Story Cyanide City (WIP)


CYANIDE CITY





In the desolate West lies one bright neon city of power.

Aurora.

This great sprawling metropolis is a new start for everyone who enters its borders, and maybe The West itself. It promises to revitalize the western lands from the war that came before it. Tales of comfort, fun, and more allured many people through advertisements. But, I'm not gonna bullshit you here. You won't find any of those promises in this city. Well, not until you get used to it.

Aurora is a breeding ground of the absolute worst people on this planet, no different than the uncivilized lands outside the borders. It's a city with factions vying for power along with rampant danger filling the streets. But, it's also a place where anything can be found if you look hard enough. A city where the truly desperate come to find a way out of their current situation. A city full of crime, violence, and despair, but also a city of opportunity.

Because in Aurora: You will either be hardened into the greatest warrior you can be or shatter into a million pieces. Everyone's fair game in this city, even the Corpo boys and authorities playing can lose while you come out on top.

How you're gonna do that is all on you. I ain't the judge of your life. You can be a good guy trying to fix the city or some villain in the sea of unwashed masses, nobody would really care. Honestly, just do what you want. Whatever your goal is, you'll have a place in Aurora.

The Ravers of Aurora
Leader: Hezeda The Rebel Idol

"We don't need much to win. Just drugs, some guns, our triple-digit mental illnesses, and a dream!"


Aurora: By the people -- For the people! That's what the ravers preach.

They are a group of rebels turned into one of the biggest powerhouses of Cyanide City, and it is all thanks to their powerful leader. Unlike most factions, it is on equal grounds with the corporations themselves. They're a massive threat they wouldn't dare oppose, let alone for other factions to stand against. Their leader is a cult of personality constantly spreading influence, and her underlings ruthless and cunning. Its members are ever growing, and so is its power.

Which makes their hedonistic and joyous culture even weirder.

Unlike the more formal and militaristic factions of Cyanide City. Ravers don't hold much experience, but they compensate with overwhelming forces and ingenuity. Guerilla warfare is their game, and they are also willing to throw themselves into the frontlines in a drug induced psychosis if needed. Hell, their connected members can do anything with their varied set of skills thanks to their members coming from all walks of life, some having a personal vendetta against the corporations. Track down a hiding VIP's hideout with little more than a short video? Sure. Hack into a highly secure network of a faction and leak their files? You betcha. Many forces of Cyanide City stopped treating them like a joke after their display of force, trampling and looting those who dare oppose them.

Part of the reason they're constantly getting new members is the lifestyle that comes with being one. They preach of being truly free with the fun that comes with it. Drugs, sex, money, and parties are abundant in this faction. Doesn't help that their leader is a hedonistic celebrity.

She is the most successful idol in the city. She has the people's love, and is exploiting it to gain even more power against every faction and corporation in Aurora. She was a star that ran from her contract in the middle of the peak of her career, involved heavily onto the shady ongoings of The Corporations of Aurora. Mix her insider knowledge of the Corporations with a cult-leader-like sway she has with people: She easily gained free loyalty and members to her cause of rebelling against the powers.
It is a varied faction of morally bankrupt whores, druggies, and even more, fighting so they can continue to have their way.

The Representatives
Leader: Sebastian Cooper

"Don't you worry about politics and talking, kid. I'll handle that for ya. I know how to play those games, and I've played 'em all."


Cyanide City. The home of the truly free. It is uncontrollable to the eyes of many, even the most domineering factions or authority figures can admit to this. It is a city so thick with unpredictability and chaos that most wouldn't even think of taming it. It's always a loud time in the city of dreams, and most see the chaos as the reason you come here.

The Ravers are the biggest reason as to why this is. Their presence is destabilizing, encouraging chaos from everyone and always picking fights with authorities. They have the greatest influence of all the factions, and their will is to enforce the complete freedom of the people whether they're good or bad.

The Corporations know this, and there must still be somebody to enforce their will. To make sure Aurora won't become The Ravers playground.

