Some Corporations so far:
Geonosis - mastering robotics, believe radiation will doom them all
Psi-Corps - mastering psionics in hidden temples, using large force fields to protect them from radiation
Cartography Guild - mappers, also spies, scouts, infiltration missions
Tri-unity Foundation - believe in human freedoms, and seek to improve humanity, and medicine, they support advanced mutant slaying techniques- however they dislike mutants, esp psionics
Ethereal Caste - a religious movement bent on a crusade to unite humanity in peace without war, however believe in the diabolical meaning of ‘the greater good’ and would sacrifice thousands to achieve in - few human rights, esp women’s rights, but they assist the common man and force them to war in a patriotic fervor.
Thieves Guild - a place where thieves and mutants go in order to turn their talents towards helping the government or corporations, as opposed to helping themselves.
Mutant Hunters Guild - trying to cleanse the human gene seed by destroying all mutants of category 4 or higher
Mutant Danger Scale
1 - Human
2 - Human Subrace
3 - Psion
4 - Pariah (moderate mutation, PC mutants)
5 - Major physical mutation, animal intelligence
6 - Major physical mutation, animal intelligence, predator mindset
7 - Extreme physical mutation, animal intelligence
8 - Extreme physical mutation, human intelligence
9 - Class 1 extreme danger level (mutant, possibly a shapeshifter with a human or sub-human form but has gifted powers and an alien mindset)
10 - Class 2 extreme danger level (Class 1 danger level with enough power to influence masses of people, defy space and time, etc.)
Battle Basics:
The battle system will be a special form of call-and-response that gives a very high level of freedom to the players. In this battle system, the player has a statistic called "Action Points," originally used in a W40k roleplaying system called "Inquisitor." In this system, the player says what they want to do, the DM decided the number of action points required and the rolls needed to succeed the action, and the consequences of failure, if applicable.
Here's an example:
A player is playing as an outcast, wielding a shotgun. He is next to a doorway (without a door.) He wants to roll out from behind the wall, fire into the hallway, and then end up on the other side of the doorway behind the other wall. This would take 3 action points: 1 to roll, 1 to aim, and one to fire. The aiming step is not nessecary, but it gives a considerably higher chance of hitting the opponent; however, the outcast would probably choose to skip the aiming step and instead use his 3rd action point to use the pump-action device at the front of the shotgun, simply because the scatter of the shotgun would cause less of a need for aiming.
Also, upon dismal failure of a critical roll, the DM can change what happens. For example:
A player tries to jump a gap. He fails his roll, but since the DM and the player don't want the character to die, the DM decides that the character can drop his weapon in order to grab onto the edge of the cliff with one hand, where he can pull himself up with the resulting adrenaline rush.
Also, any action points not used during the turn can be used on your opponents turn for dodging.
Stat Explanations:
Starting stats: 2d4 each. If your total doesn't add up to 16 or greater, then you may reroll everything.
Strength: For every 2 points of strength, add +1 to non-gun damage. For every 3 points, add a +1 bonus to non-gun accuracy. For every 10 points, add +1 action point.
Dexterity:
-No Armor: For every 2 points of Dex, add +1 to AC. For every 6 points, add 1 action point. For every unused action during an opponent's turn, add +.2 to AC for dodging per point of Dexterity.
-Light Armor: For every 2 points of Dex, add +1 to AC. For every 7 points, add 1 action point. For every unused action during an opponent's turn, add +.15 to AC for dodging per point of dexterity.
-Medium Armor: For every 3 points of Dex, add +1 to AC. For every 10 points, add 1 action point. For every unused action during an opponent's turn, add +.1 to AC for dodging per point of dexterity.
-Heavy Armor: No bonuses, but when you're so well armored, who needs speed?
Constitution: For each point of constitution, add 2 HP. For every 3 points of constitution, add a +1 bonus against attacks that would cause you to be pushed back or knocked down. For every 10 points, gain +1 damage reduction.
Intelligence: Specific stats will be described at a later date.
Intelligence also affects what the character sees or thinks of, ex: you are a spy, and you and your party are fighting in an underground bunker with some bandits. As your friends fight it out, you notice a lightswitch. You whisper for your mage, who is casting outside of the fray, to hit it as you put on your nightvision goggles. As soon as he does this, you stab your opponents in the back and leave them bleeding on the floor. In a nutshell: if your character has a high Int, the DM will give them more options.
If the stats aren't balanced, they can be adjusted later.
