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(Always Recruiting!)

Breakdown was originally created by the anti-hero, Shadow Mokadara, back in his home galaxy, Syria. It is now stationed in Croatoa, the home of Paragon City's paranormal activity. Breakdown takes in contracts to deal with Cosmic/Eldritch horrors too dangerous for the military, longbow, or an average hero/group of heroes. The Freedom Phalanx and Freedom Corps also will secretly pay members of Breakdown to do work of the "Gray Morality". This could include blowing up an enemy base and kill everyone guilty inside, assassinate a villain who's become far too dangerous, espionage work in the isles, etc. While Breakdown fights for the greater good, generosity doesn't pay the bills.

Breakdown will take any hero, whether they want to be paid or are doing it for the greater good. You could say that RP-wise, Rogues are welcome. Heroes of any origin are welcome, as well, whether they're a golden-age shining teeth hero, a cat girl from the depths of Pocket D, an angel who's come to serve humanity, a demon from Hell, an exiled-military veteran, etc. Ex-villains are also allowed.

Breakdown is a sister Super group to Tesseract Castle.

What type of RP does Breakdown do?

Good question! Breakdown is free to characters of all levels! We also do tons of different RP styles.

With a lot of mission RP, New players or just alts can be apart of the fun roleplay AND develop their character. Both in character, and out ;). I will sometimes run farms, but do NOT join the supergroup for just this reason. I won't be angry, but I will highly recommend other SGs that are based around that sort of thing. Asking nicely for a farm, however, is okie-dokie.

If you want your character displayed on the Breakdown VV page, please ask. I will get to it when I can, which is hopefully right away. We are looking for coalitions too, so now would be the time to request some supergroups. I would prefer RP SGs, but if you are absolutely begging then an OOC one is fine too.

A few Rules

Damn rules. I try not to heavily enforce these, but they are listed to keep people from getting into awkward arguments.

If you constantly heroically sacrifice yourself to fix all our problems every story arc so everyone looks at you, the core focus that was going is suddenly gone and people realize "oh it's just Jane sacrificing herself again and looking sad". When in doubt. If two or more players seem intimidated by the foe, you should generally respect that you're against a worthy adversary. And if people are strongly focused on a current issue. Don't steer it away with "heroic sacrifices", join in and offer your input. No one is perfect and we're happy to give advice if you slip up once and again. But we don't approve of or condone godmoding.

Crossovers are generally fun but our sister guild Tesseract Castle is focused very strongly on crossovers. Secondly the settings crossovers come from generally have very intrusive settings and plots that impose themselves on the CoH game. Again this can easily cause a lot of problems and for people that aren't into the crossover it can ruin the experience in Breakdown. But as already mentioned our sister guild and coalition member Tesseract Castle embraces crossovers just fine if that's what you like. But Breakdown and our plots avoid Crossovers like the plague.

Onto the fun stuff...

The Antagonists of Breakdown

"You have enemies? Good. That means you've stood up for something, sometime in your life."-Winston Churchill

As mercenaries and gray-morality heroes, Breakdown has made enemies on both sides of the line. Longbow often objects to any involvement with Breakdown while Portal Corp doesn't like them for "borrowing" some of their technology. Moka and Tava once ran odd jobs for Arachnos from time to time but ever since Moka killed an Arbiter, the deal's been closed.

The Unseen

The Unseen are Breakdown's prime rivals. They operate under an entity by the alias Faceless. They have underground ties to groups all over the isles. Breakdown has had multiple jobs in which they were to interfere in The Unseen's plans. They're notoriously swift and cunning. While they prove to be one of Breakdown's most dangerous (if not the most) rivals, Moka prefers a live captive from The Unseen. He wishes to extract as much information as possible before wiping them out. Confirmed members are Arbiter Shine, Derangement, Scylla, Thanatos, and Silhouette . They may or may not have connections to The Chaos Insurgency. They're also suspected of helping Darrin Wade up until a certain point.

Chaos Insurgency

The Chaos Insurgency is a splinter group of the SCP Foundation ( created by a rogue cell that went A.W.O.L. with several highly useful SCPs in 1924. Since then, the Insurgency has become a major player on the world stage, using the SCPs that it obtains for its own personal benefit, and to consolidate its global power base. The Insurgency not only deals in SCPs, but also in weapons running and intelligence gathering.

It makes use of dictator regimes in Third World countries, often using their populations in the same manner as the Foundation does D Class Personnel. Because of this, it helps to maintain the extreme poverty and war that is suffered by these countries, so that it can continue its radical experimentation, easy conscription of forces, and lucrative business deals with rebel factions.

Most of the SCPs possessed by the Insurgency are unknown, but of those that are known, the most notable are the "Staff of Hermes", an item capable of warping the physical and chemical properties of any matter it touches, and the "Bell of Entropy", an object that can cause a variety of destructive effects depending on where it is struck. Both of these SCPs were originally obtained at no small cost by the Foundation, and were stolen by the original founders of the Insurgency. The Insurgency also has a known association with SCP-355 and SCP-884.

The main base of operations of the Insurgency is unknown, as are its leaders. This organization is directly antagonistic to the Foundation, coming to clash over SCP several times. Personnel are made to be aware of possible raids, terrorist attempts, and spies from the Insurgency, and to notify command about any strange behavior of fellow personnel.


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