments):
Room 701:
Room 702: Eric Slingby no evct: greeter.
Room 703:
Room 704:

(Two-Bedroom Apartments):
Room 705:
Room 706: Yosuke Hanamura no evct: greeter.


Floor 8:
Tower One (One-Bedroom Apartments):
Room 801:
Room 802: Shihouin Yoruichi evct: March 11th.
Room 803:
Room 804: Balthazar evct: March 6th.


Floor 9:
Tower One (One-Bedroom Apartments):
Room 901:
Room 902:
Room 903: Grantaire evct: February 16th.
Room 904:


Floor 10:
Tower One (One-Bedroom Apartments):
Room 1001:
Room 1002:
Room 1003:
Room 1004: Nyaruko evct: March 19th.


Floor 11:
Tower One (One-Bedroom Apartments):
Room 1101: Kurisu evct: rent paid.
Room 1102:
Room 1103:
Room 1104:


Floor 12:
Tower One (One-Bedroom Apartments):
Room 1201:
Room 1202:
Room 1203:
Room 1204:


Floor 13:
Tower One (One-Bedroom Apartments):
Room 1301:
Room 1302:
Room 1303:
Room 1304:



~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]


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[personal profile] sirensportghost



THE YELLOW PAGES


A list of where characters live, work, study and what they drive in Siren's Pull.

Housing Listing | Job Listing | Business Listing
Student Listing | Vehicle Listing

Main Page


Welcome to the technical page for Housing, Jobs, Businesses, Studies and DMV. Because of LJ size restrictions this page has been broken up in five easy to follow pages. If you wish to fill out one of the forms below and reply to this page a list keeper will updated the appropriate list as soon as they can. If you are simply updating information already on the list, please place in the subject title “Update” so we know what you want updated and how.





FOR HOUSING

If you've found a home for your character outside of the starter apartments, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!








FOR JOBS

If you've found a job for your character, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!








FOR BUSINESSES

NEW! With player built and run businesses cropping up more and more we're giving them their own page. Please only fill this out if you are the owner/founder/manager of a business.

If you've started/taken over a business with your character, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!








FOR STUDENTS

If your characters is enrolled in school, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!








FOR VEHICLES

If your character has purchased (or stolen) a vehicle, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!






~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]
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[personal profile] sirensportghost

 
 


AFFILIATION LIST/REQUEST


This is a list of which characters are affiliated with SERO and which characters are affiliated with Afterglow, Inc as well as a form to request access to faction-specific communities. This is so everyone in the game can keep track of who goes where.

Here are text boxes for requests to affiliate yourself with either SERO or Afterglow, Inc, or to log your status as true neutral or a double agent. This will affect which communities and privileged information your character has access to.

Every character will start the game as neutral and will remain neutral with all of the benefits and drawbacks of being neutral until this form is filled out. If your affiliation changes in any way, feel free to just re-post an application.

Your comment will appear as a text box, so please don't worry about that!

Request to Affiliate with SERO or AGI



Request to be True Neutral



Request to be a Double Agent



After your request has been approved, your character journal will be given access to the appropriate friends locked communities.

Please remember that all information gleaned on one or the other of these communities is known only to these characters unless it is shared in game canon. If you have one character on each side, please don't use them to cheat and send information to each other, as that will be considered godmodding and playercest.


The Lists

Afterglow, Inc

Character Name: Damon Gant
Character Journal:[personal profile] demon_gent
Justification: Given Gant's questionable morals during his last years as Los Angeles' Chief of Police, his impeccable skills in criminology and detective work could prove him to be a valuable private investigator as well as an informant for AGI. < /br>


Character Name: Demyx
Character Journal:[personal profile] ninthserenade
Justification: Working with the Xino E. Mao Corporation which is affiliated with AGI.


Character Name: Irene Adler
Character Journal: [personal profile] predominates
Justification: Irene works as a professional dominatrix, and while she's normally a free agent, her skills would definitely interest and fuel their company. They could offer her the most protection as well.


Character Name: Jack Vessalius< /br>
Character Journal:[personal profile] psychopath< /br>
Justification:
Jack aims to become a double agent, but he's starting with AGI, because the company ethics suit him to a T — he's made his way into the upper crust of society from a homeless bastard child with just his body and mind. He knows when and how to schmooze up, and how to make friends in high places.


Character Name: Jinx< /br>
Character Journal: [personal profile] unluckyinlove< /br>
Justification:
When Jinx first arrived in Siren's Port, she began infiltrating AGI, starting as a low level agent and intending to rise in the ranks. It didn't go as planned. She made a name for herself as an excellent tracker and an event better interrogator. After a year with the company, she retired due to radiation poisoning and other injuries sustained searching for the Core. However, she kept her AGI affiliation. Now she plays a bimonthly poker game with some of the older, wealthy gentleman higher up in the company. Despite the fact that Purgatory is an unaffiliated nightclub, many of its regulars are AGI and some of them still owe Jinx some favors.


Character Name: Dr. Kenzo Tenma
Character Journal:[personal profile] surgicalshot
Justification: Tenma works at SPGH as a doctor, and has been involved in the treatment for several of the slaves of AGI. Because of this, and his considerable skill, he's been approached by AGI to work as a doctor for them, while still maintaining his spot in SP General. He's agreed to work for AGI as a doctor who treats the slaves, as well as anyone else who may need it within the AGI company.


Character Name: Luxord< /br>
Character Journal:[personal profile] antedupmyheart< /br>
Justification:Like so many of the Organization members, he's working for Xino E. Mao, which is affiliated with AGI.


Character Name: Marco< /br>
Character Journal:[personal profile] guerrilla_morph< /br>
Justification:AGI< /br>
Marco is a natural entertainer at heart, so he's better off working at AGI as an actor. While he does fight slavery back home, he's not as likely to fight the slavery aspect of AGI unless he's absolutely sure he has back-ups for his back-ups. That said, Marco is the type of person who will leak someone's stuff to the public if they annoy him too much or they ping his odd sense of morality, but I wouldn't call him a double-agent just yet as it will likely to be extremely petty stuff. Eventually down the line he will work as a double agent, but for now he will just enjoy the benefits and the protection AGI can give him.


Character Name: Manfred von Karma
Character Journal:[personal profile] makethemguilty
Justification:Given his reputation as a formidable and perhaps less-than-honourable, man, his 40 years as prosecutor, and perfect means of obtaining guilty verdicts, I daresay AGI would find his abilities to be highly desired.


Character Name: Prue Halliwell< /br>
Character Journal:[personal profile] astralling< /br>
Justification:
Prue wants to be a photographer, it's her lifelong passion. Since most entertainment is with AGI, that's where she'd be most likely to find a job. Additionally, her first friend in the city is Jinx, who's extremely AGI, and Jinx got her the job opportunities that got her started. Prue wants to succeed while she's here, so she wouldn't turn down job offers and an edge- especially if she was reading their propaganda and initially thought SERO was the worse of the two evils.


Character Name: Tonegawa Yukio
Character Journal:[personal profile] 12second_orz
Justification: Tonegawa's spent most of his working life in a prime position in the yakuza, with an impression resume dealing in money lending, stockbroking and underground gambling- not to mention a little work on Teiai's human slave facility. AGI's general structure and set-up wouldn't be new to him, and he's more than capable of schmoozing his way into some of the more cushy positions and then backing it up with his capabilities.


