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Generation Vice

"Either the world makes you its... female canine... or you make it yours."

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  • Mission Statement

    This is the place to explore and play Generation Vice, or GenV for short, a text-based biocyberpunk roleplaying game set in a gritty post-World War III future. You play as a citizen of the state-capitalist society of Trinity City, an urban nexus of bleeding-edge technology and corporate chaos enclosed behind titanic walls from the decaying world beyond. In T.C., money means more to the economics of everyday life than ever before in human history, and anyone with a thirst for survival will do anything to get their hands on it- even if it means murder, and the particularly power-hungry will go to more drastic lengths than that to bend the grizzly world they live in to their will. So fill up your rig, grab a gun or two, and take a psychotic, cybernetic, blood-soaked journey through a generation of vice.

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originally posted in:Generation Vice
Edited by Chillton: 8/7/2019 10:55:52 PM
5

Generation Vice: Map of Trinity City (Page 1)

[i][b]Within the titanic walls of Cradle NA-9, Trinity City and its six districts sprawl across three sectors, each of which are built upon different altitudes of ground-level from each other in a bullseye formation. Sector 3, the outermost ring of Trinity City’s layered structure, is built upon true ground-level with the Earth; Sector 2, the middle ring of Trinity City, is elevated approximately 5,850 feet from true ground-level; Sector 1, the innermost ring of Trinity City, is elevated approximately 11,700 feet from true-ground level (5,850 feet from Sector 2). Each sector is separated by vertical arti-grav (artificial gravity) highways which scale from one sector floor to the next like walls, hosting hundreds of vast, walled roads for thousands of vehicles to ascend and descend across. Each district also withholds its own field of cyberspace (each being termed as a “D-net”) rather than being connected to an all-encompassing, cradle-wide Internet network (this system being implemented by the Overwatch as a security measure against cradle-wide hacking intrusions). [/b][/i] — [b][i]SECTOR 3[/i][/b] - [b][u]OBLAKO:[/u][/b] The lower-class suburban district of Trinity City, located in the southwestern portion of Sector 3. Here, sprawling grey apartment complexes built over subterranean parking garages loom over polluted streets and dark alleyways in rows (each rising in altitude the closer it is to the Wall), their faces lined with countless balconies and staircases, as well as sprouting catwalks of varying altitudes to link one row to the next. Plaza courtyards separate the complexes here and there to foster Volkov business establishments, and at the center of the district is the enormous campus of the Pavlov academy, home of the Leshy’s and the Vodyanoy’s, which lies in the shadow of the looming headquarters of Volkov Industries. Crime endlessly festers in the dark recesses of this cement nexus, whether it be illicit vending or gang-related violence, rallying not only the corporate bouncer militias of Volkov to run out any threats to their property or patrons, but also troops of CyberPolice Droids to stifle the illicit chaos as a whole, making the district seem like a civil war-zone at times. Amongst the havoc, the roving street gang known as the Roadmen skulk the open avenues on foot and on wheels, the musically inclined biker gang known as the Çockswains throw hedonistic street parties of blaring music and stylish dancing during the night, and the mafia-like crime syndicate known as the Castanos brood behind closed doors, only emerging to safeguard their routes in the arms trade, snuff out any grudges, or strike back against invading syndicates, whether they be the thieving Greyhounds or the storming Stalins. [b][u]KRYLO[/u][/b] The classless trade district of Trinity City, located in the southeastern portion of Sector 3. Here, dim avenues fill the narrow gaps between dark skyscrapers and warehouses, each of which harboring the discussion chambers and production factories of the megacity’s three megacorporations. When the commuting corporate businessmen from Oblako, Hikari, and Neopolis park their vehicles in the subterranean garages beneath the surface of the district, they emerge into the gloomy, foot-trafficked streets to board sky-trams (magnetic trains whose rails ascend to high altitudes and snake around and between tall architecture; used to skip over ground traffic and reach the higher floors of skyscrapers with ease) which bring them to their offices. Once inside their places of business, they discuss trade deals, commercial projects, and marketing strategies within chic lounges and daunting boardrooms; inside the enormous warehouses below, the products of each megacorporation, whether consumable, wearable, or mechanical, are manufactured by “dumb” automata (A.I.’s which are incapable of adapting/learning; primarily used for entertainment and manufacturing purposes) within dizzying expanses of production aisles; in complexes beyond these, one corporate bouncer militia could be partaking in combat training a building away from another. Indeed, tensions between Axico, Kato-Machida, and Volkov are higher here than in any other district due to the corporate claustrophobia of this grim place, the pressure causing bouncer rumbles to erupt across the district— and the CyberPolice don’t intervene (unless collateral damage ensues), because these corporate conflicts are completely legal under the Overwatch’s Code of Law. [b][u]SHIROMORI[/u][/b] The classless nature district of Trinity City, located in the northern portion of Sector 3; outside of corporate dominion due to a corporate peace contract issued across the district by the Overwatch. Here, dense forests of synthetic oriental pines smother rugged mountain terrain, which transforms from a temperate woodland during spring and summer to a snowy taiga during autumn and winter. The terrain here ascends as a mountain does, its peak altitude reaching nearly three-quarters of that of the Wall. In certain clearings, hot springs can be found, which are inhabited daily by docile synthetic Japanese macaques. Architecture is rural and sparse here, as the purpose of this district is not only to serve as an experimental base of environmental cleansing technology (under a collaborative contract issued by the Overwatch, Kato-Machida and Volkov have engineered the synthetic flora of Shiromori to both be fireproof and release an airborne chemical agent which detoxifies any nearby precipitation, purifying the rain and snow which falls in the district), but also to provide citizens an escape from the urban jungle that is the rest of Trinity City— outdoor visits are free while living spaces such as cabins are payed for at high amounts. Because of the sheer economic, technological, and environmental importance of the district, it is heavily guarded under the supervision of the Overwatch’s CyberPolice, who only present themselves here as synths; despite this, though, the masked street gang known as the Critters frequent certain areas of the district as hubs for their vicious, drug-fueled parties, all of which end with at least someone dead and a whole lot of property destroyed. Their presence in Shiromori often leads to standoffs and skirmishes with the CyberPolice there. No street gangs or biker gangs take residence here, but it is rumored that the central headquarters of the prestigious crime syndicate known as the Jack Rabbits is located somewhere in the depths of the district, and a somewhat dense CyberPolice presence fills its streets in order to both investigate the validity of such rumors and stave off any other crime syndicates entering the area for the same reasons. — PAGE 2: https://www.bungie.net/en/Groups/Post?groupId=3774846&postId=252364348&sort=0&page=0

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