Psi-monks: These fighters wear no weapons and little, if any, armor. They use their psionic abilities to fight. Can use psionic weapons, psionic armor, telekinesis, telepathy, drain magic, and other psionic abilities. Gain 2 psionic mutations for free.
Warrior: These are fighters who use blades and wear armor. They can learn magic... a little. Rules concerning armor, dual-wielding, shields, two-handed weapons, and any other combat aspect will be outlined later. They have no training with guns, giving them a -5 accuracy penalty to use them.
Rogue: These are Dexterity-based fighters, usually using light, concealable weapons and light armor. Can only use small weapons like daggers and pistols. Can only wear light armor. Cannot deal with large amounts of gun recoil unless trained to. Cannot wield shields.
Gunman: These fighters prefer to use guns over blades, and dexterity over strength. They have been trained to deal with the recoil and to aim them accurately. They can wear light or medium armor. They are the only class that actively wields guns, and can wield guns, blades, gunblades, guns with bayonnets, or any combination of guns and blades you can think of. Cannot wield shields.
Engineer: These clever mechanics can create weapons, armor, ammo, devices, and robots to fight with. They cannot use shields and are limited to light armor. They start with engineer's tools, which count towards the weight they can carry. Can have 1 major robot (It is the engineers continued work to create this robot, which is like a pet.), and there is no limit to minor robots (smaller robots that aren't as important, and are usually specialized for specific situations); however, the minor robots must be carried and therefore they have a strength requirement. Mechanized limbs count as minor robots. Can wield guns, but prefer to make their own.
Pariah: This is a mutant only class, for mutants with special magical abilities other than psionics. Gain 2 free magic mutations, but must take at least 2 drawbacks and can take other beneficial mutations to counteract them.
Spell and Action System:
Just like players can create their own attacks, players create their own spells and choose their own special actions. Here's how it works:
For spells, if a player wants to do a certain thing with their magic, they'll tell the DM what they want to do and then the DM will set a number of MP, actions required, and the damage/effectiveness. Then, as the player casts the spell more and more, it will level up, becoming more powerful. This allows for creativity and experimentation.
Example: A mutant with chaos magic decides he wants to cast a spell that sends forth a beam of chaos that will damage its foe. The DM assigns a number of MP required (let's say... 1), a number of action points (1), and assigns its effectiveness (1d3 damage). After a player successfully casts this spell 10 times, it levels up to require 2 MP, 1 AP, and do 1d3+2 damage. After 20 more times, it levels up again and requires 3 MP, 1 AP, and does 1d4+4 damage.
Then, if a player wants to implement this spell to influence objects, say... to shoot the ceiling and cause it to collapse upon a foe, then this would become a new spell, that influences objects instead of enemies. It would start out requiring 1 MP, 1 AP, and have a DC for the desired effect. As it leveled up, it could be used on more objects and in more ways with more chances of success.
A similar principle applies to actions. If a character, say, wants to do a wall run, then the DM would assign requirements for doing this (only light armor with a one-handed weapon or a gun that can be held easily in one hand, whether you can fire it with 1 hand or not). Then the DM would assign an AP requirement (2), and a chance of success. As the player did this more and more, the chance of success would increase, and eventually it would only take 1 AP.
Then if a player wants to, say, push off the wall at the end of the run, do a flip for dramatic effect, fire while he's upside down above his opponent, and land on the other side of his opponent, this would take an additional 2 AP (3 if aiming is involved, though at really close range, it would not give that much more of a chance of success, though it would give a much better chance of hitting the head as opposed to the shoulders or other body parts) and have a chance of success for the push and flip, and for the landing. Then, if a player succeeds at the push enough times, the chance of success becomes better, and the more a player lands on his/her feet in any situation, the better the chance to land on his/her feet in this scenario becomes.
This principle also applies to special attacks, such as an attack directed at pushing or tripping your opponent.
All of this provides low-level players to improvise and use their character's (and their own) intelligence to give them an edge, and it gives high-level characters the ability to do crazy Matrix-style battles that would be really cool to imagine.
Special Battle Elements:
Shields:
-Add to AC
-Cannot dual-wield, cannot wield 2-hand weapons
-Cannot do certain actions requiring a free hand
Two-hand wielding of one-hand melee weapons:
-gain x1.5 strength bonus to damage and accuracy
-can switch to and from a one-hand melee grip with 1 action
Dual Wielding:
-Off-hand weapon has a 50% accuracy penalty for non-spies. For each level gained after the first, add a 5% bonus to accuracy until it reaches the same accuracy as the primary weapon. Since spies are extremely well trained and only use light weapons, this penalty does not apply for them; they are considered ambidextrous.
