A World Asunder

All Out Of Character Conversation!

Moderator: Moderators

Message
Author
User avatar
y7h65
The Unpronounceable
Posts: 3608
Joined: Sat Nov 28, 2009 11:00 pm
Location: ???

A World Asunder

#1 Post by y7h65 »

Introduction
Hello and welcome to A World Asunder, a picture of our own Earth in the future. In it, Humanity is in its twilight with night fast approaching, threatening to overtake us entirely and bring about the end of Humanity. However there are still lamps, mere pinpricks of illumination, within the shadows and gloom of dusk that still hold back the encroaching darkness. For Humanity has stood ever vigilant against the mysteries and shadows of the night for all of history and now, in what may be our last hours, we will be damned if we do not throw ourselves into the pyre if only to keep the fire of hope burning for just a few more seconds. For we are Human and to rage against the world, to carve out our own niche in a cruel and uncaring world, and to fight till our last breath is our very nature. The only question that I have to ask, however, is whether or not you will be able to stand up with the heroes of legends long since lost, to stand should to shoulder with people who fought against the night and won. For though Humanity may be in its twilight hour, we may live to see the Sun rise once more. All you need to do to help is join this one last desperate fight.

Notes
Greetings, I am y7h65 and welcome to my latest RP. While on vacation, on my plane ride, I started watching Elysium while playing God Eater/Monster Hunter and an idle thought crossed my mind: “What if I crossed these franchises?”. Normally, I get these thoughts roughly twenty times a day but this thought really stuck to me for some reason. So, over the course of my vacation, when I had the time, I started writing up the plot and setting for this RP.

Now, this RP is what I would call something that holds many of my writing styles. It’s the end of an era, the act before the end of the play, and the final chapters of Humanity. Beset on all sides, many die each day so that we may see the start of one more day. However, there are still heroes in this time of fading light. There are still people whose deeds will be talked of in the future, whose actions will forever reverberate in the history of man. Though night is falling these heroes may help Humanity see another new day, heroes that will be played by you. You may not start off as the stuff of legends but by the end of this RP, you will be the type of person who will be forever remembered for actions fair and foul.

In the terms of plot, this will be an episodic RP. I will mostly be focusing on the acts that your characters will become known for. However, I will also be sure to provide sections of calm where you can explore your character’s personalities and viewpoints as well as some NPCs for you to bounce your characters off of. However, this will be mostly focusing on your characters getting things done and the various ways they will do so, as well as what they will have to decide between in order to become a legend.

Do note, I am the type to punish stupidity. If you blindly charge everything and expect that to solve your problems then you should expect me to smack the stupid straight out of you. Along with your character’s life. However, because I value people figuring out what to do, you can always PM me and ask me for more info and I will provide what your character would notice.

Character sheet will be in my second post.

Backstory
Please note that for the sake of narrative integrity, several phrases will not receive a full description in the backstory following. As a result, all words in bold will receive a codex entry that fully explains the terms in-depth. Please search up C01 to skip right to the codex. The following backstory is also completely optional, to be read at your leisure. The codex will provide and act as a summary of the major historical events.


A World Asunder
The year is 2118 and Humanity has stalled. Gone are the lauded dreams of the future, the hope that the progress of man shall prevail. In its place are nightmares of an uncertain present and the ever fading light of life, hope, and day. Over a hundred years ago the world almost ended in what is now called " The Arrival ", during which the population of Earth discovered that the universe truly is a cruel mistress.

In 2023, an object was detected entering the Solar System. How it managed to get there without anyone noticing may never be known but it will not change the fact that it did. The object was massive, at nearly twenty five kilometers in length, one kilometer in width, and a few hundred meters in height. Worse still was its destination: Earth. All projections showed that the object, at its current speed and heading, would hit Earth within the decade. At the current speed, intercept missiles might be able to meet it but the chances of an object of this size being destroyed or moved significantly by any amount of intercept missiles were low. Overall, this looked to be the end of the Human race.

Still, Humanity fought on in the face of it all. A large majority of nuclear warheads were converted into intercept missiles and sent out into space. On Earth, the largest Global construction project began. Massive underground cities were built, spearheaded by the rich and the wealthy so that some men may live. By the time of Intercept, six years down the timeline, a few of these city bunkers were complete with a majority of them nearing completion. With baited eyes the world watched projection screens that mapped the final corrections of the missiles just outside of Jupiter before detonation and, for a moment, rejoiced as maps showed a successfully broken asteroid before despairing as calculations showed that a section of the object, roughly eight hundred meters in diameter, was still on target with Earth. Worse still, the blast had altered the velocity and direction of this particular section. Rather than four more years, Humanity had just a little over a year and a half to prepare.

A sizable chunk of the population rioted at this new situation. In their hysteria, blame was placed on the world leaders that had ordered the intercepts even though they were done so to better Humanity. Work on some of the bunkers meant for more populous locations halted as rioters either prevented additional work or caused setbacks that delayed the completion of the bunkers. By the time evacuation started, there was only enough space for a little over two-thirds of the population in the bunkers. When the doors closed, half a day before the object slammed into former Ukraine, only half of the population was inside the bunkers.

The Impact changed things forever. Earth's surface was ravaged by the impact of the object, the atmosphere and biosphere destroyed by the ash and dust thrown up by the asteroid smashing into the ground, and humanity was forced to remain underground. While above surface exploration was possible, the surface was simply a frozen waste with nothing left for man to take or use. But still, life and Humanity progressed. The loss of the surface meant that a majority of Man's might was forced away from research and discovery and into simple survival. For eighty years, little changed for those that lived in the bunkers. Population was strictly controlled and resources were pushed to the limit to sustain the populations of the bunkers but nothing significant happened for eighty years. This, like many other things, did not last.

In the spring of 2086, as the world warmed slightly from its ice age, sensors connected to the German city bunker Bismarck reported mass movement on the surface towards the city bunker. Scout drones were sent and what they discovered threw the world into panic. Travelling in a massive pack was a truly uncountable horde of what appeared to be mutant life forms, a swarm almost six kilometers in length and two wide. Everything in their path was destroyed and their predicted target was the city of Bismarck, arriving in three days’ time.

The heads of the European bunkers scrambled and sent as many of their security forces to assist in the evacuation and, if necessary, aid in the defense of the bunker. By the time the beasts had arrived, only a small civilian population remained. The security forces who were clad in power armor, equipped with railguns capable of penetrating bunker walls, and supported by some of the mightiest tanks and IFVs designed by man before Impact were confident that they could halt the tide of what they believed to be only simple beasts. At 10 AM, March 25th 2086, Man strode onto the battlefield once more.

By 6 AM, March 26th 2086, the city bunker of Bismarck was either in flames or in the process of being devoured while a full four fifths of the combined security forces of five bunkers laid dead in the plains outside the entrance, the vault door, and throughout the city. The last fifth had scattered into the four winds, the beasts having forced them to retreat and evacuate the last civilians from the doomed City Bunker. Debriefings revealed why what should have been a simple defensive action turned into a total rote for the Human forces. The supposed mutants were too coordinated to be simple roving animals. They responded to tactics and strategies as fast as any other human foe, if not faster. Worse still was their own biological abilities. It was quickly discovered that these were no simple mutants. They were an entirely new life form that only appeared to be mutants. Their bodies were made of some sort of biological goo, all connected and controlled by an organic brain like core. The only way to permanently kill these beasts were to destroy the core. While the railguns used by the troops could easily tear through and destroy the cores on the smaller monsters, the larger monsters proved more resilient against damage to their body with the railguns completely incapable of penetrating the cores. Finally, the most dangerous aspect of these monsters were noticed approximately two weeks after first contact. Anyone directly exposed to the organic material of these beasts and survived would slowly mutate and become a small form version of the monsters.

By May 31st, 2099, every bunker in the European countries between the French and Russian borders had been destroyed and devoured. At the border of France and Russia, the combined security forces of almost half of the planet were arrayed. They held the line against the newly termed Doppelgangers , the beasts receiving that moniker due to their similarity to pre-impact animals, but every day was a losing battle. It wasn't until 2106 did Humanity discover Changelings and, with them, a way for humanity to strike back.

The first recorded Changeling was one Private Michael Vangoth, born to survivors of the city bunker of Bismarck. Until his deployment, there had been no real oddities about Michael except for his ability to excel at whatever field he placed himself in. In June 2106, Michael was deployed on the French front by the United Bunker Security Forces and, several hours after deployment, came into contact with his first set of Doppelgangers when his squad was ambushed during a patrol in a safe area. Michael went into that fight as a 5'9" toned but scrawny normal young male in power armor and, after two hours of fighting, ended the fight as a 6'3" Male Adonis wearing the torn apart remains of his power armor as a fashion accessory and with skin that could deflect bullets. Most importantly, he was seen utilizing the same miasma like energy that Doppelgangers used to power themselves, as well as tearing apart several Doppelgangers with his bare hands.

An investigation was immediately launched into Michael Vangoth. Normally, it would take a platoon of soldiers half an hour of fighting to kill the twenty or so Doppelgangers that Michael had killed with his bare hands. Genetic profiling revealed that Michael had Doppelganger genetic material integrated into his body which allowed his body to adapt to the environment as necessary and were activated when the normally virulent and toxic Doppelganger Blood entered into his body. When faced with -25 Celsius temperature, ranged form Doppelgangers, and a weapon that was useless at best, Michael’s body adapted to allow him to survive and thrive on the hostile surface, made his skin difficult to penetrate with the ranged weapons the Doppelgangers were using, and enhanced the only reliable pair of weapons on his body; his limbs. Testing of his parents revealed that they too had Doppelganger genetic material in their body. However, unlike their son, the integration of Doppelganger and human never occurred in their bodies. Rather, they had just been carrying the genetic material until it could be fused and integrated in their progeny. Further testing on the children of survivors of various other raided city bunkers showed the same level of integration.

However in 2108, as the research into these newly termed "Changelings" were underway, three new and critical pieces of information were revealed. First and most distressingly, was the loss of Michael Vangoth. After engaging a particularly resilient Doppelganger, Michael’s lost control of his Doppelganger abilities. The Doppelganger genetic material simply exploded outwards like cancer and, in the course of several seconds, Michael Vangoth became an extremely powerful Human form Doppelganger. It wiped out three platoons in the thirty minutes it took to put down the newly born Doppelganger. Second of all, the children of survivors with integrated Doppelganger Material must be at least eighteen before exposure to Doppelganger blood or else it will just simply force them to become a Doppelganger. Finally, not all Changelings developed combat powers. Overall, combat type Changelings were born at a rate of one in twenty thousand. While relatively high for a birth abnormality, it was nowhere high enough to counter the losses the UBSF were experiencing; especially if the Changelings would burn out within two or so years after unlocking their abilities.

In response to these mounting problems, several solutions were devised. First and foremost was the HUNTER program. Rather than integrating them into the line and file of the USBF as had been the original plan, Changeling forces were set aside and given special training by surviving members of the First Generation of Changelings before having squads loaned out to the UBSF as Special Forces. The training they received focused more on fireteam tactics over squad tactics and taught new Hunters the most efficient way of fighting Doppelgangers with minimal use of their own Doppelganger powers. Tried and true tricks to maximize their terrifyingly low life expectancy were taught while improvisation and creativity in the field was lauded and supported.

Second of all were the development and production of powered exoskeletons named Frames . Due to the very nature of Changeling powers, using suits of power armor like the rest of the UBSF could prove to be an expensive problem when a Changeling could either break it via metamorphosis, or have it rendered useless due to changes performed by the Changeling's body. As a result, rather than focusing on enclosing the entire body and protecting it, Frames just amplify the natural strength and agility of the wearer while providing small amounts of protection from the environment and hostile attacks. However Frames are highly modular and easily customized or modified, a necessity considering the users, and as a result they are often modified by their users to better suit their combat styles or fashion tastes.

