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Lithium (A Post-Earth Space Opera RP for the 33rd century!)

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Teqnologyque

Tipsy Nymph

PostPosted: Sun Dec 05, 2010 1:05 pm


In the early years of human existence, Man walked side by side with God. Man talked with God, lived with God and even feared God! They feared what omniscience could do if enraged. And so Man sought to distance himself from god, Man made machines to run their factories, to till their fields. Man created new weapons to strike at those who attacked them. They created massive cities to house and protect their people. Eventually Earth became to crowded, to overpopulated to sustain the race, and Man tried everything to stay alive. It wasn't until the year 3658 AD when man began constructing the first parts of the Dyson-Construct we call “The Core”. Man made machines to go outside the structure and build up and out, governed by “The Sanction”, a group of people elected to lead humanity. Hundreds of years later the Sanction lost control of the Builders, and the Core began expanding at a ludicrous rate to the size it is now, after that, the machines simply... shut down. They stopped working. The Core was finally completed as originally intended, but now it was far to massive, a man could walk for hundreds of years and never see another living creature. Man was finally alone, away from the prying eyes of God to do as he saw fit with his last few vestiges. The year is now 1934 Rebirth. One-thousand-nine-hundred-and-thirty-four years since Mankind established itself as a viable race in the core. Mega-Cities have risen from the fortresses that once housed only a few dozen people, humans have begun cultivating their land, and they have come to fear the creatures that now prowl the Core with them, for they are not as alone as they had wished. Horrible, mutated abominations now stalk the land, having had time to adapt to their new world they have become more deadly than ever, from the dreaded Silt-Wuyrm of the Dromind Deserts, to the Carnivorous Dealth-Fish that has adapted to life living in a sea of Ionized Liquid Plasma. The world you live in is harsh, unforgiving, and dangerous. But if you're smart, and have the fire-power for it, you just might survive. Legends speak of heroes who travelled the Core in search of the lost ark, Earth itself, buried somewhere in the foundations of the first structures, the oldest and most dangerous parts of the Core. But that's little more than a legend... Right? Do you really think you have what it takes to chase after something that might not even exist? Have you the skills and foolhardiness to even step outside the shielded walls of the mega-cities?

Welcome to the world of Lithium, a story of love, betrayal, drugs, and laser-beams set in a Post-Earth Dyson construct called "The Core". Mathematically The Core has a roughly 4.8 million kilometre Diameter. Do the math and you get one big-a** ball of neo-composites that was once built to house more people than you could readily shake a plasma rifle at.
Enjoy your stay...

Teqno is: Still adding more crap and depressed that he forgot about this... But is also basically opening the thread now...
PostPosted: Sun Dec 05, 2010 1:13 pm


Geographic information// Search begin

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New-York: New-York was built around the Evolution Technology Consortium's head-quarters in the justly named "York Valley", a site on the Core known for it's often chaotic Weather Patterns.

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The York Valley: A place on the Core that contains almost every eco-system known to man. Chaotic weather patterns make travel through the valley dangerous

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Lyndon: The Rayleonard Institutes Seat of power Lyndon is a large an well-fortified Harbour-city.

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Neo-Tokyo: Arisawa Heavy Industries owns and operates the complex systems in Neo-Tokyo.

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Brundel:
The main headquarters of S&V Mechanik, the city uses mono-rails to transport large cargo between their harbour-bases and the city

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The Dromind Deserts: A vast expanse of sand and desert flora that is home to the Richest Palladium Veins on the Core, it is constantly warred over due to this fact.

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The Electro-Silos:
Massive, self-contained Ion-Plasma generators near the York-Valley. Maintained by "The Fishers".

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The Ratachan Jungle: A massive mountainous jungle near the oldest structures on the Core. Rumour has it that an Entrance to the Original Mega-Structures surrounding earth is somewhere in the jungles.

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The Delphi Ruins: A large Old-World Ruin that Silicon Creatures have taken residence in. Locked armoury's hold ancient and powerful weapons beyond modern imagining.

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The Nexus: Sanction Control System Headquarters and the site of Core-Net administration.

More locations will be detailed later.

Teqnologyque

Tipsy Nymph


Teqnologyque

Tipsy Nymph

PostPosted: Sun Dec 05, 2010 1:20 pm


Sanction Control personnel files system accessed// Begin Search

Corporations and other Factions on the Core:

EVO-Tech: Evo-Tech manufactures and markets everything in New-York from tanks to toilet paper. And what they can’t market to civilians, they sell to the Black-Market and Mafias. Evo-Tech’s paramilitary unit, E-S.W.A.Td (the ‘d’ is silent) operates as both a military presence, and law enforcement in New-York. E-S.W.A.Td, or, “Evolution Special Weapons And Tactics division” members are often heavily enhanced, with very little of their human bodies remaining. The R&D test division is often stipulated to be a group of synthetic humanoids, everything except for their skin is synthetic, and as such are faster, stronger, and more agile than the average grunt.
E-S.W.A.Td soldiers are armed with the latest technology available, including Gauss weaponry, and Evo-Tech’s new Pulse-Action system, which uses micro-plasma bursts to propel slugs of heat resistant alloy to near mach 8.5, the current test type, the EVO-94 “Hammerhead” is currently the most successful, due to the fact that they don’t catastrophically detonate when fired for more than five shots.
Clad in Nano-Core Composite Body-Armour, E-S.W.A.T.d is the most dangerous, and well-equipped army in the York valley.

