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Vigilance
Vigilance
Retired Staff
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Registered:
over 2 years ago
Last Seen:
8 hours ago
Profile Views:
2167
Pronouns
He / Him
Motto
Cyberpunk
Characters
Jeremiah Van Pelt, Zephero Aercole
    Bound together by a common need to survive, the Cabal is a union of crime comprised of various factions within the Spire's underbelly. Unlike the Seneschalty above, the leaders of each member-faction that comprise the Cabal are all of equal standing. No one person or gang leads them, but rather each faction represents their unique needs desires to a small circle known as the Quiet Council: A group of faction leaders who practice the art of politics and negotiation with one another to resolve infighting and tension with the Surface (commonly referred to as 'Topside' or 'Skyside').   At its core, the Cabal's mission is to improve the quality of life for its denizens in the Undercity. Improvement of infrastructure and safety is extended to all, even unaffiliated vagabonds so long as they do not oppose the Cabal and its Omertà. The greatest enemy to the Cabal is the Surface, which is seen as an opposition so tantamount that its members would cease an active war with one another to turn against a topside incursion.     —The Omertà— Law of the Cabal The following laws are the cornerstone of the Spire's underworld Cabal. They are sacred, paramount, and a requirement to partake of the numerous benefits offered by organized crime. To break one is a dire offense that will not be received without equally grave consequences. The privileges offered by Omertà set those under the Cabal’s watch up for success in their criminal aspirations. Silence | Matters conducted under the protection of the Cabal are never to be brought before the Spire Guard or any surface authority. Any dispute, crime, or arrangement sanctioned by the Cabal shall be resolved within it. To call the Guard upon Cabal business is to invite the Guard into all our affairs. Those who break Silence in protected matters will lose their tongue, for they have proven they cannot hold one. Loyalty | Allegiance to the Cabal is not taken lightly nor given freely. Those who accept its protection are expected to honor it in deed and restraint—to build a reputation of their own. To act against a protected member is to act against the Cabal itself. Those who betray Cabal interests while under its protection will be marked, so all may know what they were and why they are no longer welcome. Obedience | Respect is owed to those who bear responsibility within the Cabal. Authority exists to preserve order, not indulge cruelty. Disputes shall be resolved at the lowest level possible. Escalation without cause is itself a violation. A subordinate who repeatedly defies order will be disciplined. A leader who abuses their authority forfeits it. Caution | The locations, routes, methods, and safe spaces of the Cabal are not to be shared with outsiders. What keeps us alive must remain unseen. Loose words that endanger Cabal operations will be answered in kind. Those who expose what should remain hidden may lose their eyes, for they looked where they should not. Integrity | No member under Cabal protection may steal from, cheat, or undermine another. We do not prey upon our own. Grievances will be heard. Proven theft will be repaid in flesh or favor. A thief among us will lose their hand, for they have shown how they conduct business. Hallowed Ground | Certain places are declared neutral under the Cabal’s protection. Violence, pursuit, and betrayal are forbidden within them. Those who violate Safe Ground do so knowing the Cabal will make right. —The Famiglia— Structure of the Cabal Each member-group of the Cabal is referred to as a 'Famiglia.' Every Famiglia has a general structure involving a Don, Capo, Soldati, and their grunts. Conflict within the Cabal should be settled at the lowest level it can be, escalating up the chain of command only when no other option remains. The Don | The Don is the sole leader of their family. Each family group that comprises the Cabal has a Don to represent and organize them. Within the Cabal, each Don holds a seat within the Quiet Council where they may discuss matters that affect the underworld at large, raise concerns, or address issues within the organization or between the families that comprise it. One becomes a Don by achieving the highest leadership responsibility of the family they represent. The role of Don is as high as one can ascend within the Cabal. Those