Kayfabe
Club Regular
- Joined
- Sep 25, 2018
And so I’m back! From outer space! I just walked in to find you here with that sad look upon your face. You should have changed that stupid lock. You should have made me leave my key. It's So You Wanna Be a Zako: Season Three!
Background
For decades, the small, resource-rich nation of Le Monde has been in the throes of one political crisis after another, each one fueled by the ongoing feud between the superpowers. Eventually, one of those bubbling crises boiled over into a full-blown civil war. But rather than stay out of it, the superpowers sent large forces to back up their chosen factions in what was, at the time, a rather textbookish proxy war. To this day, both factions claim to be the legitimate government, declaring the other a rebel entity. What's more, because they both call themselves the Republic of Le Monde, most people just call them East Le Monde and West Le Monde, since those are the parts of Greater Le Monde that they control. The government in East Le Monde is a satellite of the Circum-Pacific Federation (CPF), while the West Le Mondean government is a puppet of the North Atlantic Confederacy (NAC).
The early days of the war were a bloodbath, in which the Le Mondean people largely lost their taste for fighting. When a stalemate was reached that left both sides with sizable territories, most assumed that Le Monde would simply split into two new countries and sign a peace accord with one another. But the superpowers wouldn't have it. For in that time, the war in Le Monde had become a cash cow for the global arms, fashion, pharmaceuticals, tech, entertainment, biotech, gambling, and adult entertainment industries. And these industries seem determined to milk this cow for all it's worth. These days, 99% of the fighting in Le Monde is done by photogenic female mercenaries, working for either the CPF/NAC directly or their puppet governments in East/West Le Monde.
Princess Peacekeeping, LLC.
The West Le Mondean goverment is not very popular, to put it delicately. Financially, it is almost completely dependent on aid from the NAC, and most of this money goes to private military companies, which provide internal security and external protection for a state that is both politically unstable and still at war with the "rebel" government in East Le Monde. Of these, Princess Peacekeeping is one of the largest.
Sporting the latest in NAC weapons and equipment (or export versions of them, anyway) and staffed by endless legions of women, PPK looks very formidable… on paper. But while they're very good at breaking strikes and dispersing unarmed protesters, their effectiveness on the field against comparable forces leaves a lot to be desired. In addition to its contracts with the West Le Mondean government, a portion of PPK’s profits come from sponsorship deals with clothing and cosmetics companies, and by selling film, TV, and streaming rights. To this end, everything that PPK does, from kinetic operations to shower room towel fights, is meticulously recoreded.
Most recruits see PPK as their best chance at becoming rich and famous. They see themselves as up-and-coming athletes, actors and “influencers”. Celebrities in the making. Many exhibit high self-confidence and a drive to distinguish themselves on camera. When an operation is well-planned and executed, PPK can be ruthlessly efficient, but they tend to break easily under pressure. PPK girls are notorious for being killed or captured while calling for orders once the situation has changed significantly. But the gambling/reality TV angle means that even the most spectacular losses can still be profitable for the company.
Tarantella
West Le Monde has plenty of internal problems, but it also faces a full-blown guerrilla insurgency in the form of Tarantella. While PPK has the capital and most large towns in West Le Monde locked down, the mountains, jungles, and rural villages are home to this army of mercenary terrorists.
It’s an open secret that Tarantella is armed, funded, and equipped by East Le Monde, and therefore by the CPF itself, but they also produce cocaine, opium, amphetamines, and a few new drugs for which Tarantella is the only known supplier. Without these supplemental profits, Tarantella probably wouldn’t be able to function, as their operating budget is a tiny fraction of what PPK can bring to bear.
As with PPK, a young woman might join Tarantella for any number of reasons, but most have one of three things going on, none of which are mutually exclusive. On the one hand, most members of Tarantella believe they’re fighting a just war against against an oppressive regime. On the other hand, Tarantella often pays better than the legal work available in their home countries. On the other other hand, many are addicted to Cobalt Blue, a powerful drug that enhances their fighting abilities, but also makes them hyper-violent and sex-obsessed. Blue is only produced by Tarantella and its shadowy patrons. The withdrawal symptoms are so intense that few could leave Tarantella even if they wanted to, but the effects of Blue are so enticing that almost no one ever wants to.
General Rules
Wanna play? Awesome. Here’s how it works: You can submit one or more characters. You're limited to two heroes and two support zako, but you can create an unlimited number of combat/security zakos.
