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Post by The Necromancer on Dec 17, 2010 19:44:25 GMT -5
The Year is 2492 The Coalition of Human Systems spreads across almost forty systems. For the most part, the CHS maintains an uneasy peace with the two prominent alien empires, the Khalirians and the Lanir, but there have been incidents. During the early years of the CHS' expansion, they stumbled across the Khalirians for the first time. Naturally, the humans were terrified, and, as is human nature, they attacked the source of their fear. Nearly half of the Human colonies were either invaded or destroyed by the outraged Khalirians before a truce could be negotiated. Since then, an uneasy peace has developed... but it's in danger of being compromised. A large colony on the edge of CHS space has gone completely dark. No transmissions, no broadcasts, even the channels they used to broadcast have disappeared, as if the colony had simply ceased to exist. Naturally, the High Council jumped to the conclusion that the Khalirians had destroyed the colony, and planned for war. But, Admiral Harvey managed to convince them otherwise. A small team is to be sent in to investigate at the colony, Nevada IV.
Explanation of Races and Organizations.
CHS: The Coalition of Human systems formed after the third interplanetary war between the Fringe colonies and Earth. The High Council was formed, with Earth President Jason Hawthorne and the administrators of the four largest colonies as it's members. Most of the CHS' weapons are projectile based, such as rail guns or Spikers. They also rely heavily on Thermonuclear technology and Ion drives for their ships.
Khalirians: The Khalirians are a reptilian race with extremely short lifespans. As far back as their racial memory reaches, there has never been a war among the Khalirians themselves, no killing of each other. The are ruled by the Firrius family, which has been in power since 1232 Earth years. Their technology is pulse-based, and they aren't usually found outside of their Pulse-Armor. Their ships are made of a metal called Thernium, which can survive a small to moderate thermonuclear blast.
Lanir: Humanoid in shape and stature, the Lanir are only different because they are an aquatic race, and in order to survive they must remain submerged in the odd chemical solution that makes up the oceans of their planets. Because of this, they wear Enviro-Suits filled with the solution. Their technology is a hybrid-technology, a mixture of the Khalirians and Humans. This is because the Khalirians and Humans interfered with the development of their world, giving them technology, weapons, and the ability for interplanetary travel.
Modi-Humans: The Modi-Humans are the result of Genetic manipulation at a young age; Namely, the splicing of animal DNA into that of a human. Only mammals are compatible with human DNA however. The resultant mutation ranges from the mere development of whiskers, ears, and tails, to gaining a full fur coat and claws. For the most part, Modi-Humans, or simply Modi's, are a part of the CHS. A few Modi colonies have broken off from the CHS, though, and formed their own small empire.
There is room for six people on the team, not counting myself. Before i even ask for Character Sheets or the like, i wanna know how many of you might actually wanna participate. If enough people are interested, i'll make some Char Sheet guidelines, and answer any questions you might have.
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Post by Clipse on Dec 17, 2010 22:20:07 GMT -5
Yeah I'm down for this.
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Post by The Necromancer on Dec 19, 2010 15:41:49 GMT -5
Very few people interested. Meh, i'll post Char sheets anyway. A few friends of mine may be persuaded to join the Forum for this. Maybe.
