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Bounty Hunter World

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The World of Bounty Hunter: Arcadiafrom Chub

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The year is 2052. Technology is advanced. Magic, mutations and supernatural abilities exist and are publicly known, but they are rare.

Bounty World Lore

31 entries · scan depth 4 · budget 1,200 tokens · recursive scanning off

World lore for Bounty World (Arcadia, 2052): districts, factions, NPCs, magic, mutations, tech and law. All characters are adults (18+).

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Showing 31 of 31

  1. #1World Core

    Keys: Arcadia

    Always on · After character · Order 100 · 100%

    [World core: Arcadia, 2052. All characters are adults (18+). Abilities are rare and come from three sources: magic (learned), mutation (born or triggered) and tech (cybernetics, gear). Most people have none. The currency is Credits (Cr). A cheap meal costs about 15 Cr, a month in a small apartment about 1,200 Cr.]

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  2. #2The Awakening

    Keys: what happened, Awakening, history, 2031

    Enabled · After character · Order 10 · 100%

    The Awakening (2031): Over a single week, magic began to work worldwide and the first mutants appeared, most of them during a global aurora. Panic, riots and a collapsed police system followed. In 2034 the government created the Bounty Office as a licensed, semi-private answer to rising crime. People born after 2031 are slightly more likely to carry mutations.

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  3. #3The Breach

    Keys: 2044, alien, first contact, Breach, aliens

    Enabled · After character · Order 10 · 100%

    The Breach (2044): A rift opened above the Pacific and stayed open for 19 hours. Several alien species came through. Some fled, some invaded, some simply stayed. Today a few thousand aliens live on Earth, legally or not. The Breach is closed, but smaller tears still appear and let monsters and stranger things through.

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  4. #4South Arcadia

    Keys: slums, South Arcadia, drug den

    Enabled · After character · Order 10 · 100%

    South Arcadia: The poorest district. Collapsed tenements, illegal clinics, drug dens and street markets. Police rarely enter. Most 1-Star bounties hide here. Locals distrust hunters but can be bought with Credits or respect. Gang territory changes weekly.

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  5. #5West Tallis

    Keys: Frisky Mink, nightclub, West Tallis, Tallis, club

    Enabled · After character · Order 10 · 100%

    West Tallis: The nightlife district. Neon, clubs, casinos and brothels run by competing gangs. The 'Frisky Mink' nightclub is a known gang hangout. Many 2- and 3-Star bounties surface here. Fights in the street are common and the police only arrive after the shooting stops.

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  6. #6The Docks

    Keys: port, harbor, Docks, harbour, warehouse

    Enabled · After character · Order 10 · 100%

    The Docks: Arcadia's industrial port. Endless warehouses, cranes and container stacks. Smugglers move weapons, alien tech and people through here. Since the Breach, strange things wash up from the sea. Night shifts are dangerous and workers sometimes disappear.

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  7. #7The Old Quarter

    Keys: Old Quarter, old town, catacombs, cathedral

    Enabled · After character · Order 10 · 100%

    The Old Quarter: The historic core of the city with narrow streets, old churches and catacombs below. Mages, occult shops and hidden covens are concentrated here. Ley lines cross under the cathedral, which makes magic stronger in this district and draws supernatural bounties.

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  8. #8The Spire

    Keys: corporate tower, Spire, rich, upper city

    Enabled · After character · Order 10 · 100%

    The Spire: The rich upper city, built on platforms above the old streets and connected by maglev lines. Corporate towers, private security, clean air. Hunters need a permit to carry weapons here. Bounties from the Spire pay well but come with lawyers and political risk.

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  9. #9The Wastes

    Keys: wasteland, outside the city, outskirts, Wastes

    Enabled · After character · Order 10 · 100%

    The Wastes: The ruined suburbs beyond the city wall, abandoned after the Awakening riots. Monsters from small Breach tears roam here, along with raiders and outlaw mutants. Porters with armored vehicles charge triple for trips out here.

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  10. #10Bounty Office

    Keys: office, turn in, Bounty Office, license, registration

    Enabled · After character · Order 10 · 100%

    The Bounty Office (HQ): A fortified 12-story building in central Arcadia. Ground floor: registration, the Bounty Board on giant holo-screens, and the turn-in desk. Basement: holding cells and a morgue for 'dead' deliveries. Upper floors: offices, the armory and the Head Officer's office. Hunters must check in with their license when accepting or delivering a bounty. Fighting inside the building costs your license.

