Blood Sport for Fun and Profit
Somewhat Durara inspired, but not exactly. Only the basic ideas, like the school/gang mix.
The idea is, there are four players of each faction (Red, Blue and Yellow.
Each group has different abilities, as such:
The Red Team
Members of the red team carry in their blood magics from old times. While most potential members go without ever realizing these powers, they can be awakened through ritual (which is the Red team initiation.) The powers are very different in nature, such as elemental abilities, abilities to affect time, probability, cause illusions, summon spirits, and many, many more. Only one area is ever present in a bloodline, however.
The Blue Team
The Blue team are silent, nearly undetectable due to not having any "gang identity", they are simply a group of people who've pleged to band together. The Blue Team started as a fourm for hackers, and as thus, is highly technologically proficient. Hacking into the school wifi and past the blocks with their smartphones is child's play to most members.
The Yellow Team
The Yellow Team are the most militaristic of groups, the bursts of violence they're involved in always ending in a very quick and bloody resolution. No one knows how, but they have an armory akin to a military base, and most members are trained in various forms of hand-to-hand combat: they have their own karate and wrestling teams.
They generally obey the rules, however, though higher-ranking members have been known to bribe the schools to "look past" things so long as no one gets hurt.
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Phase 1: School
This phase is where everyone mingles; it's rare to see someone blatantly showing off gang insignia, colors, or abilities. Generally everyone gets along but events in this stage can spark fights in later stages.
Phase 2: Afterschool
This phase is a cross between school and night phases. Here lies afterschool activities, and generally, this is often also a peaceful time (but not always.) Things that would cause fighting to escalate in Phase 1 would be disasterous here.
Phase 3: Night
This phase is where most gang activity happens, which is mostly beyond your control, but is influenced by your actions. You can also act in this phase, but doing so is not always wise.
Players of gangs not actively fighting can interact without worry. Player characters will also only die in extreme situations, such as being in the wrong place next to a gang that's gone total war with their faction.
Note that on occasion, "missions" will be asked for players. These can be gang related, or things such as school projects. Note that teachers don't care or realize who's in a rival gang: you might be lab partners with a sworn enemy.
Lastly, there's a GM Avatar working to put everything to shit, to cause the fall of a city. He's an NPC, one of many, that has powers unlike what he first appears to have. Depending on how he or she is found out, there may be a climactic battle, or a simple "whoops, you just randomly decided to shoot the antiplayer".
There is a goal: kill the antiplayer(s). This is made harder when you have to make sure the gangs don't enter total war, which you have little control over- you have just enough.
A loss scenario is "Total War VS All, where all gangs want to kill each other. Not all need to be at Total War, only two of them, and the last fighting.
Relationships go as such:
Y vs B :
Y vs R :
R vs B :
"Friendly" is the opposite of total war: the gangs will actually gladly help one another with large tasks.
"Peaceful" is a state where the two gangs are not considering fighting.
"Tense" is a state where fighting is close to breaking out.
"Skirmishing" is a fight scenario where there is little power used: such as a fistfight breaking out. Very rarely are people killed.
"Fighting" is a fight where people are likely to die, but will resolve after the fight to "tense".
"War" is a scenario where gangs are fighting and are unlikely to revert until one has suffered severe enough damage- this WILL hit news, and this IS something to avoid. At this point, schools become unsafe for gang members and they may be shut down temporarily at times.
"Total War" is irrecoverable: the two gangs are always at war. Schools will be closed, and riots will break out. Chaos starts to set in. Avoid this.
Your character starts with the inventory and abilities of a high school student plus a major and minor gang-related item and a gang dress item.
Reds will carry magic items with them- such as a ring, or pendant. The major item helps channel energy and without it the magics cast by the one without their item are much weaker, and the minor item is an item imbued with energies- giving it to an NPC, for instance, can protect them, etc.
The Reds are symbolized by their color, and this is often worn with some form of cloth band.
Yellows will carry a concealed weapon as their major (anything from brass knuckles to a pistol) and some sort of banned item or memento as a minor (such as a firecracker).
Yellows often wear yellow patches or scarves or anything around the shoulder area.
Blues will carry some kind of device (smartphone, tablet, gaming device) as a major and a storage or electronic device (USB drive, headphones) as a minor.
Blues have no set style- often, if they do decide to show up in color, they do it in a multitude of styles indistinguisable from normal people: jeans or a blue t-shirt, for example, or a jacket.