Finally, they created the Wraths ; special weapons developed during the Changeling research. While initial research revolved around exposure of Changelings to Doppelganger blood, it was later revealed that Changelings could also make use of weapons that were infused or created from Doppelganger biological material with little to no ill side effects. Normally, such weapons would devour and/or horrendously warp and mutate a normal human user but for a Changeling, they could use it to more efficiently channel and use Transformation Energy when compared to their efficiency with just their bare limbs. Furthermore, such weapons proved to be as every bit as effective against Doppelganger cores as the Doppelganger’s natural weapons were against normal human armor and bodies. As such, they are the primary weapon, usually the only weapon, used by Hunters.

Equipped with their new arms, armor, and training, the first Hunter squads joined the rank and file of the UBSF in 2110, bolstering the French and Russian defense lines with their meager numbers. Their effectiveness is without question. Within two months, the percentage of causalities on both fronts have dropped by 25% while the number of Doppelgangers destroyed and attacks successfully stopped increased by almost 50%. Humanity had finally found the means to hold back the encroaching night, if only for a moment.


CODEX C01
HISTORY AND THE WORLD wrote:
The Arrival: The Arrival, as it was later termed, was the entry of a massive object into the solar system in 2023. The object, measuring at approximately twenty five kilometers in length, one kilometer in width, and a few hundred meters in height. Against all odds, the object managed to reach the solar system without being detected despite its massive size. The arrival of this object spurred the creation of the City Bunkers and signaled the beginning of the end of the era of Humans. An intercept mission was sent out and managed to intercept on March 3rd 2029; an interception that only marginally prevented the extinction of Humanity.



Impact: The Impact occurred on July 22nd 2030, an event that scarred both the Earth and the Atmosphere. One of the remains of the object, blown off its initial course by the intercept missiles, managed to achieve the mathematically impossible and had its trajectory altered in a way that caused it to intercept the Earth at an earlier point than previously predicted. The remains slammed into former Ukraine and sendt up kilometers high ash and dust plumes into the air, forever removing humanity from the skies as the ash and dust still lingers in the air today at lower levels of the atmosphere at thick enough levels to choke out jet turbines. This drastically changed the environment and biosphere of the earth, causing an entire biosphere collapse and new ice age that forced humanity beneath ground and into the City Bunkers.



City Bunkers: The city bunkers are aptly titled, being city sized bunkers buried beneath the ground and close to a former residential or urban area. Many were produced and spearheaded by the wealthy and were meant to house almost all of humanity. This ultimately proved to be futile as almost half of them never reached completion due to the pre-Impact riots with a sizable amount of the European bunkers lost to Doppelganger attacks.
Currently, the bunkers that have pledged troops and sent supplies to the United Bunker Security Force along with assisting in the housing of refugees are all located in France, UK, Russia, USA, Canada, Egypt, Israel, India, Zimbabwe, China, South Korea, Japan, Australia, Norway, Sweden, Finland, and Venezuela. While there are a few smaller bunkers located throughout the world that have not yet pledged help to the UBSF, the bunkers that are assisting form the bulk of all of humanity on Earth.
There used to be Bunkers in Germany, Switzerland, Ukraine, Poland, Italy, and Austria but these have all since been overrun by Doppelgangers or, in the case of Ukraine, destroyed by meteor impact.



United Bunker Security Forces: The United Bunker Security Forces, UBSF or Ubies for short, is the title of the Coalition forces that currently protect the rest of the world from the Doppelganger threat in the post-Impact world. While many countries have dissolved since Impact, many bunkers still identify by nationality or geographical location. The bunkers that currently make up UBSF forces are all located in France, UK, Russia, USA, Canada, Egypt, Israel, India, Zimbabwe, China, South Korea, Japan, Australia, Norway, Sweden, Finland, and Venezuela. While there are a few smaller bunkers located throughout the world that have not yet pledged help to the UBSF, the bunkers that are assisting form the bulk of all of humanity on Earth.

For the most part, many of these bunkers provide either logistical or direct support. Those that provide logistical support usually help research and develop new equipment; provide and create equipment such as food, weapons, and armor; help house displaced refugees along with medical screening and assistance of those displaced; or any combination of these things along with countless other things required to keep the UBSF war machine running. Those that provide direct support provide troops, training locations or territory, or act as command centers for the war effort.

The UBSF troops, despite being equipped with military grade equipment and weapons, did not start off as soldiers. They were originally security forces of the various bunker belonging to the UBSF, equipped with modern weapons in the event that such force was required to keep the peace or to prevent attacks from outside forces; attacks that never occured. After the discovery of Doppelgangers and the threat that they represented to Humanity, the Security Forces of various bunkers were sent to Europe or deployed to the front as soldiers rather than security forces. These troops are equipped with various mass driver type weapons loaded with standardized ammunition and power armor of assorted make and model. Although they are more than a match for any human foe, the troops suffer regular serious loss against the Doppelgangers.
MONSTERS WITHOUT AND WITHIN wrote: Doppelgangers: Doppelgangers are mysterious lifeforms first encountered in the spring of 2086. Although the common held notion is that they are related to the Impact, the exact relationship between these two have not yet been established. They received the moniker of Doppelganger as their initial forms on contact were similar to that of animals from pre-impact Earth. At the time, the only thing that made them look different were an unnatural black or dark grey coloration to their skin or fur. Presently, most Doppelgangers encountered in the field still resemble animals. However, they almost all feature intense modifications such as hardened white bone like armor plates, organic enamel andbone spike launchers, enhanced natural weapons capable of cutting through tank armor, tail whips, various methods of creating and excreting toxins and acids capable of breaching power armor and slaying a man in seconds, countless different breath attacks, as well as pyro, electro, and cyrokinetic abilities. Overall, the Doppelgangers have moved from “similar to animals” to “only visually resemble animals”. However, almost all Doppelgangers have their cranium or the area where the ocular organs are located on replaced with a massive iridescent organ that is still shaped like the original cranium or ocular organ area. The purpose of this organ is unknown and it only appeared after the failed defense of Bismarck but it is almost always a weak point.

From a biological perspective, the Doppelgangers are an oddity. While their origin may not be completely terrestrial, the closest animal that resembles them would be the common jellyfish or perhaps coral and anemones. That is to say, that a Doppelganger is not so much a single beast as it is a colony of smaller cells and symbiotic organs guided by a primitive (or in this case, rather advanced) nervous system. The Doppelganger’s main nervous system’s core is a roughly spherical or oval like mass of organic material not too dissimilar from that of a brain. This is supported by how the majority body of many Doppelgangers will fall apart into a black tar like sludge that quickly dries off when the main control core is destroyed, leaving only the more tougher adaptions or body parts.

The most insidious aspect of the Doppelgangers would most definitely their adaptability as well as their virulent nature. All Doppelgangers are capable of surprising amounts of adaption and many Doppelgangers have been recorded adapting their forms mid-battle to gain the upper-hand, a process that often leaves them vulnerable to attack for several moments. The current combat doctrine is to use the most effective attacks against the Doppelganger during this stage as such attacks tend to become irrelevant afterwards. Fortunately there appears to be a limit as to how many adaptions a Doppelganger can have active, limits that coincide with their size. Small scale Doppelgangers, which take up to two meters cubed in space, can only have up to three adaptions active. Medium scale Doppelgangers, which take up to four meters cubed in space, can have up to six. Large scale Doppelgangers, which take up to eight meters cubed in space, can have up to twelve. The theoretical titan scale Doppelgangers, which take up more than eight meters cubed in space, have a theoretically unlimited amount of Adaptions active at once.

While their adaption ability proves to be the most problematic for frontline troops, it is their virulent nature that causes true headaches at home. Anyone that is not a Changeling but is exposed to Doppelganger matter in any of the dozens of ways possible will eventually become a Doppelganger over the timeframe of several minutes up to two weeks. From what has been observed, Doppelganger matter is highly virulent when introduced into a new environment that can support their growth. Problematically enough, the optimal environment is within the bodies of living beings. When exposed to such conditions, Doppelganger matter will attempt to covert as much of the matter nearby into itself. In a way, such behaviour resembles the Grey Goo theoretical behaviour were it not for the fact that Doppelganger matter is completely organic as far as research has proven and actually becomes inert when exposed to the atmosphere.

These two abilities make the presence of Humanoid Small Scale Doppelgangers, as well as the fact that they are quickly becoming the most prevalent of basic Doppelganger forms, a rather morbid reminder of how many people have died to keep the line where it is. They have currently been limited to the European continent, parts of North Africa, and several border regions of the Asian continent.



Changelings: Changelings are the moniker for the children born to survivors of Doppelganger infections. There have been no rhyme or reason in the pattern of why Doppelganger matter becomes inert when introduced into the body of certain people. Some theorize that the people have a previously undetected quirk in their genes that prevent the Doppelganger matter from activating and spreading, others theorize that perhaps they were exposed in low enough amounts that the Doppelganger matter can reproduce fast enough to overcome the host’s immune system. A smaller group theorize, only spoken to others in their own small circle, that the inert matter was spread on purpose to turn the children of infected into monsters.

Whatever the reason is, the children of survivors of Doppelganger infections are always Changelings and most Changelings powers emerge when they are exposed to Doppelganger matter at around eighteen. While Changelings are almost famed for their combat role, the truth is that only 1 in 20,000 Changelings have their abilities develop in a manner suitable for combat. Most powers are either that of a support nature or one that aligns the Changeling towards intellectual and social abilities. The exact reason for this is unknown but it seems that it is a combination of environment and attitude. Changelings with a strong drive and were raised in an environment without any constant stability tend to develop abilities suitable for a combat role. However, while this is the trend, there are still outliers that do not fit this common factor that develop combat abilities along with Changelings that do fit the mold but fail to develop combat abilities.

Similar to Doppelgangers, Changelings display great aptitude for adaption. Even then, all Changelings begin their life average at a minimum and near perfect at best. There has never been a Changeling born with a birth defect or genetic flaw. While their environment may impart mental or chemical flaws, they are never born with them. Furthermore, as they develop, Changelings all have a high aptitude in whatever they desire to learn. They take to literally everything like a fish to water. Whether it is science or archery, Changelings just naturally excel at whatever they do. While this causes tension with normal Human peers, the high aptitudes towards various fields are a side effect of their nature.

Once their powers are activated, Changelings are put into a training camp and see how the activation of their powers affect them. Those that are affected in a way that will be beneficial in combat are sent off to the HUNTER training program while those that have powers less beneficial to combat are shuffled back into the main line of education. Those without combat powers usually end up taking a support position in the HUNTER program and act as either those conducting research on Doppelgangers or assisting in the creation of new Wraths. Those that do not usually end up in all sorts of other positions, occasionally within the UBSF as well.



Transformation Energy: Transformation Energy, also known colloquially as T-ENG, is the name of the power that is behind many Changeling and Doppelganger abilities. From what has been observed and recorded, Transformation energy is stored within Doppelganger biological material when it is not required and is released whenever a Doppelganger or Changeling develops a new adaption or activates particularly potent ability or adaption. Whenever a particularly potent ability or adaption is used, or whenever powers are used excessively, a greyish purple smoke can usually be seen emitting from the extremity said power is associated with afterwards. This smoke is theorized to be the shedding of spent Doppelganger Cells but there has yet to be any conclusive evidence to support this. The exact nature of Transformation Energy, the reason for the emission of smoke, and how it causes or powers the adaptions and abilities exhibited by Changelings and Doppelgangers is as of yet unknown but the method in which it is generated is well known.