-Both weapons can attack the same target with 1 AP, or different targets for 2 AP.
-Aiming works the same way: 1 AP if they both target the same thing, 2 AP if they both target different things. You can take the option of only aiming one.
Aiming:
-doubles accuracy bonus for 1 AP
-Ensures hitting a stationary target
Taking multiple attacks in one turn:
-1 AP per attack except at DM's transgression
-if they are against the same target, then it only requires aiming once, which allows you every attack with your normal bonus (not doubled)
-if there is no aiming, then each attack vs the same target is taken without an acc bonus
-if they are vs different targets, then there is a cumulative -2 penalty for each other target (first attack=no bonus, second attack=-2, third attack=-4, etc.) Each attack must have its own aim step if aiming is involved. If you do 1 attack vs 1 target and 3 vs another, then you must still aim all 4 attacks, not just 2, because the action would be really complicated.
-Special attack moves involving multiple attacks will be given appropriate chances of success, special effects, and damages by the DM.
Combining Actions:
-each action has its own chance of success, assigned by the DM which can be influenced for better or worse by the other actions.
-each action has its own required AP, which can be influenced for better or worse by the other actions.
Improvising:
-Interaction with the environment is encouraged; however, your character must be deemed intelligent enough to do the action that you want them to do.
-Using weapons based on what is available from this environment is also allowed, though they'd probably be unwieldy and incur accuracy penalties. The DM will set the damage they deal.
-In order to interact with the environment, a player must look around at his environment at some point that he/she is in said environment. During a battle, this would take 1 AP.
Equipment Stats:
Blade
Base Power:
Attribute:
Strength Requirement:
Size:
Reach:
Range (if applicable):
Other:
Bow
Base Power:
Ammo:
-Attribute:
-Power Bonus
-Other:
Strength Requirement:
Size:
Range:
Grenade
Power:
Attribute:
Other:
(Range is how far you can throw)
Gun
Base Power:
Ammo:
-Attribute:
-Power Bonus:
-Other: (ex: explosion radius for explosive ammo)
Shots per turn:
Reload Time (in AP):
Strength Requirement:
Size:
Range:
Other: (ex: shotgun - 1 AP pump action, scatter rule, ex: sniper rifile - acc bonus)
Armor
Each class can have 2 layers of armor, which differ accordingly for each class. If 2 types of armor from different armor types are used (ex: 1 light and 1 medium), then the armor is treated as the heavier armor type. A good example of 2 layers of armor would be for a Gunner:
Inner Layer: Mesh Armor (Light)
Outer Layer: Overcoat (Light)
Armor Stats:
AC:
Type:
Strength Requirement:
Other:
The strength requirements do stack, so the Gunner mentioned earlier would need to have enough strength to carry the combined total of both layers of armor. Furthermore, it also stacks with weapons and equipment, requiring the player to choose wisely what he wields.
Shield
AC:
Strength Requirement:
Other: (example: blade-shield/gun-shield)
Devices
Strength Requirement:
Intelligence Requirement (this requirement doesn't stack):
Effect:
Basic Equipment Types:
Legal Weapons:
Dagger - short blade, can be thrown, augmented critical (19-20)
Short Sword - medium blade
Longsword - medium blade, augmented critical (19-20)
Greatsword - long blade
Arm Blade - blade attached to arm
Polearm - blade on a pole, has a reach attack
*Scythe - polearm that enhances shadow or death magic
*Crozius - polearm with a special head. Can have various effects.
*Staff - polearm with knockback and less damage than a blade.
Bow - technologically enhanced bow. Long range. For damage and accuracy purposes, counts as a blade.
Shuriken - thrown object, short range.
Guitars - because they're just good for hitting with.
Note: for purposes of this game, non-blades are considered blades. Ex: a club would be a blade with a knock-back special property. Guitars would be considered a polearm, but I put them in their own category as a joke.
Illegal Weapons:
Pistol - short range, 1-hand gun
Magnum - medium range, 1 hand, augmented critical (19-20)
Shotgun - scatter gun, medium size
Rifile - semi-automatic weapon, medium range, medium size
SMG - small size, heavy, 1 hand, automatic gun
Sniper - really long range gun, has a scope
Spray Gun - flamethrower, acid spewer, etc: has a jet fire and a pack to hold ammo. Special ammo type.
Grenade - Thrown device.
Gunblade - A blade with a gun built in
Bayonnet - A blade that goes on a gun. It is not illegal, but only people with guns would use one.
Launcher - A heavy gun. Long range, usually explosive ammo, can have laser guidance.
