[center][IMG]http://i42.tinypic.com/2vs0ug9.jpg[/IMG] Crisis: The Empyrean Project It is year 2899. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech, robotics and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong. And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space. By the 25th Century, the most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions. By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies. As the 27th century draws to a close, intelligence from the Earth Empire has revealed rumors of a Coalition Superweapon. Whispers of a Project Empyrean have been circulating secure Coalition channels, and the Earth Empire has concluded that this project is likely a weapon developed to tip the uneasy balance. Hesitant to reignite war in earnest after almost 200 years of peace, the Earth Empire has deployed a unit the famed 101st Special Forces Legion to secure and retrieve this superweapon, whatever it may be. This is Crisis: The Empyrean Project. [/center] --- Hello everyone! Welcome to the Int Check for Crisis: The Empyrean Project! This is the next installment of a very old series of mine, formerly known as Operation Crisis. The Crisis Universe has been relatively cannon, events of the previous Operation Crisis (completed or not) helping to shape the universe of this current one. This particular RP will follow the adventures of a group of men and women from the Earth Empire’s 101st Legion. I will be accepting up to four- maybe five- other players, so this is not first come first served. --- Rules: Most of these are fairly self explanatory and common sense, but I will be putting them down anyway [b]1.[/b] GM has the final ruling. No exceptions. [b]1a.[/b] While GM has the final ruling, opinions, suggestions, and constructive criticism and collaboration is highly encouraged. [b]1b.[/b] In order to prove you've read the rules, along with your Character Sheet, provide a comment on something regarding the someone's character that you liked, or something you think they could have done better. (The first person to create a CS would comment on my own character) [b]2.[/b] Keep it classy and respectful, there's never an adequate reason to repeatedly put someone down and act like a jerk. [b]3.[/b] No God-Modding or controlling other characters without permission [b]4.[/b] Your character is [i]not[/i] invincible. [b]5.[/b] This is a Mature roleplay and of high standards, and will I expect some sense of maturity. [b]6.[/b] Just a note, I write in 3rd person past tense, and I will expect you all to do so as well. [b]7.[/b] I do not expect essays for posts, but I do expect well thought out posts of at least a few paragraphs. --- Terminology and Technology: [hider=Major Factions] The United Earth Empire: The United Earth Empire was the originator of the galaxy’s space colonies. Formally known as the United Nations, the United Nations of Earth was formed after humans had first colonized mars. Originally developed to unite humanity against possible hostile extraterrestrials, humanity encountered few alien species, even fewer of which were intelligent. With no need to worry about possible alien attacks, the UNE was free to focus on rapid expansionism, and renamed itself the United Earth Empire, as international differences became less and less important. After the Great War, the shattered remains of the UEE were quick to regroup and reclaimed the majority of the former empire's core worlds with little difficulty. Now one of the largest powers in the galaxy, the UEE is known for its patriotism and solidarity, despite the presence of an unusually large number of corrupt officials. The Coalition for a Free Galaxy: The Coalition for a Free Galaxy, better known as just The Coalition was formed shortly after the Great War as a group of colonies' desire to stay separate from the UEE. A loosely tied confederacy of worlds, the Coalition's movement has picked up a large number of worlds against the imperialism and rigidness of the UEE. Due to the fact that they are allied purely to combat against the UEE, competition and rivalries are common between the Coalition Nations. Despite this, their armed forces are able to remain standardized and well equipped to combat the UEE. Well known for their individualism and its dependence on commercialism, the Coalition is constantly trying to dismantle the UEE once and for all. The Krellian Republic: Very little is known about the Krellian Republic. They are a reclusive group of fringe world colonies, and were paid little attention to by both the UEE and Coalition. With their proximity to the edge of discovered space, it is believed there is a possibility for them to be in contact with intelligent extraterrestrials, though this notion is widely dismissed as untrue by both the Coalition and UEE. With the Krellian Republic being so far removed from contested space, the galaxy has yet to see the Krellian Military, and many wonder if the Krellians even possess a standing armed force.