Rayleonard Institute: The Rayleonard Institute is an incredibly advanced technology corporation, in the High-Moor Dock district of the Lyndon Sector of the Core. While most Androids manufactured by other corporations are no more than advanced calculators, Rayleonard uses a unique theory of design. Rather than making specific androids for specific jobs, Rayleonard produces several lines of android and gives them absolute free-will and then offers them a job based on the standard design. Because of this, there are several military units in Lyndon that operate small businesses, or work in more “Domesticated” services.
Rayleonard’s standard production units are: the Aaliyah, a fast and agile hunter-killer android and by far their most popular unit based on sheer aesthetics; the Alicia, a unit similar to the Aaliyah that uses reverse-jointed legs instead of standard bipedal legs; the Tellus, a massive service unit designed to haul heavy cargo or use vehicle-mounted weapons in combat; the Lahire, a fast and agile droid that uses unique design and powerful thrusters for air combat; and finally the Scimitar, an Assassination droid that is on-par, if not better than, the KI series of units.
The Aaliyah combat android is unique in that it uses complex actuators and has no integrated weaponry; an Aaliyah instead has manipulators, hands that are as fully functional as any human’s. Overall, Rayleonard’s technological standard is much higher than Evolution-Tech’s but they still focus on the more classical aspects of everything they make, and their pride and joy, Noblesse Oblige, is a perfect example of that. Noblesse Oblige is a prototype Aaliyah unit that is currently the captain of the Pious Inquisitor, the flagship of Rayleonard’s fleet in the York Valley. Rayleonard relies on other corporations to manufacture weapons, and one of the most prominent is “Staken”, which manufactures a line of pistols and assault rifles used by Rayleonard soldiers. “Bizon” manufactures heavy weaponry, such as breaching shotguns, and sniper rifles. “Krafka” manufactures a line of SMG’s and anti-armour rocket launchers.
Rayleonard does, however, manufacture the high-tensile strength ceramic composite mono-filament vibro-blades used by foot soldiers. These knives are capable of cutting clean through an Android, and cause massive trauma to organic targets, stunning them and preventing them from using their abilities.

AHI: Found in the Eastern territories of the Core, Arisawa Heavy Industries makes it's home in the high-mountains and low valleys, where it's cities can be easily defended. Based on ancient “Japanese” ideology, Arisawa values family honour and pride above all else, it's soldiers often going into battle wearing their families armour from the dawn of recorded Core history. Being a member of the Arisawa military brings honour not only to the soldier but to his family as well. Female family members must stay at home and tend to the cities while the men are allowed to fight in the army, however there are some cases when a male in any given family may not be allowed to join the military, usually if he has personally dishonoured himself, or if he failed his family's personal trial. In this case the male usually becomes a factory worker, or merchant, doing what he can to support the empire. Arisawa doesn't do trade with Palladium like other cities, they instead use “Yen”, the value of which is based on Gold, resulting in ludicrous exchange rates from Palladium to Yen. Typical Arisawan's stand between four foot six inches to six foot five inches in height, have brown or blond hair, and Brown or Blue eyes, as well as some fairly exotic colours like Red, Bright Green, or Gold. Arisawa VT's are often human-shape in appearance, having two legs, two hands with five fingers each, and are often very heavily armoured. Almost everything in Arisawa revolves around the Red, Gold, and Orange imperial aesthetic, which leads to a generally androgynous appearance to all their cities, weapons, and armour. Although most suits of armour are custom made and vary wildly in appearance.
The current “Emperor” and CEO of Arisawa is only 15 years of age, making him not only the youngest corporate leader, but also the youngest military trained individual on the Core. Arisawa's headquarters is located in “Neo-Tokyo” a massive construct that has become a Zero-Gravity City. Due to the environment, Arisawa has imposed a daily training regime to keep everyone in the city healthy and fit for combat, should the city be attacked. Travel is often done “By foot”, as one person can get from one end of the city to the other side in mere minutes rather than hours.
The wastelander group “The Red-Hawks” has ties to Arisawa and many soldiers who have fallen from grace with the company join the Red-Hawks, seeking their redemption in helping others.

Scheer Und Voltz Mechanik rose near Arisawa territory and began contending with them over land, resources, and technology. This cut-throat evolution pushed them to train small units to function as a single entity, rather than individual soldiers. S&V Mech' also manufactures army VT's that cannot be found on black markets anywhere as they usually “Go Nova” when destroyed, causing the machine (And anything within a five metre radius) to be totally vaporized. Which is a shame too, no other corporation has made the strides in VT development that S&V Mech' has. S&V foot soldiers wear long Kevlar trench-coats over composite battle armour, and carry long powerful bolt-action rifles into combat. S&V's specialist team is a first-strike team of VT units lead by A biotyque named Nikolai. This team is single handedly responsible for the destruction of four-hundred different VT units fielded by the other corporations. S&V Mech' is highly xenophobic due to their past dealings with Arisawa and they attack any who enter their territory without reason with deadly precision and ferocity

The Sanction: Members of an old-world government agency the Sanction's forces are the closest thing to a Core-Wide administrative system. Many of the members were once human, who converted themselves into machines to better govern the Core.