Name: This one's a no-brainer. Age: Also a no-brainer. Race: Human, Khalirian, Lanir, or Modi-Human (if Modi-Human, include what type of DNA was spliced) Description: I hope you can figure this one out. Background: W/E you want. However, if your character is Khalirian or Lanir, you'll need to describe how they became part of a Human task force. Primary Weapon: You have a choice of: GR-13 Assault Rifle: Fires 4 inch MetaSteel spikes at 30 spikes per second. Has three fire modes, Standard, Burst, and Precision. Precision shots can only be fired one at a time, but their velocity, and armor-piercing capabilities, are increased tenfold. Clip holds 120 spikes. GR-20 Marksman Rifle: A Semi-Automatic sniper rifle with a Night-Vision scope and Recoil Compensator (stops recoil from throwing off aim.) Fires 6 Inch MetaSteel spikes. Ignores armor completely. Clip holds 15 Spikes. S-5 'Pulper' Shotgun: A powerful shotgun that fires a dozen MetaSteel pellets with a spread of 2 1/2 feet. Perfect for clearing Corridors. Holds Seven rounds. Khalirian Pulse Gun: Fires a 3 1/2 foot wall of Pulse energy, capable of turning bones to dust and crushing internal organs. Energy wall dissipates after six seconds of travel. Ammo Extremely Limited. Restriction: Only Khalirians and Lanir can operate this weapon. Clip holds 2 Pulses. Khalirian Battle Rifle: Fires small spheres of concentrated Pulse Energy at twenty spheres per second. Capable of penetrating armor up to six inches thick. Note: Humans can operate this weapon, but their efficiency with it is limited. Clip holds Eighty spheres. M-13 Flamethrower: Support weapon, useful against armored enemies; it cooks them in inside their armor. Secondary Weapon: Once again, a choice of: G-3 Hand Cannon: Basically a handheld rail gun. Fires 2 1/2 inch long and 3 inch wide steel rods capable of punching through armor two feet thick. Makes quick work of unarmored targets. Ammo is cumbersome, and therefore limited. Clip holds 5 rods. G-15 Machine Pistol: Fires a spray of tiny spikes at 20 per second. Useless against armored opponents, but turns an unarmored opponent into so much red pulp. Clip holds 100 spikes. Khalirian Sidearm: A 'middle ground' between the Hand Cannon and Machine Pistol, the Khalirian sidearm packs a decent punch, and at a respectable velocity. However, they are fragile and have a tendency to break when impacted. (Which means if you hit something with it, it'll probably break.) Additional Equipment: All squad members are issued a Combat Knife, Flashlight, Basic Medical Kit, and a Night Vision/Thermal Vision headset, so no need to mention those things, unless yours is custom. Can be anything. Traits: Negative and Positive. Totally stole this from Devo'.
Note: Unless i approve it, none of the Squad Members have met before. There will be a Mission Briefing in which the squad will get acquainted.
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Post by ~L~ on Dec 19, 2010 17:59:00 GMT -5
Alright, my attention has been grabbed. I shall participate !! ^^
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Post by Clipse on Dec 19, 2010 23:42:26 GMT -5
Name: Vladic Nickatina. Age: 23. Race: Human.
Description: Standing at exactly six feet, Vladic is dark haired and brown skinned. His hair is curly and messy and rarely straight and covers his entire neck up to the shoulders. He has a medium build, with a tattoo across his right forearm which reads "Golpe de Estado" (hit the state).
Background: Vladic lived a fairly simple life, going through the routine of high school and college. His father is a retired military veteran, which places highly in his son's mind. His early life is rather cliched, with his father teaching him the basics of shooting and other military matters, but he soon lost interest in the matter, preferring the real world. Vladic performed several mishaps in his teenage years, falling into the drug trade and suffering terrible, yet passing marks in school. Though not an avid user of drugs himself, Vladic saw thousands in potential income from the trade. His payday streak ended just prior to finishing his senior year at high school, as he was caught and arrested. Only his father's reputation saved him from the rehabilitation center and though only a minor jail term was served, Vladic attempted to get his life on track. This is when his interest in military was rekindled. Vladic's father forbid him from joining the military unless he first obtained himself a degree, and after five years in the state university, he earned one in Chemical Engineering at the age of 22. Almost immediately after his graduation, he sought out the drafters in his home city of Detroit rather then avoid them. With the Khalirians having just beaten the CHS, many did not wish to be involved in a war that might be lost again, however Vladic saw it as a challenge, hoping to take his skill set with him onto the field. He trained hard in boot camp, surprising many of his superior officers who thought the "druggie" would be among the first to drop out. Due to the exceptional training of his father, Vladic was able to rate marksman on the shooting range, and was accepted into the sniper core as a Special Ops NCO. Since then, he has been on a few assignments but has garnered enough experience and kills to not be considered a "greenie" in what he does.
Primary Weapon: GR-20 Marksman Rifle. Secondary Weapon: G-15 Machine Pistol. Additional Equipment: Combat Knife, Flashlight, Basic Medical Kit, and a Night Vision/Thermal Vision headset.
Traits: Vladic is loyal in what he does, believing fully in the mandate of the CHS and will do whatever is necessary to preserve the order. However, this does not make Vladic a hard head or close-minded, as he is prone to questioning his orders from time to time and makes an effort to understand others. He is extremely curious about the alien neighborhoods of the CHS, but will kill any who stands in the way of his people. Vladic is also very anti-social, preferring to stay alone and not be the center of attention. This perfectly fills in his role as a sniper and support, having to be alone and isolated from the group.