And so years after it was made, they activated the project. They gathered their greatest and formed The Representatives. The main Corporate Regulators of Aurora.

The Representatives have a variety of refined skills that are equal to their authority. They use it to keep their control over the city, and have many uses for the corporations at large: From "diplomacy" to Assassinations, at least a dozen have the skill to complete any tasks thrown their way.

Well versed in Aurora's gang politics and skilled beyond the average Westerner. The Representatives are a faction of elites, and they won't accept anything less. In this faction you'll find the best of the best: Corporate Spies who've been unknowingly planted into enemy factions for years, Hitmen who can rival the VIPs of Aurora with exclusive weapons to boot, and "Diplomats" who successfully made minor factions completely docile to The Representative's control.

The factions in their pocket give them great influence all around. They are even granted benefits which depend on their loyalty. Show too much autonomy and The Representatives will stomp it down and reinforce their watching eye on you.

They're supposed to make sure none of the factions ever become too big for comfort, and every single member is taught how to break factions down with their own individual skill set. Whether they're a Spy, Diplomat, or Hitman: They will be a massive threat to your faction's growth.

The Old West Soldiers
The Leader: King Darius

"We thought the war was over, that we would be at peace after our hardships. But here we are again, brought back from the dead to fight for something new."

In the cold mass grave surrounding Aurora are soldiers, politicians, and the once great people of the Western world. They lay dormant underneath the soil of their own failure, never moving, never thinking... That is until they've risen once again from their graves at the call of a new city born from the ashes of the west. In their long trudge towards the city of dreams, they were planning to simply integrate themselves into the new government, but what they saw disgusted them. A city of vice and corruption, instigating Westerners' inner demons for cash. This city was a perversion of what The Old West once was. They were always pragmatic, but this was sickening to them. Drugs, sex, and more fill the streets with seemingly no regulation for maximizing cash. They will not stand for this, and they will make sure The West's new chance in civilization will not turn into a cesspit of degeneracy.

They have the destructive power of veterans, the vision of great people to guide them, and they're all dedicated to one cause: To fix the city from its sins. They spread propaganda, reaching out to the heroes of Cyanide City with promises of peace and order. They're few and far between compared to the masses of Aurora, but even with their little numbers they're a force to be reckoned with.

They were terrifying enough as living beings, but their newfound powers of the undead gave them a larger advantage.

From hardened skeleton soldiers who have no biological weaknesses whatsoever to ghost agents who can sabotage with ease using spectral powers. Every single one of them is a true threat to deal with.

Other Factions:
Leader: The Newscaster

"We've got violence, danger, sex, and drugs
And it's awesome 'cause all of it's real!
We do the illusion of news!
And while you think you're choosing the views that you feel!"


Knowledge is power, and no other faction has it than The Big News. It is a media machine filled with nosy newshawks looking to get the greatest scoops paired with their exploitative editors who guarantee clicks with their curiosity peaking titles. They have control over the average citizen's views, giving them the ability to make or break anyone's reputation whether it was warranted or not. They're known to show some fake news every once in a while.

Their newshawks go through a fair share of trouble, often having dirt on many factions and VIPs of Cyanide City. Despite portraying themselves as a lowly news station, they hold massive power over the common man in Cyanide City. More control than even The Representatives. Their Public relations definitely help, seeing that they're seen as the greatest source of real news in Cyanide City even if they're far from it.

Most of their news comes from a source of wanting to further the leader's agendas, who buys and sells intel if it means fulfilling his plans. Known as The Newscaster, he has been a thorn in the side of many factions. Through the power of the media, he's successfully defeated his enemies without raising a single weapon. Not to mention he's quite popular with the people. He's a massive influencer, a cult of personality in the media's side and sometimes Corporations. Some might even say he rivals The Raver Ruler Hezeda's sway with the people.