As adaptions and abilities are generated and powered, Transformation energy is expended from Doppelganger matter permanently. In order to restore itself, the Doppelganger matter must convert normal organic matter into Doppelganger matter, an act that generates more Transformation energy. In Doppelgangers, the process is analogous to eating and it is hypothesized that the many recorded instances of Doppelgangers feasting on remains and the scenery is the Doppelganger restoring its stock of Transformation Energy.

In Changelings, the process is not quite so simple. As the Doppelganger Matter within Changelings are often located deep within the body or deeply intertwined with normal Human Biological Material, the Doppelganger matters most commonly used source is the normal Human biological material. This is the main driving cause behind the phenomena of Hunters turning into Doppelgangers. Fortunately, the process is extremely efficient and usually the amount required to completely refill the amount of Energy expended does not exceed a hundred grams. Furthermore, the conversion of some tissue and organs into Doppelganger matter copies rarely impedes Changelings. However, the process is still rather uncomfortable at best and extremely painful at worst. Though this process can be reversed slightly by transplanting converted organs or marrow, it can only be done so many times before conversion skips over those parts or the rate of rejection increases.

One thing to note is the matter of Changelings turning into Doppelganger. This process occurs when approximately 40-50% of their body has been converted into Doppelganger biological matter. Once this threshold is reached, the conversion of biological matter to Doppelganger material starts a runaway conversion that ends with the Changeling turning into a Doppelganger. Though the exact percentage required for this event to occur is dependent on a wide variety of factors, many Frames are equipped with a biological sensor that will warn its user when the percentage of Doppelganger material in their body nears 40%. It is theorized that the Material within a Changeling’s body is sapient or sentient in some manner due to how the material adapts to various treatments to lower the percentage of Doppelganger matter as well as the immediate hostility of turned Changelings.
MANKINDS FINAL WEAPON wrote: HUNTERs: The HUNTER program is where Changelings with combat type abilities are placed into. The training program lasts almost half a year due to how long it takes to condition a new Changeling to not use their powers reflexively as well as how long it takes to find a Wrath that reacts with the Changeling. As a program, the HUNTER doctrine focuses less on the overuse of abilities and more on how to take down Doppelgangers with WRATH weapons or using the environment to do the job. The doctrine also has a focus on small fireteam tactics rather than squad level tactics due to the naturally lower number of combat type Changelings. The graduates of the HUNTER program, also known as Hunters for the sake of brevity, are often put into fireteams and then inserted into a platoon of United Bunker Security Forces. General current strategy is for the UBSF Troopers to eliminate the smaller more easily dispatched Doppelgangers while the Hunters take out the large high value targets. This strategy is slowly being phased out due to the introduction of the second generation of WRATHs which have integrated mass drivers. The new strategy involves having the troopers taking on a vanguard role by taking out as many Doppelgangers in the first attack before retreating for the attached Hunters to clean up and take out the larger combat forms.

Within the system and ranking itself, there are three distinct generations of Hunters as of current. The first generation of Hunters are all dead. They either died from being swarmed by Doppelgangers, died during the testing of the prototype Wraths, or, most likely, they turned due to overuse of their powers. Many of the Hunters of first generation are generally unknown the public due to the classification of their identity that was enacted during the study and documentation of Changelings as well as their viability in combat.

The second generation were the first widely revealed and widely deployed of the Hunters with the first squads hitting the ground in 2110. They proved to be a worthy investment and managed to reduce fatalities by 25% and increase Doppelganger destruction rate by 50%. Wielding the original Wraths and equipped with the prototype Frames, many of the second generation of Hunters proved to be a hit among the rest of the population. They were living symbols that humanity could fight and hold back the darkness once again. Though they were popular, this didn’t save them from either death in the line of duty or transformation into a Doppelganger. At this time, only those of the late Second Generation still remain active.

The third generation of Hunters are the most recent, with the first of their type deployed in 2116. Though the population have not yet begun to sing praises about them, they are the results of almost a decade of constant training and rapid scientific advancement. Equipped with production Frames and Second Generation Wraths, the Third generation is better equipped and trained then the previous generations. How they will use this advantage, however, has yet to be seen.



Frames: Frames are a branch of the Power Armor development tree that began when someone in the UBSF Research and Development team realized that the rather tailored suits of Power Armor utilized by most of the UBSF troops might fail or cause injuries when faced with the way a Changeling’s body adapts to various unpredictable stimuli. In order to provide some protection and support beyond just their body, the UBSF Research and Development created powered Exoskeletons termed Frames.

In all honesty though, Frames are hardly impressive to look at. The basic design of the Frames resemble old military exoskeletons with automatically extending and adjusting chassis sections along with some light scale-mail like armor plating over the torso and neck. They are all almost universally lacking in any sort of contained environment system but they do come with a set of contacts that display a HUD containing any number of windows. Despite its uninteresting looks, UBSF R&D’s design for the Frames perform its primary task wonderfully. It augments the user’s ability in almost all fields by quite a noticeable margin, provides protection against attacks that would kill the Changeling, and can adapt rapidly to changing conditions both externally as well as the form of its user.

Another thing that makes Frames particularly useful for Changelings is the modularity of the system. It is extremely easy to adapt or add extra system or parts to a Frame once it is issued, a habit and skill that is encouraged due to the ever changing nature of the user. Furthermore, the basic Frame design changes according to the origin of the Changeling as each Bunker often produces the Frame assigned independently of the UBSF and, as a result, many of the Frames differ in appearance as well as equipment level. However, critical core component parts are all shared and hardware is always tested for compatibility with Frames from other bunkers before being made standard.

Notably, many Changelings usually adapt the Frame issued to them shortly after deployment to better suit combat style.



WRATH: WRATHs are the title of the semi-organic weapons used by the Hunters. Befitting of their semi-sentient nature, it is easier to say that WRATHs are not chosen by their users but, rather, the WRATHs chose their wielders. WRATHs are a product of research into Doppelgangers and the matter that they are created from. A Wrath is a melee weapon enhanced by or made from Doppelganger matter. The first official WRATH Prototype was the creation of one of the first generation Hunter who tore off an armored claw adaption that had been left behind by a deceased Doppelganger and used it as a sword to great effect against several large form Doppelgangers. This revealed several things about Doppelganger biology. The first of which was that Doppelganger melee combat adaptions penetrated large form Doppelganger flesh and armor as well as they penetrated the armor and chassis of UBSF Armored Forces and Units.

Second of all, Doppelganger adaptions and flesh was inert and wasn’t quite as virulent without a control core or, at a minimum, could be controlled by a Changeling enough for them to modify their form into something more fitting of a weapon without the adaption fusing to their flesh.

Finally, inert Doppelganger material could be reactivated by introducing a certain amount of electricity into the mix but this left them in a state which they could imprint and bond to a Changeling on a level that allowed the Changeling to easily shape the material into whatever form or shape they desired. The first true Wrath was a greatsword with a hardened Doppelganger matter cutting edge bonded between two horizontal halves of a greatsword. After confirming that the weapon will not suddenly explode or turn into a monster, it was sent out for testing by UBSF testing labs.

The test ended in a horrible disaster when it was discovered that WRATHs had a nasty tendency to devour or otherwise warp and mutate people who were not Changelings. After two deaths as a result of testing, the decision was made to provide these weapons to HUNTER troops exclusively. This was both due to the fact that only Changelings could make proper use of such weapons as well as the fact that the production rate of WRATHs were so low that the UBSF branch would not be able to utilize such weapons even if they didn’t have a nasty habit of killing normal troops. From here, prototypes were issued to first generation Hunters were they were used to much greater effect than what had originally been predicted.

As of currently, there are three different generations of WRATHs. The first generation of Wraths were simple organic looking weapons with Doppelganger Matter cutting edges or impact points and almost all of them have been lost. Many of the first generation of Wraths are either buried under a pile of Doppelganger bodies, devoured by Doppelgangers, or incorporated into the bodies of the first generation Hunter they were wielded by when the Hunter turned.

The Second Generation of Wraths were developed roughly around the same time as the second generation of Hunters and are much more sleek and technological in comparison to the first generation. Advancements in technology gave the ability for the formerly massive WRATHs to take on a smaller and more compact storage/standby stage. The same generation also managed to greatly reduce the weight of WRATHs to better combat Hunter fatigue levels and allow for extended operations.

The final generation of WRATHs saw the inclusion of mass driver mode into the weapon system, the creation of the WRATH Classes, and an even further decrease of the weight system. The inclusion of the Mass Drivers into the previously pure melee weapons was to address concerns that Hunters had no standard way to perform ranged attacks as well as a lack of suppressive fire ability in the event that the UBSF troops supporting the Hunter are wiped out. The creation of WRATH Classesallowed for optimal arrangement of Hunter fireteams according to the combination of Ranged and Melee modes that their WRATH are made of. The range mode of the WRATHs, however, are merely adapted mass drivers used by the UBSF. Aside from a modified reloading and compacting mechanism, many of the parts in the ranged portion of the G3 WRATHs are interchangeable with the UBSF. Ammunition used are also interchangeable with UBSF mass drivers as the WRATH ranged form do not shoot Doppelganger material rounds because Doppelganger rounds would be highly uneconomic and unsustainable; discounting the fact that friendly fire could potentially result in more Doppelgangers being created. Finally, weight was reduced once more with current generation WRATHs roughly a quarter of the weight of the first generation.

Do note that while Wraths are created, it is also simpler and slightly more accurate to say that they were grown. While many Wraths do resemble actual normal weapons they are in some ways more like a living organism than a weapon. Due to the possibly alive but most definitely sentient nature of WRATHs many of the recovered Wraths are never reissued. This is due to two major factors. First of all, while some of the first and second generation of WRATHs have been recovered they have yet to be reissued due to the fact that WRATHs tend to imprint on their first owner and, as such, have a tendency to kill their new wielders via consumption. Another major factor is that the each generation of WRATHs are much significantly lighter than the current previous generation which can cause balance issues in melee combat due to the massive difference in weight and balance. To own and use an older generation Wrath than your own generation is both an honor and a statistical oddity.



WRATH Classes: The WRATH classes are exclusive to the third generation and utilizes a system that allows them to switch between a ranged and melee form. While there were many experimental variants and combinations produced during the prototype stage, the following were found to be the most viable and stable combinations of ranged and melee.

Liner Liner Class WRATHs are characterized by a melee form that consists of a medium shield and larger one handed melee weapon with a shotgun, rifle, or carbine. Their role in ranged combat is put down small size Doppelgangers in coordination with their security detail while their role in melee combat is to cut through damaged armor on larger sized Doppelgangers or engaging and destroying medium sized Doppelgangers. This class is the most common, easiest for most Hunters to use, and generally provide a well-rounded combination of offense, defense, and mobility. While this class is rather numerous the most common examples is a Sword and Shield/Assault Rifle.

Assault Assault Class WRATHs are characterized by a large two-handed melee form backed by an Autocannon, Heavy Machine Gun, or Battle Cannon ranged form. Their role in ranged combat is to provide suppressing fire or anti-armour support against hardier Doppelgangers while their role in melee combat is to force their larger heavier melee forms through armor and protected joints. The heaviest of all the Classes, WRATHs of this type are the most second most common with many examples actually being modified second generation WRATHs that went unissued at the time of the deployment of third generation Hunters and WRATHs. Of this class, the most common configuration is Greatsword/HMG with Greatsword/Battle Cannon being second most common. The rarest configuration is the Warhammer/Autocannon configuration, of which only a half dozen have been successfully produced.