[/hider] [hider=Organizations] [IMG]http://i52.tinypic.com/rs7uyo.jpg[/IMG] [indent]The Ghosts:[/indent] The UEE Ghosts are the most feared military presence in the Galaxy. Top secret, and with extremely advanced training, UEE Ghosts are extremely individualistic and are perfectly suited to any and every situation. The Ghosts represent the UEE's pinnacle of military training and technology. Specially bred and trained from birth to be the perfect weapon, the training, biogenetic and cybernetic modifications, as well as gear for a single Ghost exceeds the cost of building and maintaining a full fleet of warships. Capable of completely superhuman feats and the almost impossible to hit, Ghosts are rumored to be utterly invincible. The Ghost Corps numbers less than 1000, with only 200 of these men and women being active Ghost Operatives. [IMG]http://i42.tinypic.com/30to2ud.jpg[/IMG] [indent]101st Special Forces Legion:[/indent] Only recently initiated but extremely successful, the 101st Legion is the UEE's premiere infantry force. With heavily specialized training designed to mimic that of the Ghost program. Similar to the Ghosts, the members of the 101st Legion are notably more individualistic than their standard issue counterparts, and are trained to be highly effective in small numbers or on their own. Individuality and unorthodox techniques are encouraged, though the members of the 101st are still human and are trained in regular military tactics. Analysts have noticed that side effects of these different types of training techniques have resulted in soldiers that are fiercely independent – but loyal to one another, often risking the life and limb of many to save a few. It is noted alarmingly however that this loyalty pertains more to one another than that of the entire UEE. [IMG]http://i44.tinypic.com/v6rnk0.jpg[/IMG] [indent]Coalition Commandos:[/indent] Believed to be formed by the Coalition in response to the UEE's Special Forces units, the Coalition Commandos are noted to be exponentially better trained than standard Coalition soldiers, as well as more numerous than the UEE's Special Forces Legions. Despite their numbers, the UEE believes these soldiers to be inferior when compared to the 101st Legion and Ghosts. Despite this fact, commanders are still advised to exercise caution when dealing with Coalition Commandos. [/hider] [hider=Weapons Technology]Weapons technology has advanced significantly since humanity has entered the stars, but for the most part splits into three main categories. [indent]Energy/Laser Weaponry:[/indent] At first rather ineffective and prohibitively expensive, humanity quickly discovered that laser weapons were much cheaper in the long run than typical conventional weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition, and are considerably cheaper than their ballistic counterparts. However, despite these perks, laser weapons have remained rather ineffective. While capable of causing serious burns and injuries on unarmored targets, laser weapons are ineffective against body armor and are more fragile and temperamental than their conventional counterparts. Laser Weapons, due to their low cost and light weight are mostly used by police forces and civilian shooters. [indent]Conventional/Ballistic Weaponry: [/indent] The mainstay of weapons technology since before humanity entered the stars. Loud, heavy and hard hitting, mass driving technology has made smaller caliber ammunition more and more effective against body armor and flesh. Effective in most situations ballistic weapons remain one of the more effective and reliable methods of killing other human beings, though it should be noted that new mass driven rounds tend to overpenetrate soft unarmored targets. However, despite their universality, conventional weapons are considerably more expensive due to their needs for parts and ammunition and the methods used to produce these materials. Conventional weaponry is used extensively by both UEE and Coalition military units. [indent]Plasmatic Weaponry: [/indent] A very new concept in modern weapons technology, plasma weapons are regarded as a two edged blade. On the one hand, the damage caused by a plasma burst to any surface, flesh, armor, and nature alike is tremendous. On the other hand, plasma weapons are heavy, difficult to maintain, dangerous to reload and fire, and finicky on a good day. Plasma is not a blast of superhot liquid as the name may suggest, but is instead similar to a bolt of energy. Purely Plasmatic weaponry remains mostly experimental and is not often used in modern military units. Most current ranged plasma weapons are typically mounted weapons, or ship based weapons. Projectors also make plasma edged weaponry possible. [/hider] [hider=Armor] [IMG]http://i58.tinypic.com/v46w7r.jpg[/IMG] The armor of an 101st Legion Operator varies, but they all will feature fully contained atmosphere, powerful plating that gives a considerable step up beyond standard soft body armor, and powerful helmets with a well built HUD suite. Higher ranking operators have sensor 'wings' attached to the round ports on the side of