Heroes can be aligned with either the NAC/West Le Monde/PPK or the CPF/East Le Monde/Tarantella. They can also be independent, working for the highest bidder.
Zakos will be retired early and often. Heroes can fail their mission sometimes, but they will only rarely be retired. If you have two zakos and two heroes in play and want to make another, you must wait until they’re retired or tell me to retire them. I will then either put them on a bus or put them in the ground (your choice).
For each of your characters, present a name, age, gender, and brief description and/or visual representation of their appearance. Then tell us about their personality and background. You may want to roleplay between incidents, or you may not. I’ll take care of the rest. That’s right: your precious babies are at my mercy, and I have none. I am, however, fair and impartial.
Special Rules
Character Shields: Extra lives for your special girls. If you want them, tell me how many. If you don’t want your zakos or heroes to die, TELL ME. “Immortal” characters can still be retired, but they will only ever be written out of the game in a non-fatal way. Now, if you don’t want your zakos or heroes to be retired, TELL ME THAT. They will still get knocked out, captured, and fail, but they will always be a character. There isn’t an option to have them always succeed. Sorry.
Zako Specializations: If you don't specify, your zakos will be randomly assigned to either a combat squad or a security squad. Combat squads get sent out on patrol and are actively dispatched on missions with specific objectives. Sometimes in support of a hero. Security squads mostly hang around in facilities andget choked out and stripped by stealth heroes defend their post from infiltration and attack.
Support Zakos: If you make a support zako, tell me what their general role would be. This can be anything. Are they a medic? Engineer? Pilot? Intelligence officer? Bureaucrat? You know, some kind of stormtrooper with a different helmet. You only get 2 support zakos max.
Elite: Elite zakos start at a higher level. They have more hit points, which makes them more survivable. As in previous builds of this pachinko machine, your zako can both be elite AND lucky. There are no prerequisites. If you want this, just tell me.
Lucky: Lucky zakos are always the last to be taken out, making them more survivable. Your zako can be both elite and lucky. There are no prerequisites in any case.
Incompetent/Unlucky: This is also still a thing. These poor girls are always the first to be taken out. If you like your zakos extra expendable, let me know.
Hero Specializations: Your heroes can be quiet and lethal, quiet and non-lethal, loud and lethal, or loud and non-lethal. If you don’t specify, they’ll default to quiet and a 50/50 mix of lethal and non-lethal tactics.
Background
For decades, the small, resource-rich nation of Le Monde has been in the throes of one political crisis after another, each one fueled by the ongoing feud between the superpowers. Eventually, one of those bubbling crises boiled over into a full-blown civil war. But rather than stay out of it, the superpowers sent large forces to back up their chosen factions in what was, at the time, a rather textbookish proxy war. To this day, both factions claim to be the legitimate government, declaring the other a rebel entity. What's more, because they both call themselves the Republic of Le Monde, most people just call them East Le Monde and West Le Monde, since those are the parts of Greater Le Monde that they control. The government in East Le Monde is a satellite of the Circum-Pacific Federation (CPF), while the West Le Mondean government is a puppet of the North Atlantic Confederacy (NAC).
The early days of the war were a bloodbath, in which the Le Mondean people largely lost their taste for fighting. When a stalemate was reached that left both sides with sizable territories, most assumed that Le Monde would simply split into two new countries and sign a peace accord with one another. But the superpowers wouldn't have it. For in that time, the war in Le Monde had become a cash cow for the global arms, fashion, pharmaceuticals, tech, entertainment, biotech, gambling, and adult entertainment industries. And these industries seem determined to milk this cow for all it's worth. These days, 99% of the fighting in Le Monde is done by photogenic female mercenaries, working for either the CPF/NAC directly or their puppet governments in East/West Le Monde.
Princess Peacekeeping, LLC.
The West Le Mondean goverment is not very popular, to put it delicately. Financially, it is almost completely dependent on aid from the NAC, and most of this money goes to private military companies, which provide internal security and external protection for a state that is both politically unstable and still at war with the "rebel" government in East Le Monde. Of these, Princess Peacekeeping is one of the largest.
Sporting the latest in NAC weapons and equipment (or export versions of them, anyway) and staffed by endless legions of women, PPK looks very formidable… on paper. But while they're very good at breaking strikes and dispersing unarmed protesters, their effectiveness on the field against comparable forces leaves a lot to be desired. In addition to its contracts with the West Le Mondean government, a portion of PPK’s profits come from sponsorship deals with clothing and cosmetics companies, and by selling film, TV, and streaming rights. To this end, everything that PPK does, from kinetic operations to shower room towel fights, is meticulously recoreded.