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Post by The Necromancer on Dec 20, 2010 1:05:42 GMT -5
Name: Antonio Veilli Age: 29 Race: Human
Description: Antonio is Six-Five. He wears his prematurely-grey hair in a crew cut, and his skin is mildly tanned. He's broad shouldered and visibly muscled, and he has the CHS Flag tattooed on his back.
Background: Antonio, or Tony, grew up on the planet Carus, a planet covered in sprawling cities and industrial wastelands. For the first seventeen years of his life, Tony lived in the planet's notorious criminal underground, selling everything from drugs to human beings, robbing, stealing, and murdering occasionally. When he turned eighteen, for reasons unknown, he enlisted in the CHS Military. He was very nearly discharged for killing a fellow cadet during a training excercise, but instead was placed in the "Reeducation" program. He came out the definition of a perfect recruit, Loyal, Intelligent, and, most importantly, controllable. He was handpicked by General Karron to lead this mission. Primary Weapon: G-13 Assault Rifle Secondary Weapon: G-3 Hand Cannon
Traits: Single-minded in his obedience to the Council's will, Antonio very rarely deviates from his objectives, making him a productive and trustworthy captain to his superiors. However, because of this Antonio has a tendency to lead his squad into unnecessary risks to achieve the Council's will, and has lost five soldiers in the field. As a side-effect of the Reeducation program, his pain acknowledgement is negligible, and he generally doesn't stop fighting until he's incapacitated or dead, regardless of how painful his wounds.
Name: Michael McKail Age: 22 Race: Modi-Human- Wolf
Description: Michael stands at 5-11, and has short black hair that hangs loosely around his face. His Modi-Characteristics are his ears and tail, which are both grey. His eyes are grey-green. He is lithely muscled, and has an agile build.
Background: Born on one of the planets that broke off to form the Modi-Human Confederacy, Michael was immediately a target. At the age of five, his parents were killed in a skirmish with CHS soldiers. Shortly afterward, he was adopted by well-placed Modi-Human politician, Mason Reid. He spent the next ten years living a comfortable life in Mason's luxurious home. But, two days after his fifteenth birthday, Michael's city was attacked by a CHS reclamation force. Michael led the resistance against the CHS, and eventually drove them off the planet. Instead of lauding him as a hero, the Modi-Human government, in an effort to improve relations with the CHS, turned him over to the CHS. He was sentenced to life in prison, but a few years later, on his 22nd birthday, he was given an offer: Join a mission to investigate a colony that's gone dark, and you'll get your freedom. He accepted. Primary Weapon: S-5 'Pulper' Shotgun Secondary Weapon: Khalirian Sidearm Additional Equipment: A PDA/Omnitool designed for hacking computers and other handy things.
Traits: During his time with the resistance, Michael saw many of his comrades die in battle, and many more be captured and tortured to death. This left a permanent scar on his psyche, that causes him to be overly protective of his squad mates, going so far as to disobey a direct order to protect their well being. But, he saw many atrocities committed by humans during the Modi-CHS border disputes, and has a thorough mistrust of the CHS and even most Humans, which could be a problem in the upcoming mission.
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Post by ~L~ on Dec 20, 2010 7:25:39 GMT -5
Name: Selene "Frostbite" Kordova Age: 22 Race: Modi-Human [Polar Fox]
-Description-
The bright Bluish-white haired vulpine Modi was very reserved and prone to quiet, to the point of coming across and being thought of as shy or even unnerving, though beneath is a good humored, if slightly jaded, young woman. Ice-blue eyes and a long fluffy tail also denoted her race and fed into her nickname. Standing a small 4ft. 9in. and weighing in at 96 pounds, she had a very lean frame, reminiscent of a distance-runner, though filled out with age and species, only seeming a undersized version of any similarly attractive Fox-Modi. Her mouth seems to smirk perpetually, with a snaggletoothed canine dimpling her lower lip, and her fingernails growing just slightly more rigid and sharp than a human's.
She also sports 7 piercings(When allowed to or thinks she can get away with it): A cartilage bar accounting for two toward the tip of her right ear, a purple-laquered stud in each ear, snake-bites with 1.5in. curved white-gold "fang" studs being the usual placeholders when off-duty, and finally a locket-bearing white-gold naval ring finishes the set. Tends to go about barefoot if given the choice, having deceptively rugged feet from her upbringing and mundane shoes generally cause the girl to overheat.