Character Name: Xemnas
Character Journal: [personal profile] edge_of_nothing
Justification: X.E.M.C. affiliated with AGI


Character Name: Xigbar
Character Journal: [personal profile] madannoshashu
Justification: X.E.M.C. affiliated with AGI


SERO

Character Name: Daedalus Yumeno
Character Journal: [personal profile] gaveherwings
Justification: Daedalus favors a scientific approach to stabilizing the core over AGI's alternatives. With a background in BioMedical/Genetic Engineering Research, he could be approached for various projects, and affiliated to have access to better laboratory equipment for personal research.
First contracted by SERO recruitment at Raul Creed's recommendation, to test the effects of UV-light rays on creatures of darkness and develop Anti-Darkness projectiles (FP shells) for weapons division.


Character Name: Kevin Ford
Character Journal:[personal profile] southernreaper
Justification: Kevin was gotten out of jail (per Mod approval) by SERO and has become a 'waste disposal technician' for them. Right now, he's very, very small, and won't be doing any human remains.


Character Name: Lee Chaolan
Character Journal: [personal profile] excellentviolet
Justification: Aside from being invited to the Annual Synergy Retreat, Lee Chaolan is the president of Violet Systems, a world-leader in humanoid robotics and artificial intelligences. Its trademark product line is the Combot line of fighting droids which have gone from simple, clumsy fighting robots to sophisticated, more humanoid structures of steel and wire programmed with a more formidable fighting AI developed by Chaolan himself. He aims to make a name for himself on the island as well, while working under SERO. He also wishes to get better access to the core in order to investigate its technology.


Character Name:Leonard McCoy< /br>
Character Journal:[personal profile] doctor_mccoy< /br>
Justification:SERO< /br>
McCoy's obviously well versed in advanced treatments, research and medicine, but requires better and more plentiful resources to work with than the hospital can offer him. He was spurred to join during the outbreak in search of a cure, and will continue to work for SERO to help advance medicine.


Character Name: Magneto/ "Jacó Ribiero"
Character Journal:[profile] makes_asteroids
Justification: An emergency doctor and both an extremely skilled geneticist - enough to genetically engineer people from scratch and a physicist - "my discoveries could revolutionize partial physics if I cared to claim them". And the Mutant can generate POCKET WORMHOLES.


Character Name: Marrow
Character Journal:[personal profile] gene_national
Justification:SERO
Marrow requires the scientific and medical expertise of SERO to keep her mutation under control and maintain her current appearance. In return, she can offer her expertise at wetwork and combat, having experience as a terrorist, superhero, and government agent for two agencies.


Character Name: Riku
Character Journal: [personal profile] dawnward
Justification: After Kairi's gone missing, he and Joe ([personal profile] madeinoblivion ) have decided to double-team and join each of the affiliations in order to search for Kairi and gain more information. Riku's chosen SERO because he's older and has seen more of them at Lion's Gate. Xehanort's Heartless was also a former scientist and would be taking access to this information.


Character Name: Sheldon Cooper
Character Journal:[personal profile] theorizes
Justification:< /br>
Sheldon is a theoretical physicist that is, genuinely, brilliant. He will be working with Hillsdale to continue his research on string theory and he occasionally will teach at the university if needed. He isn't very interested in the politics of it all -- he just wants to practice his research to his heart's content and not be bothered.


Character Name: Szayel Aporro Granz
Character Journal:
Justification: Aizen told him to. Not only under orders to do so, but Szayel would have instantly jumped at the chance for easily accessible lab equipment. The fact that "he was already here" is just working in his favor. The loyalty he shows them is totally fake, though.


True Neutral


Character Name: Mary Winchester< /br>
Character Journal:[personal profile] momchester< /br>
Justification:She's a Greeter slash bounty hunter, and after so long of being neutral, is paranoid about affiliation just as a rule.


Character Name: Uryuu Ishida
Character Journal: [personal profile] sequincy
Justification: Uryuu despises the unethical practices of both SERO and AGI, and his pride and strong sense of morality would not allow him to affiliate with either, even for a mundane job.


Double Agent
[to be filled out pending requests]


Character Name: Axel
Character Journal: [personal profile] got_it_memorizd
The faction you are currently affiliated with: AGI (X.E.M.C.)
Justification: Axel works for Xino Mao, but he's already forged an informant relationship with Riku, who's playing for SERO's side. He doesn't know that yet, but since he's working as a runner for Riku as his 'day job' I'm sure it will come up sometime soon. He had plans to attempt to infiltrate SERO anyway; this just means he and Riku can play mole without ever physically having to set foot over enemy lines. Score!




Character Name: Riku
Character Journal: [personal profile] dawnward
The faction you are currently affiliated with: SERO
Justification: Joe/Riku Replica ([personal profile] madeinoblivion ) and him have decided to get as much information on the opposing sides as possible to keep their friends out of their hands and to track down more information. Riku's got SERO, Replica has AGI. In truth, they're probably actually neutral or have no affiliation, but that's just how they're going to keep up the charade for now.
**Note: If they potentially swap sides for the day/week, they will be swapping ID cards and NVs.



~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

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[personal profile] sirensportghost


NEWS NOTIFICATION


This is a post put up specifically for players to alert the mods if their character or someone else's has done something that has a good chance of making the news. Some examples: murdering two or more NPCs in public, destroying a home or something in a public place (please contact mods first if it's the size of an apartment building or more), robberies of stores or homes, getting into a fight involving powers in a public place. There are a lot of things that can make the news in Siren's Pull, and we'd like to know if any of these things are player-driven so we can acknowledge player activity by putting them in the daily news feeds.

Players are still more than welcome to contact the mods about these newsworthy events via IM, PM, or email, but this form is also available for ease of contact. All posts are screened to avoid news spoilers for players not involved, and the mods will comment back to your suggestions to let you know we've read them.

Thanks for contributing, everyone!



~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

Rules

Sep. 25th, 2018 06:58 pm
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[personal profile] sirensportghost







RULES


Everyone knows that rules are important to make a game function. A lot of these rules are set in stone, but please keep in mind that if you find a rule is seriously inhibiting your gameplay or is keeping you from having fun, we will consider bending or changing some of them. Maybe not all of them, but some of them. Please contact the mods if you have this kind of concern and don't assume a rule is bendable until you have. :)

General Game Rules

1. Leave the drama for your llama.
This much is obvious - every mod dreams of having a drama-free game. We know this isn't always possible, since RP games are basically loose groups of people who may not always get along. But there's a lot you can do to help take down the drama levels. The most important is this, please be open and approachable with your fellow players. We're all here to have fun, and everyone should be able to respect everyone else's right to have fun. Always remember that there will be feelings involved with RP, no matter how much we want to say there isn't, and respect other people's feelings. On the flipside, RP is not serious business and every problem can be discussed, whether it's with the person you're having a problem with or with a mod who can step in and be a diplomatic third party for any conflict.

One of the most basic rules for any game is that you must remember that the person you are playing with or talking to is another human being with feelings. Treat each other as human and not a bunch of letters on a screen. Pretend you're talking the issue out in a coffee shop face to face, and use your grown-up manners and logic. Every player, including the mods, deserves the respect due to another human being.