Most recruits see PPK as their best chance at becoming rich and famous. They see themselves as up-and-coming athletes, actors and “influencers”. Celebrities in the making. Many exhibit high self-confidence and a drive to distinguish themselves on camera. When an operation is well-planned and executed, PPK can be ruthlessly efficient, but they tend to break easily under pressure. PPK girls are notorious for being killed or captured while calling for orders once the situation has changed significantly. But the gambling/reality TV angle means that even the most spectacular losses can still be profitable for the company.
Tarantella
West Le Monde has plenty of internal problems, but it also faces a full-blown guerrilla insurgency in the form of Tarantella. While PPK has the capital and most large towns in West Le Monde locked down, the mountains, jungles, and rural villages are home to this army of mercenary terrorists.
It’s an open secret that Tarantella is armed, funded, and equipped by East Le Monde, and therefore by the CPF itself, but they also produce cocaine, opium, amphetamines, and a few new drugs for which Tarantella is the only known supplier. Without these supplemental profits, Tarantella probably wouldn’t be able to function, as their operating budget is a tiny fraction of what PPK can bring to bear.
As with PPK, a young woman might join Tarantella for any number of reasons, but most have one of three things going on, none of which are mutually exclusive. On the one hand, most members of Tarantella believe they’re fighting a just war against against an oppressive regime. On the other hand, Tarantella often pays better than the legal work available in their home countries. On the other other hand, many are addicted to Cobalt Blue, a powerful drug that enhances their fighting abilities, but also makes them hyper-violent and sex-obsessed. Blue is only produced by Tarantella and its shadowy patrons. The withdrawal symptoms are so intense that few could leave Tarantella even if they wanted to, but the effects of Blue are so enticing that almost no one ever wants to.
General Rules
Wanna play? Awesome. Here’s how it works: You can submit one or more characters. You're limited to two heroes and two support zako, but you can create an unlimited number of combat/security zakos.
Heroes can be aligned with either the NAC/West Le Monde/PPK or the CPF/East Le Monde/Tarantella. They can also be independent, working for the highest bidder.
Zakos will be retired early and often. Heroes can fail their mission sometimes, but they will only rarely be retired. If you have two zakos and two heroes in play and want to make another, you must wait until they’re retired or tell me to retire them. I will then either put them on a bus or put them in the ground (your choice).
For each of your characters, present a name, age, gender, and brief description and/or visual representation of their appearance. Then tell us about their personality and background. You may want to roleplay between incidents, or you may not. I’ll take care of the rest. That’s right: your precious babies are at my mercy, and I have none. I am, however, fair and impartial.
Special Rules
Character Shields: Extra lives for your special girls. If you want them, tell me how many. If you don’t want your zakos or heroes to die, TELL ME. “Immortal” characters can still be retired, but they will only ever be written out of the game in a non-fatal way. Now, if you don’t want your zakos or heroes to be retired, TELL ME THAT. They will still get knocked out, captured, and fail, but they will always be a character. There isn’t an option to have them always succeed. Sorry.
Zako Specializations: If you don't specify, your zakos will be randomly assigned to either a combat squad or a security squad. Combat squads get sent out on patrol and are actively dispatched on missions with specific objectives. Sometimes in support of a hero. Security squads mostly hang around in facilities and
Support Zakos: If you make a support zako, tell me what their general role would be. This can be anything. Are they a medic? Engineer? Pilot? Intelligence officer? Bureaucrat? You know, some kind of stormtrooper with a different helmet. You only get 2 support zakos max.
Elite: Elite zakos start at a higher level. They have more hit points, which makes them more survivable. As in previous builds of this pachinko machine, your zako can both be elite AND lucky. There are no prerequisites. If you want this, just tell me.
Lucky: Lucky zakos are always the last to be taken out, making them more survivable. Your zako can be both elite and lucky. There are no prerequisites in any case.
Incompetent/Unlucky: This is also still a thing. These poor girls are always the first to be taken out. If you like your zakos extra expendable, let me know.
Hero Specializations: Your heroes can be quiet and lethal, quiet and non-lethal, loud and lethal, or loud and non-lethal. If you don’t specify, they’ll default to quiet and a 50/50 mix of lethal and non-lethal tactics.
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