Scout Scout Class WRATHs are characterized by being the only WRATH that does not need to switch between modes and take the form of a pair of small one handed melee weapons integrated with one handed firearms; appearing as a melee weapon with a mass driver protruding from either the guard or being the shaft of the weapon. In general, their role is not to engage in combat but, rather, to act as a scout for the rest of the force. In the event that they must engage in open combat, they generally are only capable of directly destroying small Doppelgangers with ease and can generally only destroy medium scale Doppelgangers when they can easily hit the core due to the size of their melee form. As a result of this, they also tend to be issued demolition charges in order to perform acts such as collapsing remaining surface buildings on particular troublesome Doppelgangers, setting up an ambush, or provide a safe retreat for the rest of the squad. They are only slightly less common than Assault WRATHs and the most common form they take are Dual Shortswords/Submachine guns while the rarest was a pair of Dual Maces/Auto Shotguns, of which only one was issued and created seriously due to the sheer impractical nature of the combination.

Recon Recon Class WRATHs are characterized by a large polearm melee form and a sniper, anti-material, or even directed energy rifle ranged form. Their role in ranged combat is to either engage and eliminate doppelgangers before they make contact with the rest of the team or take out or to weaken high priority Doppelgangers in the middle of a furball. In melee, their primary goal is to either limit the mobility of medium to large Doppelgangers by accurate strikes to visual nodes, joints, and any other weak point with precision strikes or keep a rush of Doppelgangers from overwhelming defensive positions by massed precision stabs. The rarest of all the classes, Hunters with Recon WRATHs have a stigma associated with them due to the rather common assignment of such Hunters to missions that involve eliminating a turned Hunter. The most common form of this weapon is a Glaive/Anti-Material Rifle while the rarest form is the Halberd/Laser configuration.

RULES OF ENGAGEMENT wrote: 1. Do not break any of the forums rules.

2. If you want to do something, you can. However if you do something impossible or godmod then expect recompense. I won't ban you or kill your character but I will subtract Humanity. The more impossible your task, the more Humanity deducted. You can, in fact, kill the final boss in a single blow if you wished to. Just expect your character to turn very shortly and become the new, stronger, final boss.

3. This is a PvE RP. If you attack another PC, you better have a reason to do so or be prepared for the banhammer.

4. While the stats exist for narrative purposes, they do actually have a use in determining the narrative. I got some hidden numbers that I generate from those stats that can determine whether you can spot an enemy, survive an attack, or avoid a hazard.

5. There is a post scheme. Everyone gets one post after each one of my posts. If you want to hold a conversation, be sure to shoot some lines back and forth between the players.

6. This might be an epic level RP and you are allowed super-human abilities but you are still not invincible or immortal. No matter how high your toughness score may be, Doppelgangers can still punch through you. It may not kill you but they certainly can still wound you.

7. The setting of A World Asunder is not a happy place and you should expect to die if you commit extremely stupid acts. So if something seems like an obviously stupid choice, it most likely is and it may get you killed.

8. That being said, if you want more info than what I give in my posts then you should ask. I make it a rule that I will give players as much info as they want or need. If you think something's up or you want to confirm the facts then all you need to do is PM me or contact me in some manner or the other.

9. Have fun. I mean it. Don't be afraid to take a risk and see if it pays off. I am more interested in creating a narrative than I am in killing PCs. If something seems like it would be dramatic enough, I might just let it pass for the sake of it being awesome.


Operation 1: The Swiss Assault

The year is 2118 and although Humanity continues to stand ever vigilant against the approaching night, it has not yet been able to return light to the places lost. The majority of the heroes in the Second Generation of Hunters that were talked about like the heroes of the past are gone. Dead at the hands of countless Doppelgangers or lost to the monsters that they contain within themselves, monsters that had come closer to release with every use of their power. Their new replacements, the Hunters of the third generation, are better trained, equipped, and every bit as ready to hold back the darkness as the previous generation. However, public support for the program is fading fast. We made them heroes and they want to see these heroes act as heroes. They want results now, they want to see the night not only held at bay but pushed back. So, for the first time in over 30 years, Humanity will attempt to take the initiative.

The newly christened Iron Arm Task Force is a gathering of some of the most elite among the UBSF and the HUNTER program. Together, the majority of them will blaze a trail to the closest overrun City Bunker, the City Bunker of Alps. However, this is only a distraction. While a majority of the Iron Arm draws the Doppelgangers away from the City Bunker, a scouting team of the best Hunters in the UBSF will move in to reactivate the City Bunker’s autonomous defense force which did not get a chance to be deployed before the city bunker was overrun. Once reactivated, the automatic defense force will move out to attack the Doppelgangers outside the bunker from behind, catching the Doppelgangers between two armed forces and wiping them out. Alps was chose due to the fact that the city bunker produced mostly food for the rest of the Bunkers. Recapturing it will be a boon to public morale.


The only question Hunter,” The man in the black suit and sunglasses across from you states as he pushes the manila folder towards you. On the front, stamped in bright red, are the words Classified. “is whether or not you accept.


Character Sheets will be in the second post, along with the GMPCs I'll be using to move the plot along.
Local Type Moon Fanatic.
Image

User avatar
y7h65
The Unpronounceable
Posts: 3608
Joined: Sat Nov 28, 2009 11:00 pm
Location: ???

Re: A World Asunder

#2 Post by y7h65 »

And the previously mentioned Character Sheet and GMPCS.

Code: Select all

[b]Appearance: [/b]
What do you look like? You can use pictures, description, or a combination of both. I don't care, whatever works for you.

[b]Name: [/b]
You have to have a name. Feel free to add a nickname but be sure to explain why you got it. Also expect the NPCs to comment on it if it's particularly noteworthy.

[b]Age: [/b]
How old are you? Minimum age of 20 and Maximum age of 22 if you're Third Generation. Minimum age of 23 and Maximum of 28 if you're Second Generation. 

[b]Gender: [/b]
Are you a guy, girl, or somewhere in-between?

[b]Race:[/b]
You most likely are a Changeling. If you really have to make a human and are aware that you will either die first or be constantly overshadowed by awesome, then feel free to be human.

[b]Generation:[/b]
Is your character part of the new and greener Third Generation or part of the older and more seasoned Second Generation? This might affect your character's outlook and definitely affects their stats. There are only three Second Generation Character slots allowed.

[b]Personality:[/b]
What is your character generally like? I understand that this might be difficult for some to answer so I don't necessarily expect paragraph walls but try to at least set up some guidelines as to what your character believes in, what they'll do to protect family and friends, and how they view military life.

[b]Bio:[/b]
What is your character's history and back story? Are they an orphan, did they have siblings that were in the previous HUNTER generations, or did they suddenly develop powers that they fear and cannot understand? Once again, you don't have to write massive paragraphs of backstory. Just enough to justify your character being an elite worthy of joining an elite task force. One thing I will request is that you have a clear motivation or cause that drives your character forward.

[u]Combat Section[/u]

[b]Stats:[/b] 
You have 12 Points to Distribute between the 5 stats from 1-5. Boosts from both Frame and Adaptions can push a stat beyond the 5 limit though. A 1 is representative of baseline human ability while a 5 is representative of superhuman ability. For the most part, these points will not have an impact on the narrative. It just acts as a way for me to determine what you can and cannot do. Be sure to make a note of what your base stats and final stats are. All your stats start at 1.
[i]Strength[/i]: (With 1 strength, you can injure a man with a punch and can carry your kit without problem. With 5 strength, you can pick up and throw a bunker blast door if needed.)
[i]Toughness[/i]: (With 1 toughness, you can recover from most illness and shrug off some slight wounds. With 5 toughness, you will never fall ill and can survive being hit by a tank thrown at a hundred miles per hour.)
[i]Agility[/i]: (With 1 strength, you can run and jump at a decent speed. With 5 agility, you break speed records with casual ease and can backflip your way through a minefield.)
[i]Dexterity[/i]: (With 1 dexterity, you can hit the target you’re aiming at with a rifle and perform other small precision tasks. With 5 dexterity, you can pick a lock by shooting the wing off a fly without harming the fly with a throwing knife and hitting the tumblers behind the fly.)
[i]Perception[/i]: (With 1 perception, you can tell when someone is following you and doing a poor job of disguising it. With 5 perception, you can tell where a cockroach is in the room at any given point. At night.)

[b]Frame:[/b]
Frames provide a bonus to the above stats. By standard, they provide +1 to Strength, Toughness, and Agility with a further 3 points for you to allocate to provide a bonus to any stat. You can remove this initial starting bonus to gain back the point spent on it, so to speak. However, doing so renders you incapable of adding any extra points to that Characteristic for the future of the character. Consider it a balancing point.

Basic Muscle Packages: +1 Strength

Basic Armor: +1 Toughness

Basic Servomotors: +1 Agility

[b]Frame Description:[/b]
Describe your frame! Can be as elaborate or simple as you’d like.

[b]WRATH Class:[/b]
What class is your wrath? If you're of the Second Generation, just provide the Melee Weapon that it is based on.

[b]WRATH Description:[/b]
How does your Wrath look like? Feel free to describe or, if by some miracle you find a workable picture, link a picture. Most Second Generation Longsword WRATHs are roughly a meter and a half to a meter and seventy five centimeters long. Most Third Generation Longsword WRATHs are roughly a meter and twenty five to a meter and forty long. Use this as your reference point as to the size of your weapon. Or ask.

[b]Other Equipment[/b]
Feel free to include any other equipment used by the character here, including other weapons. There is a limit of five other items for equipment with a maximum of two other weapons. You can, however, carry as many copies of said items as you please so long as it makes sense. Ammunition is bundled with weapons and I’m going to assume your character carries more than enough ammo for a mission. You all have a basic survival kit so no need to mention basic survival equipment either. Any equipment that would give you additional abilities would likely be integrated into your Frame instead of hand carried. Grenades are generally worthless. 

Due to Humanities reliance on mass drivers, all ranged weapons make use of a universal magazine and fire what are effectively ball bearings. Due to how mass drivers operate caliber is not the determining factor for power but, rather, it is the length of the weapon as well as the type of driver used. Gauss weapons have a slightly faster fire rate and can be compacted more easily while Rail weapons are more powerful and reliable.

There is only one type of pistol, rifle, and machine gun magazine and each magazine can be used interchangeably. Pistol magazines tend to carry roughly 50 rounds, Rifle magazines tend to carry roughly 150 rounds, and Machine Gun magazines tend to carry roughly 400 rounds. The larger weapons such as Autocannons and Battle Cannons tend to carry only thirty rounds at most. Most weapons carry an internal battery to power the mass drivers for some couple hundred shots though some troops carry additional batteries as a reserve measure.

[b]Humanity:[/b]
Humanity is a score from 100-0 that gauges how close you are to becoming a Doppelganger. If you're Third Generation, you start at 90. If you're Second Generation, you start at 70. These numbers are completely arbitrary and will be subtracted as I deem necessary as you abuse existing adaptions or create new adaptions. Also, your exact amount after creation will be hidden from you. I will give you warning when your number drops below 20 but other than that, you will have no clue how close you are to turning. 

[b]Skills:[/b]
This is where you put noteworthy mundane skills. Things like sniper or skilled swordsman would go here. Second Generation characters get up to five skills while Third Generation characters can have up to three skills.

[b]Adaptions:[/b]
The section for where powers beyond human go. Can be anything from superhuman strength and speed to firing eyebeams. Anything described as boosting an aspect will provide a +1 to relevant stats but a single adaption cannot boost more than two stats this way without requiring a negative as well. Third Generations get one, Second Generation get up to two. Most adaptions will affect the Character physically so please add a description of what this changes on your character.

[b]Theme:[/b]
Everyone loves a good theme song. Feel free to have a combat and general theme if you want.

[b]Misc:[/b]
Anything interesting to note about your character? Certain tics, traits, or oddities?



