Post by kaninchen on Oct 9, 2020 19:58:19 GMT -5
Suggested Audio Experience:
Setting the Scene:
New Haven.
Nearly thirteen-hundred years ago, the city of New Haven was founded by Xerxes, the last Great Warlord who unified the entire planet. It was meant to signify a new era -- a place where all walks of life could come together, where anyone regardless of nationality, creed, faction, or political affiliation could stay. A neutral ground, protected by safety pacts and peace treaties. The city grew rapidly, and a golden age ensued.
Now, a new golden age is upon New Haven. Fool's gold.
New Haven is now a megacity. Nearly two-thirds of the entire planet's population. The residential areas alone account for a quarter of the planet's livable landmass. Countless more space is needed for the businesses, factories, greenhouses, entertainment, education, and other venues. Almost every corporation is headquartered in New Haven; those that aren't will still have a "New Haven" division. Counties, districts, and boroughs divide up the city, lead by politicians that represent hundreds of thousands of people at once. At the center, the Solaris Tower -- the heart of Solaris Tech Industries, the largest corporation in the world... who essentially have the government in their pocket, and who also fund Midnight Eclipse, the paramilitary mercenary organization that deposed the previous Xerxian army in a violent coup. The city is under the thumb of Solaris, and kept in check by the iron fist of the Eclipse.
There is no greater beacon of light in the universe, no denser collection of life, no finer achievement of construction, infrastructure, and bureaucracy.
But there is also no darker spot in the universe, where corruption sinks its claws into everything. Gangs, mafias, and organized crime run rampant. Politicians are... well, politicians. The opulent lives of the upper class are built upon mountains of corpses. The gears of factories are oiled with the sweat of workers. Designer goods will cost barely anything to manufacture, but will sell for thousands of credits. The streets are awash with blood and neon. This is the reality of the present day.
Opulence breeds complacency. And complacency breeds laziness. You're about to take advantage of that laziness.
The Velvet Paradise Casino, in the heart of New Haven's most high-class district. The average income of residents living here is in the millions of credits. Playing slots or betting on cards is pocket change for nearly everyone who enters New Haven's entertainment district. The Paradise's vault alone contains millions upon millions of credits. Bank passwords might unlock even more credits, in the form of digital accounts and offshore assets.
Only one bank you care about, and that's you banking on the residents of The Velvet Paradise to be too drunk and too naive to notice you stealing everything.
This will either be a disaster, or it'll be the biggest heist in history.
Synopsis:
STOLEN PARADISE is a cooperative heist game in which you, the players, will guide a team of trained professionals through The Velvet Paradise Casino. Every move, every action, down to the second, must be perfect. Failure will risk you limiting the amount of money you can steal, getting caught, or worst of all: death. All the money in the world doesn't mean a thing when you're six feet under. Your goal is to get as much cash as possible -- getting into the money vault, stealing bank passwords, or even just smashing slot machines open will get it done.
This first part is the CREATION PHASE, where the team will be created by the players. Then, there will be a SETUP PHASE as your team prepares for the heist. And finally, the ACTION PHASE, where it all happens.
Creation Phase:
First thing's first, you're going to need a team. The team will have four members, each with a different archetype. Each team member must be a different archetype.
There are more archetypes than there are team members, so choose wisely. Archetypes are chosen in order of most to least votes, and ties will have tiebreaker votes.
Archetypes:
The Ghost:
Pros: Extremely stealthy. Can get into places others normally can't. Doesn't leave a trace.
Cons: Not great in a fight, and can break under too much pressure.
The Rogue:
Pros: Blends into the crowd. Smooth talker. Has a disguise. Can handle a little bit of fighting.
Cons: Needs to work hard to keep their cover identity up. Once the disguise is blown, it can't be used again.
The Cleaner:
Pros: Incredibly handy in a fight. Easily takes down guards, and can hide the bodies well. Can keep civilians under control.
Cons: Not much utility beyond fighting. Not too stealthy.
Cons: Not much utility beyond fighting. Not too stealthy.
The Scout:
Pros: Sits atop a nearby building, scanning the windows and providing constant updates to warn other team members of danger. Can't get spotted.
Cons: Can't move from their position, which limits which rooms they can or can't see into.
Cons: Can't move from their position, which limits which rooms they can or can't see into.
The Hacker:
Pros: Can get into pretty much any electronic device. Capable of tapping into security networks after setting up their hacking gear.
Cons: Awful in a fight. Their hacking gear, once spotted, is immediately suspicious.
Cons: Awful in a fight. Their hacking gear, once spotted, is immediately suspicious.
The Burglar:
Pros: Fairly stealthy. Quick fingers. Can pickpocket other people without them noticing. Can pick some locks.
Cons: Can't actually handle a full-on fight, and awful at conversation -- don't try bluffing with this person.
Cons: Can't actually handle a full-on fight, and awful at conversation -- don't try bluffing with this person.
The Inside Job:
Pros: Can open some 'back doors' for the rest of the team. Can convince some security guards or employees to leave their position. Has the "element of surprise" in most fights.
Cons: Once their cover is blown, it's over for them. Not great in a straight-up fight.
Cons: Once their cover is blown, it's over for them. Not great in a straight-up fight.