The Sons of Horus: The Sons are a widespread and prominent Raider force based on ancient Pre-Core history that follows their Prophet "Horus", a man supposedly born of a dying virgin mother on the bank of a river. Horus would later surface as a Prophet, speaking of humanity's return to Earth, and soon gained a cult-following.
Horus now leads his followers on a bloody pilgrimage across the Core searching for any artifacts of the old-world.

Invictus: Invictus was several smaller groups of rebels who banded together under one banner and formed an army unlike any other on the Core. Invictus units use custom built weapons and armour scavenged from whatever they can find.
As such they are currently at-odds with the Sons. Horus believes that the Invictus leaders are hoarding old-world technology for themselves, and using it for destruction, rather than salvation.

Electro-Silos "Fishers": Electro-Silos guards are the most well equipped, and well trained of the wastelander groups, using weapons made from scavenged parts and material run-off from EVO-Tech. Their armour utilizes an internal holographic display and multiple camera-eyes placed across the helmet and armour, effectively making it impossible to get the drop on one. Their rifles, long flat weapons almost six feet in length, use magnetic coils to propel a foot-long metal stake at near light speed. The weapon's magazine holds six shots, and uses a secondary heat-sink system to keep the weapon cool. They also manufacture “Safeguard Swords” large Vibro-blades made to resemble a b*****d sword. Safeguard Swords can also briefly create a shield of sonic energy, shattering bullets and thrown objects, and causing massive mental trauma.

The Red-Hawks: Lead by the former General Arash Arisawa, uncle of the current CEO of AHI, the Red-Hawks patrol the entirety of the Core, having found the secret to the Sanction's mass transportation network. Red-Hawks are required to make their own weapons and armour in the typical aesthetic of the rest of the team, Including feathers, cloaks and the common red and gold of the AHI regular army. They are, however, not affiliated with AHI. All Red-Hawks carry a special bolt rifle that has the same basic function as a bow, using tension cable to propel a projectile massive distances with pin-point accuracy.

Splinter E-S.W.A.T.d: Sometimes some soldiers don’t agree with the way E-S.W.A.T.d runs the show. Lead by Michael James Dunn, the Splinter E-S.W.A.T.d soldiers are the lesser of two evils, following a code of honour written by Michael himself. Despite being only a lieutenant several of Micheal’s superiors have joined his cause, along with over 45% of E-S.W.A.T.d as a whole. So far EVO-Tech knows of the Splinter group but they are unable to find all of its members, Major Joseph Tallen and his elite task-force have been investigating various members of E-S.W.A.T.d for two years now. His investigations have turned up nothing but blanks and false leads.

Elemental Rangers Division: Rayleonard quickly learned that not all androids are as intuitive as a human soldier, but no human could out-last an android on the field. Their solution to this problem was to create a unit of Synthetic Humanoid Androids, often called “Synth's”. Most Synthetic Humans are keyed to a single weapon (Usually a high-energy Graviton projector) that only that unit can even fire. A Synthetic Human can choose to wear other armour or clothing but they typically rely on their Combat Exo-skeletons for hectic fire-fights.
A Synthetic Human's body composition is different from a normal Human. Their bones are made of a virtually unbreakable diamond laced ceramic composite, their skin is a dense ballistic fibrous armour, and their grown-on Exo-skeletons are made of the same material as their bones.
Usually their armour has built-in Omni-Jack plugs that can fit any socket, allowing them to “Speak” with the Core and even control Vertical Tanks with little more than a thought.
The eyes of a Synthetic Human are what make them easy to identify, they are often bright colours (Such as Gold, Red, Cyan, etc.), and have segmented irises that change subtly when they focus their eye-sight on something. They also have a powerful zoom function, allowing them to use their pistols with a snipers precision. They typically class as Freelance Spies. Synthetic Humans Do also tend to carry other weapons into combat, their most widely used being the BzA56x “Ranger's Ally” M.A.R.S. or the Standard Issue “Fire-Fly” Auto-Laser rifle issued to the regular infantry.
Synthetic Human Rangers are widely regarded as the best of the best, a single Biotyque Ranger by the name of Allison was able to take on an entire EVO-Tech battle-group (Including VT's) on her own. Biotyque Rangers are referred to as “Elemental's”.

C.E.U.: C.E.U.'s are special attack recon units often sent in to deal with single, High-Value targets and VIP's. These C.E.U.'s are Type-R Synthetic Humans, or “Ravens” and are allowed much more creative freedom with their armour and weapons. All C.E.U.'s use an alias in combat and most show abilities far and away superior to even Sanction Special Soldiers.
Type-R synthetic Humans are unique in that they have several built in codes programmed into their minds that force them into different combat states. A Type-R that has gone Code-Black is tagged in the system and left to do as it pleases until it is finally caught. The system also tags them for matter manipulation in the area to leave black feathers rather than blood when they make a successful attack on a victim.
Synthetic Humans are tagged as Type-R's, during the early stages of their development during their creation process, by the H.A.V.E.N. (Hyper Advanced Virtual Environmental Network) system that they are trained in. This information is then sent to Sanction Headquarters for registration. Although most won't admit it, most C.E.U.'s are affiliated with Sanction Forces. There are three known types of Type-R; Red's are those who have sworn full loyalty to the Sanction, Black's are those who have gone completely rogue and have become vigilantes of sorts, and White's are a mystery. Not one unit in even the Sanction knows what the White's are or even do, but it is known that White's are the single most powerful entities on the Core. There have only been five recorded White's in the entire history of the Core, the first being known only as “White-Glint”. C.E.U. Agents are marked by a White Lotus Emblem on their Shoulder Armour or the right side of their Breast-Plate.