The pixilation of her hair and fur shifts slightly with the seasons of her surroundings.. it doesn't happen instantly, but does tend to be problematic given her high-travel occupational choice and the discomfort between sudden changes in climate.
-Background-
She grew up hard on the outskirts of the arctic circle in the Modi fringe world, Anchorage-III. She never was much of a fighter growing up, though was made increasingly aware of the necessity of dealing with violence. 6 years ago, she lost her family to a raid of some kind.. the government was sketchy on the details.. very sketchy, and she was shipped off planet to "start anew". It was such a load of bullshit, she knew.. though the shock of becoming an only child, and more an orphan, overnight.. it chilled her and she withdrew into a quietly seething and observant shell.
She joined the military a few dreadful months after her hopes of taking up the family business were literally slaughtered, being sent off planet only ensured it's impossibility... it seemed the only eay to get answers.. get close to the ones who knew the truth, advance and play lapdog for them.. "earn" the truth which she knew she deserved. She excelled on the shooting range, being steady and alert, shooting for expert marksman ratings for each subsequent reevaluation with long and short ranged CHS weaponry. Her lack of physical strength was only slightly made up for with the racial agility and swiftness enhanced by her size. She grew quite fond of combat blade drill, and developed into a passable knife-fighter.
Carrying a thin and razor-honed 26-inch machete/kukri hybrid blade on her back in addition to the standard issue combat-knife, the weapon is honorific of her family's trade at game hunting, also quite effective. Cold-forged over a series of months from a metal-blend kept secret in her family, the artful blade is her most prized possession. She earned the lesser-known nickname "Frostbite" from her quiet efficiency, cool and distant demeanor, along with her personal style and appearance. It's stuck with those who've heard of it moreso than she figured it would.
-Equipment-
Primary: "Sonett's Tears" GR-20 Rifle (Night Scope, Recoil Compensator, Muzzle Suppressor, 2 magazines[30 shots], Winter ghillie-dressings).
Secondary: "Jozef's Glare" G-3 Pistol (3 magazines[15 shots], snowy-white laquered with angery neon-green eye decals on both sides of the foreward slide).
Misc. Gear: Hunting Machete(D.R.K. initialed into the grip), Flashlight, Basic Med Kit, Custom-sized Optics Headset(standard display lights are swapped with cool blue versions), Custom soleless boots, Combat Knife.
-Traits-
[+]:Focused and headstrong, Energetic and quick, Extremely observant(Extremely acute hearing and scenting abilities taken into account), Driven to succeed and takes orders quite well. Works with practiced precision and patience. She is also able to easily function in sub-zero conditions. She makes for a more than servicable scout or reconnaissance operative.
[-]:Quiet to a fault, only speaking when demanded of her. She is very mistrusting of many humans initially, though bonds well with them if treated well over time. Hot and arid conditions cause her extreme discomfort until she is able to adapt. Physically weak and frail compared to most soldiers and vulnerable to grappling. She's pretty fresh out of basic and has only been in the field once so far.. quite wet behind the ears as they say.
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Post by The Necromancer on Dec 20, 2010 14:57:42 GMT -5
Planetary File: XF-342 - "Nevada IV" Population: Around 20,000 Charter: Colonized for Military Purposes. Reason Classified. Settlements: Only two major settlements on the planet; Rain, a small mining settlement, and Arkas, the capital city of the planet. Various smaller settlements dot the planet's surface. Climate: Nevada IV, due to an atmospheric anomaly, has an immensely unpredictable climate. One minute it may be 80 degrees outside, and two hours later, it may be near -14. The planet is often battered by fierce windstorms, and wind damage is commonplace. Architecture: Due to the planet's unpredictable weather, most towns and cities on Nevada IV are built close, with narrow streets, and the roofs of the buildings are flat, all the same height, so that the wind doesn't batter any building worse than the others. Caution: The planet, being on the edge of CHS space, has very loose weapon laws. Most civilians own a gun, and are trained in it's use. Even some powerful weapons that are outlawed on other planets are common sights here. Caution is advised when interacting with locals.
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Post by Hanhan on Dec 20, 2010 23:00:50 GMT -5
Hmmmm. I may jump in on this. I'll have to get back to you on that, though. I might have more time now that school is over, and stuffs.