Armor:
Light, under - a thin layer of armor worn under outer armor
Light, over - an overcoat or some sort of coat with a strong thread
Medium, under - a thick vest or garment worn under medium or heavy armor
Medium, over - thin, flexible, metal armor
Heavy, over - thick, sturdy, durable, non-flexible armor
Mech armor - heavy armor that increases strength, adds arms or weapons, etc.
Ammo:
Metal - normal
Laser - has an armor piercing bonus
Explosive - explodes upon contacting a solid object
Plasma - melts armor, and anything under it
Flame - flamethrower ammo, ignores non-resistant armor
Acid - acid explosion upon contacting a solid object. eats non-resistant armor or flesh.
Gas - Releases toxic, blinding, or some other form of gas.
Sound - minor: deafens foes, moderate: deafens and hurts foes, major: knocks back, injurs, and deafens foes.
Chaos - ignores non-chaos armor, can hit chaos armor
Special Armor Aspects:
Mirror - reflects lasers
Flame Resistant - flamethrowers don't ignore this armor
Acid Resistant - acid cannot eat this armor
Sealed/Gas Mask - gives the user immunity to gas
Sound Resistant - gives the user resistance to sonic attacks and becoming deafened.
Chaos - can only be breached by magic and chaos bullets
Reinforced - grants resistance to being knocked back
Example Devices:
Deployable defensive walls
Personal Shielding
Personal Cloaking
Goggles (special vision)
Gas Mask
Medkits
Underwater Breathing Apparatus
Gloves
Boots
Belts
Spider-Bots
Deployable Cameras
Grappling hooks
Rings
Range Explanations:
short, gun short: across a room
medium, gun medium: across a large room, down a hallway
long, gun long: across a long area
sniper: across an extremely long area
scatter: cannot be dodged, Point Blank>Close>Medium>Long
jet (ex: flamethrower): cannot be dodged, short range, can hit multiple targets
Character Sheet:
Name:
Class:
Level:
Exp:
Character Description (Appearance and Bio):
Str:
Dex:
Con:
Int:
HP:
AP:
AC: (Armor Bonus)+(Shield)+(Dex Bonus)+(Other)
Melee Accuracy Bonus:
Melee Damage Bonus:
Gun Accuracy Bonus (Spies and Outcasts only):
Spells/Special Actions:
(lots of space)
Mutations:
(space)
Implants:
(space)
Inventory
Credits:
Items:
(lots of space)
Mutations:
Racial Mutations:
These are mutations that involve increases and decreases in stats. You may take -2 in any stat to give you +2 in another, but you may only do this once.
Drawbacks:
All beneficial mutations have drawbacks to offset them. Taking drawbacks allows you to take beneficial mutations.
Ability Decay: -2 to any stat, MP Value: 4 You may take this multiple times.
Severe ADHD: You can't focus and you have a horrible temper. You'll go off at small things and sometimes attack your friends. The DM has control over your reactions to stimuli that might cause you to go off. You also can't concentrate on intricate procedures such as crafting devices. -4 to craft checks. MP Value: 2
Weak systems: You have problems creating certain enzymes. -1 to any stat, but this can be remedied by a cybernetic implant. This can be taken once for each stat. MP Value: 1
Chem Dependency: You need to take your meds to survive. Every day you fail to take your meds, you get a -1 to Str and Con, which can only be healed by taking your meds. Remember to buy your meds! MP Value: 6
Weeping Sores: Your body is covered in sores. These are extremely aggravating and make it hard to wair armor. Your armor is treated as a category above it for Dex bonuses. MP Value: 4
Poisonous Blood: Your blood poisons you. You need to take antitox every day or else you take 1d4 constitution damage every day until you die, which can only be healed by taking antitox. MP Value: 6
Brittle Bones: You take 1d6 damage from falling hard or being pushed against a wall. In addition, you take 1d6 additional damage from falling long distances. MP Value: 3
Light Sensitivity: Bright lights blind you. MP Value: 1
Heat/Cold Sensitivity: You take double damage from prolonged exposure to heat or cold. MP Value: 1
Ultraviolet Sensitivity: Ultraviolet rays hurt you and set your skin on fire. If you become exposed to sunlight or ultraviolet weapons, you take 2d6 damage per round and your skin becomes set on fire, burning any flammable materials you happen to be holding. If you are completely covered, than sunlight exposure will not affect you. MP Value: 3
Cybernetic Dependency: You need a body repair weave (see cybernetics) to heal naturally. Without it, sleep and medkits cannot heal you, though psionic healing still works. MP Value: 4
Lethargy: -1 AP. You can take this multiple times, but I wouldn't recommend it. MP Value: 4
Lost Arm: Good job... you lost an arm. In addition to only having 1 arm to wield weapons with, you take a -5 penalty to climb checks and grapple checks. This can be replaced with a cybernetic arm. MP Value: 3
Reduced Speed: You move slowly. You cannot move as far as others can for 1 AP. MP Value: 3
Thin Skin: You are more susceptible to harm. You take 1 more damage every time you are hurt. MP Value: 5
Physical:
These mutations affect your physical features. They are beneficial, but sometimes hard to hide.