They are well regarded with information brokers, whistleblowers, and leakers. They're often given marks of protection making sure they stay safe since the faction lives off them. Many take great comfort over their protection since there was never a man that's been in big trouble when they were ensured safety by the Big News Studio… Or that's what they say, at least. They throw around fake news, so they can easily cover up incidents when their whistleblowers have a little accident at work. They do this for a lot of incidents, and since they control most of the news they are damn good at doing it.

Leader: Happy
NewCanvas1Happy.png

"This can't be good for me, but I feel great!"

Due to faulty testing of Priority Co's drugs, these medicines have been released to the public with deadly effects to its consumers. Though, only working for people who needed the medicine's treatment, it flew off the shelves thanks to them being the leading company to all medical technology. It helped many people in their lives. It was as if it was a miracle drug, the biggest breakthrough of medicine the world has ever seen.

The effects of these drugs could boost your mental and physical faculties to no limit, it did far more than stabilize your body and mind. It practically gave you super-powers with the right doses. People loved it, and once this was found out their profits tripled! It was a another good product for Priority Co.

This miracle medicine was almost flawless for just an entire year before news broke out that it made their bodies ticking time bombs. The effects of its withdrawal can cripple you harder than you were in the past, meds you used to compensate for your illnesses can ultimately make them even worse.
The moment this was known, the drugs were pulled off the shelves before it could harm further and Priority quickly went to work on cures, but they couldn't make one fast enough.

With the steady decline of Priority Co's recalled drugs creeping in, the medheads found themselves facing the deadly effects of its withdrawal one by one. Luckily for them, the Representative's came with an offer, stopping them from dropping like flies all over Aurora was part of the reason, but they had other intentions. They will give them exclusive access to the drugs they seek at the promise of their unwavering subservience. They seek to use the variety of newly gained abilities the medheads have for the good of the city.

They could choose to opt out of the offer and go back to being "A cripple fuck via a cure" as one of the members said or keep their newfound capabilities along with a comfy new job with a lot of cash. Those who choose to take the deal are given a job, and a brand new purpose in life. Most even became high functioning thanks to The Representative's treatment. They are loyal to the core, and also supremely useful. They fill many roles: The Roid Monkeys can be the muscle, The Enlighteneds prophetic visions can make for great contingencies, and much more.
They follow The Representatives seeing that they're the only ones willing to give them access to the banned drugs they seek.

Leader: Adam Maxwell

"We fought for this new golden age for the nation, and our prize? Become too broken for us to stay in it."


A group of Soldiers who fought tooth and nail for their homeland, having been made as a splinter group meant to stave off psyche-breaking abominations that the main forces cannot deal with without heavy damage to the mind and body. This group was often seen as disposable, so they had the most impossible jobs that border on suicide missions at the very least. Yet, they somehow persevered and fought through everything against them.

In these escapades, they've seen and experienced things no average man should have, which ruined their sanity and further detached them from humanity due to their knowledge and trauma of the eldritch and disturbing. They've faced many revelations that damaged their psyche, shown them knowledge that would have been better off left in the dark. Despite all this, they cleaved and shot through their missions for the sake of a government that ultimately saw them as disposable.

After their final mission sealing away the evils of their homeland, they managed to create an ever-lasting peace for their people. All of them became Legends to their home with its members being the highest decorated soldiers in history along with bountiful funds to make sure they'll never grow poor in their lives.

The dark ages are over, they can see that. Their side of the world was becoming more peaceful thanks to their sacrifices. Their efforts landed their nation a positive relationship with their neighbors, making them a superpower who did their best to make everyone around them heal from the dreary life they've defeated. They made great peace in their continent, preventing something like the fall of The West from happening in their side of the world.

So, when they tried to live normal lives with their families: They simply couldn't. They couldn't reap the joys of this new age they've helped bring. Their work of handling monstrous, mind-breaking abominations and artifacts have taken too much of a toll on their mental, making them believe they'll only be a detriment in this golden era of peace. They knew they were ticking timebombs, but they didn't want their friends and family caught in the blast. And so they chose to leave their homeland altogether rather be forced to keep trying to live a normal life and failing due to their damaged character and broken spirit.