URGENT: SECTIONS HAVE BEEN ESTABLISHED. SECTIONS ARE AS FOLLOW.
Section 1
Leader: JASON THOMPSON STATUS: ACTIVE
Scout: KIERRA HACKETT STATUS: ACTIVE
Striker: ALEX POLASKI STATUS: ACTIVE
Striker: IVAN BOTSCH STATUS: ACTIVE
Defender: ARGONZ TRINGHAM STATUS: ACTIVE
Marksman: MARTIN FISHER STATUS: ACTIVE
Rifleman: KRIMSTAD VDEKUR FOLKSTAD STATUS: ACTIVE
Rifleman RAY JAMESON STATUS: ACTIVE

Section 2
Leader: CHRISTINA NILSSON STATUS: ACTIVE
Scout: DABNY TEMPLE STATUS: ACTIVE
Scout: CHARLES FORESTER STATUS: ACTIVE
Striker: DAIKI SAITO STATUS: ACTIVE
Striker: KAZANE SAITO STATUS: ACTIVE
Defender: FREEMUS SIEGFRIED STATUS: ACTIVE
Marksman: GLACIAL WOLF STATUS: ACTIVE




Appearance:
Stands at 6'1". Unseen in the picture are the patches of cold black flesh that cover his lower jaw, most of the right side of his torso, and his left calf. His eye colour is blue but his right eye has a vertical slit pupil. When not on duty, he is rarely seen in anything that does not cover his entire body, jaw, and right eye.

Name:
Jason "Angel Boy" Thompson

Age:
26

Gender:
Male

Race:
Changeling

Generation:
Second Generation

Personality:
Jason is a calm person that can remain so even in situations that would cause most others to be panicked. This calmness has also been described as cold and distant by many and, for the most part, this description is apt. He does not actively interact with others whenever he's off duty and his interactions with others outside of giving and receiving commands tend to be limited to curt short answers. Many of the psychologists among the UBSF have stated this distance is a result of his status as a veteran Hunter and having experienced too many losses to want to attempt to build bonds with others, an assessment that is not entirely incorrect either.

Bio:
Jason is a Changeling from the North American bunkers, the child of a soldier who had survived the Fall of Bismarck. Growing up on the stories his father supplied, he grew up expecting to join the battle against the Doppelgangers. His status as a Combat Changeling due to his pyrokinetic abilities acted as further enforcement of this belief and he quickly made it to the top of his class in training. His deployment history is littered with similar acts of excellence and bravery. They are also littered with countless amounts of friendly casualities and records indicate that he is the survivor of no less than four Hunter fireteam losses and was involved in operation with similar heavy Hunter losses. Although he has managed to gain notice from the higher ups for his actions in the Battle of Paris, the annihilation of the Somme Hordes, and the rescue of Vice General Minoru he is regarded as a figure of bad luck among the rest of the Hunters and their UBSF entourage. However, even they acknowledge the amount of skill and ability he brings to the table is an asset, even if he may be the cause of a few dozen or so deaths.

Combat Section
Stats:
Strength: 2[3]
Toughness: 2 [2]
Agility: 4 [8]
Dexterity: 5 [5]
Perception: 4 [6]

Frame:
Basic Muscle Packages: +1 Strength

Basic Armor: REMOVED

Mobility Assistance Thrusters: +4 Agility

Basic Sensor Package: +1 Perception

Frame Description:
Jason's frame can be seen in the picture. It is a heavily stripped down unit that has replaced it's anti-Doppelganger armor for lighter Anti-Shrapnel plates. As a result, while it can provide excellent protection from shrapnel and small arms fire, Doppelganger appendages easily go right through it. However, the armor was removed not for aesthetic reasons but, rather, to make room for a rather massive backpack that contains both a small sonar system as well as a massive series of thrusters designed to allow the user to hover above the ground as well as rapidly change directions, accelerate, and provide limited gliding ability.

WRATH Class:
Longsword

Wrath Description:
Jason's WRATH is a smaller Gen2 Longsword at roughly one and a half meters long in total with a roughly fifteen centimeter wide and one centimter thick blade. It's appearance is decidedly English and the cutting edge and point of the weapons are a stark bone white, in contrast to the silvery white metal portions on the flat of the blades. The grip is covered by khaki grip tape. Notably the weapon's guard only protrudes about two centimeters from the blade. When stored, the weapon can assume a rectangular form roughly sixty centimeter in length, fifteen in width, and four in thickness.

Other Equipment
Dual Gauss Pistols
Jason also carries a pair of high power Gauss Pistols, as shown in the picture. Standard issue to the American Bunkers, they aren't much to make a note of.

Explosive Charge
Four explosive charges are carried by Jason. They're generally used to breach bunker doors, collapse buildings, or open up passages.

Flares
Jason carries six flares in total, two of red, green, and blue.

Medikit
A more extensive medical kit that includes more supplies and a wider variety of supplies than the basic first aid kit for healing and correcting injuries incurred by both normal and Changeling forces.

Humanity:
70

Skills:
Gun and Run
Jason is capable of firing his pistols while performing high speed maneuvers and still hit his target. This skill, however, is limited to light one handed mass drivers.

Skilled Swordsman
As a rather competent and capable Gen2 Hunter, Jason has accrued enough experience in using his sword to be considered a skilled swordsman. Due to his particular method of combat, his fighting style in melee is heavily reliant on scoring a final blow on a weakened enemy rather than engaging them in one on one combat.

Blitzkrieg
Jason's entire fighting style revolves around rushing the enemy and taking out or doing as much damage as possible with his handguns before rushing past to swap to melee to finish off as many weakened enemies in a single pass as possible. While this means that he can deal significant damage to unsuspecting hordes or a weakened target, enemies that are either prepared for ambushes or are particularly tough will be unharmed.

Saboteur
Despite his rather brutal fighting style, Jason's most famed ability is his skill as a saboteur. While he is rather capable of combat, his preferred method of dealing with hordes often involve forcing them into an area rigged with explosives or luring them into ambushes.

Adaptions:
Heart of Fire
By using a portion of T-Eng, Jason can make limited use of pyrokinesis. He can create and control small fires with his hands that burn hot enough to melt away the flesh and armor of Doppelgangers and even damage the cores of medium scale Doppelgangers. So far, he has been capable of throwing the created fires as fireballs, emit a stream of fire, and create a shield of fire to burn anyone passing through an alleyway. However, he cannot manipulate fire that he did not create nor can he control the fire after it ignites other material.

Evil Eye
+1 Perception. This adaption allows Jason to see in the thermal and ultraviolet range.

Theme:
"Stay down."

Misc:
Jason's nickname stems from the fact that he used to be extremely effeminate and bordered on androgynous in features. To put it simply he looked like the stereotypical portrayal of an Angel in art, an image further reinforced by his use of fire as an attack. Several years of combat have provided him a heavily scarred and chiseled form with splotchy black doppelganger-like flesh covering portions of his body but the nickname has stuck, much to his chagrin. His right eye actually does glow red whenever he makes use of any of his abilities.




Appearance:
Stands at 5'8"

Name:
Christina "Ahab" Nilsson

Age:
21

Gender:
Girl

Race:
Changeling

Generation:
Third Generation

Personality:
Christina is noted to be a friendly individual with a talent for command though she does have a stubborn streak. While her expression tends to be muted, she always has time to listen to another person's problems. She does seem to be fond of staying in mechanics bays wherever she can find them. She does not seem to have any underlying issues though whether or not this is a sign of mental resilience, inexperience, or a talent for hiding her problems has yet to be seen.

Bio:
Christina is a child of survivors from one of the Scandinavian bunkers that were lost shortly after the destruction of Bismarck. Born in the London Bunker, she has always displayed an aptitude for machinery and would most likely have become an engineer or repairmen had the world not been at war. Notably, both her parents died when she was rather young and she spent most of her formative years in bunker controlled child services. During her early adulthood, her powers emerged and she was shuffled into the combat division where she quickly became known for two things. The toughest member of her group of trainees as well as the most bullheaded. Her assignment of a rather odd WRATH did little to impede her and she graduated with honours.

Her first major deployment and her claim to fame was at the Battle of Paris, where her fireteam and her UBSF Squad helped hold off a swarm of medium scale Doppelgangers. Her particular contribution was beating no less than four of them to death with several large combat shields crafted from the remains of armored combat vehicles before finishing the job with her WRATH. Her second achievement, also during the Battle of Paris, was the Defense of the Arc where she helped provide cover to Medics using the previously mentioned shields that had now been permanently attached to her Frame.

Combat Section

Stats:
Strength: 5 [7]
Toughness: 5 [10]
Agility: 1 [2]
Dexterity: 3 [3]
Perception: 3 [3]

Frame:
Basic Muscle Packages: +1 Strength

Reinforced Armor with Shield System: +4 Toughness

Basic Servomotors: +1 Agility


Frame Description:
Christina's Frame is a massive affair, easily boosting her height by half a foot. Despite being a frame it could easily be mistaken for a suit of power armor were it not for the lack of an bodysuit interface, ease of attachment, and partially open helmet. The frame is extremely bulky and provides protection to her entire body, with extra armor plates added on top of the already toughened armor to ensure total protection. The sheer amount of weight and bulk that the various protective measures add to the frame make it worthless for building to building combat.

The most notable feature of the frame, however, is the addition of four massive elongated octagon shaped plates of armor easily as tall as her frame itself attached to hydraulic arms on the back of the armor. When inactive, the plates are stacked over each other on her back and lends the appearance of folded wings to her suit. When activated, however, the shields deploy with two swinging over her shoulders to form a barrier in front of her while the other two swing to the sides at an angle to form a six foot tall trapezoid shaped barrier of heavy armor. There is enough space between each shield to form firing slots in the center and at the front corners allow for anyone behind the barrier to fire back at targets.

The frame features a white paint scheme speckled with blue and grey highlights. The Visor is visibly similar to ski or snowboard goggles with a light sky blue tint and has a small blue whale icon right on top of the right half of the lens.

WRATH Class:
Assault

WRATHDescription:
Pequod: Pictured in her profile picture, Pequod is a combination of Voluge and Harpoon Gun almost four meters in length in its deployed form; an odd weapon that falls between the Assault and Recon class. This is due to the fact that it is actually created from a Second Generation Voulge WRATH that was modified to accept a ranged weapon system in it's storage mode as well as other overhauls to various areas. For reasons quite unknown, the engineers in charge of remodeling the now titled Pequod decided to attach one of the harpoon launchers used to restrain the movements of Doppelgangers normally installed on armored combat vehicles to the weapon. In use the WRATH fires a single harpoon connected to a reinforced chain and then proceeds to either reel the target in or pull its user towards the target. Notably, the motor installed into Pequod is extraordinarily strong and can actually pull Christina's armored form towards a heavier Doppelganger at an extremely fast pace. Granted, with her weight in armor, it usually ends up with a single target being pulled towards her instead. The entire launch assembly and chain must be replaced if the harpoon is ever lost.

The weapon also features a rather amusing compacting stage in which the weapon simply folds in half and compacts a little rather than any of the usual massive reduction of size. In it's stored state, it is still almost two meters long, thirty five centimeters wide, and fifteen centimeters thick.

Other Equipment
Spare Launch Assemblies
Christina carries four extra launch assemblies with her and stores them underneath her shields.

Repair Kit
A small repair kit that contains all the tools and materials required to do maintenance work on Frames while in the field. While it can't repair major damages done to a frame, it can keep them working for a longer period time.

Extra Provisions
Christina carries around roughly double the amount of food normally carried by other Changelings. It's not clear whether or not she just gets hungrier due to her powers or if she just eats more naturally.