And please, try to talk things out with a mod or another player before running off to RP!S? Thanks.


2. No god-modding or powertripping.
This means that those characters with particularly strong powers or abilities should not be played as invincible, nor should they be treated as if they can always beat everyone. This goes all across the spectrum - a powerful fighter will not land every blow, a smart investigator will not figure out every puzzle in two seconds, an agile character will not be able to dodge everything. Remember your character's weaknesses, as these are things that make your character just as interesting, or moreso, than their strengths.


3. IC does not equal OOC. OOC does not equal IC.
This rule comes in two parts.

Firstly - if your character and another person's character don't get along, or if another character insults your character, it does not, and should not mean that the other player dislikes you or you dislike the other player. A character's actions in character should remain in character. Please don't hold grudges over things that were done to your character within the game. On the flipside of this, do not treat other players' characters badly because you dislike them or don't interact with them out of character. If you have a problem with a person, you should approach them, contact a mod, or if the problem is not solvable, avoid that character in game if you cannot control your urges to take out your grievances in character.

To sum up: characters are characters and players are players, please be aware of the difference

Secondly - this is a game that has heavy plot development, and for some players it's a heavily tactical game. If you have out of character knowledge of another character's plans or something that's brewing on the other side (between SERO and AGI) please keep that knowledge out of character. These sorts of secrets and out of character knowledge, from the smallest to biggest thing, must never be revealed in game unless there is a believable reason for them to be so released. This ranges from a character straight up revealing a secret for no reason to a character 'figuring something out' much faster than makes logical sense. Please don't spoil the fun for players who enjoy these tactical and plot-heavy aspects of the game.

To sum up: keep out of character knowledge out of character, and don't have your character 'figure out' plot points faster than is logical


4. Keep your character in character
While we feel that this is one of those common sense rules, there are a few aspects of keeping it in character that we want to address. In character applies to more than just character interaction. Please keep your character's realistic abilities in mind with regards to things like figuring out puzzles or plot points, hacking, and other things like that. A character with an unrealistic level of hacking skill at the start of the game, for example, or a character who's more of a fighter than a problem solver figuring out where an artifact is in two minutes - things like this will be considered OOC.

If you notice a character is being out of character, please post to their HMD post rather than taking it to RP!S or an anon meme. We will also be having monthly HMD memes, so you may use these as well. If you feel another player will react badly to critique, please approach a mod and the mod will offer the critique to the player's HMD post for you with the mod account and your identity will not be revealed.

Finally, if a character is consistently out of character to the point where it is inhibiting the enjoyment of other players (most frequently castmates), and the problem has not been solved through HMD, please bring this to the mods and we will discuss it with the player in question. There will be consequences for persistent out of character action, especially if it's inhibiting other players' enjoyment of the game. The consequences will range from a game 'time out' so the player can do canon review to expulsion of the character, so please keep that in mind when making choices with your character.

Remember: you have chosen to play within the framework of an existing character, and you have the responsibility to portray that character in a realistic way. Development happens, but it takes time. Please keep it in character.


5. Guidelines on applications, rejections, and app challenges.
Applications are going to be run in cycles to make it easier for new characters to become accustomed to the plot heavy method of play.

The application page will always state when applications are open or closed.

Applications will be being run on a bi-monthly schedule, with applications being open for the first seven days of every other month OR the first 100 applications. Because of increasing numbers an application cap of 100 has been put into place. This may be changed as time goes on. Keep an eye on the Reserve page and application page for more info.

You may reserve one character on the reserves page, and apply for one character at a time per cycle, in order to give everyone a fair chance to get a character into the game.

Applications are processed by an application team, with the support of the mod team.

Rejected applications will generally be given a revision notice or rejected full stop. Mods will make the effort to always give a reason for the rejection or request for revision to help the player. If your app receives a revision request, you have one week to do the required revision before the app is considered rejected. If your app receives a rejection notice you may attempt to re-apply for the character at the next open application cycle. You may attempt to apply for the same character a total of three times.

App challenges are an option in Siren's Pull, but there are a few guidelines. Apps can be challenged in the reserve stage. If two people reserve for the same character, the applications will be judged when both are posted, so long as they are posted within the same application cycle. Apps cannot be challenged in the application stage. If someone has already posted an app for a character, that app cannot be challenged unless the already posted app has been rejected.


More information on character limit, activity check requirements, types of characters allowed, and other guidelines, can be found in the FAQ.


~*~

SITE NAVIGATION - PASTE HERE

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[personal profile] sirensportghost







FREQUENTLY ASKED QUESTIONS


Quick Links

General FAQ
What is panfandom/multi-fandom? What characters are allowed to be applied for?
Can I play an original character?

How many characters am I allowed to play in Siren's Pull?
How does the activity check work?

Is there an age limit?
What is the in-game timeline? What time zone is Siren's Pull set in?

What is the rating of the game? What is allowed and what isn't?
Does this game have random events? Are they mandatory?

What sort of plot should we expect? What plots need mod approval?
Is there an OOC chat room? Is there an IC chat room? Is chat a requirement to play?

Character FAQ
Can I play non-humanoid or mute characters?
My character canonly has a pet or other non-humanoid companion, can I bring it here?

My character has a cell phone/iPod/PDA/laptop in canon? Will that work in Siren's Port?
What happens to dropped characters? What happens if I apply for a dropped character?

Are multiple versions of the same character allowed?
Am I able to import my character from another game? How does it work?

Can we canon update characters? How does it work?
Can we do a character reset? How does it work?

What has happened to my character within their canon timeline? Will canonmates notice they were missing?
Is there an age limit for characters?

Are there power limitations in Siren's Pull?
What if my character has no special abilities? Won't he or she be at a disadvantage?

My character canonly reads manga/plays video games/has a lot of knowledge about fictional people. Can my character break the fourth wall?
What if my character dies? Do I have to start all over?

Posting FAQ
How are journal entries posted in a community-based game?
How are OOC posts and logs posted?

How do the faction-specific communities work for SERO and Afterglow, Inc?
What sort of posts should be done on faction-specific communities?

What should my character's journal be used for? Are there required posts?
How do journal posts work in-character? What is my character using to post? What type of posts can be made?

Can quick action posts be done on character journal entries?
What are tags, and how are they used in Siren's Pull?

Are private or filtered posts allowed? Are characters able to hack?
Are logs done over IM acceptable? What about in-character IM conversations?


GENERAL FAQ

What is panfandom/multi-fandom? What characters are allowed to be applied for?
Panfandom is a type of game that allows characters from different series to mingle in the same setting. In Siren's Pull, characters from any series are allowed, whether it's manga/animé, video games, books, movies, cartoons, sitcoms, live action series, webcomics - you name it, we accept it. So long as the source material has been published, and there is at least one strong English resource (whether an information link or the source material itself), you can apply for the character.

Please note: Due to a number of questions regarding this type of thing, we have decided that protagonists in first person shooter and similar games, where the player decides the majority of the character's decisions, gender, appearance, or other similar qualities at the start of the game are not allowed to be played, due to the subjective nature of their characterization. Examples of this type of character would be the protagonists of Fallout 3, Mass Effect, or Rookie from Halo. Examples of the type of silent protagonist who would be allowed include Souji Seta from Persona 4 (there is supplementary manga information) or Link from the Legend of Zelda series (there is supplementary manga and player choices for his actions are very limited).