Player Characters:

Non-Player characters:

Michael J. Dunn: Equally as calculating and cunning as the corporate CEO’s he used to swear by, Michael snapped when he was ordered to slaughter a group of refugees in a church, Major Tallen made the mistake of leaving him and his squad alone. In the span of five minutes Michael and three other soldiers under his command at the time orchestrated a large movement of people in mere minutes, where it would normally take hours. Although the investigation at the time was against the four, Major Tallen turned up no other explanations other than that Michael had begun firing and the refugees had secret tunnels into the wasteland. Widely regarded by his peers as a tactical genius, Michael instead claims that he simply knows things will always work out for him.

Joseph Tallen: EVO-Tech’s primary investigation and elite combat force “Talon” company is lead by the vicious and blood-thirsty Major Joseph Tallen. “Talon” company has been leading the investigation into the Splinter group for nearly three years, and so far, no leads have been found. EVO-Tech is considering putting a halt to the investigation and demoting Major Tallen for incompetence for even considering starting the investigation and wasting several million dollars of corporate funds. Naturally, Tallen is very upset with this decision and has begun using more “Surreptitious” means to get what he needs, including extortion, black-mail, and murder. Admittedly, the EVO-Tech CEO’s are not pleased with his methods and have taken a “hands off” approach to Tallen’s methods. Major Tallen no longer has the support that he did in the early days of his investigation, and is becoming more and more agitated with his false accusations and the smug attitude put out by Michael, and those under his command, who always claimed that his investigations would never turn up anything. The two have had a heated rivalry since. Tallen has made several claims that Michael is not fit for command, but the large number of generals that are sympathetic to Micheal’s cause have prevented any major personal attacks.
Tallen himself is getting older, but he remains as dangerous as he always was. After losing his arm in a sparring match with KI-03 he had it replaced with a large prosthetic, making him capable of using almost anything as a weapon.

Don Matthius Forcetti:

Don Ronald Crinali:

Jason Saeriff: Jason Saeriff is a black-market arms dealer who runs a candy-shop in New-York as a front for his real dealings. Always in a positive mood, Jason always greets his customers with a smile. And if they try anything, a ridiculously powerful .44 magnum.
Mister Saeriff is probably best known for his unique ability to touch any weapon and know instantly what it is, how it functions, and even who made it, making him a great aid in murder investigations.
Although he charges ludicrous prices for the gear he sells, it's almost always in perfect condition, and will actually function. Not like some other Black-Market dealers.
Jason has a long-standing relationship with the Crinali Mafia.

Cicer-0: The owner of a well-known Cyber-Cafe on the Strip that many Rayleonard agents in New-York frequent. Cicer-0 originally worked for EVO-Tech as one of their premier sales-men until an armed robbery cost him his life. A few years later, he resurfaced as a Cybernetic Entity. EVO-Tech had already replaced him, however, and refused to re-hire him. He took this opportunity to start his Cafe as a front for Forcetti family recruitment.

Noblesse Oblige: Rear Admiral of the Rayleonard fleet in the York-Valley, Noblesse Oblige is a type-II Aaliyah prototype, built for multiple commands tasks and uses upgraded logic-circuitry. He is currently the most advanced Artificial Life-form on the core to date, even surpassing the Sanction's Androids.
Noblesse Oblige also heads-up his own talk radio show, hosted kindly by hacked EVO-Tech servers, he uses his station to seed dissent with the citizens of New-York, and turn them against EVO-Tech. Michael Dunn works closely with Rayleonard's field agents through communication with Noblesse Oblige, although he believes the current unit that was assigned to him could use some work.
Noblesse Oblige returns Otsdarva's hate with smug superiority, and tact rather than action, although Otsdarva has beaten Noblesse Oblige in single combat several times in the past.

Otsdarva: A Rayleonard Agent currently operating in New-York, Otsdarva was one of the first "Black-Knight" Aaliyah units, having redesigned his own body from the ground-up and performing an unauthorized data-transfer. Otsdarva is a Mk I Aaliyah with the serial number of 000-000-003, making him the oldest active service Aaliyah model android in the Rayleonard army. He is at odds with Noblesse Oblige, believing that he should have been put in charge of the Rayleonard fleet in the York-Valley, but still follows his orders to the best of his ability.
Before his death and subsequent AI conversion Otsdarva's former body was an Irish death-row inmate who chose to be sacrificed to science rather than executed for the state. Unfortunately the part of the former man's brain that was converted to organic processor use was already corrupted, causing Otsdarva to develop the mannerisms and attitude of a stereotypical Irishman. Oddly enough, Otsdarva is capable of being inebriated.