And once their afflictions were starting to affect others, they went to the hellhole that is Cyanide City to continue their lives bringing all their belongings along with them. They left no trace behind as they left a peaceful future for a wicked one of their own, where they'll be at home fighting beasts and monsters like they were conditioned to do.

Leader: Guess.
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"I just saw a group of children stabbing a drugged up celebrity to death in the alley... It was like they're just having fun when they did it."

Bastard Children are a commodity here in Aurora, often abandoned by the ones supposed to protect them or ran away from home due to its poor conditions. In fact, there are so many of them that some even formed groups and bonds in order to help each other since no one else would. They've found more family with each other than their biological parents often huddled together on a barrel fire telling each other stories and sharing scraps of food they managed to obtain.

They became known as a safe haven for lost children, always there to support the little guys who have nowhere else to go. Their numbers made it hard to manage, but they were all willing to work together seeing that they're the only ones willing to help them. They formed their own secret society, trying to help each other out with the little they had. Soon, they had enough to be happy with each other.

They did many things to keep themselves afloat, scavenging jobs, eavesdropping and spying on people of interest, stealing for factions, planting bombs, and last but not least: Assassinations.

Most of them consist of Half/Regular-Toons with irresponsible parents and are seen as abominations for their uncanny appearance, the mentally impaired harmed by polluted air and substances the mother took in, and far more. Because of their abnormalities, they were treated worse than they already would have been as Auroran Vagrants.

Their time together in the cold streets of Cyanide City, doing desperate things to survive and eat eventually gave them a hatred of the adults surrounding them. They were done begging people for money and being short changed for their work. They performed multiple attacks against the adults they disliked for their belongings. They became such a massive issue to the point where The Representatives had to take action. Since declaring war would be a massive PR Issue, they instead gave them a home for themselves. They were originally distrustful, but they soon came to love The Representatives for being the only adults to pull them out of the streets.

They are fiercely loyal to The Representatives, and the Corporate Men used it to their advantage. They were now assets of Theirs, prepared to do whatever it takes to serve their new boss.

Races:
Cop-Bots:
Cop Bots. The bright blue enforcers of Cyanide City. They're the face of law enforcement and rightfully so. They have enough charisma to make the citizens feel safe with their presence, and the firepower to protect them! These tech marvels are a massive success for Cyanide City. Some tourists even enter its borders just to talk with them.

They act like peppy underdogs when dealing with criminals in public. But when alone with lawbreakers, they are brutal in their methods. Their personality chip turns off and they become cold, heartless machines when fighting. Criminals who see this side usually "disappear" before they can get the word out.

Other than that terrifying fact. They're the good heroes of Cyanide City, keeping the streets clean and the people entertained.

There are many Cop-Bot variants, which might be enough to make themselves a race of their own at this point. The differences come with what job they take, there's meter-maids who are more fragile but lighter than most, or SWAT-Bots who are the most heavy duty of all the variants. They also have a different personality chip for each variant.

They make up a bulk of the Police force, leaving many cops of flesh and blood to take on more administrative roles ensuring that The Cop Bots are all safe and in-line. However, the influx of a sentient software virus race has greatly debilitated the effectiveness of these robots giving way for many jobs for humans to take care of them. Every living being has a Cop-Bot partner with them, and most get along with their metal partners, some despise their unprofessional personalities… While others need some therapy and actual friends with how they treat them.

Overall, these robots are a massive success for the city and they're not going anywhere anytime soon.

ME-D1C:
One of the various models of robots created within the city of Aurora, this specific model of robot is one of the workforces within Priority Co., and a decent chunk as well. With their capability to be inserted various medical information that would have taken a normal human years to learn, or not get sick of something were to go badly (along with having a sturdy 'shell' as to survive more 'rowdy' patients), these Medical bots are rather useful in the ways they can be implemented within hospitals. Having been implanted with a code long ago that prevents them from even touching weapons in the first place, it goes to show that there won't be a robot uprising in a long while, for its so deeply implanted that even hacked one's would avoid weapons when they see one."