Can I play an original character?
We have made an executive decision to disallow original characters from Siren's Pull, to avoid complications. All non-fandom City residents will be assumed to be NPCs.


How many characters am I allowed to play in Siren's Pull?
Players may initially apply for two characters; however, after passing your first activity check, the character limit will rise to five characters. In the case of people who want more than five, we may consider adding a sixth slot if the player has all five previous characters active and we feel they're capable of handling another.

Additionally, players may only apply for two characters from any given canon. As with the overall character limit, though, there may be some exceptions to this rule depending on particular canon situations, but these exceptions must be discussed with a mod. Please keep in mind that two characters from one canon may not be closely related to the extent that they would need to interact directly, or have to interact indirectly through another character.


Speaking of activity check, how does that work?
We will be posting an activity check once a month where we will request links to your characters' recent activity in the game, as well as a quick rundown of your characters' plot involvement. This is to ensure that no character is getting 'squatted' on or left to go inactive. Please note: if we notice a character is consistently posting only once or twice directly before Activity Check in order to stay in the game and is otherwise inactive, we may contact the player in question and discuss activity guidelines.


What sort of player restrictions are there? Is there an age limit?
All players must be 16 years of age or older because of various adult themes that may be present in the game. It is set in a gritty place with not a lot of morals, and many things are legal in Siren's Port that may not be elsewhere - from brothels to slaving to drugs. Because of this, we'd like to be sure all players are old enough to be allowed to deal with these kinds of topics.


What is the in-game timeline at Siren's Pull? What time zone is it set in?
In Siren's Pull, time runs one in-game day to one real life day or realtime. The game is set just off the coast of British Columbia, Canada, so it will be running on the PST time zone (west coast time, to make it easier for players located in North America). Please keep this in mind when making posts, as your character will be operating in PST even if you aren't.

On this note, feel free to work in initial jet lag or other similar concerns for characters who are located in other time zones or on other planets. It might be fun to play out!


What is the rating of this game? What's allowed and what's not?
This game is rated NC-17 or something similar. Nearly anything is allowed, though please check with the mods for anything that might be squicky/taboo or doesn't make biological sense (such as incest, rape, child abuse, mpreg). Other adult topics are allowed without impunity - all sexual preferences or genders are allowed and welcomed, characters may experiment with drugs or other substances, violence and gang warfare are a given considering the setting. Sex, drugs, and rock'n'roll are welcome, but please friends-lock the sex and drugs. Rock'n'roll doesn't require a friends-lock, no matter how bad your garage band is.


Does this game have random events? Are they mandatory?
Siren's Pull will have random events. They may be serious, they may be cracky and funny, depending on what the game needs or the mood going on at any given time. These events are not mandatory, and we will always leave a way that your character can avoid being part of an event if you choose not to participate. Most events will be strange status effects or changes to your character on a temporary basis due to various experiments, chemical leaks, a mysterious vendor, or other reasons, so you can avoid them if you choose to have your character avoid the source of the weird circumstances.


What sort of plots can we expect? Does every plot need to be run by a mod? What can I plan on my own?
While the game does have a major overarcing plot and two sides that are competing for the same end, making it effectively a war game, it is perfectly possible to play in the structure of the game without getting involved in either the major plot of the game or the competition. This game is here to have fun in, and whatever level of involvement in world plot you choose is perfectly acceptable, from in-depth megalomaniacal scheming to joining just to play a ship out. Most character and player driven plots will be accepted and we more than encourage players to make plot for themselves in any way they see fit. The only time that mods request to be involved in these plots is if they destroy more of the city than one apartment building, or if they make major changes to how Siren's Port works in general.

Mind you, you don't have to contact us just so we can say no - we, as mods, welcome large player-driven plots that have a chance of changing the world of Siren's Pull. We'd just like to know these things in advance so we can adapt the overarching plot to accommodate. We can't guarantee a yes every time, but believe us when we say we're good at plot adaptation...and we love a challenge. :)

To give an example of what sort of things are completely acceptable to approach a mod with and have a chance of succeeding: in the FAQ stage of the game, we have been approached by prospective players asking whether they could assassinate the heads of the factions, or hack their way out of the City network to send a message to the outside world. In both cases, we've come up with functional plot adaptations that, while having a tangible effect on the world of Siren's Pull to show that the players have accomplished something, still fit the overall plot of the game, in a way that allowed us to say 'yes, if your character can realistically do it, then by all means, do it.'


Is there an OOC chat room? Is the chat room required to play in the game? Will there be an IC chat room?
We're setting up an OOC chat room on AIM for socializing, plotting, and discussing the game and characters. The chat room will be called sirenspull and is completely optional. We just tend to find that having a chat room allows players to get better acquainted and figure out overarching plots in a relaxed environment.

Rules for use of the chat room will be listed on the rules page.

We may have occasional IC chat rooms set in a neutral location for random character interactions, with the logs to be posted afterward, but these will not be mandatory.



CHARACTER FAQ

Can I play non humanoid characters like sentient animals? What about mute characters or characters unable to communicate?
These types of characters are definitely allowed in the game, so long as you can come up with a creative and functional way for them to communicate and become involved in the game as a playable character. Some examples of non-humanoid creatures that could be apped as playable characters: Mushu from Disney's Mulan, Meowth from the Pokémon animated series, Kon from Bleach, Cait Sith from Final Fantasy VII, Luna from Sailor Moon, many Digimon from Digimon


My character canonly has a pet or other non-humanoid companion, can I bring it here?
Characters who have a non-sentient companion animal or other creature may bring that creature to Siren's Port. Please use common sense regarding what sort of pet would be sentient, as some of them might have enough characterization to become a playable character. Some examples of pets considered non-sentient: Morph from Disney's Treasure Planet, Mugetsu or Tanpopo from xxxHolic, Carpet from Disney's Aladdin, Ship from Ben Ten, Nagini/Hedwig/Crookshanks/other familiar animals from Harry Potter, Ein from Cowboy Bebop, many Pokémon from the Pokémon animated series


My character has a cell phone/PDA/laptop computer/game system they're constantly using in canon. Will it still work in Siren's Pull?
Your character may keep any PDA, cell phone, laptop, game system, or other nifty portable device they have on them when they're pulled from canon. These devices will be functional and you can assume that a charger can be purchased or built on commission within the City. Please keep in mind that if your character is from a very advanced or alien home canon, they will have to commission a charger to be altered or specially built, and it will be very costly. For something like a Sony PSP, iPod, current cell phone, or any normally available current day laptop, finding a charger would be as easy as going into the local electronics shop and buying one. Games for current modern gaming systems would also be available - if your gamer nerd wants to buy more games for their DS Lite or Sony PSP, games would be available in the City.

However, any devices with internet connectivity such as laptops with wireless, will receive an error message when trying to connect. This also applies to cell phones - you can keep your games and address books, but you will be unable to make a phone call. Non-City electronics are incompatible with the network in the City and cannot connect to do posts or dial out of the City. Basically, they will behave as if they were in a cell or internet dead zone, unable to get bars or find a network.