Allison McLeod: Major and commander of the Elemental Brigade's 8th shock corps, she commands with a polite grace uncommon in synthetic humans. Although those who underestimate her skills in combat quickly come to regret the choice. Allison is most proficient with Electrical-type Biotyque attacks.

Lance MacLyyr: Lance has a long line of family history with the Rayleonard paramilitary, with over 50 successive generations of service. Lance showed remarkable Biotyque aptitude and, despite being human, entered into the Elemental Brigade. He currently serves as a lieutenant in the 8th shock corps, a well known and feared rapid attack and recon team lead by synthetic Human Allison McLeod, and her second in command Alexander Roman.

KI-03: The powerful and ridiculously fast KI unit known as "Kage Ikagi" has earned himself a reputation as one of EVO-Tech's most successful killers and Repo-Men. Using his knowledge of human anatomy, and psychology, he tracks down his targets with utter efficiency and retrieves EVO-Tech's property, whether they're alive long enough for it, or not. Due to his mental dysfunction, Kage then turns his victims into a gruesome display of his artistic capability.

KI-06:

KI-09: Similar to his two remaining brothers, KI-09, or "Kaellyn Incantus" was "Born" with a deep-seated hatred for androids and machines. This lead to his eventual suicide and later reconstruction as a Synthetic Human agent working for Rayleonard. He soon left the Elemental Brigade and quickly found a job as a Private Investigator in New-York. He now works closely with Splinter E-S.W.A.T.d as one of their best stealth-specialists.

Arash Arisawa:

Nikolai Stephanovich: The Biotyque leader of S&V Ma's Elite VT attack team, Nikolai is a man of few words, seeming to only open his mouth to bark orders at his men. Nikolai is in fact; completely and irretrievably insane, having lost his mind during a linear connectivity experiment with the Core-Net. His Psyche was forcibly rejected by the administrative system and replaced with a low-level tactical AI. And it sadly shows... He leads not by force of good orders, but by virtue of the fact that he practices inherently sound, if somewhat basic, combat tactics and strategies.

Wyrm: York-Valley policing, manages Sanction forces in the area with his Second-in-Command Dolios. Wyrm's body is made of a unique Shape-Memory Liquid Alloy over a titanium Skeleton. Meaning he can change his body-shape with a thought. His three primary forms of choice are; a large Angel-Like flying body, a humanoid form, and an amphibious form. Wyrm's primary weapon of choice is a powerful Rotary-Barrel 20mm gun-pod that is a key part of all his forms. While he was human Wyrm was suspected to have been a career criminal serving in the Sanction as a form of public service before the creation of the Core. As such he is volatile, quick-tempered, and amazingly quick-witted. Unlike most members of the Sanction Wyrm still retains his mental faculties.

Dolios: Wyrm's most trusted sub-ordinate, Dolios is as smart and cunning as he is massive. Standing at almost 10 feet tall, Dolios is the Sanction's primary attack specialist, fighting with a massive double bladed great axe that can create powerful discharges of electrical energy. But he must sacrifice his own power to fire a bolt of energy.

Ivy: One of few surviving female members of the Sanction, Ivy is chief of security in the Old-World ruins. Works with Marve. Not long ago, Ivy was a Type-R Ranger affiliated with Rayleonard that went rogue. After several years of “Personal Justice” she was taken in by Sanction forces and later joined them. Since then she has become widely known for being vicious, cruel, and otherwise “Not Very Nice”. Ivy fights primarily with her old G.P.P (Graviton Projector Pistol) and massively powerful Biotyque abilities.

Marve: Often thought to be Dolios' brother, Marve is equally as large, but carries much more powerful weapons and uses powerful Biotyque abilities as well. Marve was a prison inmate during the construction of the Core and was “Recruited” to assist in the construction. He was one of sixteen people killed when a high-tension cable snapped and took his head off.
His synthetic body reflects this. Built in the form of a Dullahan, And carrying a massive sword. Rather than an actual head he has a holographic projection. It is currently unknown how he uses his Biotyque abilities, as there are no indicators of his former human existence.

Nariyn: Chief Administrator of Net Security, Nariyn is a massive super-computer with powerful telekinetic abilities linked to Biotyque run-off. Nariyn's primary field of interest is in the Core-Net. Ever since the Voyager incident he has stepped up security Placing Macro-scale security systems within the Core-Net that manifest in virtual reality as Combat Androids. Nariyn himself has no tangible body but he can manifest in virtual reality. Nariyn's forces are currently at odds with the Central command and civil skirmishes have begun. Nariyn's “Main Body”, if it could be called such, is the Nexus Hub, where all nineteen Core-Net nodes unify into one massive structure that houses everything in the Core-Net. He instead uses proxy bodies at each node, and with thousands more scouring the Core for old-world Technologies. It is suspected that Nariyn had much to do with Quynn's splintering from the Sanction.

Quynn: Rogue Security Agent, Quynn was once the primary director of the Sanction's Data Recovery Division. It is suspected that he found something and went rogue. Since his last report he has literally dropped off the Sanction system with no records of his existence remaining.