Acidic Saliva: You can spit acid, and your bite attack gets +1d4 damage. MP Cost: 1
Adrenaline Jolt: Once per day, you can flood your bloodstream with extreme amounts of adrenaline, increasing your strength or dexterity by 1d4 for a number of turns equal to your constitution score. MP Cost: 3
Bioluminescence: You glow in the dark a colour of your choice. When you're in total darkness, you can choose to glow, providing light to thise around you. MP Cost: 1
Claws: You have retractable claws, like a cat. Rawr. Or like Wolverine from X-Men, if you prefer. You can make claw attacks for 1d6 damage if you're not using your hands for other things. MP Cost: 1
Darkvision: You can see in total darkness, black and white. MP Cost: 3
Echolocator: You can emit sound waves and use them to see in total darkness, around corners, in blind spots, etc. MP Cost: 5
Elasticity: You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +10 check to escape artist checks and to escape grapples, and you can squeeze throught places 1/10 of your width. MP Cost: 4
Enlarged Form: Mazel Tov! You're freakishly large! You can wield weapons as if you were 1 size category larger (2 hand weapons in 1 hand, large weapons in 2 hands), and you gain a +4 bonus on grapple checks, bull rush attempts, and trip attempts. MP Cost: 6
Exoskeleton: You have a chitinous exoskeleton covering your body. You gain a damage reduction bonus of 4 against normal attacks. MP Cost: 5
Extra Arms: You have 2 extra arms... HOORAY! You gain a +4 bonus to climb and grapple checks, and you have 4 arms for wielding weapons. They count as off hand attacks. MP Cost: 6
Fangs: You have fangs. You can bite people for 1d6 damage. This stacks with acidic saliva and venomous bite. MP Cost: 1
Gills: You have gills, like a fish... You can breathe underwater. MP Cost: 2
Horns: You have horns. They can be bull horns, or rhino horns, or deer antlers, or whatever kind of horns you want. They do not make you especially horny though. You gain a gore attack dealing 1d6 damage. MP Cost: 1
Hypersensitivity: You are extremely sensitive to your surroundings. You do not need to look around in order to improvise. MP Cost: 1
Leaper: You can jump really far. You gain a +10 bonus to jumping checks. MP Cost: 1
Long Legs: You have long legs. You can move faster than normal, granting you a farther movement range for use of only 1 AP. MP Cost: 1
Prehensile Tail: You have a tail that can grip things. It can hold melee weapons, activate simple objects not requiring an opposable grip, and you can hang for an indefinite period of time from it. It grants a +2 bonus to balance checks. MP Cost: 4
Prickly Skin: Your skin is spiny, prickly, or otherwise has spikes protruding from it. People who try to grapple you or whom you try to grapple take 1d4 damage every turn. MP Cost: 4
Scaly Armor: You have scales, granting you a +2 to damage reduction. MP Cost: 3
Scent: You have a great sense of smell. You can sniff out hidden foes or approaching foes, track things with it, and recognize scents as humans recognize sights. You can even smell fear... MP Cost: 2
Second Wind: You can shrug off damage. Once per day, you can negate damage of an attack equal to 1/2 your constitution. MP Cost: 2
Skeletal Reinforcement: You have a reinforced skeleton. You reduce the damage of falling long distances by 1 die, and you recover instantly from being shoved against a hard surface. MP Cost: 4
Smokescreen: Once per day, you can let out a cloud of inky black smoke within a 20 foot radius. This works underwater as well. Everything inside gains a total concealment bonus (can't be located by sight, 50% miss chance), unless you're within 5 feet of them, in which case they only have partial concealment (20% miss chance). MP Cost: 1
Stinger: You have poisonous spurs or stingers somewhere on your body, allowing you to make a stinger attack. It deals 1d6 damage and the poison does 1d4 strength and dexterity damage per turn, con save 15. MP Cost: 4
Tail: You have a tail. You can hit people with it. You can trip people with it. It does 1d6 damage. It grants a +2 bonus to balance checks. MP Cost: 1
Tentacle: You have a random tentacle sprouting from somewhere on your body. You can hit things with it for 1d6 damage, you can grip things with it and manipulate objects that don't require opposable digits. You can hang from it indefinitely.