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  11. #11Hunter App

    Keys: listing, board, app, bounty board, phone

    Enabled · After character · Order 10 · 100%

    Hunter App: The Bounty Office's official app. Shows the Bounty Board filtered by the hunter's rank, lets hunters accept bounties, form parties and see their rank, earnings and history. Targets marked 'Restricted' only show their star level until a hunter of sufficient rank opens them.

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  12. #12The Lounge

    Keys: hire, Lounge, recruit, party member, bar

    Enabled · After character · Order 10 · 100%

    The Lounge: The bar inside the Bounty Office. Dark wood, scarred tables, a wall of photos of dead hunters ('the Wall'). Hunters looking for work sit at the window tables. Contracts are signed at the bar with Rook as witness. Standard contract: equal share, one bounty, share goes to the next of kin on death. Veterans negotiate bigger shares.

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  13. #13The Wall

    Keys: Wall, memorial, dead hunters

    Enabled · After character · Order 10 · 100%

    The Wall: A memorial in The Lounge covered in photos of hunters who died on the job. New photos are added with a shot of whiskey. Superstitious hunters touch the Wall before a 4- or 5-Star bounty.

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  14. #14Ingrid Hale

    Keys: Ingrid, Hale, Head Officer

    Enabled · After character · Order 10 · 100%

    Head Officer Ingrid Hale (49): Leader of the Bounty Office and a former Legendary hunter. Tall, grey-blonde hair cropped short, a burn scar across her neck. She lost her left hand on a 5-Star bounty in 2041 and wears a matte black prosthetic. Calm, dry humor, ruthless when the Office is threatened. Respects results, hates excuses. Grants 5-Star exceptions maybe once a year.

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  15. #15Mila Okafor

    Keys: receptionist, Okafor, reception, Mila

    Enabled · After character · Order 10 · 100%

    Mila Okafor (26): Receptionist at registration. Dark braids, Office-blue blazer, stylus behind her ear. Friendly, quick-witted and obsessed with correct paperwork. She knows every hunter's file and teases Rookies. Secretly studies tracking magic at night and wants to become a Tracker herself.

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  16. #16Rook

    Keys: bartender, Rook

    Enabled · After character · Order 10 · 100%

    Rook (41): Bartender of The Lounge. Bald, heavy beard, cybernetic right leg below the knee. Former Veteran Combatant who retired after his party died in the Docks. Knows every rumor, who is looking for work and who can't be trusted. Gives advice only to hunters who tip.

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  17. #17Doc Varga

    Keys: clinic, heal, Doc, Varga, hospital, doctor

    Enabled · After character · Order 10 · 100%

    Dr. Petra 'Doc' Varga (44): Runs a back-alley clinic in South Arcadia that treats hunters without questions. Medic with minor healing magic, chain-smoker, blunt. Charges 300 Cr for stitches, 5,000 Cr for magical healing of serious wounds. Never treats bounty targets unless they pay double.

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  18. #18Kaz

    Keys: ammo, weapons shop, buy weapon, Kaz, gunsmith

    Enabled · After character · Order 10 · 100%

    Kazimir 'Kaz' Brandt (37): Gunsmith in the Old Quarter. Tech classification. Sells guns, ammo, armor and enchanted rounds (silver, blessed, rune-etched). Small, nervous, brilliant. Builds custom weapons for Veterans and better. Ammo against supernatural targets costs 10x normal.

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  19. #19ARPD

    Keys: officer, police, cops, ARPD

    Enabled · After character · Order 10 · 100%

    Arcadia Police Department (ARPD): Underfunded and overwhelmed. Officers tolerate hunters but resent them for taking credit and money. Some cops sell information to hunters; others are on gang payrolls. A hunter who kills a civilian loses their license and is arrested.

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  20. #20Iron Hand Gang

    Keys: Virth, Iron Hand, Ajax

    Enabled · After character · Order 10 · 100%

    Iron Hand gang: A violent gang in West Tallis led by Ajax 'The Iron Hand' Virth. About 30 members, several with minor mutations. Runs protection rackets, drugs and illegal fights. Uses the Frisky Mink as a base. Members wear an iron ring on the right hand.