of this title demand the most respect, and are likewise expected to show the most dedication to their subordinates. Every member of the Cabal is expected to show respect to the Dons, even if they belong to a different family. Capo | Capos are a Don's most trusted enforcers. Tasks such as dishing out punishment, sending messages, or acting on behalf of the family's leader are entrusted to the Capos. A Capo has a span of control of roughly three Soldati under their direct supervision. Any number beyond warrants a new Capo to expand their leadership responsibility. One becomes a Capo by demonstrating exemplary loyalty, effectiveness, and dedication to the Cabal. The role of Capo warrants substantial respect, even from subordinates belonging to other families. Capos are akin to officers in a military force. Soldati | Soldati, or, enforcers, are recognized for their loyalty and capability of handling business. The solders of the underworld, Soldati respond to threats within the Cabal's turf. Breaking legs, dispatching threats, and carrying out the will of the Capos are what the Soldati do best. A step above the Picciotti, it is a privilege to stand among the Cabal's Soldati. A Soldati has a span of control of roughly three Picciotti under their direct supervision. Any number beyond that warrants a new Soldati to take on the responsibility of leadership. One becomes a Soldati by demonstrating the strength, skill, and work ethic it takes to defend the Cabal's turf. The Soldati are best recognized for their capability to get things done. Trusted, capable, and effective, the Dons and Capos all place great importance upon their shoulders. Soldatis are akin to sergeants in a military force. Cerusico | Not all who are trusted wish to walk the path of the Soldati. Some of them contribute by building others up rather than breaking them down. That is the role of the Cerusico. Street doctors—unaffiliated with the topside hospital and loyal only to the Cabal. The Cerusico hold a special trust, after all, the lives of other members are most often left in their hands. They are expected to render aid to any Cabal member in need irrespective of rank. One becomes a Cerusico by demonstrating their care for others in the Cabal and their prowess with both mending and medicine. Loved by all, the Cerusico balance out the fear attributed to the Soldati. They hold an important responsibility, and with it comes the admiration of those around them. Picciotti | A footsoldier entrusted to carry out the will of their Soldati. Picciotti comprise the majority of a family but hold a minority of its power; they often have much to learn and prove. One becomes a Picciotti through a rite of blood—a trial to give them skin in the game. This typically involves some form of crime, be it a theft or roughing someone up at the behest of their family’s leadership. This is a sign that demonstrates the Picciotti-to-be is willing to reject the laws of the Spire and adopt the one true law of the underworld: Omertà. There is little intrinsic honor at this rank. Each Picciotti knows that any respect they’re owed must be earned through action. There is always something to prove. Consigliere | A consigliere has no formal allegiance with the Cabal, yet still wishes to support it in some fashion. Despite the lack of membership, for one to be considered a consigliere they must still demonstrate a willingness to abide by Omertà. One must demonstrate loyalty, amicability, and a willingness to obey the omertà in order to be entrusted with this position. Consigliere’s receive as much honor as they offer, a largely reciprocal role. —The Members— Composition of the Cabal Each member-faction has their own interests, connections, and space in the Undercity, and no one group rules above the others. Members of the Cabal seek out the common goal of safety and survival within the hostile environment of the Undercity.  Famiglia Bulwark | Known in the streets simply as 'The Mageslayers', Morality's Bulwark is a purpose-forward organization of inquisitors concerned with the dangerous power possessed by practitioners of the arcane arts. In short, they serve to protect others from rogue mages and powerful arcane threats. This group resides in the Undercity in part due to its violet methods and their leader's opposition to the Spire Seneschalty. Don Rott (@NOS402) Famiglia Delarosa | A Sangufluerian lineage of rogue nobility seeking to return to their old roots of crime, the Delarosas delight in three things: fine red wines, thievery, and blood. They work as fences for stolen goods, particularly luxury items or raw materials, and provide the terrifying “gift” of Vampirism to those who are found worthy of joining their family. Delarosa Provides. Bisnonno Delarosa (@Akme/MUST) Famiglia Van Pelt | Former bounty-hunters turned smugglers, the Van Pelt Gang is a group with connections deep in the northern Walljack Swamps. While their main product is Moonshine, the Van Pelts are known to smuggle drugs, weapons, and even people to places where they are not welcomed. Jeremiah Rieper (@Vigilance) [NPC] Famiglia Angels | WIP! Lucy (@Captain_Cynical) [NPC] Famiglia Midnight Circus | Coming Soon!  —The Affiliates— Working with the Cabal The life of crime is not suitable for every denizen of the Undercity, however, that does not stop them from seeking mutual partnership with the Cabal for the betterment of all. The following factions abide by Omertà in exchange for the protection, infrastructure, and benefits the Cabal offers to denizens of the Undercity that support it. DuGrois Prospectors | The DuGrois Prospectors, founded by Sudvalkian magnate Magden DuGrois, are pushing the boundaries of subterranean science and technologies. Having recently won an expansive cave system in an auction, the group has set their sights on mineral extraction from the undercity's earth. Advertising services in surveying, excavation, spelunking and more, the DuGrois Prospectors also sell their flagship product straight from their office: premium infused salts. Magden DuGrois (@2kelp) Rabbit's Foot Clinic | A neutral and discreet clinic within the Undercity that is welcoming of any patient in need, regardless of criminal history. Eryx Breaux (@miiyrth)       FAQ: Q: What is the Cabal and what is its purpose?A: The Cabal is a union of criminal factions designed to offer strength in numbers, resources, and cooperation against the topsiders Q: Does the Van Pelt Gang run this group?A: No, the VPG is only one of several members that comprise the Cabal and no single group runs it Q: How does the Cabal impact the denizens of the Undercity?A: It is the Cabal's goal to make the Undercity a safe haven for criminals. Their efforts involve improving the quality of life for those living below, such as constructing wells to provide access to clean drinking water. Q: Is the Cabal a faction?A: The Cabal is an organization of many factions involved with the Undercity| Q: Do I need to join the Cabal in order to utilize its benefits?A: No, you only need to remain neutral with them / not interfere with their business Q: Does my faction need to affiliate with the Cabal to be involved in the Undercity?A: No, the Undercity is a public RP space designed for any criminally oriented characters Q: How does this affect me if I'm apart of it and how does it differ if I'm not?A: As a member of the Cabal, you receive protection and resources such as clean drinking water. If you are not a member, you still receive those benefits so long as your actions do not make you a threat to the wellbeing of the Undercity / Cabal Q: Will this hinder my access to events that take place in the Undercity?A: No, you may receive more event opportunities by joining this group, but you will still be able to access public events underground Q: Is the Cabal an actively antagonistic force?A: No more or less than what you'd expect of a criminal group; those with a reputation for being heroic or anti-crime can expect resistance, while those who are neutral or criminally aligned will not provoke undue ire Q: If I enter the Undercity with no connections to the Cabal, will my character be picked on/attacked/robbed?A: This varies from faction to faction. If you are an enemy to one of the members of the Cabal, they may react according to their own behavior. The Cabal overall will only offer resistance to characters that are good/heroic aligned that interfere with Undercity business / attempt to raid or capture denizens of the Undercity  
7 months ago
[ History & Cultural Significance]Rumors & Superstitions - Some rumor that a great match of Boogie Bog is the easiest way to invoke the admiration of the fabled Lady Luck - Others suggest the Portents keep a close eye on Boogie Bog matches involving treachery - Many hold the superstition that winning during the Flexin’ phase is an omen for future dominance in the Pact   Outside View - Those outside of the Walljack culture see a clear link between them and Boogie Bog: Treachery is a means of securing victory or survival. The test of pain prepares young ‘Jacks for the swamp life. Drinking of “poisoned” water fortifies them against the bogwater.
