Deck of 52

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The Deck of 52 is a PvE-based RP plot specifically designed for the Shadow Network and is a direct result of the Shadow Network's success in the Slinger Wraith plot. The Deck of 52 is meant to be the End Game plot for the Shadow Network, and the driving reason the Coalition of Villain Groups goes to Champions Online. As at the End of this plot, there will be nothing left to do, canonically speaking. For those who choose go to Champions, we succeed. To those who choose to do both or stay with City of Heroes, the effort inevitably fails. Either way, our wish is for everyone who participates, to have fun, regardless of the outcome. Participation is open to all Villain Groups in the Shadow Network Coalition, but is also completely voluntary. Other plots can be run parallel or during the same time-frame as the Deck of 52, as well.

Any unauthorized in-character use of any of the information here will be considered metagaming and will result in your being banned from the plot. Once the plot has begun, the only part of this article which will be considered In Character Common Knowledge will be Section 2: The Deck of 52.

Contents

Plot info

After success with the Slinger Wraith plot, Captain DeVries approaches primarily Ghost Hound. He congratulates and thanks them for their help in dealing with the rogue Wraith and his army of Wall-E RYNOs. He also lets the Hounds know that Freedom Corp has a list of 52 High-Value Targets, as well as 2 Wild Cards, brought they'd like to see brought to justice. Freedom Corp, however, cannot just waltz into The Rogue Isles and start capturing these targets, so they have to rely on Freedom Fighters who are behind enemy lines to get the job done. Captain DeVries also lets the group know that Freedom Corp will shell out their own money to see these targets captured, and only half if slain. He also notes that in order to pursue Face Cards and Aces, the mercs will need to get Clearance from Freedom Corp and Clearance comes as a result of Intel from a combination of the Number and Face Cards. From there, it is up to Ghost Hound and The Shadow Network to deal with the targets how they see fit.

Start Date: 3-04-09

End Date: 6-27-09

Allowed Participants: Ghost Hound, Inevitable Evolution, The Templar Order, Weapons Union, Requiem's Decree, Survivors of Vega, Phoenix Insurrection, Shades of Tiamat

These are the only VGs allowed to participate in this plot. In Character friends of persons in these Villain Groups are allowed to participate as well, but if you would like to see your Villain Group or Super Group Participate in this plot, please send an in-game e-mail to RYN0 or Captain DeVries.

Authorized Moderators: Captain DeVries, Wraith Prime, RYNO

Moderators are the only persons allowed to control the speed of the plot. Though the plot is player driven, the moderators will be the ones most responsible for handling suggestions, complaints, questions, and setting up times for the Ace Contracts, as well as the wiring of money for those who collect on bounties.

Authorized Expos: Captain DeVries, Wraith Prime, RYNO, Will McBlack, Roessa, Unleashed Force, Chaos Ex Machina, Dr. Kazz, Chelsea Miller, Rezz, Nacht Sniper, Johnni, Gunsang

Expediters, or Expos, are the officers (so to speak) of the Deck of 52 plot. They are the most powerful and skilled fighters from their respective groups. As explained in Section 3 of this article, to collect on a bounty alive, an expo must be present on the mission. Only then can a team collect the full bounty value for that target. If you wish to participate in the Deck of 52 as an expediter, please send an in-game e-mail to RYN0 or Captain Devries.

Hero-side Deck of 52

If there are any Hero-side SGs who wish to become involved in this plot, please send RYNO a tell or in-game email. We are looking for both Hero-side Moderators and Expos.


The Deck of 52

Freedom Corp has released a list of 52 High-Value Targets they would like to see brought to Justice. Each Target has it's own Bounty Value, which can be collected by anyone.

Clubs: The Council

Diamonds: Crey and The Circle of Thorns

Hearts: The Rikti and Nemesis

Spades: Arachnos

Jokers: The Wild Cards


Collecting the Bounty

All bounties that are cashed in will be done so in real in-game infamy. Each Target has a value assigned to it based on Suit, Difficulty and Threat Level. Bounties are as follows:

The suit of Spades has it's own values, due to difficulty and threat level of these targets.

Aces each have their own value as well, being the heads of their specific factions.

Jokers are the Wild Cards. To compensate for the difficulty in finding, as well as defeating these Targets, each Joker is worth 100 million infamy alive.

Wanted: Dead or Alive

Thinking of "Taking a Contract" on a Target? Here are the key factors you will need to play by any time you want to take out a Target from the Deck of 52. These are the Rules of Engagement for the Deck of 52 Plot.

First off, if you are considering Taking a Contract, Do some out of character research ahead of time to find the highest level mission available where that Target can be encountered. Also, anytime you are taking a contract, the mission must be run on the highest skill level (Relentless for Villains), with a full group if possible.

Where PUGs are involved, only Coalition-mates will be able to collect dividends on a bounty.

The names of those teams who have collected bounties and on whom will be listed in the Discussion section of this Article. As well, each target who has been collected on (in Section 2: The Deck of 52) will be followed by "Captured by / Defeated by:" And then the name of the team leader at the time.

Any time multiple teams wish to Take a Contract on a target, the team who finishes first collects the bounty and receives credit for it.

Also, The Pocket D is a Nuetral Zone. DJ Zero would have a conniption if someone was to attack or attempt to capture one of his patrons. DJ Zero has gone to great lengths to ensure his club is Neutral Ground. Freedom Corps and the heads of The Shadow Network both abide by this.

The Inner Circle: Face Cards

In order to pursue a contract against a Face Card, which is any King, Queen or Jack, Freedom Corp will need to have sufficient intel on the Target ahead of time. Without intel, Face cards can only be pursued during the week leading up to an Ace Contract.

If the participants wish to expedite this process, they can start taking out their underlings as Number Cards. Once 3 Number Cards have been brought to justice, Freedom Corp can then give you clearance to pursue a Face Card, starting with the Jack First, the Queen, then King Last.

Ace in the Hole

To chase an Ace requires a lot of time, resources and coordination on the part of Freedom Corps and Longbow. Longbow at Agincourt in the Nerva Archipelago need time to prepare their troops as well as gather intel on the specific Aces, each one taking about a month of preparation time. Freedom Corp gathers that by the last Saturday of every month, they will be ready. So if all goes according to schedule, the timetable should look like this:

However, If all Cards from a suit including Numbers and Faces have been cleared, participants will be able to persue contracts against an Ace at their earliest convenience! The date however, must be OKed with a moderator with a time that works for the team who wishes to persue the contract. For this you will need the following...

And Lastly,once an Ace has been defeated, participants can no longer collect on bounties from that suit, as their forces are considered "scattered."

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