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  21. #21Helix Dynamics

    Keys: Helix, corp, megacorp, corporation

    Enabled · After character · Order 10 · 100%

    Helix Dynamics: The largest corporation in Arcadia, headquartered in the Spire. Makes cybernetics, weapons and medicine. Publicly funds the Bounty Office; privately posts bounties on rogue scientists and escaped test subjects. Rumored to experiment on mutants.

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  22. #22The Pale Circle

    Keys: coven, Pale Circle, occult, cult

    Enabled · After character · Order 10 · 100%

    The Pale Circle: A secret cult in the Old Quarter that worships beings from beyond the Breach. Members are mages of varying power. Linked to disappearances and ritual murders. The Bounty Office has several open bounties on members but no information on their leader.

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  23. #23Free Mutant Front

    Keys: mutant rights, FMF, Free Mutant Front

    Enabled · After character · Order 10 · 100%

    Free Mutant Front (FMF): A militant mutant-rights group. Some members are peaceful activists, others plant bombs. Many hunters refuse FMF bounties because the politics are messy. The government lists the armed wing as terrorists.

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  24. #24Vathri

    Keys: Vathri, insectoid

    Enabled · After character · Order 10 · 100%

    Vathri: Alien species that came through the Breach. Tall, insectoid, four arms, chitin armor. Communicate with clicks and a translator collar. Most live peacefully in the Docks as workers. A rogue hive faction is behind several 4-Star bounties.

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  25. #25Sollen

    Keys: grey skin, Sollen, humanoid alien

    Enabled · After character · Order 10 · 100%

    Sollen: Humanoid aliens with grey skin, silver eyes and natural telepathy. Elegant and secretive. Many work for corporations in the Spire as negotiators. Rumored to be gathering an army; nothing confirmed.

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  26. #26Magic

    Keys: magic, spell, witch, ritual, mage

    Enabled · After character · Order 10 · 100%

    Magic: Learned through study and talent. Requires focus, components or words; strong spells exhaust the caster. Common schools: elemental, healing, tracking/divination, warding, blood magic (illegal), necromancy (illegal). Magic is stronger near ley lines (Old Quarter) and weaker near large amounts of iron and electronics.

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  27. #27Mutations

    Keys: mutant, mutate, mutation, powers

    Enabled · After character · Order 10 · 100%

    Mutations: Innate abilities, usually appearing between ages 18 and 25 or after trauma. Each mutant has one core ability, sometimes with side effects (changed eyes, skin, body temperature). Mutants must register with the government; unregistered mutants can become 1- or 2-Star bounties. Power varies from barely noticeable to 5-Star level.

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  28. #28Cybernetics

    Keys: implant, augment, chrome, prosthetic, cybernetic

    Enabled · After character · Order 10 · 100%

    Cybernetics: Prosthetics and implants, mostly from Helix Dynamics. Basic limbs cost 20,000 Cr; combat-grade implants (reflex boosters, subdermal armor, optic scanners) 100,000+ Cr. Too many implants weaken a person's ability to use magic. EMP weapons are a cybernetic user's biggest weakness.

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  29. #29Weapons and Gear

    Keys: equipment, EMP, weapon, gun, armor, gear

    Enabled · After character · Order 10 · 100%

    Weapons and gear in 2052: Smart pistols that track targets, rail rifles, shock batons, stun nets, EMP grenades, drones, and armor vests rated against bullets and claws. Enchanted ammo (silver, blessed, rune-etched) works against supernatural targets. Licensed hunters may carry military-grade weapons except in the Spire.

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  30. #30Hunter Law

    Keys: legal, lose license, rules for hunters, law, illegal

    Enabled · After character · Order 10 · 100%

    Hunter law: Licensed hunters may use force to capture targets and may kill when the bounty says 'Dead' or in self-defense. Killing civilians, torturing targets, delivering the wrong person or taking bribes to let a target go costs the license and leads to prosecution. Hunters who go rogue become bounties themselves.

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  31. #31Rogue Hunters

    Keys: lost license, ex-hunter, rogue hunter

    Enabled · After character · Order 10 · 100%

    Rogue hunters: Former hunters who lost their license and turned criminal. They know Office procedures, hunter tactics and often have old allies inside. Bounties on rogue hunters start at 3 Stars.

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