9 months ago
[ Special Feat Abilities ]
9 months ago
BOOGIE BOG"A rogue's wager, a drunkard's pastime, and a fool's final gambit." Credit: Viag When outlaws grow bored, when coin grows thin, or when an ego needs squashed, the Walljacks of the eastern swamplands turn to Boogie Bog. Nobody is quite sure who first invented the game, nor if it actually originated from the Walljack culture. All we know today is that it's a massively popular pastime within the culture that almost any 'jack knows. Boogie Bog has also become a staple at Walljack weddings, where the groom must beat his fiancée’s father (or other parent) in a match to gain their blessing for the ceremony. Before the game begins, all contenders make a DEX roll for initiative. Highest starts. A tie is settled with a Face-Off (see Phase III: The Flexin'). Each round consists of three phases: The Stabbin’, The Drinkin’, and The Flexin’.   THE THREE PHASES OF THE BOG   ────────────────────PHASE I — THE STABBIN'────────────────────"Steady hand, steady heart... or kiss your fingers goodbye." Credit: Red Dead Redemption 2 1. Plant your off-hand flat upon the table—spread your fingers wide like want to keep 'em. 2. Take up your knife. 3. Make five finesse blade attack rolls as you slam the blade down between each finger (wielding requirements do not apply).Hit: You strike clean, miss the flesh, and earn +1 point.Miss: You slip. You bleed. Take 4 damage (armor doesn’t count) and earn nothing but the joy of your opponent. After all players have danced with danger, move on to drinking.   ────────────────────PHASE II — THE DRINKIN'────────────────────"These shots are on the house, right..?" Credit: Red Dead Online 1. Every round, you must take one shot of the hardest booze around. More is optional—but each additional shot raises the stakes.Your score-per-hit next round is multiplied by the # of drinks you down (2 shots = x2, 3 shots = x3, and so on). 2. For each drink you attempt, make a STR: Fortitude check.Every failure earns a stacking -1 Aim penalty for the rest of the game. It doesn't matter if you can hold your drink or not; you're helping the spectacle either way.   ────────────────────PHASE III — THE FLEXIN' (Optional)────────────────────"Some settle their pride with knives or ale. Others use their arms."   Any players may step into a Face-Off:1. All participating make a contested HAR roll—whoever shows no weakness (rolls highest) rises to the top. 2. The highest two arm-wrestle:The higher HAR roller gets +1 to the contest.The lower gets –1.On a tie, no one gets an edge. 3. The arm-wrestle itself is a contested STR: Athletics roll.The victor decides the turn order for the next round. If no one flexes—or if the wrestlers tie—the turn order reverses.   ────────────────────CHEATIN'────────────────────"In Boogie Bog, cheating isn't forbidden—just don't let them call your bluff."You may cheat during two phases, but getting caught has teeth. 1. CHEATING DURING THE STABBIN'Instead of making an attack roll, you may attempt sleight of hand with a DEX: Stealth roll to fake the stab.Success: Passed off clean—counts as a hit, earns a point.Mixed Success: Rivals make INT: Perception checks.Failure: You're exposed, but take no damage from the knife for that roll. If anyone sees through your ruse—or if you fail—you're caught and earn no points this phase. 2. CHEATING DURING THE DRINKIN'Instead of actually drinking, you may attempt sleight of hand with a DEX: Stealth roll to pretend you downed a shot.Success: Your fake drink counts toward your multiplier.Mixed Success: Rivals roll INT: Perception.Failure: You're caught. If you're caught—by failure or an enemy's keen eye—you must take two real shots immediately, and your multiplier resets to x1 next round.   ────────────────────BEATIN' THE BOG──────────────────── 1. Every participant begins with 20 Health. Each slip of the blade (each attack miss) deals 4 damage.2. There is no crit phase; when a player hits 0 HP, they fall out of the game. The last surviving player always finishes their final round. Afterward, tally all scores.Highest score claims victory.
9 months ago
Infamy & rapport updates, bounty update, and beginning to update NPCs
10 months ago
Here from the start!
Here from the start!
Be a part of Avalore's pre-launch.
Awarded: 30 Aug 2024, 23:55