Any of these types of devices with net capability that are purchased within the City would have the same posting functions as the NV. (See Posting FAQ below)


What happens to dropped characters? What happens if I apply for a dropped character?
Dropped characters in Siren's Pull are presumed permanently dead and taken by the Darkness until the character is applied for again, whether or not the player dropping decides to play out their character's death or not. The character will simply disappear or die, and other characters are free to notice their absence. If you decide to apply for a previously dropped character, you will be restarting the character, so no need to read up on previous character relations or other things the character has done, though you need to be aware that other characters in the game may already know your character and have pre-conceived ideas about them.

Additionally, as a little perk to re-appers of dropped characters, Siren's Pull provides the option of a character running into a monster version of themselves in the Darkness because of the previous character drop. This is entirely optional, but if you're the type of player who'd enjoy a mind game like that for your character, feel free to play it out as much as you like!

More information on the Darkness and Monsters can be found in the "World FAQ" section.


Are multiple versions of the same character allowed? Can I play the younger or older version of a character already in the game?
We've decided to limit character applications in Siren's Pull to only one version of every character. This means that older or younger versions, alternate versions, or AU versions of characters already existing in the game cannot be applied for, to avoid complications. For example, if 12-year-old Naruto is already in the game, Shippuden Naruto cannot be apped; if FFVII Yuffie is already in the game, Kingdom Hearts Yuffie cannot be apped.

However, there is one exception: if multiple versions or clones exist within the canon your character is taken from, and the versions are different enough from each other to have different characterization, then all versions may be apped. For example, both real!Syaoran and clone!Syaoran from Tsubasa Reservoir Chronicles could be apped at Siren's Pull, but one of Naruto's clones from Naruto could not be apped.


I've played my character for a while in another game, and I'd like to keep the development I had there while still playing in Siren's Pull. Can I import a character from another game?
Characters that have been previously played in another game can be applied for, and there are guidelines for extra information that we as mods would need for this type of character covered on the application form. However, there are a few guidelines for characters who have previous development in another game.

Characters previously played in an AU game cannot be brought into Siren's Pull. If you had to make up an alternate universe version of your character to join the previous game, with a history set in the canon of that game, you cannot bring that character to Siren's Pull. Though we're not singling out any games in particular, some examples of this type of game include [profile] kingdoms_rp, [profile] 13shades_rp, and [community profile] thespiderswalk.

This is because AU games change the character's history a great deal, and may affect characterization to an extent we'd like to avoid dealing with on an application form.

Any CR with non-canonmate characters in the previous game will be forgotten by your character upon joining Siren's Pull. That is, they will quickly forget any friendships they had with characters from the previous game. They may remember they were friends with someone, but they won't be able to place a face or name to the memory, even if that character is freshly apped. The same goes for canonmates - if you applied for a character who'd grown much closer to a canonmate over the course of the previous game, your character will forget that special development when they enter Siren's Port. There is one exception to this - if the same other character is apped by the same mun from the same game canon then the character development will stick.

For example: Character A from Fandom A became best friends with Character B from Fandom B in Game C. Character A is brought from Game C to Siren's Pull, and Character B is applied for straight from canon. In this case, Character A would forget the CR with Character B. However, if Character A and Character B were both applied for from Game C, then they would retain all CR from the previous game.

This is to avoid players from feeling obligated to continue CR from a game they were not part of with a mun they are unfamiliar with.

Characters cannot be pulled from fully friends-locked games, museboxes, or private storylines. If you've developed canon characters on a personal musebox or in a private IM storyline, that version of the character cannot be apped. The character must have been played in a functional game with an application process in order to be imported into Siren's Pull.

This is because characters from locked games, private storylines, or museboxes may not have enough visible in-game development for mods to judge the level to which the character is developed. We as mods will be investigating into the character's previous posts, and we need to be able to see them in order to do so.

Please remember, when importing a character from another game, that even a great deal of development in another game will not alter the character's basic personality, so please don't use importing as an excuse for OOC.


Oh man! Something really epic happened in my character's canon and I want to play with it! Can I canon update?
Canon updating is definitely allowed in Siren's Pull. If you choose to canon update your character, we request that you pull them out of the game for at least a day (other characters may notice them missing) to do appropriate canon review. The character will feel as if they were whisked home, lived through the time they missed in canon, and then placed back into Siren's Pull. They will arrive again in the same place they arrived the first time, but all their belongings, homes, bank accounts, items, jobs, and other things will still be intact. There is no need to re-apply when canon updating a character, but it would be nice if you could update the character's information post and note differences in the OOC comm for other players' and mod convenience.

You have the option of either canon updating with or without keeping memories of Siren's Pull. This means that if you choose, your character can return with all memories of having friends/jobs/knowledge that they had when they left, or you can reset the character as if they'd been dropped and re-applied for.

Canon updated characters do not have a monster version of themselves in the Darkness, but they do keep all belongings and items, regardless of whether they remember or not.


That's fine, but what if I've backed my character into an RP corner, and I want to just reset the character without canon updating?
This is also an acceptable option. In this case, you wouldn't have to drop and re-app, but we do request that you take the character out of play for at least a day before putting them back in. You may choose whether or not your character keeps all items, jobs, and belongings, but otherwise it will be treated as a drop and re-app.

However, because the character was not officially dropped, there will be no monster version of the character in the Darkness.


So what has happened to my character within their canon timeline? If someone else applies for a canon mate from a later canon point, will they notice my character was missing?
Please assume that your character has not been missing from their original timeline. Any character who arrives in Siren's Pull and then returned at a later time will return to the same moment they left from to avoid any complications in the timeline of canon source materials. If a character is permanently dropped, restarted, or canon updated without memories, then assume the character has lost all memory of Siren's Port and in-game events the moment they arrive back in their canon. The only exception is when a character is canon updated with memories in which case they would remember Siren's Port but be unable to talk about it or let it affect their actions so as not to mess up their canon timeline and actions.


I know there's an age restriction on players, but is there an age restriction on characters? Is my character too young?
There is no age restriction on characters, since we know a lot of fandoms feature characters who are young but can handle a lot. We also know that young characters can be played sensitively enough in this kind of setting, so there is no distinct limitation. However, for characters under 13, we will require a paragraph or so in the application on how the character is appropriate for the setting or, if the character is not appropriate, how the character will be played in a setting that may traumatize a young character. Always remember the sensitivity of other players and anyone following the game when plotting for extremely young characters.


What are the power restrictions in this game? Will my character have his or her special abilities?
We have chosen not to limit abilities in Siren's Pull. Characters will still retain all abilities they had in their canon at the point they're pulled from. However, for players of any super high powered characters, please remember not to godmode and that no character can win every fight every time, be it against NPCs, other player characters, or monsters. Additionally, any plot requiring destruction on a scale larger than one apartment building must be run by the mods. Anything the size of an apartment building and down can go ahead so long as the building/area is inhabited only by NPCs. If player characters live in the area to be destroyed, the plot must be passed by every player affected.