Capricorn: Named after the Archer of mythology, Capricorn shed his former body and became fully synthetic. His weapon of choice is a powerful Magnetic plasma-bolt caster, similar in shape to a bow. Capricorn has doubts about where the Sanction has headed and has begun looking for Quynn, hoping that the rogue knows something he didn't.

Maximilian Thermidor: Using a Synthetic Human body, Maximilian has become the second longest living existence on the core, the other being Albrecht “Atlas” Rayleonard. Thermidor governs not only the Sanction's forces, but also the entirety of the Rayleonard institute, and, through matter-manipulation, has a chair seat in every corporation. Although Albrecht is supposed to be the man in charge of the institute his “Disappearance” Lead to his brother taking over the company.

More to be added later.
PostPosted: Sun Dec 05, 2010 1:22 pm


Sanction Weapons and Biological warfare Research information// Begin Search

Sample Weapons (Feel free to make your own though):
Pistols:
One handed weapons of smaller calibre, but have the potential to do more damage in the hands of a skilled gunslinger.
Standard pistols are:



ET-PSDW34 9mm. Magazine Capacity: 10

D'Artangan Systems .45 calibre ACP. Magazine Capacity: 8


Saeriff's .44 Special Magnum Revolver. Magazine Capacity: 6

Bizon Arms .357 Revolver. Magazine Capacity: 8

ET-89HARP(High-power Assault Rocket Pistol) 14mm Gyrojet rocket-pistol. Magazine Capacity: 6


ET-12TMCs (Ten-Mill Caseless Standard)10mm caseless service pistol. Magazine Capacity: 12

“Caesar's hand” .65 magnum, three shot revolver.

Rifles:
Two handed, semi-automatic or bolt-action rifles are the bread and butter of modern combat. They typically deal more single-shot damage than pistols but are harder to maintain. Standard Rifles are:

ET-10WSHR MkIV .303 Semi-automatic Service rifle. Carries built-in Flash-light for night fighting.

Krafka Arms 7.92x57mm Bolt-action Service rifle. Magazine Capacity: 8

ET-99WHR .458 magnum Semi-automatic hunting rifle. Magazine Capacity: 12

ET-98IMRS 5.56mm Semi-automatic rifle. Magazine Capacity: 24

Assault Rifles:
Assault rifles are powerful two handed weapons that fire a three shot burst. They typically have less single-shot power than most regular rifles, but have higher damage potential than regular rifles.
Regular Service Assault rifles are:


5.56mm Assault Rifle. Magazine capacity: 36

7.62mm Modular Rifle. Secondary Grenade launcher: can be modified to fire any type of chemical explosive, such as EMP, Incend, Acid, poison, etc. Magazine Capacity: 26

5.56mm Modular Assault Rifle System. Magazine Capacity: 30

BzA56x “Ranger's Ally” M.A.R.S. Magazine Capacity: 26

Sniper Rifles:
Sniper Rifles are classed as High-Calibre infantry munitions, and can target enemies at massive distances. Maintenance is a necessity however, as most Sniper Rifles are fragile devices that can become incredibly temperamental if not properly taken care of.
Active Service Sniper rifles are:


KA 97 HPMR .50 Calibre Sniper Rifle, Semi-Automatic. Magazine Capacity: 8.

ET-LPH'sR .303 Sniper Rifle, Bolt Action. Magazine Capacity: 5.

D'Artangnan System 7.62mm desert combat Sniper Rifle, Semi-Automatic. Magazine Capacity: 12

RayLeo CR-50xl Cryo-Round .50 caliber Sniper Rifle, Semi-Automatic. Magazine Capacity: 6. Causes targets to slow as a Cryo-genic solution is introduced to their body, slowly freezing them from the inside. Repeated hits can yield the gruesome effect of freezing a living target solid.

Shotguns:
Infantry Munitions capable of massive damage against unarmoured targets or lightly armoured targets. All shotguns are one shot weapons unless stated otherwise. Some shotguns can only fire a certain number rounds before taking the necessary time to reload the weapon which, in a hectic fight, can get you killed pretty quick.

KApsG10x Pump Action 10 Gauge shotgun. Magazine capacity: 10, Breach load.

ET-36pASG Automatic Shotgun. Magazine Capacity: 16. Magazine Load, standard reload.

Soldat Manufacturing MkIV Automatic Shotgun. Magazine Capacity: 8, Breach load.

LMG's:
Light Machine Guns tend to trump Assault Rifles in firepower and can even trump bolt-action and semi-automatic rifles in sheer damage output. Contrary to the name, Light Machine Guns are actually very heavy.

