IDEOLOGY
The Chromeskulls are a group of punk gangsters heavily against authority and establishments. Members are often loud, violent, and very self centered, often only working for the benefit of others if they are getting something out of it, if it's necessary, or for the gang overall. Due to the lack of love for authority, infighting is often seen between members to solve any disputes and often other gang members don't bat an eye, unless, it begins to negatively impact the rest of the gang or leads to some form of a murder, in which social justice will often be executed on the member.
Prosthetics for the Chromeskulls have many different beliefs surrounding them, the most common seeing them as an upgrade to the already human body, others seeing them as a expandable tool to carry out their professions, some having cultist and ritualists belfies about the use of prosthetics and how it allows us to connect into the CyberSpace, or for a overall fashion look, it's rare to see one same prosthetic due to the very unique style augment and prosthetic makers have, and due to limited resources, leading to heavy diversity in prosthetic design and level of quality across the entirety of the gang.
The Chromeskull Gang's inward workings is made of multiple sub-gangs, cultures, beliefs and ideologies all under one ‘crown’, however two primary cliques stand out above the others. The Boosters who are heavily militaristic in appearance, more ruthless, and more deep rooted in genuine beliefs against ‘the system’. On the opposite side of the spectrum you have ‘The Cybers’ more deeply rooted in prosthetic cultures, and focused more on the opportunities the gang truly offers, often having people more focused on their own personal ambitions, crafts, or focus when it comes to monetary gain. Below these two prime cliques exist the ‘Street Gangs’, ideologies or specific work groups on the rise within the chromeskull who bring unique and more specific and focus to one primary skill rather than the overarching goals than the two prime cliques.
LOCATIONS
The Chromeskulls "own" the vast majority of the Sunrise City ruins, with their influence deep-seated in it's derelict alleys and abandoned apartments. Beset upon the ruins are a number of minor territories littered amongst the city, each with their own menagerie of in-crowd supporters. The four main "cities" within the city stand out from these meager territories, boasting ten-fold the population and fighting power.
The Square is the oldest Chromeskulls location out of any; a bastion of crime and anarchy, beset in a pre-war school yard. The Square is the main settlement of the gang. It's home to Bloodflow, her legions of lackeys and the largest ICE lab on the isles, and an impressive black market. And although it's considered a "failed settlement" or a "crime-riddled slumtown", The Square boasts numerous amenities like sewage, running water, electricity and A.C.
Flatline in all ways you can say it, is basically a fully functional city, with proper zoning and a thriving market. Flatline is tucked away behind the Kingfisher Maker Factory, in a pre-war parking garage. It too, like the square, houses several amenities not seen in many other locations in the wasteland; running water, sewage, electricity, etcetera. Flatline however is currently under lockdown as a complete system failure flooded the city.
The Smokestacks is a industrial forge, built into the ruins of a collapsed building on the fringes of the city. Used for both heating and industry, The Smokestacks are a large facet of Chromeskulls production. Run by very few proper fiends it operates on a skeleton crew, utilizing Pariahs for most of the backbreaking labor that comes with such a location. The skeleton crew are only there to keep the Pariahs in line, and perform maintenance when needed.
The Smokestacks have succumbed to the Deep Wintertide of 2164. The once towering industrial complex, is now but a pile of indiscriminate ruins and rebar cages.
While these are the main four Chromeskull hives, there are numerous smaller territories operated by "Spines" and "Skulls". Places such as The Gruff, Chrome Cabana, and The Alley are vital in generating income, and retaining Chromeskulls.
INCOME
The Chromeskulls are a group heavily rooted in criminal activities and more violent and active forms to gain money, chromes on there own will often do odd-jobs or do work for other gang members or higher ups to make what they need to survive, however the Chromeskulls due to there ties have multiple ways.
CRIMINAL CHEMICALS
ICE, a notorious creation of The Chromeskulls, holds a prominent position in the drug market, especially within the circles of those who frequently venture into Sunrise. It's not uncommon to stumble upon individuals attempting to peddle it or its various cheaper imitations. Ice is typically packaged in an inhaler with a total of 100 doses, or 'puffs,' and when inhaled, it emanates a light blue hue. Acquiring Ice for personal use from a Chromeskull isn't a challenging task, and selling it remains the more popular option. While most Chromeskulls sell their Ice for around 50NC, the quality of Ice can vary significantly, introducing the concept of 'premo-ICE' and its impact on the Chromeskulls' income streams.
The production of Ice can be incredibly lucrative, positioning those who successfully manage it at the epicenter of both production and distribution, thus amassing substantial wealth. However, this endeavor isn't without its challenges, especially concerning territorial disputes in the ICE market. These disputes often escalate into personal conflicts, requiring intervention from higher-ups, such as Spines, to maintain order. It's a precarious tightrope that most Chromeskulls must navigate to establish their distribution networks and thrive in the trade.