Thick fur coat: You have fur. It gives you resistance to cold. MP Value: 1
Venomous bite: Your bite poisons people. If you successfully bite someone, they'll take 1d4 con damage per turn, con save 15. MP Cost: 4
Vexing Voice: You have a vexing voice, like a siren. At will, you can cause your voice to have an odd effect on your enemies. The enemy must succeed an Int save, DC 10 + 1/2 your Int, or be dazed for 1 turn. It won't work on the same enemy twice in 24 hours. MP Cost: 4
Wall Crawler: Your hands and feet stick to surfaces at will, like a spider or a gecko. As long as they are uncovered, you can climb smooth or slippery surfaces and gain a +4 to climb checks. MP Cost: 2
Webbed Digits: You have webbed hands and feet. You gain a +4 bonus to swim checks. MP Cost: 1
Wings: You have wings. You can fly. They can be birdlike, or batlike, or buglike, it doesn't matter really... MP Cost: 6
X-Ray Vision: You can see through walls and stuff. MP Cost: 6
Psionic:
These mutations give you psionic abilities. Psi-monks take 2 of these for free.
Clairsentience: You can see and hear things beyond your normal range of vision. You can also scry on targets. If you have this mutation, you do not need to look around in order to improvise with your environment, along with the other benefits of this power. MP Cost: 5
Field Manipulation: You can manipulate fields around you and inside of you. You can bend the air around you to become invisible, do minor shapeshifting, heal yourself and others, drain magical or psionic energy from others, and other things. MP Cost: 5
Force Manipulation: You can create force fields. This can be used to create force walls, force weapons around your hands, or other implementations. MP Cost: 5
Psychoportation: You can move things with your mind at will, and increase your speed and even affect the passage of time in your immediate area. Teleportation falls under this category as well. MP Cost: 5
Telepathy: You can communicate with others using your mind. When engaged in this type of conversation, no one can overhear it, and language barriers do not apply. Also, it's understood perfectly. MP Cost: 5
Magical:
These mutations allow you to manipulate magic. Pariahs gain 2 of these mutations for free.
Shadow Magic - Ability to manipulate shadows. MP Cost: 8
Death Magic - Ability to manipulate the dead and the power of death and decay. MP Cost: 8
Pain Magic - Ability to cause pain and other sensations in other beings. MP Cost: 8
Chaos Magic - Ability to warp and destroy objects. MP Cost: 8
Light Magic - Ability to manipulate light to burn and blind others. MP Cost: 8
*Much of this was taken from D20 W40k
Cybernetic Implants:
Due to the fact that there are a ridiculously large number of possible implants, the PC's can decide what exactly they want and the DM will make the cost, implant save, crafting checks, effect, etc.
*Body Repair Weave: This device consists of nanobots that repair one's flesh. Allows most people to gain back health at twice the normal rate. (4 per hour instead of 2)
Example Implants:
Replacement organs
Replacement limbs
Extra organs
Extra limbs
Memory Storing Devices
Recording and Surveilance devices (eyes in the back of your head )
Implanted weapons
Implanted armor
Enzyme Creating Devices
Other Implanted Devices
Civilisation, the defining characteristic of humanity is the cooperation and organization of individuals for the advancement of the community as a whole. It is marked by progress in agriculture, livestock, maintenance, mellurgy, writing, mathematics, and science. And though it would seem that its existence can be taken for granted, civilisation is fragile. As humankind progresses, advances in technology grants great boons, but also holds potential keys to humanity's undoing. Innovations in nuclear technology, medical science, and computer technology are of enormous benefit to humanity in general, but each technology has the potential to contribute to humanity's demise. Even without these human-made threads, other dangers from outside the planet pose perils just as deadly as those humans bring upon themselves.Wether due to our own hubris or a power beyond our control, the known world ends. The apocalypse - the end of civilisation - is here.
Chapter 1: History so far.
Chapter 2: UNF vs the Empire.
Chapter 3: Dawn of the PsiMonks.
Chapter 4: Empire strikes back! Nuclear Armageddon.
Chapter 5: Generation 0 - Vault dwellers.
Chapter 6: From the Vaults They come.
Chapter 7: The Dark Age of War.
Chapter 8: The New World Orders.