There is one exception thus far to the lack of power restrictions. Due to some concerns raised, the mods have decided that generally, summons that call another entity separate from the character him or herself from another physical space or dimension (for example, Shiva or Bahamut from FFVII) would be prohibited due to complications with the premise, which involves changes in dimensions. Summons that physically alter the character him or herself, or are stored within the character's mind (for example, Personas from the Persona games), would generally be allowed. However, these will be dealt with on a case by case basis, and players or prospective players are more than welcome to contact a mod if they have a concern about whether their character's summons would be affected by this.


What if my character has no special abilities? Won't he or she be at a big disadvantage?
In order to even things out, we've decided that every character that does not have canon special abilities will have a player-chosen dormant ability provided by the same glitch that brought the characters here in the first place. Characters must train and learn how to use this ability before it becomes full-fledged, just as a character with abilities might in their own canon. If you would prefer to play a non-powered character in this setting, just have your character refrain from noticing the power and it will remain dormant. There will be a specific question for this on the application form, and all dormant abilities must be approved by the mods before they're put into play.


My character canonly reads manga/plays video games/has an extensive knowledge of fictional characters. Can my character break the fourth wall?
There are some pretty strict guidelines about fourth walling in Siren's Pull. Basically, we want to keep fourth walling to a minimum, just to spare character sanity. We know it's pretty funny to have your character fourth walled, sometimes, but there are a lot of players that would prefer their characters to remain more 'real' in their own minds. To facilitate the highest comfort level for other players in the game please avoid fourth walling if at all possible.

There are a couple of exceptions, because we know some characters canonly have extensive knowledge of certain fandoms, or a broad spectrum of knowledge on a certain type of fictional world or characters. For example, your character might be a canon video game nerd, a huge Star Wars fan, or a regular reader of Shounen Jump.

If your character has stated outright in canon that they have knowledge of a certain other canon, then your character may fourth wall, but only with the permission of the player of the character you're fourth walling. If the other player would prefer their character to not be fourth walled, please be respectful and find a way around it. If your character canonically has a generalized type of knowledge about other canons, such as playing 'a lot' of video games, or 'reading comics,' then please do not fourth wall, regardless of permissions and assume that the comics or video games in your character's canon are 'alternate universe' canons that are not the same as the Earth Siren's Pull is set in.

To sum up, if you have to assume that your character would 'probably' know the other character's canon, do not fourth wall.

Some examples:

Watanuki and Doumeki of xxxHolic have stated in canon that they know the first Star Wars movie, comparing something they saw happen to the 'help me Obi-Wan Kenobi' scene, and mentioning that Star Wars movie specifically. These characters may fourth wall characters from the first Star Wars movie only if the other player gives their permission.

On a similar note, Gintoki from Gin Tama is known to canonly regularly read Shounen Jump, so he would be able to fourth wall any characters from current Shounen Jump run manga, but only with the other player's permission.

On the other hand, Matt from Death Note canonically plays a lot of video games and is constantly seen tapping away at a handheld console, but because he has not stated specifically in canon what games he plays or has knowledge of, this character may not fourth wall any old video game character he sees posting. The player would assume that the video games Matt plays are different than the ones on our own normal Earth, considering it an alternate world.

For situations more complicated than this, please contact a mod for clarification.

Please make sure to use common sense with fourth walling when it comes to educating other characters about canons your character may know, or other complicated situations. We want to avoid fourth walling because of the devastating mental effect that knowing they're fictional in someone else's world may have on any fourth walled character. Always ask permission, don't assume, and try to keep it as avoidable as possible when it does happen.


What happens if my character dies in-game? Do I have to start all over again?
If a character dies in the game by losing a fight, getting attacked, murdered, or otherwise killed, there will be a penalty period during which the character cannot be played as a normal character. This will increase with the number of deaths but otherwise, nothing else will be lost. For the first death, the character may return after 12 hours, for the second death 24 hours, the third 36 hours, and so on. After this period, your character will wake up in their own home feeling approximately half the pain of what killed them, but no visible injuries.

However, while the character is in this penalty period they may be played during the Darkness only in a monster form (backlogging is fine). You may terrorize friends of your character, attack other characters as you might while alive, or make strange posts on your character's journal as a monster while dead. Your character will retain only fuzzy memories, or no memories of the period while dead, depending on player choice.

When a character dies, their body can be handled in any number of ways, depending on player choice. Players have the option of either having the body disappear, having the body remain physical until nightfall and then disappear, having the body remain physical OR disappear and then return as a monster at night, or, in the case of characters who die at night, having the body immediately turn into monster form.

More information on the Darkness and Monsters can be found in the World FAQ section and the Bestiary.


POSTING FAQ

So how do we post journal entries in this game? There doesn't seem to be a friends-add list.
Siren's Pull is a community-based game, meaning that any journal entries would be posted to the main community [community profile] sirensport. This is to ease up on the workload for both the mods and the players - no more clicking the friends add button every time a new character joins the game, and all posts would be immediately visible to all other players to avoid characters not getting replies to their first entries because of a slow friend add.


Alright, so that's journal entries. How about OOC posts and logs?
There are communities set up for prose-style logging and OOC posts such as hiatus notices, plot planning, and memes. These communities are [community profile] sirensport and [community profile] sirensport_ooc. Please be sure to join all the necessary communities when you're accepted!


I see that there are communities specifically for SERO and Afterglow, Inc. What's the deal with those? Should I join them when I get accepted? How are they used?
The communities [Unknown site tag] and [community profile] loyaltosero, as well as the rebel community [profile] loyaltous are friends-locked communities for secret plotting. Each community will be used for both journal entry type posts and log-style posts that contain privileged information pertaining to each faction's quests, secret plots, or other related things. These communities can only be used by characters who are affiliated with one or the other faction, or in the case of double agents, both. Every character starts out neutral and must gain entry to these locked communities through in-character interaction and plotting, that is, by getting a job affiliated with one side or the other, or by gaining the trust of a character who's already affiliated with the faction.


So, I've joined a faction and gotten into the friends-locked community for it. What sort of thing should be posted on that community?
The only type of entry that should be posted on [community profile] loyaltoagi, [community profile] loyaltosero, or [profile] loyaltous should be an entry containing privileged or secret information that your character would not share with neutral characters, characters not involved in the active rebellion, or characters from another faction. Please refrain from doing most of your playing on these friends-locked communities, and carefully think about whether a post you're about to do could be posted on the neutral communities. Even very plot-oriented characters should make a significant number of posts on the neutral community ([community profile] sirensport) in order to foster interaction with neutral characters and characters from the other faction. After all, how can we support those people who want affiliations or to play double agents if everyone posts only on the friends-locked communities?


So, if I'm not using my character's journal to post in, what is it there for? Can I use it in other games?
Since this is a community-based game, you may use your Siren's Pull journal to join other community-based games, so long as you can keep your games straight. We do request at least three entries on your character's personal journal - an HMD/concrit post, an IC contact box for messages left for your character, and a character info post. The character info post can be as big or small as you like, but we would like to request that you at least put the contents of your application there, so others can learn about your character. Anything else you want to toss up on your character's journal is totally fine, whether it be memes or rp-related fanfic or anything else you want there.


