Okay, so this is a idea that Tyro and me thought up. He got the base of it and i gave it a story. Basically, Karl rebels against The 34rd Clockmaker, and vanishes. Now, Clocky needs more Agents of Death, so what does he do? He creates the Clockworx, a company bent on making assassins that kill ponies and other sentient creatures. Now the RP takes place 20 years later after Karl vanishes, now the Clockworx has become a big company, even so big that it's ruling some countries. But something else has happened. A small resistance made to destroy the Clockworx has emerged from the shades, and is powered by who else than Karl himself. Now here's were you come in. You will be given the chance to either join The Axe Resistance or The Clockworx. Each has it's own advantages and disadvantages, but basically, you're gonna be taking orders from respective part. Now, here's the list of advantages and disadvantages of the two factions: 1. Curses. The Clockworx has curses on every pony and other creatures to "encourage" them to kill more. This curse is what you choose as a punishment for your character, and kicks in if you don't kill atleast one pony every week. It must have atleast two stages, and each week it advances a stage. The Axe Resistance doesn't have this and you'll feel more free working for it. 2. Equipement. In The Axe Resistance you have to get or make your own weapon. In The Clockworx you can simply ask for this, and it'll give you it in a clean, refreshed form for you to mess down with blood. That makes TAR weapons less reliant, but you can get more creative with what you create. Remember that this takes place in a more modern Equestria, so arms like guns are available, though your personal unique weapon can only range from every melee weapon you can think of to a 45-70. Revolver. No big weapons unless you find it, i give you permission to acquire it, or Karl or Clocky gives you one. Otherwise, you can't have it. 3. Armor. The Clockworx will give you a armor that works like elemental armor in LOCP II, from the exception that it's holographic, while in TAR, you have to create your own armor by things you can find. This makes The Clockworx Agents more tougher in the beginning of their career, but TAR people can create some pretty tough armor later on. If you wan't to, you can give me suggestions of more types of disadvantages and advantages as you see them fit. All-around, i get this kinda Brink feel to it, but i love Brink to the bone, so i think this can become a fun RP. Anyone interested?