Humanity:
90

Skills:
Reel Them In
As stated before, Christina is capable of pulling Doppelgangers towards her, being capable of pulling in most Small Scale and a few Medium scale Doppelgangers. In another life, she could have become a world renowned angler. Currently, she still is though her prey tend to be giant monsters rather than giant tuna.

Lancer
Christina is proficient with her polearm and can use it to a level expected of her status. She prefers stabbing and carving her prey up after pulling it towards her or the other way around.

Mechanic
Christina knows the ins and outs of most basic Frame modules as well as most upgrade modules and is capable of repairing and maintaining them, given the right amount of materials.

Adaptions:
Fortified Skin and Flesh
+1 Strength, +1 Toughness.

Theme:
Stand your ground! Death or glory, we shall find out now!

Misc:
Due to the high level of toughness of her skin and flesh, Christina's sense of touch with her skin is limited to hard, squishy, and soft. She is nicknamed Ahab due to her use of a massive harpoon gun and preference for a white colour scheme.
Local Type Moon Fanatic.
Image

User avatar
y7h65
The Unpronounceable
Posts: 3608
Joined: Sat Nov 28, 2009 11:00 pm
Location: ???

Re: A World Asunder

#3 Post by y7h65 »

Well, one of the three Gen2 Slots have now been taken. Also, feel free to ask me any questions. I have a lot more lore/info written that didn't make it into the final cut.
Local Type Moon Fanatic.
Image

User avatar
Ketzal
Templar GrandMaster
Posts: 807
Joined: Thu Sep 20, 2012 2:59 am
Location: *Insert witty location joke here*

Re: A World Asunder

#4 Post by Ketzal »

I'm interested, though it sounds like having a human character is discouraged?

User avatar
y7h65
The Unpronounceable
Posts: 3608
Joined: Sat Nov 28, 2009 11:00 pm
Location: ???

Re: A World Asunder

#5 Post by y7h65 »

Yes. Partially because I'm aware of the fact that when everyone has super powers, the guy without will end up being a supporting character and I'm not willing to do so.

Also, there is a modified CS with different rules for Human Characters.
Local Type Moon Fanatic.
Image

User avatar
Myperson54
The Imagineer
Posts: 1508
Joined: Thu Jan 31, 2013 10:26 pm
Location: An infinite sea of salt

Re: A World Asunder

#6 Post by Myperson54 »

I may submit an application, but it really depends on how busy I am in upcoming days. I'm interested though; I have a character reference picked out and everything.
Image

I am become salt, destroyer of memes

Join the Unofficial 2k Discord Channel!

User avatar
Lief
No hugs, I asplode.
Posts: 3871
Joined: Wed May 06, 2009 5:37 am
Location: Somewhere, I'm sure.
Fav. Twokinds Character: Raine

Re: A World Asunder

#7 Post by Lief »

Pre-approved and stuff. Draw your own conclusions as to how she's a Changeling. :P

Appearance:
Kierra during training. She hasn't changed much since then, though she has a small horizontal scar below her left eye and a longer vertical one on the right side of her chin. 6'0/1.82m (6'3/1.9m in Frame)

Name:
Kierra Hackett AKA 'Knightly', 'Dragongirl'
Her nickname stems from the fact she shares a first name with a famous actor that lived a hundred years ago. (Although the spelling is different. Some things are lost to time...) And how she tends to act- Very "Knight-like" according to the various soldiers she's worked with. The other is, obviously, because of her eyes.

Age:
27

Gender:
Female

Race:
Changeling

Generation:
Second Gen

Personality: (Subject to change. Both before and during the RP.)
Calm, collected. Tends to keeps to herself, more out of habit than actual reclusiveness. Protective of the other Changelings.

Bio:
Born in a Canadian agricultural bunker, Kierra was raised to be a farmer. Like her parents, and their parents before them. She had a different idea, though. Wanted to follow in the footsteps of her Uncle, join the UBSF. Fight for the future of the human race and all that. Her parents weren't terribly happy about this. Unfortunately for them, Kierra turned out to be a Changeling, despite no known prior Doppelganger contact in her family. Her Uncle, on the other hand, did. She was shipped off to a training camp shortly after, regardless. Had a high aptitude for combat and ended up focusing on it.

Kierra quickly found herself on the front lines armed with naught but a Frame and her WRATH after training. It didn't take her long to figure out that real combat was nothing like training, something a handful of others in her class found out a little too late. Over the years, many of her fellow HUNTERs paid the ultimate price right in front of her eyes, just out of her reach. Nearly as many transformed into the very beings they were meant to destroy.

Due to her track record of survival she was offered a spot in the mission. As a joke, she had her Frame refinished so she could be the "Knight in Shining Armor" for the Gen 3s on the mission.

Combat Section

Stats: Base/Adap/Final
Strength: 2/2/3
Toughness: 2/2/4
Agility: 5/7/10
Dexterity: 4/4/4
Perception: 4/6/6

Frame:
Basic Hydraulics System - +1 Strength
Composite Armor - +2 Toughness
Advanced Servomotors - +2 Agility
Lightweight Chassis - +1 Agility

Frame Description:
The basic design of Kierra's frame. Originally painted matte black, the color has long worn off. During recent repairs it was given a Satin finish, at Kierra's request. Adds about three inches to her height. No helmet. (Or [censored] rifle, but that should go without saying.)

Wrath Class:
[censored] Sword

Wrath Description:
Roughly 2.1 Meters long. Surprisingly, the grip is wrapped with black leather. Folds down to a manageable size.

Other Equipment:
Gauss Rifle - A relatively basic Gauss Rifle, bullpup design. Nothing fancy added to it and no special modifications, besides the IFF module having been removed. It's easy to use and does its job effectively.
Rail Pistol - Pretty standard Rail Pistol, might be classified as a Hand Cannon. No IFF Module.
Combat Knife - A more or less useless knife, about 13" overall size. 41/2" handle, 81/2" blade.
Tinted Goggles - Something she wears while off-duty or otherwise resting. Hides her eyes without hampering her vision enough to matter. Comfortable to wear for extended periods.
Rubik's Cube - Amazingly still in existence. Not at all useful but it's something that keeps her mind occupied.


Humanity:
70

Skills:
Fancy Footwork - The best defense is not getting hit in the first place, and Kierra is quite good at it. Basically, she's good at dodging and maneuvering. In another universe she's probably a dancer. Or a boxer. Possibly both.
Swordplay - Kierra is an exceptionally skilled swordsman, and excels in head-on combat.
Survival of the Fittest - Kierra has this uncanny ability to survive situations many others wouldn't, and haven't. Whether this is luck or skill is difficult to tell.
Controlled Bursts - Not the best marksman but good enough to hit her targets, Kierra opted for volume instead of precision and can fire consistent 5-round bursts with ease.
Eye For Loot - Perhaps something to do with her unusual eyes, Kierra has an eye for important and/or valuable objects. Has come in handy before, though infrequently.


Adaptions:
Inhuman Spine - A spinal cord that is only human in appearance, vastly improving reflexes, as well as flexibility. (Wink Wink) (+2 Agility)
Draconic Eyes - Kierra's eyes are very clearly not human, nor are they like anything in this world. A mix of several shades of orange, with a hint of red here and there, as well as vertical slit-like pupils. They're extremely easy to get lost in, and produce a feeling of the unnatural to anyone who gazes into them. The effects on Kierra are drastic, having completely changed her vision. A rough approximation of her vision places it at 20/5 (She sees at 20 feet what a normal person would see at 5), ridiculously acute. Her vision is unaffected by darkness. One possible drawback is that it expanded her visual spectrum into the IR and UV ranges, making everything look... Wonky. Took some getting used to. (+2 Perception)


Theme:
General.
Combat.

Misc:
Has sworn that she'd shoot herself before turning into a Doppelganger.
Carries a memento (One on the right) from her family. Something to remind her that they're still waiting for her to come home.
She doesn't particularly enjoy being called Dragongirl.

Geo_&_Bio
Grand Templar
Posts: 1127
Joined: Fri Oct 17, 2008 8:06 pm
Location: Going to the ball!

Re: A World Asunder

#8 Post by Geo_&_Bio »

All about that pre-approval and stuff.

Appearance:
Here he stands. 7’3”.

Name:
Freemus “Black Iron/ Freemus” Siegfried.

Age:
25

Gender:
Male

Race:
Changling

Generation:
Second Generation

Personality:
Freemus is often the type of guy who wants to be the center of attention. Despite his position and cold demeanor, he is actually a pretty chill guy to be around. While others would often try and distance themselves from others after seeing the deaths of their friends, Freemus is the type of man who would want to make friends with rookies and transfers. He is also considered a hoarder, often collecting items of little to no value and stockpiling it in his room. He is also a bit greedy.
He often likes to protect people from immediate danger, trying to shield them from danger as best he could. One of his lesser known nicknames was called “the kind giant” as he would often try and help those in need using his large body and strength as an intimidation factor.
Some say it is that he suffers the similar feeling as other harden-veterans who have lost a friend, but he reacts by trying to fill the void in his soul.

Bio:
Born from two parents who were originally from Switzerland, Freemus was a big boy, like huge in comparison to all the other children, as he was growing up in France. It was discovered that he was considered a Changeling because of his father and mother’s doppelganger infected DNA. When tested for combat specialties for changelings, he was shown to of have acquired great strength and toughness, even at such an early age in development. The UBSF recruiter talked him into joining in the combat role of the military. He agreed and became part of the second generation of the HUNTER program.

Training was considered an average time for Freemus, graduating about midway through his class. But his time in service spoke louder than his time in training, often noted for holding the line that lead to him being an inspiration to both soldier and HUNTER. He was also a great asset when it came to keeping an eye off of the more stealthy and acrobatic of his partners, making sure that the enemy’s line of sight was constantly on him.

Combat Section

Stats:
You have 12 Points to Distribute between the 5 stats from 1-5. Boosts from both Frame and Adaptions can push a stat beyond the 5 limit though. A 1 is representative of baseline human ability while a 5 is representative of superhuman ability. For the most part, these points will not have an impact on the narrative. It just acts as a way for me to determine what you can and cannot do. Be sure to make a note of what your base stats and final stats are.
Strength: 5[8]
Toughness: 5[9]
Agility:2[3]
Dexterity: 2[2]
Perception: 3[3]

Frame:
Frames provide a bonus to the above stats. By standard, they provide +1 to Strength, Toughness, and Agility with a further 3 points for you to allocate to provide a bonus to any stat. You can remove this initial starting bonus to gain back the point spent on it, so to speak. However, doing so renders you incapable of adding any extra points to that Characteristic for the future of the character. Consider it a balancing point.

Upgraded Muscle Packages: +2 Strength

Reinforced Advanced Armor: +3 Toughness

Basic Servomotors: +1 Agility

Frame Description:
As seen in the picture, his frame is used to boost his strength and his toughness for the ultimate tanking ability, allowing him to be the center of attention while others can maneuver around and gain a better vantage point. It is meant to be beaten and roughed up as Freemus is meant to be the center of said attention.

WRATH Class:
Zweihander Greatsword.

WRATH Description:
It looks nothing like the one in the appearance picture. It is a giant monster of a weapon, akin to a giant slab of iron. The blade itself is roughly 2 meters long. The handle of the blade stretches outwards even more. The handle of the blade consists of a secondary handle, something akin to the Zwiehander, with a small shoulder resting spike lays, separating the tow handles. This allows it to be a form of spear as well, even though it is not a very good spear. The blade is able to firmly attach itself on to his back, but it poses a problem when it comes with maneuvering around. Here is the appearance of said sword.

Other Equipment
Heavy Machine gun: very akin to its smaller variant, it will send rounds down range to completely annoy the enemy and offer suppressing fire. Whether it is actually affective as an anti-infantry...ish against the doppelgangers, which is presumably not, is unknown, but it sure pisses them off.