How do the journal posts work in-character? What is my character using to post? What types of posts can be made?
Every character taken to Siren's Port is given a NetVice or NV for short, which is a device that connects to an in-city Network. That means they can't access the outside internet, only the intranet set up in the City. The NV can take on any form that would be familiar or comfortable to your character, from a "magical journal" to a PDA or portable game system to a netbook computer - basically any portable device that your character would be comfortable using. Every NV, regardless of the shape or form it's in, is capable of text, voice, video, and holographic posts.

Text would include your typical text LiveJournal style entry, but text-based IMs or chat rooms are available for characters to use on their NVs. Voice would be a simple voice recording type entry. Video entries would consist of a video of the character and their surroundings, as well as sound. Holographic entries would be a small, slightly staticky image of your character (but not your character's surroundings) that would hover above the NV and mimic what your character is doing in real life. Think Princess Leia's "help me Obi-Wan Kenobi" message from Star Wars. This enables your character to make video-type posts without giving away their location.


What about action posts on journal entries if our characters opt to meet up in person for a quick chat?
Any action posts are allowed on the journal entries of any characters. Any action posts that happen in person are assumed to not be recorded by the NV and not common knowledge to other characters unless otherwise noted in the action log itself. When an action post occurs on your entry, please tag the entry with the "*action post" tag so action posts can be easily kept track of.


What's a tag? And how do we use them in Siren's Pull?
Tags are DreamWidth's way of letting us keep track of posts that have similar subjects. It's as easy as clicking the 'tag' link or image in every entry posted, and typing in a keyword. Later, when that tag in the entry is clicked, LJ will show every entry tagged with the same thing. We would like to request that every character have a tag for journal entries and logs in the format "!: (character's name)" - and use that tag every time they post to make it easy to find entries by that character. We also request that if your character replies to someone else's entry, you tag the entry with "C: (character's name)." This would mean that every character has two tags on the main community, and one tag on the logs community, preferably in Western name order, though we will allow Japanese name order for characters who canonically use it. Every player is responsible for their own character's tags in every entry, and every player is responsible for the tags in their own entries when it comes to action log or other admin tags.

So, for example: Shizuka Doumeki makes a journal entry on the main community, and Terrence Ward replies to it. Shizuka's player would tag the entry "!: doumeki shizuka" and Terrence's player would tag the entry "C: terrence ward." The two decide to meet up for a quick action log, so Shizuka's player would tag the entry with "*action post." Then the two decide to leave on an epic adventure to the other side of town, and make a log for it in the logs community. Each player would individually tag "doumeki shizuka" and "terrence ward" in that log.


Are we allowed to have private or filtered entries? Can my character hack another character's private entry?
Filtered and private entries are allowed, and these entries are hackable. Obviously, characters who don't have experience at that kind of thing are going to be worse at hacking or filtering entries than those with lots of experience. Please label all filtered or private posts with a hacking difficulty level, at least "easy," "moderate," or "difficult." Always keep in mind what your character's skill level at hacking or filtering would be, and keep it in-character with how much or little they're able to hack - remember, IC rules over how handy something would be to a plot. Your character may definitely improve their skills through practice, lessons, or research, so feel free to play that out and improve them slowly. Just always keep in mind what is in character for who you're playing.


Are in-character IM logs or logs written over IM acceptable? Where would I post a log like this?
In-character IM logs are definitely an acceptable alley to use for roleplaying in Siren's Pull. Every NV has the capability of real time instant messaging, and you may do an in-character IM log at any point. These logs may be posted on the logs community along with other logs, just please be sure to clarify through the 'screen name' who is talking at what time for ease of reading.

Some people prefer to do prose logs via IM and this is a perfectly acceptable format. If you wish to post your logs in this form rather than using comment threads, feel free to paste the block of roleplay into an entry and post it on the logs community.


~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]




 
sirensportghost: (Default)
[personal profile] sirensportghost


MOD INFORMATION


The mods are here for the players of the game. We do our best to be approachable and concerned about everyone's enjoyment in this musebox of Siren's Port. We do not play favorites and will do our best to support player ideas and player-run plots. Got a question about what's doable? Ask a mod! You can also submit game suggestions.


Moderators
Ace
Personal Journal: 
[personal profile] katana
Email: phantomblues at gmail.com
Time Zone: EST
Characters Played: 

Reysies
Personal Journal:
 [personal profile] cig
Email: kichiri at gmail.com
Time Zone: EST
Characters Played: 

~*~

Hall of Fame


Shout out to the team that founded and ran the original [community profile] sirenspull community! None of these memories or the desire to keep playing in this setting would be here if not for all of you. You're awesome.
Aaron, Tori, Megan, Kano, Kelly, GG, RW, Liam, Shelly


~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]



sirensportghost: (Default)
[personal profile] sirensportghost


SUGGESTIONS


This is a suggestion box post for the mods of Siren's Pull. If you have a suggestion for an event, a game-wide plot, suggestions for aspects of the modship that aren't working out right for you, layout issues, missing or broken links, or if you notice a spelling error or grammar fail on any page of the information - please post it here and let us know.

We as mods really appreciate and welcome any and all player input, be it praise or critique. We know that everyone's human, and that includes mods. To put it bluntly, four brains are better than three, and a dozen are even better. We want this to be an enjoyable experience for everyone, and for the community info to come across as professional, easy to read, and informative. We respect our players as fellow human beings with intelligence, strengths, and experience that can benefit the game as a whole, so please share if you can think of a better or more efficient way that things could be handled, and we will take it into consideration.

Surfing or interested non-members are also more than welcome to post problems with spelling/grammar/links/unclear information/layout glitches.

If you find a broken or missing link in the community info, or any kind of spelling or grammar failure, please feel free to copy and paste the text in the box below and put it in a comment to notify us so we can fix it as soon as possible!



Thank you for being interested enough in our game to contribute.


~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]

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[personal profile] sirensportghost







WANTED CHARACTERS


Information on wanted characters can be found here.

This is a list of characters that players of the game would love to see join us. Please remember that this list is always a little bit behind. It is made up of a years worth of wanted characters. Sometimes the characters wanted on this list are already taken. Sometimes the cast mates who requested those characters have already left the game. Please remember to check the Taken and Reserve pages to make sure the wanted character hasn't already been taken. Thank you.

Please copy and paste the following into a comment in order to add a requested character to this list. Your comment will show up as a text box to make it easier on the mods to refresh the wanted characters list, so don't worry about that!




Wanted Characters

NOBODY
 WANTS ANY NEW FRIENDS?

~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]


sirensportghost: (Default)
[personal profile] sirensportghost






TAKEN CHARACTERS


The List
A list of taken characters for Siren's Pull. The list is in alphabetical order by series and character surname.

If you've been accepted to the game, please fill out the information in the text box below. Your comment will show up as a text box to make it easier for mods to update the list, so don't worry about that!





(GANGSTA.)
Character's Name: Nicolas Brown
Character Journal: [personal profile] aib_069 
[character information | hmd post | ic contact]

update links ^ ^ ^ ^


~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]


~*~

sirensportghost: (Default)
[personal profile] sirensportghost






CHARACTER APPLICATIONS


VERY IMPORTANT NOTE TO APPLICANTS:


The FEBRUARY application cycle will be our last before endgame plotting begins! We'd like to thank you for being a part of our "final season" at Siren's Pull.