"Within other things, these robots are more 'friendly' to others as to calm down patients, and especially both caring and careful when regarding them, such as with children and babies. It's not surprising to see one of these bots gently feeding a baby without crushing them. And with the capability to store medical tools within their body and be hooked up to a quick-to-use healing gel tank that closes up wounds cleanly and rapidly… It's no surprise that these bots are often favored within Priority Co. [Lazaro1505's Idea]

Toons:
Ah, Toons. They're the hedonistic attention seeking type even if they don't intend to be, but that's what makes them great for Aurora! In fact, they'd be perfect customers if they weren't so damn chaotic and problematic. Toons are put through heavy rules to live here, so restricting to the point of insanity. And it is all justified in most people's eyes thanks to how dangerous they are. They couldn't sit on a chair with somebody without the random chance of them launching said somebody into the air because they sat down too hard.

Toons are kept in a tight leash by The Representatives, always trying to control them, always watching their every move. They might be borderline immortal reality warpers, but The Representatives dealt themselves an advantage to make sure they won't fight back. They have the means of putting them down for good, and they call this substance "Dip." It can really debilitate Toons with just a pint of it, and a few more doses will surely kill them.

They still have the right to defend themselves, but thanks to general paranoia and fear of a Toon going homicidal it is an unreliable defense for them.

Despite those hiccups, people appreciate them for what they've done for Cyanide City. Their creative minds and unending talent to amuse makes them perfect for many jobs in the entertainment industry. The greatest movies, songs, and comedies usually come from Toons. They seem to have a natural talent for it, even if it's their first time on the job.

It begs the question as to where these Toons even come from. They just appear out of nowhere and settle themselves. People stopped questioning it a long time ago, but many still try to find their origin.

Toons come from a world called "Dreamscape."

Dreamscape is the collective imaginations of the world, where all of fiction and imagination resides existing in their own realm. No person in our plane of reality has ever seen this place, but Toons speak of it fondly. When questioned about it, they often have varying answers which make it hard to believe it's in the same realm of reality. Some describe a land of sunshine and rainbows, some describe hell on earth to an exaggerated degree, but most describe something that's hard to even visualize. Only thing that's consistent in their descriptions is its inconsistency.

Despite heavy investigation of Toons, Dreamscape is still a total mystery despite their detailed discoveries of this race.

The reason Toons have attention-grabbing jobs is because they are influenced by what the general thinks of them. So, they constantly need positive reinforcement from the fans or suffer falling from grace and becoming something they don't want to be. They have a hard time trying to be something that the fans don't care for even though the toon themselves wants that.

Living Company Mascots:
They are real, living mascots of a company, constantly trying to catch your eyes and money. They star in so many advertisements, big events, and sponsorships that their image is practically branded into your mind. Almost every big time business has one, and it's a tough market as well.

They're not just a pretty face though. They're also used as Ambassadors, having a nice way with words when it comes to advertising and business deals. Sometimes they even get hands-on with company problems.

The Corporate mascots are usually experiments that are made from the DNA of the most charismatic and business-minded Toons. Thanks to their genetically perfected bodies. These laboratory-made Toons are a tried and true way to maximize success for mascots. So much so that using anything other than them is considered too much of a gamble. Part of the reason the current method exists is because of those failed gambles, which included Serva, Hezeda, and many more Mascots gone rogue.

Unlike most Toons, Corporate Mascots have more leeway with violent acts than the regular bunch, mostly thanks to them being on the same side as The Representatives. They're allowed to do dirty work for The Corporations they serve, and if the task includes killing a bunch of people who oppose them: Then that's what they're going to do. They're often helped by Representatives themselves to strengthen Corporate hold in the city.