Chapter 9: Technological Cold War.
Chapter 10: VisbaIsWorkingOnThis
Chapter 1: History so far.
+ China buys research documents from America regarding space technology.
+ America researchs heavily into laser technology, but doesnt have the power source capable of taking advantage. Instead, America retargets Blue Light technology for military purposes.
+ China makes the ultimate power source of its time - cold fusion batteries. America desires this technology, but China refuses. This sparks of the technological war.
+ China react massive underground Vaults to protect their research and military personnel should their territory be under attack. As a safe guard, they're also nuclear resistant.
Chapter 2: UNF vs the Empire.
+ The empire, formed by China and Russia & various smaller countries nearby (Not Japan) unite under one banner to take over the world
+ America and the European Union decide to join together unified against the new found Empire. Now known as United Nations of Freedom. Japan joins them, and China with ineffective Naval fleets is unable to take over.
+ A cold war for 10 years occurs, constant developments in technology. The Empire sends top personale into space during this alleged peace time.
+ War breaks out suddenly as the Empire launchs an invasion on mainland Europe and south east Asia.
+ Japan goes high gear into developing robotics with UNF's assistance.
+ In the end, The empire is subdued, at the cost of millions of lives due to unknown circumstances by the Empire, their leaders are assassinated, and not by UNF. Both agree to peace, in exchange, the Empire has forced freedom laws instigated. At this point, the Vaults are discovered, and thus the UNF decides to implement a similar plan.
Chapter 3: Dawn of the PsiMonks.
+ Overnight, the leadership of UNF are assassinated in a conference by unknown assassins using new technology. Large cities in america are taken hostige by an unknown force.
+ New enemies, known as Initiates wield mystical technology and prefer hand 2 hand combat. Nuclear weapons are useless as they fight in cities with no territory. Civilians are used as cannon fodder and are manipulated by the Psi-Corps as they're suddenly now known.
+ The Mastermind publically states of his existence in the mind of every human being on the planet at once! And proclaims their dominance over Humanity. Many countries become submissive and bow down, however a few fight back. The lands known as America long ago is in disarray and scientists flee to amphibious bases to conduct research in robots.
+ Robotic technology is used successfully at first vs these Initiates, however the Robots are not smart and thus eventually defeated by superior strategic tactics. This leads to the Geonosis Project.
+ War is bad for business and many top companies fund the research using their latest technology - car companies, IT companies, IT Giant Macrosoft, among others dedicate MASSIVE wealth into the project and research teams.
+ Whats left of the UNF foundation and scientists know full well its psi-onic technology. Geonosis project involves cloning research conducted to make the best of the best of the best warriors with elite training, brutal temperment and cybernetic research. Due to UNF leadership, these Geonosis Warriors are forced into battle before more biological improvements are conducts on their internal systems.
+ The Geonosis Defence Initive is created and the sudden guirella war pushes back the Psi-corps. The sudden onslaught of 1000 GDI Cyborgs allows them to recapture significant portions of territory at a time, further saving humans from Psi-Corp oppression and allowing them to be conscripted and rejoin the fight where possible. GDI Cyborgs could take on even the Psi-Corp Initiates in close range combat - something never achieved before as an Initiate could take on a small platoon of trained marines.
+ Strangely enough, China didnt get attacked as heavy as the UNF. A new chinese leader comes into power using a pollitical party. The distractions caused by the Psi-corps allowed him to get in despite his dire motives.
Chapter 4: Empire strikes back! Nuclear Armageddon.
+ During this time, China Black Lotus Operatives steal the Blue Light for its own purposes, in order to create Stealth based technology using their Cold Fusion batteries.
+ Stealth based tanks are initiated as well as Stealth bombers and Stealth based Nuclear Cluster Missiles. London and other Naval forces are wiped out, as well as Stealth tanks used to blow up communication towers, with combined EMP to prevent SOS calls. Half of Europe is taken over by surprise. Promptly, London and other Island nations are wiped out in a single day by Stealth Nuclear Clusters. Billions died overnight. A German research team by luck catchs onto a radio signel on a rare frequency caused by the stealth based missiles. They rushed their finding to the UNF and the counter assault ensues. The Empire however didnt expect GDI Cyborgs however it is difficult fighting what you can not see, thus GDI Cyborgs are requipped with motion detectors and sent to destroy Cold Fussion Reactors.
+ For unknown reason, both sides decide to launch all out and cause Mutually Assured Destruction. Many people who are rich, smart or lucky take advantage of nuclear bunkers and Vaults.
Chapter 5: Generation 0. From the Vaults They come.