the head. These wings provide highly advanced communication systems, as well support for a field grade AI. [IMG]http://i52.tinypic.com/27xjads.jpg[/IMG] [B]O-1 Mk II Powered Orbital Assault Armor:[/B] Solid and well rounded, this suit is a specially modified version of the standard Orbital Infantry Assault armor. Unlike its predecessor, the newer Mk II armor is fully sealed, and features a powered undersuit. The Mk II Powered armor serves as a base for all specialized suits. [IMG]http://i55.tinypic.com/14lk301.jpg[/IMG] [B]PA-1 Scout Armor[/B] Light and mobile, the scout armor houses an advanced scanning and information suite built into its visor. The Scout Variant also features an active camouflage system, allowing the Scout to move with 90% transparency for periods of 5 minutes. The suit itself is much more mobile than the O-1 Mk II, and the powered undersuit has increased 'muscle' on the legs, allowing for faster sprints and making it considerably faster than all other variants. The Scout variant's plates are considerably thinner than the Standard plate, but will still offer more protection than soft body armor. [IMG]http://i55.tinypic.com/28hhdl5.jpg[/IMG] [B]O-1 Mk IIc Special Operations Armor[/B] The O-1 Mk IIc Special Operations Armor is a suit specifically developed for high risk missions. The Spec-Ops variant comes an external 'backpack', essentially an armored case that holds an electronic's suite, with everything one may need for covert missions. Many Spec-Ops helmets come with 4-6 eyes, allowing it to rapidly change or overlap various vision modes: Heat, sonar, x-ray etc. The Spec-Ops uses a solid breastplate instead of a ribbed design to reduce overall weight and bulk, but as a result is not as strong as the Mk II, but is still capable of holding its own in a firefight. [IMG]http://i51.tinypic.com/m73wja.jpg[/IMG] [B]PA-2 Sentinel Assault Armor[/B] Designed for heavy combat, the PA-2 Sentinel Assault Armor provides increased protection in the form of thicker armor and increased overall power suit strength. The Sentinel variant is built with small barrier generators, one on the torso, back, and on each shoulder. These experimental barrier generators create barriers along the contours of the armor. This causes it to suck up a considerably larger amount of energy and can only be active an half an hour at most before shutting down and needing to recharge. The shield is not a save-all, and while it will redirect and deflect grazing shots, it is not strong enough to fully stop a direct hit. Despite the power suit, the Sentinel Armor is still considerably slower than its other variants, but is still relatively mobile. [/hider] [hider=101st Gear] 101st Operators are a cut above the standard infantryman, and as such are entitled to a more advanced selection or arms and equipment to bring with them on missions. [IMG]http://i61.tinypic.com/2nqs0f6.jpg[/IMG] [b]ACS - Adaptive Combat System[/b] The standard firearm that all 101st Operators are trained to use, the ACS - Adaptive Combat System is a mutlirole combat rifle system that utilizes an advanced mass-driving system to propel its 6.8mm rounds from its 36 round magazine at high speeds with a high degree of accuracy. While typically fired in single auto mode, the ACS also sports a 2 round burst, and fully automatic fire at a cyclic rate of 800 rounds per minute. The ACS is designed to be easily modified, able to switch out barrels, receivers, covers, and accessories by hand. [IMG]http://i58.tinypic.com/90oemo.jpg[/IMG] [b]SN-1 Machine Pistol[/b] Extremely popular amongst special forces units, the SN-1 is a machine pistol resembling a bullpup design. Its magazine is offset to the side, to allow it to be properly held, though its design prevents it from being ambidextrous or two handed, and the left and right variants must be used in the left or right hand. Featuring a high rate of fire, firing .45 caliber rounds from a 27 round magazine, its high recoil is offset by the power armor worn by the 101st. [IMG]http://i60.tinypic.com/f52i3m.jpg[/IMG] [b]Bullhammer Mk II[/b] A powerful revolver weapon favored by Ghosts, rangers, and snipers, the Bullhammer Mk II is a heavy revolver that fires specialized .357 rounds, fit with small plasmatic micro-explosives. An advanced mass-driving system built into the weapon results in high muzzle velocity and power, with a considerably lower recoil. The Bullhammer has a break-open frame (it opens from the top- like the MP412 Rex), and a double action trigger, and comes built in with a targeting laser. [IMG]http://i62.tinypic.com/29cs58m.jpg[/IMG] [b]Barrier Stave[/b] A multipurpose plasma based weapon/defensive system used exclusively by the 101st Legion. The Barrier Stave is reminiscent of a sword hilt, but has a shield generator where the base of the blade would reside. When used defensively, the barrier stave deploys an round bubble of energy. While deployed it is a solid barrier, blocking bullets, explosives, and bodies. Using an advanced FOF identifier system, the barrier allows other 101st Operators