The Bizon Arms 10.7x23mm High-Explosive Armour-Piercing Light Machine Gun is by far one of the most widely known, and used. It's meagre magazine capacity the only real thing preventing it from becoming classified as a heavy munition. The under-slung 40mm grenade launcher provides the necessary kick for taking down larger hard-targets. Magazine Capacity: 30/2 (Bullets/ Grenades)

Staken HAu”Z”-65 is a powerful .65 calibre anti-armour Light Machine gun used typically against hard armour. A Trans-Magnetic Shell Accelerator placed along the barrel of the weapon accelerates fired rounds to light speed. Air friction then causes the round to become a highly unstable substance that hardens to pierce armour, and then softens to deal massive physical trauma. The weapon is referred to as “The Zinger” based on the sound each round makes when impacting a target. Magazine capacity: 94/100 (Recommended Load/ Actual Capacity. Weapon is prone to jamming when magazines are loaded more than 95%)

SMG's:
Sub Machine Guns are small infantry munitions. Most SMG's are less accurate than regular pistols and don't benefit from special training like rifles and pistols for some classes but they are a good all-round weapon for use in modern combat. SMG's are also the most widely used Civilian weapons on the core, next to pistols.

D'Artangan Systems M-909 c .45 ACP Sub Machine Gun. Magazine Capacity: 30.

ET-9x19mmPDW 9mm Sub Machine Gun. Magazine Capacity: 24.

Krafka Arms MK2 10mm Caseless Sub Machine Gun. Magazine Capacity: 26.

Heavy-Weapons:

Man-portable Mini-guns:
Man-portable mini guns, typically called “Lawnmowers” in most corporate militaries, are large, heavy weapons capable of inundating areas in molten lead faster than most soldiers can think. Powered Armour is required to even lift a weapon of this size and use it in infantry combat. Mini-Guns cannot even be carried without some form of power assistance system.

H-78 “Huxley” Man-portable 20mm Vulcan cannon. Magazine Capacity: 30 rounds.

5mm “Hurricane” minigun. Magazine Capacity: 240 rounds

.3mm GAU-854 “Mjolnr” Gauss assault cannon. Magazine Capacity: 360 rounds

Anti-Armour Rifles:
Powerful Rifles designed to bring down power-armour with ease to allow regular infantry a fighting chance in most engagements. Anti-Armour Rifles are large heavy weapons the severely limit a soldiers mobility on the field but allow for much greater fire-power.

.85 Calibre Anti-Armour rifle, Bolt-Action. Magazine Capacity: 4.

.5mm Man-Portable Coil-Gun. Magazine Capacity: 6.

“Muramasa” 14inch Gauss Cannon. Magazine Capacity: 10.

Bizon Arms NTR-2 25mm Anti-Armour rifle. Magazine Capacity: 5.

Recoiless Rifles:
Immensely sized, and immensely powerful weapons, Recoiless Rifles are designed to take down VT's often with one shot. Recoiless Rifles are one-use weapons that modern infantry cannot take into combat against regular infantry, and the idea of wasting an Anti-VT munition on a single soldier is enough to get a soldier fired from the corporate military. Recoiless Rifles are also ludicrously expensive.

BzA-205 “Bandersnatch” Recoiless Rifle. One shot.

KKzx-32 “Krumpel” .360 Caliber High-Explosive Anti-VT Recoiless Rifle. If used on a VT it is rendered useless until it is repaired. One Shot, then the rifle is to damaged to be used again.

Rocket Launchers:
((Working))

Breaching Shotguns:
((Working))

Improvised Weapons:
((Working))

Prototype Weapons:
Immensely powerful energy weapons, Prototypes are the pinnacle of modern weapons technology. They are rare, and expensive, as well as hard to maintain. Most are not suited for use in the wastelands as it is difficult to find proper materials. Although some Wastelanders do carry “Common” prototypes, that can be broken down with some degree of work. There are four grades of prototype weapon; Common, Laser Rifles and hacked together plasma rifles used by wastelanders. Uncommon, Powerful weapons usually deployed by corporate forces, or used by high-level wastelanders. Rare, Weapons that are still in testing by corporate forces. Use of these weapons typically provokes a Sanction Reaction. And finally Unique: Powerful one-off weapons built to achieve a specific goal. Use ensures Sanction involvement.

ET-003x A.D.d.E.R. *RARE* (Atmospheric Dispersion Energy Rifle. The little 'd' is for pronunciation) Magazine capacity: 200
The A.D.d.E.R. Uses Nobel gasses from the ambient atmosphere to power an automatic Pulse Laser reaction, and ejects a fine mist of water to cool the weapon. The weapon literally draws the air into and converts it to destructive means. Rather than reloading by changing magazines, the user changes filters for the weapon. The A.D.d.E.R. Also has rails for mounting optional parts, such as scopes, laser-sights, and under-slung grenade launchers.

XMLAR-67 “Fire-Fly” Auto-Laser *UNCOMMON*. Magazine capacity: 60
The Fire-Fly, as it is widely known, is the pinnacle of rapid-cycle pulse laser technology. Utilizing a heat-dissipating Alloy-Frame that uses liquid oxygen as a supplemental cooling system. The Fire-Fly uses a unique rail system that directly integrates added parts directly into the weapons frame rather than simply sliding them onto the rails. This allows the weapon to use any part, from any manufacturer. Scopes however may shatter due to the weapon over-heating, even with the measures in place to keep the weapon cooled. The most common add-on is an under-slung 12-gauge shotgun that fires from a ten-round detachable box magazine. P.C.P's are loaded into the side of the weapon, just above the firing assembly, while add-on magazines are loaded into the front of the firing assembly, similar to modern assault rifles.