Humanity:
70

Skills:
Suppressive fire: knows exactly how to keep his opponent under constant fire. He knows how to annoy an enemy enough to keep the focus on him.

Iron Will: He is able to withstand a good amount of pressure from the enemy before needing to disperse. This is considered handy as he will not run away in fear as the enemy draws closer, but it can also serve as a problem as it may appear suicidal.

Two-handed fencer: Very adept at wielding a two-handed piece of equipment properly. While it isn’t the orthodox epee or saber fencing style and more of the brutal strikes, it is still considered fencing.


Boxer: Considered brutal in a hand-to-hand fight, added to the fact that he is extremely strong and tough makes his fists deadly weapons in their own right.


Adaptions:

Unlimited power: Using his t-eng, he has the ability to use and abuse electrokinesis. He is able to strike with electrical arcs to stun and fatigue doppelgangers. He also uses this ability to keep a charge in his weapon without the need to change the battery. His powerful attack consists of charging an electrical spear-like formation in his hands and throwing it at his enemies (sunbro style). The attack would be considered extremely dangerous as it would devastate the enemy, leaving it charred and stunned for a good amount of time.

Heraclesian: +1 the strength and toughness


Theme:
Come get some!

Misc:
Freemus’s nickname, Black Iron or Black Iron Freemus, is often debated when discussed. When confronted about the name, Freemus just kind of shrugs and states “That’s what they called me.” To some, Black Iron is the iron will that Freemus holds during combat, never retreating, never surrendering, never accepting defeat. Others speculate that his nickname comes from the fact that he, physically, cannot be conquered by normal human means, his body is said to be made of iron. The real origin of the nick name comes from when soldiers would often refer to his sword as a giant black iron slab and would eventually lead to Freemus acquiring his name.
The ending of the words is ALMSIVI.

User avatar
Ketzal
Templar GrandMaster
Posts: 807
Joined: Thu Sep 20, 2012 2:59 am
Location: *Insert witty location joke here*

Re: A World Asunder

#9 Post by Ketzal »

Pre-approved

Appearance:
Simple but effective. Standing at 5' 10", he prefers to leave his armor on at most times, so there are few that know what the rest of his features look like besides his stark-green eyes. Besides that, one can tell from his build that he has a lighter frame, and he holds himself with a rather tense posture, reflecting his distrustful personality.

Name:
Ray "Judas" Jameson

Age:
22

Gender:
Male

Race:
Changeling

Generation:
Third

Personality:
Ray is not your friend, nor does he plan to be. When it comes to forming relationships and working with fellow soldiers, Ray is less than amiable towards most people, if not everyone around him. This is not to say that he will not fulfill his duty and help comrades in danger or during battle, but you won't have much luck getting any form of decent social interaction out of him outside of teamwork during a combat scenario.

Bio:
Hailing from the Midwest Bunker located in what used to be Nevada, USA, little is known about Ray before his adolescent years. The earliest record of his existence was in 2109, when he was accepted into the bunker's childcare services at the age of thirteen after being found in an abandoned facility set to be renovated. The child did not match descriptions of any missing children reports within the past few years, and the only source of identification on his person was a set of dog tags with the name "Ray Jameson" on it. A query into the bunker's archives revealed that there was a Ray Jameson that was part of the Second Generation of Changelings in the HUNTER program. The man was last reported being seen at the training facility earlier that year before disappearing under mysterious circumstances. Though it was not known how the child acquired the soldier's dog tags, he matched several of the physical features of the soldier. This was not enough to prove that he was related to him, but the staff that cared for the child saw fit to call him by the same name anyhow, and he was eventually registered under the same name.

Given the speculation of him being related to a Changeling, Ray was admitted into a training camp to assess his skills, where he displayed an affinity for precision-focused weaponry. Despite this, he did not excel at any firearms and scored average at best during his exams. It seemed as though he was not suited for a combat-focused environment until an incident in 2115.

This event, known as the "Barrigan Incident", started when the body of a Changeling trainee by the name of Leonard Barrigan was found with several stab wounds in the back in his assigned dorm space at the training facility. An investigation launched by the bunker security forces identified Ray as being the last person to have been in contact with Leonard. Furthermore, a bloodstained training combat knife that had been reported missing was also found on the scene, with fingerprints on the handle matching that of Ray's. Ray himself did not deny any allegations that he had murdered his fellow trainee, and a court martial was already set to convict him for first degree murder. He would have received the death penalty, had a discovery not been made about the deceased.

Coronary reports revealed that Barrigan had an abnormal growth of Doppelganger matter in his system, far more than any regular testing procedures had let on. According to the report, at least 39% of Barrigan's body had already been converted to Doppelganger matter at the time of the murder, and there were several locations where the trainee's skin had become discolored with the same black-dark grey hue that was a trademark of most Dopplegangers. Despite the strict testing and evaluation protocols that were put in place, no one knew how volatile Barrigan's state had become. When questioned about this, several other trainees admitted that Barrigan had begun acting strange and somewhat paranoid in the week leading up to the murder, and some had suspected that he was planning on escaping the facility.

Given this new information, Ray's case was reevaluated. Although there was no proof that Ray had any knowledge of Barrigan's state outside of his own testimony, the court in charge of the case deliberated and eventually chose to pardon him for the crime, within the justification that his ability to sneak up on a Changeling with reputed higher-than-average perception skills would be useful in the field of combat. He was immediately enlisted into the HUNTER program, with at least a year of mental evaluations in order to ensure he wouldn't cause another incident.

At the age of 20, after showing greater skill with long-ranged weaponry, he was deployed into the field after bonding with a WRATH weapon that placed him in the Recon class. Although he was not evaluated with any exceptional skills during training, he proved more than valuable on the battlefield, having a number of recorded kills and assisted kills against higher profile Doppelgangers, including Changelings recently turned by the Doppelganger matter. Since the Barrigan incident, there has been one other incident where a Changeling in his squad was murdered before they had turned. Although many suspected that he was the culprit, no evidence was found at the time that linked Ray to the murder. It was later revealed that the frame the Changeling had been using was malfunctioning, and was unable to warn her that her body had already crossed the 40% Doppelganger matter threshold.

Combat Section

Stats:

Strength: 2 [3]
Toughness: 1 [2]
Agility: 4 [8]
Dexterity: 5 [5]
Perception: 5 [6]

Frame:

Basic Muscle Packages: +1 Strength

Basic Armor: +1 Toughness

Advanced Modified Servomotors: +4 Agility

Frame Description:
Ray's frame is a simple exoskeleton that does little to enhance his physical abilities, with the exception of enhanced servomotors in the arms and legs to make up for his average speed in combat compared to other Changelings.

Aside from that, he has also had modifications done to it to allow him both greater accuracy and stealth during combat. One of the features of his frame is a cybernetic lens on his left eye that allows him to see farther distances in greater detail, as well as giving him night vision. His cloak is also a part of his frame and is modified and programmed to blend in with several different earth tones and shades of grey, giving him a moderate camouflage, though anyone or anything actively looking for him won't have a very difficult time if they know where to look.

WRATH Class:
Recon

WRATH Description:
Ray's WRATH takes the form of a standard sniper rifle, while it's melee form is reminiscent of a spanish pike. It's compact form is that of a 2' long, 6" thick cylinder that Ray keeps in a pouch at his hip.

Other Equipment

Combat Knife: mainly for survival scenarios, since his WRATH makes for an awkward cutting tool at best.

Dog Tags: They read "Ray Jameson", though they technically belong to a Second Generation Changeling of the same name. Despite having no documentation of being related to the Changeling, he is especially protective of them, though he refuses to tell anyone why.

Flashbang Grenades: Despite the general lack of effectiveness of grenades on Doppelgangers, Ray still favors carrying at least four flashbangs with him. Although the flashes are not as effective as they would be on any other creature, they do enough for him to escape or gain the upper hand in a close-quarter fight.

"Breadcrumb" Rounds and GPS system: Along with his standard ammo, Ray has a special supply of ammo that can explode and embed itself into the target. This round can then send out a signal that a gps system mounted on his arm plate can detect and track. These rounds are especially useful when hunting down renegade Changelings whom are about to turn.

Humanity:
90

Skills:

Sniper
Ray's favored form of combat is definitely long-range, and his sniping ability is a testament to that. Although he's not quite at the level of shooting wings off of flies, he still has enough ability to take out several dozen targets over the length of a mile at least.

Stealth
Due to his reliance on fighting from long range, Ray has learned to move more stealthily and hide effectively when being hunted by particularly deadly Doppelgangers. With the use of his frame, he's more than capable of hiding in plain sight, then escaping or attacking when the pursuer's back is turned.

Pinpoint Weakness
When close-quarter combat does need to happen, Ray still has an ace up his sleeve. After observing the combatant in question, Ray can identify and memorize key weaknesses in the enemy's body structure in under a minute. This is considerably less effective against heavily armored enemies whose weak spots are still too tough for his weapon to utilize.

Adaptions:
Sharper Eyesight (+1 Perception)

Theme:
Never See Me Coming

Misc:
He was given the nickname "Judas" after the infamous betrayer of Jesus from Christian lore, given to him by his fellow trainees after the Barrigan incident. The fact that Ray and Leonard were actually close friends up until the murder only seems to make this nickname more fitting.

User avatar
Transient Truth
Traveler
Posts: 13
Joined: Fri Oct 31, 2014 3:31 pm
Location: [DATA EXPUNGED]

Re: A World Asunder

#10 Post by Transient Truth »

Appearance:
He has white hair and a rather wolfish face, or some who are less kind may refer to 'feral'. He always wears a pair of wolf ears and very seldomly take it off. His skin is also paler compare to others.He also has heterochromia. He always wears a sheath for his WRAITH on his back.

Name:
Glacial "Lone Wolf" Wolf

Age:
21

Gender:
Male

Race:
Changling

Generation:
3rd Gen

Personality:
He is calm under pressure and is very loyal to those who are his allies. But he suffers slightly from depression and PTSD, as well as mild hallucination. He also has amensia about what happened before he was 11. He also has a carefree attitude(except to his allies), which some would also think as lazy, so although he is gifted, he doesn't train a lot and so his powers remain at most balanced. He is friendly when they are on break but very serious at a mission. He also tends to minimise contact with other team members(Due to the fear of seeing them die in front of him). He is also very patient.

Bio:
Glacial earliest memories was him lying in a weapons locker inside a dark and charred bunker. He had stayed in the bunker for a while before leaving and trying to find somewhere else due to the dwindling rations.
He had lived in a isolated bunker and so travelling to another requires a dangerous aboveground trip. Glacial had bought along a Gauss Rifle, a face mask and what little ration he had found and embarked. The trip taught him his sharpshooting and stealth skills but in the price of his health. The contamination breached even his mask and so he his lungs were contaminated. The intense cold also made his body relative weak and fragile. Sometimes this brought intense coughing fits but now he know how to suppress it during a mission. It gave him occasional headaches too, but Glacial knows how to concentrate and ignore the headache too.

Glacial arrived at a bunker while it was attacked by Doppelgrangers. Glacial assisted the Security Forces in repelling the attacks. He had done so with flying colours and people accepted him into the bunker, however they found him as a Changling during the tests. The attack attracted the attention of the operators of the HUNTER program and Glacial's actions were noted. He was then accepted into the program. In the following years, Glacial sonetimes has flashbacks of his past but they were usually fragments. From what he is able to piece out, Doppelgrangers attacked the bunker he had woken up in, slaughtering everything that moved, including Glacial's parents. He was saved due to hiding inside the locker and being knocked out by some debris. This has caused him to start fearing that those around him might as well die, and so his chilly altitude in missions. He had also got a big hatred for Doppelgrangers. He still has to report to the program's psychiatrist for regular treatment, and surprising Glacial enjoys the company of the psychiatrist and the interviews are unusually smooth.

