Intro: "Attention, containment breach in sectors 20-36! Security breach in sectors 1-15! All personnel are advised to evacuate the facility immediately!"
Facility 676, a place that conducted a variety of experiments in its depths until everything went wrong. Its location is inside the Mega fortress city Arclancia, and everything started when a mysterious organization released the more dangerous creations it made into the city, causing multiple world governments to set up a variety of ways to keep everything....and everyone, inside. That was 100 years ago, and now the entire city has been transformed and turned into a massive prison to use to contain those that are basically normal everyday people up to those with what can be called superpowers, whether they are actually guilty... or have been wrongfully imprisoned, almost anyone can be place inside.
Now the place is in complete chaos, from underground to the air, many factions have formed and not even the guards themselves work together all the time, the guard's position depending on what government their responsible for. Then there's you, one of many recent additions to this place, why doesn't matter as you wont be leaving here without help, what will you do?
1. normal rp rules (that includes no god modding.)
2. You may have up to two characters
3. All of the factions with one exception have vehicles, including aerial ones.(Though ones that try to leave the city don't last long.)
4. To join the corporate alliance faction, you must make a very good app.
5. May add in more rules if necessary.
Viper Order- One of the largest groups present, they are not to be underestimated. Their leader is known as a dark horse and is the only one that has an actual power, the power over electricity to the point of doing nearly anything with it. But everyone else commonly use either a rather volatile explosive gas, actual weapons, or tamed snakes that range in a variety of sizes.
Arklavia- Rune by a mad scientist, they wish to enhance the powers of others and rule the world. But even then both the Viper order and the league both agree on their hatred to them and is one of the few times they actually do so, and none of the other groups do anything about it. But even then they are the most high tech group.
The league- Made up entirely by those with powers, they all work together in an attempt to escape Arclancia. They are the only group without vehicles, though its made moot by the fact that some posses powers that could easily replace them.
Coalition- A rather large gang like group that's considered the opposite of Arklavia in the fact that they utilize things considered more magical in nature.
G.U.A.R.D.I.E.N.- The only inmate faction considered good, they consist of those who were wrongfully imprisoned and its the only other group along with the league who wish to escape.
Western guards- The main guard force and most commonly seen in the city, but also posses traces of corruption from the viper order, the order using it to ensure the city remains among other things.
Eastern Watch- Found only in the vicinity of the different walls located in and around the city and will attack any who approaches without permission. Their the ones who prevent any vehicles from leaving and are the first things new inmates see when entering. If the C.A. ever gives the purge order for a area, their the ones who will carry it out. They cannot be influenced by anyone, loyal only to the Corporate Alliance, and utilize anything they have access to.
Templar- The only guard faction rarely seen and uses more magical means. They are the ones that truly keep the city together by maintaining a barrier that prevents anyone from using their powers to actually escape, though they will make an appearance if it ever become truly necessary,
Corporate alliance- A group of corporations responsible for supplying the guard factions, the ones who bought out the ones responsible for the whole situation and maintenance, runs the entire city, and more. The guard factions all take orders from them and they maintain a small but elite group of guards that have been enhanced in many ways, posses powers, and more that makes even one by themselves a dangerous foe to face.
Notable Locations: (may be updated to include more locations)
Area 5-6-1: So far the only location were the purge order was ever given, eliminating a major Coalition stronghold and leveling a large area. All that's there now is a large forest that also supplies the majority of supplies to the inmate factions, though rather dangerous creatures have made it their home, preventing any faction from having a permanent presence in it. Its strange nature and existence is also though to be due to the Corporate Alliance, though no evidence has been found.
Facility 676: Were it all began, the facility is mostly underground and filled with dangers. All that remains inside are the more feral experiments to the now malfunctioning security systems. What remains inside is unknown.
Main Gate: Guarded by the Eastern Watch and the place were all new inmates enter from. It opens once a week and has been built in a way that nothing could get past it and is large enough that its possible for aircraft carriers to go through it, but it does open slowly. But despite the downsides, no one has managed to escape through nor do they even attempt to do to both the guards and the inmates who wish to stay.
Corporate alliance app-
enhancement: (you can have up to two)