ETAPC-002xl *RARE*. Magazine capacity: 20.
Designed for heavy attack, EVO-Tech's Plasma carbine accelerates a bolt of super-heated gas through electro-magnetic coils inside the weapon. And a small E-Mag generator inside the weapon keeps the bolt coherent as it travels toward it's target. Plasma Carbines are often deployed for use against hard-targets, as the super-heated plasma bolt can eat through almost any known type of armour. P.C.P.'s are loaded into the weapons stock.

S&W .4086wR PLDW *COMMON*. Magazine capacity: 12.
Designed by the now defunct “Smith and Wesson” arms manufacturer, the PLDW (Personal Laser Defense Weapon) was built with the civilian market in mind. Based on an old Lever-Action carbine from the pre-Core era, the PLDW is a long-range and stable energy attack system, that won't cost most users an arm and a leg. The weapon is commonly found in massive shipping crates that the builders of the Core often leave in mass store rooms, leading many to believe that it was a common weapon in the pre-Core years. If properly cared for the PLDW can retain it functionality well into the four-hundred-year mark of most gun-powder weapons. It is, however, very heavy. Rather than using Plasma-Energy-Charge-Packs, the PLDW uses micro-bursts of cold-fusion energy held together by a series of magnetic rails inside the “Barrel” of the weapon. Micro-Cold-Fusion generators supply the weapon with enough power to discharge twelve shots before needing to be changed. There is a much longer-ranged, and more powerful Marksman's variant, but it is uncommonly seen in the hands of Sons of Horus Raiders.

AHI-1934xl LRPPER *RARE* (Long Range Precision Particle Emitter Rifle, or Larrper for short). Magazine Capacity: 6
Using small, densely packed particle batteries the weapon emits a beam of coherent particle energy that shreds armour and flesh on the atomic level. AHI forces typically deploy the weapon as a long-range attack system, however the weapons power draw is so ludicrous that it limits combat functionality. As such external battery packs are required for use, but a clever sniper can maximize his damage output by taking a shot and then moving to a new location, allowing the weapon time to cycle it's next round. Batteries are immediately ejected from the weapon after firing and the user must take time to reload the weapon carefully or risk damaging the internal components.

EVO-94 (94x/94DMR/94HAP) “Hammer-Head”. The pinnacle of Pulse-Action technology, the EVO-94 “Hammer-Head” uses micro plasma bursts to propel twelve gauge HEAP slugs made of a heat resistant alloy. 94x is a more powerful prototype that fires “Zinger” rounds. The 94 Designated Marksman's Rifle is a longer, heavier variant designed for long-range encounters, firing a larger slug to deal more damage overall. The 94 Heavy Assault Platform is a belt-fed weapon that can lay down a wall of twelve gauge slugs. The name “Hammer-Head” is derived from the distinct sound the weapon makes when firing. Because of this, however, it is easy to identify and track the weapon.

Biotyque Abilities:
((Working. Try to use your imagination when coming up with your own though.))

Vertical Tanks:
((Working))

Teqnologyque

Tipsy Nymph


Teqnologyque

Tipsy Nymph

PostPosted: Sun Dec 05, 2010 1:35 pm


Biological Input and profile Registration information and End-User License Agreement
(Profile Skeleton and Rules)

Name:
Date-of-Birth:
Height:
Weight:
Racial Information: (Race)
Appearance Information: (Picture goes here, links preferred)
Occupation: (What you do for a living, be it Merc, Trader, Raider, etc.)
Genetic Abberations: (Mutations, if you have any. If you are a Biotyque, list your abilities here.)
Inorganic Modifications: (Mechanical prosthetics, or "Add-Ons" if you have any)
Weapons Carried:
Personal Background Information: (Character history)

Rules:

1: In this thread there's two gods, me, and the guild moderators. Do as they say, and sacrifice a small goat from time to time.

2: Human nature is to be violent, revel in it. Just keep it in moderation, 'kay?

3: Romance is alright by me, but keep it PG-13. Take it to PM's if you want just don't tell us about your (Censored for the sake of maintaining your childhood innocence) with a croquet mallet. That's s**t I don't need to read about...

4: Swearing's cool by me. Just don't go overboard and swear every second sentence.

5: Keep in mind the general rules and courtesies of Forum RP'ing and you'll get far.

6: A note About "Biotyque Abilities" Only those of "Biotyque" professions can use them. Sorry, no marines with ungodly psychic powers here...

Well... That about wraps it up... Profiles must be PM'd to me and you must wait for me to give you the go ahead before you start posting.
PostPosted: Mon Jan 10, 2011 10:10 pm


Announcements: Yeah, I know... Ol' Teqno forgot and got lazy, leaving y'all hanging for a bit. But now the thread is opened, stuff that isn't detailed now will be detailed later or as needed.

So, grab your rifle and a few trustworthy friends, and brace yourself for the neo-futuristic nightmare of Lithium!

Teqnologyque

Tipsy Nymph


Suzuki Gonkura

6,900 Points
  • Conversationalist 100
  • Forum Regular 100
  • Popular Thread 100
PostPosted: Mon Feb 07, 2011 4:16 pm


I'd like to be a part of this, and it sounds a bit like ME2. Very interesting, I'll pm or post with my Profile Skeleton in a little while.
Reply
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