Combat Section

Stats:
Strength: 3 [4]
Toughness: 2 [3]
Agility: 3 [5]
Dexterity: 5 [8]
Perception: 4[5]

Frame:

Basic Armor: +1 Toughness

Advanced Servomotors: +2 Agility

Motion Sensors: + 1 Perception

Image Enhancers and Tactical Higherlighter: +2 Dexterity

Frame Description
Glacial's Frame could be described as a slate grey suit, with heavy armor covering only crucial parts of the body. But as the Frame is equipped with imperfect active camouflage, Glacial could hide in the shadows when he was detected. While the camouflage works in other places, it works better in the darkness and in very bright light. It is easier to spot if it is in a normal situation. Also, if Glacial was hit even once, the camouflage fails and the area hit could not restart the camouflage.

WRATH Class:
Recon Class

WRATH Description:
It is basically a heavily modified sniper rifle. The scope has an uplink to Glacial's visior which would show up as a HUD in his visior if he wants to. It's melee form is a Spetum.

Other Equipment
Self-installing Pitons and rope: These are special rounds which could be shot into walls attached with a rope. Glacial usually have 5 pitons and 2 coils of ropes with him.

Smoke Grenades: These grenade emits smoke which could confuse the enemy and make them groggy,(in case they have lungs) or serve as a distraction. It could be triggered by hand or by remote. Glacial usually has 5.

Mini Drone: These are essentially floating cameras which are controllable and pretty hard to be found by enemy forces, but not entirely impossible. There are NO weapons on them. Glacial has three.

NAV Waypoint: They are pinhead-sized sticky orbs which shows up on the other's visior as holographic blue triangles once activated. It is not ideal at tracking other living beings, instead they are usually attached to solid surfaces or vehicles. They have a battery life of a week. It also shows the distance towards the point, much like the one in Halo. Glacial has 20 of them usually.
Link: http://halo.wikia.com/wiki/Navigation_point
First-Aid Kit: It is a more complete first-aid kit, completed with even a AED.

Humanity:
90

Skills:
Sniper: Glacial loves to fight long-ranged, but he always told them that close-ranged fighting "makes him dirty", although that was probably not the case. But completed with his telekinesis abilities, he is a valuable asset in long-ranged fighting

Stealth: Glacial could melt into the bright light(snow for example) or the shadow with his suit, although it could not pass for a close or careful inspection, it could fool unaware enemies or enemies far away. He is also proficient in traditional camouflaging.

Noteworthy Medical Skills: While he wasn't as skilled as a medic, he could preform first-aid to himself and his teammates, his first-aid skills are better than most of the non-medics.

Adaptations
Telekinesis: By manipulating his T-ENG, Glacial could effectively move, slow down or even stop objects. But this ability is limited to things no heavier and bigger than a medium Doppelgranger.
Glacial sometimes uses this ability to alter the course of his rounds.
+1 Strength
+1 Dexterity

Theme:
Normal:Awakening Wolf's Instinct
http://www.youtube.com/watch?v=SgKU2MfllM8
Battle: Undecided yet...

Misc:
He likes wolfs a lot and even kept one before in the bunkers in secret.(Unfortunately the wolf died in the attack)and so that is why he wears his fake wolf ears all the time as a tribute to his wolf(Due to PTSD and this being the strongest memory, Glacial still imagines the wolf to be alive and has hallucinations.) This, accompanied by his last name, his chilly attitude in missions and his unusual clothing style(the wolf ears) earned him the name "Lone Wolf".
(When is this going to start?)
COUNTDOWN TO WIDE AWAKE AND PHYSICAL: ∞
Semper Vigilans - Ever Vigilant

User avatar
Hotep the psychic
New Citizen
Posts: 34
Joined: Thu Jan 10, 2013 12:10 pm
Location: In Battlefield Iota

Re: A World Asunder

#11 Post by Hotep the psychic »

Holy Mary mother of Joseph this thing is long! (That's what she said)
Will try for a sheet when possible
As an engineer for war, a thief for hire, and a regular guy, one finds similarities to all these occupations in time.

User avatar
TheNewGirl
Templar GrandMaster
Posts: 711
Joined: Tue Jan 04, 2011 7:52 am
Location: the daily grind

Re: A World Asunder

#12 Post by TheNewGirl »

dammit y7. With NaNo in full swing and me trying to figure out how exactly I'm going to live life after my upcoming graduation this December, you have to plant a massive pile of EPIC at my feet and distract me. Expect a character sheet from me.

Damn.
"Challenge me, dare me, even defy me. But never underestimate me, for on the back of my horse anything is possible."

User avatar
Nikolai-097
Templar GrandMaster
Posts: 758
Joined: Wed Sep 27, 2006 10:03 pm
Location: The RP Boards, my natural habitat.

Re: A World Asunder

#13 Post by Nikolai-097 »

What TheNewGirl said y7. I figured I'd take a quick peek here and see if something new was up and damn if you didn't post a beauty. I would like to request a slot.
I will also punish without hesitation the weak, the incompetent, and the treasonous.— Colonel-Commissar Ibram Gaunt

ALWAYS ANGRY! ALL THE TIME!-Angry Marines Battle Cry

User avatar
y7h65
The Unpronounceable
Posts: 3608
Joined: Sat Nov 28, 2009 11:00 pm
Location: ???

Re: A World Asunder

#14 Post by y7h65 »

Excellent. Just send your sheets my way when they're done. Also, all the Gen2 slots are currentl occupied.
Local Type Moon Fanatic.
Image

User avatar
Myperson54
The Imagineer
Posts: 1508
Joined: Thu Jan 31, 2013 10:26 pm
Location: An infinite sea of salt

Re: A World Asunder

#15 Post by Myperson54 »

Appearance:
This is Alex.
This is another reference pic.

Name: Alex "Stars" Polaski (She got the nickname from the glowing orbs which manifest in her hair)

Age: 21

Gender: Female

Race: Changeling

Generation: Third Generation

Personality:
Alex tries to keep a positive outlook on most situations, but she never allows herself to get too excited - She wants to appear as professional as possible, even though deep down she's always wanted to be just like the adventurers of old. Although military life is hardly glamorous, Alex wants to be the best she can be, and strives to excel in attitude, since being a changeling means she excels in everything else. She isn't the sort to keep time in the foremost part of her mind, although she will if a situation requires it. This unawareness of time can be aggravating for others and will even cause her to run late on occasion.

Bio:
Alex's story starts in a bunker in Sweden - She was born and spent most of her life there. Not much was interesting about her in particular, except that she excelled in everything she tried. It was upsetting, really, given that it was nearly impossible for her to do poorly at any given task. She suspected, as did many others, that she was a changeling, and this created a divide between her and the other children in her bunker. Although it was a very well-kept secret, Alex's parents had in fact managed to escape from the Poland bunker's destruction, and they had been infected but not killed by the doppelgangers there. Not even Alex herself knew this however, until she tested positive later in life.
Her separation from other children made her very inquisitive at a young age, and she spent quite a bit of time exploring her native bunker-city. Within a month of exploring, she knew its entire layout like the back of her hand, and could find her way to one of the surprisingly numerous hidden places in her immediate area. It was in these areas that she spent much of her time, studying, playing, hiding.
She did have a few friends, however, such as Jakob, an assistant in one of the science labs. He was a few years older than her, maybe 2 or 3, she never kept proper track of those sorts of things. He was one of the few people who stuck around Alex after she was confirmed as a latent Changeling, and it was due to him that Alex unlocked her powers. One day when she was 19 (He was 21 or 22), Jakob was showing her around some labs where they were testing suspected Changelings for abilities. As they walked through the halls, they passed a man who was clearly worse for wear - And obviously out of his quarantine bay. His veins were a dark grey colour; his skin pale, yet ashen; and his eyes, although they were the only part of him with any colour remaining, were strained and bloodshot. In fact, under his hospital gown, he seemed to have odd, shifting deformities. He limped around a corner in the opposite direction of Alex and Jakob and promptly sneezed. Although he attempted to excuse himself with what little cognizance he had left, Jakob alerted a security team to deal with him.... And found Alex lying on the floor, convulsing and retching.
The details on what happened next were fuzzy, but apparently after he sneezed doppelganger matter on Alex, the infected man also fell to the ground and attempted to crawl towards the pair with the fervour of a crazed animal. They were whisked away by the security team and put into quarantine before the newly-created doppelganger could kill them, thankfully. (Due to the way he was positioned, Jakob was unharmed, although he was also quarantined in the case of infection.)
As soon as she had stabilized and had become healthy enough to support herself, Alex was immediately put into the HUNTER program, where she quickly ascended through the ranks to become a respected soldier in her division. Not only was this position an actual challenge, something she'd strived for her whole life, she would be able to use her talents to rid the world of Doppelgangers forever.

Currently, she works closely with Ivan (Assault-class) in a tag-team. Their combined abilities allows them to overcome many problems together where others could not.

Combat Section

Stats:
Strength: 2 (3)
Toughness: 2 (3)
Agility: 3 (4)
Dexterity: 5 (6)
Perception: 5 (8)

Frame:
Basic Muscle Packages: +1 Strength

Basic Armor: +1 Toughness

Basic Servomotors: +1 Agility

Neural Syncopators: +1 Dexterity

Infrared Scanner: +1 Perception

Telescopic Range-finder: +1 Perception

Frame Description:
Alex's Frame looks like this. The only special part of it is the helmet, which can open and close at the front like a lid. There's also a small hatch at the back for Alex's perception orbs. The frame is sometimes called "The Shark" due to its pointed nose.

WRATH Class: Liner

WRATH Description:
This is Alex's WRATH - The first form is a carbine, the second, a longsword about 4 feet long. It can be wielded with either one or two hands in longsword form, and the carbine can switch between single rounds and burst-fire.

This shield can fold to be carried on Alex's left arm, or can expand to cover it. Her wrist is free to move when the shield is expanded, but even so, performing some activities is simply easier with it folded, such as holding her Wrath with two hands in sword form.

Other Equipment
Handgun - Alex carries a handgun in the case that she's disarmed. It's worn on the right hip of her frame.

Flares - Alex carries 4 flares which can be lit to alert friend or foe to a certain location. Their colour can be set before ignition, and ignition can be timed.

Tinkering Equipment - Alex has a much more extensive supply at home, but her away kit allows her to jury-rig most equipment she needs to fix with scraps she finds in the wastelands.
(The kit includes several batteries, spare mass driver parts of varying sizes, some scrap metal, a cutter/welder, and an assortment of tools.)

Humanity: 90

Skills:
Smooth Criminal - Alex is rather skilled when it comes to slinking around and fitting through tight spaces, and doing so quietly.
Improvisation - Alex is pretty good at getting the upper hand through careful (some might say blundering) acting.
Jury-rigging - She can take apart and fix most mechanical things with the equipment in her tinkering kit, including mass drivers, frames, and vehicles. They may not work very well after fixing, but they'll work.

Adaptions:

Orbs (PER +1) - The orbs which float in and around Alex's hair are generally just there for show, but if needed, they can be used as a set of extra eyes, feeding back visual information to Alex, which is invaluable for a scout. If one gets shot, she can generate more from the glowing tendrils running through her hair, but it takes a while. She can also change their colour and intensity.

Theme:
Big Ideas (Don't Get Any)

Misc:
Although she tries to hide it, Alex's orbs will sometimes flash a certain colour to display a mood, or a set of moods.
Image

I am become salt, destroyer of memes

Join the Unofficial 2k Discord Channel!

Post Reply