They also have the same reality warping power as regular Toons, so the appearance of a Company Mascot doing dirty work is always a sight for panic. They're often called "The Dragons" by more magic-oriented visitors for a good reason.

Half-Toons:
The Midway mark that is the result of an Human reproducing with an Toon, the result is a hybrid that combines the traits of both species known as an Half-Toon. They are generally easily identifiable due to both their human-like appearance as well as appearing as if they are underneath a cartoon filter at the same time, looking real and fake at all times. Often such appearance is the reason why they are generally discriminated against within Cyanide City, due to them being within the uncanny valley of looking both real and fake to toons and humans alike which disturbs them."

"While some don't make it to adulthood, the uncommon amount that does make it often wears clothing that covers their entire body as to hide their half-toon nature. And regarding abilities, half-toons harbor some of the parent's toon nature such as things ranging from sound effects at random times or being able to squeeze through smaller openings, while having to remain in the limits of reality like a human, not being able to be squished entirely or risk dying. (Lazaro1505's idea)

These are beings of otherworldly origins. Celestial entities meant to bond with people it deems to have potential to change the world for the better. If a Star Soul possesses you, you will be given God-like powers at the cost of having it constantly talk to you in your head as a guide.

You can even allow it to have control over your body if you want. Not like it's dangerous since you can revoke that privilege anytime. Might be beneficial even, an untrained human fused with a Star Soul can easily give the most skilled combatants in Cyanide City trouble, they can just give control to the Star Soul and let them do all the work.

Star Souls usually have decades of experience under their belt, bouncing from body to body in search of worthy people to fuse themselves with. In the past they could have been a feared empty suit of power armor, or maybe even a man made of molten lava who burned everything in their path.

If they spend too much time without a body, the atmosphere of our planet will kill them. Though, if they possess non organic entities such as water or dolls, they will have full control over the body, and can leave anytime they want. However, in order to gain enhanced physical abilities and powers: They need to fuse with a living being with flesh, but some don't care for that and settle with the alternative.

Those who landed on Cyanide City often had their purpose thrown away due to vanity. They started going for what's hot rather than something actually useful such as power armor. There's even a business making bodies for these entities and business is good. Now, you barely see any of them fusing with a worthy human who they'll help change the world. Their main purpose for all these centuries forgotten.

The Chosen:
Being chosen as worthy of their power by a Star Soul is no laughing matter since merging with a living man can be permanent until death. Gaining the trust of these beings is hard, especially in the current environment of Cyanide City. They mostly resort to possessing non-sentient entities so they have full control, so being a Chosen Human is a pretty big deal. What makes it even better is that you're now stronger than ever. Chosen Beings have magical abilities to boot, accompanied by an enhanced body that's stronger, faster, and tougher.

Good luck to anyone trying to fight you.

Tapwaters:
Out of a hurry or something else. These Star Souls decided to possess liquid substances. Mud, water, soda. It doesn't matter! If it's a liquid, it can be possessed. Within this "Body." They can freely shape their form however they want. They can absorb other liquids too and make themselves bigger, meaning they have more room to shapeshift into wilder things.

It's hard to maintain their form and keeping themselves clean can be a nightmare, but once they master the intricacies, they usually forget about merging with live beings and stay a Tapwater. Tapwaters are one of a kind, and they're usually not seen often because of said intricacies. Those who are in the public are treated like exotic animals people awe over. You'll usually see them holding high class jobs where they act as attractions. For example, a Tapwater made of wine selling you drinks at a 5 star bar.

Harriets:
Named after the most famous Star Soul to possess a puppet. Harriet's are one of the most varied sub-races in Cyanide City who can range from every nook and cranny in the world. They can be marionettes, robots, armor, cars, as long as it's non-sentient, they can make it a body! It's far easier than being a Tapwater, that's for sure. Controlling a fully physical body is more of a breeze than wrangling a liquid one and trying your damnedest to keep your form stable.