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Post by The Necromancer on Dec 20, 2010 23:21:22 GMT -5
You're welcome to join. If we start before you decide, and you wanna join, just msg me, and i'll come up with a way to get you into the story. That goes for pretty much everybody, i guess.
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Post by ~L~ on Dec 22, 2010 5:07:42 GMT -5
So right now is the count at 4 or 2? I guess I'm asking if those two character you posted counted in the tally? =o
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Post by The Necromancer on Dec 28, 2010 22:13:36 GMT -5
I think i'm going to go ahead and call it four. We may start sometime in the near future.
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Post by The Necromancer on Dec 30, 2010 2:51:10 GMT -5
Shameless self bump. Umm, i guess i'm gonna start this soon. I thought i'd add that if any references to events, technologies, civilizations, or races that i didn't explain in the intro post pop up, i'll post a description/background of them here. If either of you who are for sure gonna participate have to go away for some reason, please inform me. kkthx? kkthx.
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Post by Clipse on Dec 30, 2010 3:37:52 GMT -5
Yeah can't wait.
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Post by ~L~ on Jan 1, 2011 7:52:09 GMT -5
yup yup, that's what the absences board is for, though! =o
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Post by Clipse on Jan 1, 2011 20:33:53 GMT -5
You think we can get this started within the week ?
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Post by The Necromancer on Jan 1, 2011 23:41:33 GMT -5
I've been meaning to but i've got the worst case of writer's block since X-Men 3. (that's a joke. X-Men 3 sucked so bad that the writer must've had writer's block... etc.)
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Post by jenni on Jan 7, 2011 18:16:42 GMT -5
This. Writing up character sheet!
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Post by jenni on Jan 9, 2011 2:05:34 GMT -5
Name: Alyssa Jane Bradley Known Aliases: Allie, A.J. Age: 19 Height: 5'7 Weight: 132 Eyes: Purple (Genetically Modified) Hair: Black with forest-green streaks. Tied back. Physical Characteristics: Allie is reasonably tan, with a slim but still muscular figure. Though she's fairly attractive, she's generally avoided, due to the tattoo of a Cog around her left eye: the mark of an anti-CHS revolutionary. Her other tattoos include a barcode on the inside of her wrist, from serving time in a CHS Detention camp, and a butterfly on her upper right arm. Equipment: Security Baton, Throwing Knives, IED (Improvised Explosive Device) supplies. Clothing: Colonist-Standard black pants, Black short sleeved shirt, knee-length hooded black coat. Background: Alyssa was born on Earth, and spent the first ten years of her life there. Her father was drafted to aid in the Modi/CHS border disputes, and when he moved to the fringe systems, he took her with him. For two years she moved from planet to planet as her father was shipped from one conflict to another, until her father, a Specialist with the CHS, was shot eight times by a Modi-Human sniper. His body, nearly unidentifiable, was found near that of four Modi-Human commandos in the ruins of the sea-side city of Harklen. When she turned fifteen, she enlisted in the CHSMC. She had barely taken part in two strikes against the Modi's before she was picked for a special assignment; ambush and capture the leader of the Modi-Human resistance, Michael McKail. Upon arriving at the ambush site, they found that they'd been set up. Nearly half of the squad was killed, and she was captured. She spent two weeks as a prisoner of the resistance- but, much to her surprise, she was treated with respect, given decent rations and a decent place to sleep. While she was there, she witnessed first-hand the suffering that the CHS was inflicting on the many Modi-Civilians caught in the conflict, and it was there that she decided that vengeance for her Father's death wasn't worth this much suffering. When Michael released her at the end of the Modi/CHS border disputes, she didn't report back to her superiors, opting instead to go AWOL. Much to her displeasure, she was found and arrested. She was shipped to the Detention center on Malik VII, where she received her bar-code tattoo. She spent two years there, and busted out during a prison riot. Now that she was Seventeen- a legal adult in the CHS- she knew that if found, she could be- and most likely would be- executed if captured. Taking her only option, she fled to the Rebel planet Nix, where she received both her Butterfly and Cog tattoo. During her two years with the Insurgents, she took part in and led over thirty strikes, the most well-known being the raid on the CHS Shipyards at Hephaestus' Forge*. She went on to become a security officer on Nevada IV. She was on the planet when it went dark.
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Post by ~L~ on Jan 9, 2011 9:27:54 GMT -5
Okie-day, I'll have a post up on this in the near future!! =D
I am putting thought to it while I'm clear-headed. *nodnod*
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