Civilisation ended for the moment but many generations of humans all around the world survived, however with little knowledge of their past existence. Vaults! The key to survival. This kept Humanity free from massive disaster. Though Humanity's population took significantly drops, barely 0.5% of their past size, it was enough to carry on their legacy.
TO BE CONTINUED.
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Note that I am going to edit this at a later date - probably tomorow - with the stuff written on paper. This is not a finished draft and I am coordinating my info.
PROGRESS LEVELS (PL)
A Progress Level (PL) is an indication of the state of technology that exists in a particular society or civilization (which, in a science fiction setting, may be located on a planet other than Earth). This state of technological development generally pervades all aspects of a culture, particularly at higher levels (PL 5 and beyond) when long-range communication is virtually instantaneous. Even at lower levels, it’s unlikely—but not impossible—for a group of humans (or other sentient beings) to be at one Progress Level in some respects and at another one in other respects.
Progress Level may vary wildly from place to place on the same world or even the same continent.
Before the Cataclysm, Humanity was ate the fusion age of development except the UNF developed advanced Light technology, and the Empire developed Cold Fussion.
PL 0: STONE AGE
The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isn’t necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in a PL 0 civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Communication beyond the local tribe or settlement doesn’t exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stoneworking, and woodworking are possible.
PL 1: BRONZE/IRON AGE
Early human civilizations began to work metal toward the end of the Stone Age. The malleability of copper led to its becoming the first metal to be “tamed.” Adding tin to copper created a much stronger alloy: bronze. This advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made possible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons.
In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of knowledge. The rise of nations, citystates, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food.
The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) renders chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate the battlefield.
PL 2: MIDDLE AGES
Maturing civilizations experience a period of turmoil and adjustment at this Progress Level. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring carracks and galleons open the door to the next Progress Level.
As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relocates into growing cities and towns. Toward the end of this Progress Level, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a society’s wealth more evenly among its members, diluting the power of the nobility.
Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become something of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen.
PL 3: AGE OF REASON
The Age of Reason is an era in human history when the development of ideas and systems of thought takes precedence over technological invention. The scientific method improves humankind’s understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically examined. The study of the various scientific disciplines—chemistry, electromagnetics, medicine, biology, and astronomy—flourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of society. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this Progress Level is a transition from the cottage industries of the Middle Ages to industrialization.
The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced by the flintlock. Light melee weapons remain common.
PL 4: INDUSTRIAL AGE
In the fourth Progress Level, the theoretical knowledge of the previous era matures into widespread practical application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the telephone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimaginable size. Pioneers venture high into the atmosphere and descend into the sea’s depths.
Urbanization is complete as individuals gather in smaller environments where they can more easily exchange goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors.
The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight.
PL 5: INFORMATION AGE
The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This Progress Level also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions.
The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the species’ power to exterminate itself in minutes.
Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.
PL 6: FUSION AGE
The development of fusion power provides an efficient, nonexpendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become even more accessible, reliable, and powerful, leading to the development of virtual systems and widespread access to the global Internet.
Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpowers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.
Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corporate-sanctioned attempts to genetically manipulate human beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species toward the end of the age. Scientists also perfect cloning technology, and the first human clones are created.
In the later years of this age, the first crude applications of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel.
Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.
The age sees the tenuous settlement of other planets and asteroids within the same star system.
PL 7: GRAVITY AGE
As this Progress Level opens, the invention of two key technologies herald humanity’s climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease. With the use of the mass reactor, world powers explore, divide, and colonize the entirety of the local star system. For the most part, life on the home planet is unchanged.
The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starships to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home.
Projectile firearms are in their last days, as crude energy weapons become available. Powered armor is available to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tactics—armed conflict between individuals seldom occurs on an army scale, but more frequently involves engagements of small units in conditions when ranged weapons are not necessarily effective.
Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research.
PL 8: ENERGY AGE
The continuing miniaturization of induction engine technology allows power plants the size of marbles to harness the basic forces of creation. Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. Miniaturized sensors, shields, and engines allow mass production of small, practical starfighters. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space.
PL 9 AND HIGHER
Generally, these Progress Levels are beyond reach or comprehension, although isolated worlds or undiscovered species may exist that have access to them. In many cases, the signature technologies of an earlier age are abandoned in favor of more elegant and more powerful technologies.
Practical control of matter at the subatomic level, the ability to travel through time, or the power to “fold space” to shorten travel distances may be possible at this stage of technological development.
By: Visba and VaMpYrEiNCaRnAtE