It has its perks, especially when possessing tough armor. They're usually the most common of the Star Soul races to see. There's even a business for Harriet's where they can get somebody to make them a body of their own design. They also get jobs as mascots for sports, birthdays, and the likes. They're mostly for small time businesses that can't hire Toons to do the job.

They fit well in Cyanide City, even having their own bodies manufactured for a specific job to give them maximum efficiency.

We've already talked about them in The Medhead Unity faction, so this won't be long.

Medheads are junkies powered by the drugs they took. Priority Co's medicines practically evolved these people beyond humanity. Their bodies are enhanced, and their minds enlightened(?) They're a whole new beast than what they previously were. Most Medheads were physically or mentally weak, whether they lost the gene lottery or aged past their prime. They used these drugs to help themselves keep up with the best.

The abilities the meds give you all depend on which you're taking.

The Enlightened:
The Enlightened work on a completely different set of rules. Hell, they might as well come from a different plane of reality altogether. They seem to know more than they should, and see anything no matter how invisible it is to the naked eye. They're often referred to as drug-induced psychics.

The withdrawal of these meds is definitely the worst one. The more you go on without a hit, the slower you'll become both mentally and physically. It will get worse and worse until you take another.

High functioning Enlightened prove themselves to be very smart people, far more astute than who they were before. They're placed as leaders, intellectuals, and the main administrative force of factions. However, it's hard to hold a conversation with them because of how different their psyche is. Especially if you're just an average dude, but if you somehow understand them you'll feel like you just answered the riddle to unlock the doors of a fulfilling life.

Roid Monkeys:
The meanest, toughest, sons of bitches in Cyanide City. People of pure muscle mass, strong as Hercules and more durable than a reinforced fortress. Their weight might slow them down, but speed might be the only advantage their enemies have.

Roid Monkeys make for the greatest bouncers and bodyguards of Cyanide City, no establishment these people are guarding has much trouble due to their sheer presence alone. They make up the city's most expensive muscle, and a lot more jobs. It's better to hire one Roid Monkey than a dozen "Inferiors" for a purely physical job in the eyes of Cyanide City.

Roid Monkeys have massive superiority problems, bullying those who are weaker because they know they can't fight back. When in reality, The Roid Monkeys usually consist of the weak who are tired of being who they are, or bodybuilders who want more and more. So, they used a wonder drug to achieve their dreams. Both are equally pathetic.

Technomancers / Psychomancers:
These chrome domes possess unique abilities dubbed technopathy.

• Communicating with machines and other technology and influencing them enough to be under control.

• Manipulating any and all static electromagnetic waves in the air and converting them into powerful telekinetic/psychokinetic energy.

"Technopaths" have an innate connection to electronic devices, computers, and other technological systems.

User sensitivity to any electromagnetic wave on the spectrum allows them to absorb, harness, and distribute this force into psychokinetic energy.

Essentially; one will become a walking converter or generator.

Technopathy is often depicted as a form of telepathy, where one can communicate with machines and read their thoughts or intentions. This allows technopaths to interface with technology on a much deeper level than most humans, allowing them to control devices, hack systems, and extract information with relative ease.

People with technopathic abilities can even create and manipulate technology using their minds. Bringing new machines to life or changing the function of existing ones in the process. Repairing or modifying them with a touch or a thought.

A user even understands how to manipulate simple appliances and complex systems and networks alike, being that 'in tune.'

It can also help perceive the digital world in ways that others cannot, allowing them to see patterns and connections that would be invisible non-medheads.

However, technopathy can be both a blessing and a curse. Powers like these can be isolating, as users may have difficulty relating to others who do not share their abilities. In most cases, it can lead to users feeling detached from reality, and questioning their own humanity.

Additionally, users may be targeted by those who fear or envy their powers.

One thing is for sure, though. Psychomancers struggles to keep their abilities in check.