On the other hand, Sap is a more recent and contemporary addition to the wasteland drug scene, exclusively distributed by dealers. Crafted by one of Bloowdflow's ‘hands, Adrenaline, Sap is dispensed in eye droppers and is renowned for its hallucinogenic effects. Individual droppers typically fetch prices ranging from 10 to 15NC. Due to the gang's hierarchical structure, Bloodflow and her associates maintain a monopoly over Sap production. This dominance stems from Sap's experimental and secretive nature, designed for smuggling into settlements. Consequently, Sap transactions often intertwine with tasks and assignments assigned by higher-ranking members, involving smuggling and underground deals. Currently, the primary lab responsible for its production is slowly being reconstructed after a coalition raid disrupted its operations.
PROSTHETIC CHOPPING
Chromeskull members employ various means to acquire prosthetics for their use or resale. One notably ruthless and often highly visible approach is referred to as 'Prosthetic Chopping.' In this grim practice, individuals in debt, those who haven't settled their prosthetic-related debts, or anyone already in possession of prosthetics becomes a target. They are subjected to a cartel-style abduction, during which their prosthetics are forcibly removed and subsequently resold. These distressing acts are carried out either in front of live audiences, creating a gruesome spectacle, or discreetly within public locations and markets.
'LEGAL' BUISNESS
It isn't rare to see a Chromeskull running a Tattoo shop, Bar or some club within a pre-established Chromeskull location. In the early days of the gang, there were issues with monopolies being created and overcharging personal members with varying levels of quality. Multiple pseudo-brands were created after this brief stint of overcharging ended, with the most well known being ‘Major Med’; the main prosthetic/clinic business within the Chromeskulls.
Below are guidelines for running a business within the gang:
Have some form of discount or overall ‘free’ product for other LRs.
Involve LRs within the genuine business so others can have fun, hire them, up to you.
Please do not form ‘monopolies’ if you know other people also have the concept to create a similar business like yours
Do your best to work with other business, make RP feel genuine
Do your best to feel more rugged with your supplies, presentation, it would be rare for you to have your own complete building for your business alone as a LR.
Do your best to have fun, bean-counting is heavily discouraged, ect.
And at the core, make your businesses make context within Chromeskulls, no we would not be selling flowers, 1800s moonshine, ect, we are cyberpunk criminal gang.
EXTORTION
Due to their deep-seated disdain for the establishment, certain Chromeskulls often coalesce into groups with the intent of either intimidating external businesses and shops within sunrise or digging up incriminating information to extort them. It's not an uncommon sight to witness a gathering of LRs morphing into a patrol, cruising through sunrise with blaring music, sporadic gunfire into the air, and the collection of what they refer to as their 'tax' from the various denizens of sunrise.
More recently, as the Chromeskulls endeavor to expand their own business ventures and increase their influence, minor gang conflicts have begun to erupt. These skirmishes typically emerge when these businesses attempt to expand without warning, refuse to pay their dues, become entangled with rival factions, or attempt to sever ties with the Chromeskulls. Often, brute force becomes the preferred means of resolution, resulting in the potential ousting of the business or its operatives, subsequently replaced by Chromeskulls.
THE BLACK MARKET
The Chromeskulls are renowned for their pervasive presence in the black-market underworld, where they engage in clandestine transactions involving a vast array of illicit commodities that rarely see the light of day within the confines of sunrise. Their inventory spans from rare and prohibited weapons to experimental narcotics, as well as pilfered goods sourced from shipments of various businesses scattered across the island. A Chrome market-pop-up is your one-stop shop for these contraband items, boasting a comprehensive assortment of goods that defy the norms of legality.
However, it's essential to note that the acquisition of these items often involves acts of banditry and robbery perpetrated against individuals external to the faction.
Once more, it's not uncommon for groups of 4 to 6 Chromeskulls to assemble and embark on forays that lead to the invasion and plundering of establishments, as well as the unsuspecting wastelanders who happen to carry valuable assets. When there's a clear opportunity for substantial profits to be reaped from the possessions of these unsuspecting victims, the Chromeskulls exhibit their audacious approach, leaving their mark as formidable purveyors of chaos in the wasteland's criminal underbelly.
OOC INFORMATION
Below will delve into the OOC aspects of the faction; more specific steps you’ll have to take when it comes to certain aspects of RP, ect.
RP LOCATIONS
LR+ are able to roleplay throughout the city; when in groups of two or more, you are able to go into the Alumni campus (with Alumni hoster permission).
BANDITRY
Robbery should be uncommon and not be done randomly, you should have reasons and actual justifications, which is how you should already be rping in ATF8: Wintertide. The max amount of people that can be in a group conducting robbery at once is 5 members unless its a planned/orchestrated event. You are allowed to conduct this within the designated LR area, however if this does lead to combat, you ARE NOT ALLOWED TO CALL FOR BACKUP in any form, you and the people there are the ones who have to solve the issue caused.
This is a privilege and can be taken away, do not abuse it or lead to issues with moderation.
DESERTION
It's rare for a LR character to desert but when this does happen, these are the steps you need to take in order to actually have them deserted.
DM A HR+ With your Username, Character, and reason why its deserting
You’ll get a response if the desertion is approved, denied & why, ect.
Then they’ll tell you once the character is logged, then you’ll be asked if it's okay to put a bounty on said character in side-gigz.
Please wait for the person to confirm you are okay to start rping the character as deserter.