We ask that you keep a few things in mind.

1) In order to let the max amount of people apply and still hold an application cap both Reserve and Application will stop at 50 slots. So please select your character carefully, and choose the one which will be most playable and easiest to wow us with. Once we reach the 50th app the applications page will be closed.

Because of the reservation cap the first 24 hours of open application slots are for those people who have an official reserve only. After 24 hours, if there are any spots open they may be taken by anyone, reserved or not. When we reach 50 applications, we close no matter what. Please link your reserve with your app if you post on the first day!

2) With so many anticipated applications coming in there will be some wait time. This is unavoidable for many reasons, the first being that we work through ‘flood control’ where we try not to push too many people in all at once and flood the game. The other is that the App Team and Moderators are players too. With this in mind, please be sure to be patient. It could take up to mid-month to get to some of the later applications.

3) With that in mind, please also consider how much time you have to devote to playing this character and in this game. Please keep in mind that the team puts a lot of effort and time into reading, rating, and processing each application. It’s disheartening and discouraging to have all that effort put out there only to see the character dropped without being played. Please just consider how much you really want to play said character and if you had the time.


We will be putting a lot of time and effort into looking over each application so please put a lot of time into your application as well! Because of the high volume of applications we are expecting to get in we will be a bit more critical while reviewing each application.

To help both current players and potential applicants, we have written up an Application Guide to give a better idea of what we're looking for in a successful application!

Player Information
Name: Your name or alias.
Age: You must be 16 years or older.
AIM SN: Your SN for contact purposes.
email: Your email for contact purposes.
Have you played in an LJ based game before? You will not be rejected or looked down on if you haven't before, we'll just know that you might need to ask more questions and be prepared to help you out as much as possible!
Currently Played Characters: Please list any characters you currently play in Siren's Pull.
Conditional: Activity Check Link: If this is your third character or any character above third, please include a link to your last completed Activity Check.
Conditional: Official Reserve Link: If you are posting your application within the first 24 hours of an open application process you MUST link back to your reserve post in order to be accepted within the first day of applications. This is to help keep any misunderstandings form happening.


Character Information

General
Canon Source: The name of the series/movie/book/anything else your character hails from.
Canon Format: Tell us what sort of format the character's original source was; especially helpful for fandoms that cover multiple formats, for example, Death Note, which has a manga, novel, and movies.
Character's Name: Please give this to us in Western order - given name first, family name second - if your character only has one name, that's fine too; please include any aliases.
Character's Age: The age of your character; if a character appears to be a different age than they truly are, please explain this here.
Conditional: If your character is 13 years of age or under, please clarify how they will be played. Please explain here either why your young character is suited to surviving in the setting of Siren's Pull, or if they are not suited to surviving alone, how you will play them in this setting.

What form will your character's NV take? Mostly just because we're curious and would like to know - what form will your character's communication device take when they enter Siren's Port? Feel free to be creative!

Abilities
Character's Canon Abilities: Please explain the abilities that your character has in canon; if it is a very extensive list, such as in the case of Naruto characters or video game characters that have a large attack tree, a Wikipedia or other information source link is fine, but please specify what your character's attack type of choice or area of focus would be.
Conditional: If your character has no superhuman canon abilities, what dormant ability will you give them? Please choose an ability for your character that the Core would mutate into your character upon entering Siren's Port. You aren't required to play out this ability - if you want to play your character as powerless, that's fine, but every character must have a dormant ability at least, and we'd prefer if it was detailed in the app in case you should choose to activate it. Choose an ability that suits your character's personality or talents, but avoid making him or her overpowered. If you feel that your character's naturally occurring ability is too weak or your character's naturally occurring ability is actually a hindrance, you may suggest an addition to their canon abilities.
Weapons: Your character may bring to Siren's Port any weapons they carried on their person at the time they were brought into the game. If your character has one frequently used weapon that was not on them at the time they were pulled, you may bring that, but only one, not an arsenal please. We'd like an explanation of what the weapon is if it's not something as obvious as "gun" or "bow and arrows."

History/Personality/Plans/etc.
Character History: Please give us a run down of your character's history. You may give us a full written explanation, or you may give us a link to a Wiki entry or other source if that source is well fleshed out and comprehensive. You may do any combination of the two as well - if an information link only covers history within the series, you can do a quick write up about your character's pre-canon childhood and then provide a link.
Point in Canon: We would like a specific point in canon, as well as at least a paragraph detailing the most recent events leading up to your character's arrival in Siren's Port.
Conditional: Brief summary of previous RP history. Fill this in if you are bringing in a character who was previously in another RP. Give us an idea of what development they've gone through in the other game. Feel free to include links.

Character Personality: We would like a solid, comprehensive explanation of your character's personality traits both good and bad. Please give us a good feel for what your character is like and what makes them who they are. This section is especially important if you've given a link for your character's history.
Conditional: Personality development in previous game: If you are bringing in your character from another game, please clarify what character development they've gone through in that game and how it's affected the character's personality.
Character Plans: Please give us an idea of what you're planning to do in Siren's Pull - this doesn't have to be long and it doesn't have to be set in stone, we're just interested in knowing what aspects of the game you are interested in playing with.

Appearance/PB: For characters with a confirmed canon appearance (in the case of comics/animated movies/manga/live action TV or movies) please just link us to an image of the character (please don't insert an image into your application to spare loading time) or a set of icons if you have them already. For characters from books or other non-visual sources, please let us know what your choice of PB is, if you wish to use a PB.

Writing Samples
First Person Sample A sample written in the format of an NV post - this can be text, voice, video, or holographic in format. This sample must be set in the world of Siren's Port.

Third Person Sample A sample written in third person, in the form of a prose or log tag. This could be anything from fighting a monster to decorating a house. If you're stumped on a scenario to use for this sample, a good start is to write your character's first reaction to arriving in Siren's Port. Be sure to keep it focused around your character and avoid overuse of canonmates or NPCs - it should read like a log tag, not a fanfiction. This sample must be set in the world of Siren's Port to give us an idea of how you will handle the setting.



Important Note On Application Processing


Siren's Pull receives between 45 and 70 applications every month, with our average being in the mid-60s and our record sitting at 82.

Please be aware that, due to this high volume of applications, you will need to be prepared to wait a week, at the very least, for your application to be processed if not more.

We have a dedicated app team to assist the moderators with applications who work very hard at processing as quickly as possible but we all have lives and schedules that can't be dropped for apps every month. They are volunteers and are doing this out of love for the game, so please try to be patient and courteous to everyone involved.



Feel free to copy and paste the below text box for a pre-HTML-coded application form.



Once you've filled out the application, you may post it by either linking us in a comment to your application on your character journal, or by pasting it in a series of comments. If you choose the latter, please be sure to reply to your own original comment rather than posting each as a new comment, to avoid confusion.

Please be sure to include your character's name and canon when posting your application.


~*~

[rules | faq | mod information | player contact | suggestion box]

[wanted characters | taken characters | reserves | applications]

[drop/hiatus | starter apartment listing | housing/jobs/vehicles | affiliation list/request | news notification post]

[basic world info | in-depth world info | maps and locations | bestiary and darkness guide | npc info and contact | bounty hunting info]


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Siren's Port: Ghost Town OOC

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