In a world where technology is omnipresent, too many incentives will overwhelm a user. That, combined with (a reliance on) substance abuse or even overusage of this ability can burden their mind to a point of no return.

Worst case: a psychological meltdown will ensue and their powers jumpstart into overdrive.

Their abilities will overclock, even if their physical bodies can't handle it. Rapidly absorbing, converting and generating the electromagnetic waves around them, but not being able to offload what they generate. Their input doesn't match their output.

Power will scale infinitely further until the mind gives out...

... and a chain reaction of absorbed kinetic energy will detonate violently with varying levels of kilotons.

The pipeline between technopathy and becoming a (para-)human bomb is very short when you don't keep your own limits in check. Be that by diving into more illegal substances or by limiting your power usage for your own sake, and that of an entire city block... or 30.

Note: these individuals are highly dangerous yet pretty uncommon. (Kay's Idea)

WIP

VIPs:
Servant.png


Serva was once a robotic mascot that took the world by storm. Her worldwide appeal raked in a lot of cash for her company, and effectively made her a pop-culture phenomenon. She was one of the first fully functioning living mascots in the business, but her derivative competitors weren't able to knock off her starpower.

No, it's a malicious virus that did it.

It inserted itself into the robot, and used her body to cause havoc all over the city, effectively turning her into a terror you would not want to see at night. She even got a bounty tagged onto her by the very company that made her since she's now a massive PR nightmare.

Despite the company's best efforts, Serva is still kicking in the underworld of Cyanide City, fighting against the virus in her brain and attempting to win control over herself again. Her presence alone is like an EMP field, destroying any electronics that come close to her and inserting copies of the virus in her head into other robots. Despite her diminutive stature and adorable appearance, she's feared by anyone, a robotic boogeyman that makes anyone in this tech-dependent city run in a panic.

Corporations:
Home to the greatest doctors in Aurora, Priority Co has made great medical breakthroughs not even entire nations can compare to.

There is no such thing as incurable in this facility, and many outsiders flocked to Aurora's borders just for their services. They would become the world's largest pharmaceutical company in the world if they weren't exclusive to Cyanide City. Of course, that exclusivity is a ruse to get more people in Aurora.

Priority Co doesn't just excel at Prescription Drugs. They didn't stay at the top of the city without "innovation," of course. It certainly is a factor to their success, but what kept them at the top was their corporate maneuvering. With the help of snuffing out other businesses and buying them from pennies on the dollar. They successfully gathered most of the major medicine companies in Aurora and merged them with Priority Co.

It is a bastion of help and healing built on years of conflict and exploitation.
(To add: Priority Co is a medical company that sells healing shit and body enhancers, capitalizing on the violent dog eat dog mindset of Cyanide City and the weak's need to be stronger in order to survive.
People get hurt a lot in Cyanide City, so being a doctor in there will give you mad paper.)

The Averies are a reality wide group of entities, residing in every part of the countless timelines in the world. Prone to infighting and clashing ideals, The Averies are a divided people. Some rallied enough Averies to create a gang with partial success, but no other group holds a candle to The Avery Industries. This is where the intellectuals come to work with other like-minded Averies, it started small but it eventually turned into a corporate body claiming authority on all Averies in the timelines.

With this much power: They planted a social contract into the unruly world of Averies, bringing order and stability into the timelines. They are ever growing with more and more Averies coming into the fold as the timelines endlessly expand.

Other than being the only organization enforcing the rule of law for the Averies. What exactly is Avery Industries? It is also a pharmaceutical company. It was once a ruse, planted in every timeline in the world as an undercover operation, but thanks to the combined geniuses of The smartest Averies working to keep up the facade: They found success in it.

So much success, in fact, that some of the Averies in the business are beginning to stray far away from the intended mission in order to maximize profit, causing great disruption on the mission instead of giving the organization more power. It hasn't exploded beyond proportion yet, but the possibility of it is always looming over the company.

Side Lore:
Infrastructure Lore Link
Made by Kay
 
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