to move through each other's barriers. The barrier can only take a limited amount of fire before collapsing. The Barrier Stave can also be used as a weapon, when switched to an offensive mode. When triggered to offensive mode, the force-field deployed by the stave resembles the blade of a short sword, with an edge only nanometers thick. As the field will not allow material to pass through it, one can use the sharp edge of the blade to cut through most materials. The barrier stave can maintain a blade for several hours before running out of energy. Barrier Staves are typically carried in sets of three, usually one shield, and two blades. [IMG]http://i60.tinypic.com/j62wwl.jpg[/IMG] [b]Electron Grenade[/b] The Electron Grenade is a multi-purpose smart grenade made for incapacitating enemy infantry and electronics. The Electron Grenade has multiple settings. At its standard setting, the Electron Grenade emits a sudden lethal electrical charge detonating explosives capable of eliminating enemy personnel within a 15 foot radius, and incapacitating them at up to 25 feet. The EMP setting emits a powerful electrical charge capable of overloading and effectively freezing personnel in their suits, and disabling all electronics within a 10 foot radius. This high powered electrical charge also disables the explosive within the grenade from within - though the grenade's case protects it from charges from outside. The Scan setting emits a low power charge across a 30 foot radius, the low powered wash of electricity marks the silhouette of anyone caught within the blast on the HUDS of all 101st soldiers. Due to the relative low power of the scanning charge, the grenade can be picked up and reused almost indefinitely. [IMG]http://i57.tinypic.com/122jcpu.jpg[/IMG] [b]Electron Mace[/b] Heavily used by riot police, the Electron Mace is a retractable baton used for the express purpose of clubbing uncooperative or otherwise troublesome individuals. At the push of a button the mace's head projects an electrical field capable of sending a powerful, debilitating shock through the intended target. Highly effective on unarmored targets, and capable of disrupting electronics, the Electron Mace is often used as a less lethal alternative to a melee or close combat weapon. [IMG]http://i57.tinypic.com/2j65lw5.jpg[/IMG] [b]Biogel[/b] Biogel is a smart, expanding, self-sealing antibacterial gel made to temporarily seal wounds until proper medical attention can be administered. The gel comes in a small cylindrical canister and is can be applied by hand, or with the use of an administrating device. [/hider] --- Character Sheets [hider=Character Dossier] [b]Appearance:[/b] Digital Art Image and/or description [b]Name:[/b] Last, First [b]Callsign:[/b] Name your character commonly goes by while on mission [b]Gender:[/b] Male/Female (unless you are a robot, in which case this is N/A) [b]Age:[/b] After training and minimum service requirements, the youngest a 101st Operator can be is 21 [b]Psychological Analysis:[/b] Fancy way of saying personality. Get me a good picture of your character. Arguably the most important part of the CS. [b]Military Background:[/b] Fancy way of saying bio/background. Not as important as personality, but give me a good picture of your character. [b]Cybernetic/Biological Augmentations:[/b] Any modifications your character has on his/her body, this can be things such as cybernetic/robotic arms, to enhanced eyes, or even a replaced skeletal system. You should preferably be more human than machine. [b]Loadout:[/b] What gear your character carries on his or her person. You should separate this into a list or individually described items. Be sure to include which type of armor your character wears as well. There is no explicit limit to the amount of weapons you can carry, but keep it realistic. [/hider] --- Character Roster [hider=Sykes, Matthew] [IMG]http://i43.tinypic.com/2d77rk0.jpg[/IMG] Standing in at a 6'2", and weighing 180 lbs, Matthew has an athletic build, well suited to the rigors of combat. Eric has gray white hair, a strange side-effect of his various cybernetic augmentations, and has slate gray eyes.. [b]Name:[/b] Sykes, Matthew [b]Callsign:[/b] Apex [b]Gender:[/b] Male [b]Age:[/b] 26 [indent][b]Psychological Analysis:[/b][/indent] Calm, collected, and tough as nails, Matthew Sykes, better known as "Apex" by his companions, is a smooth operating 101st Legionnaire. Able to maintain his cool under fire, Matthew Sykes is capable of operating at peak efficiency in high stress situations, earning him his nickname, "Apex". Quick of mind as well as action, Matthew's analyzing and assessment abilities are what earned him a spot in the in the 101st Special forces Legion. Holding efficiency in the highest regard, Matthew has a perfectionist attitude that can be mistaken for either confidence, or arrogance. [indent][b]Military Background:[/b][/indent] Born on Earth as the only child of a poor, single mom, Matthew Sykes dealt with chaos and misfortune for the majority of his childhood. Despite his unfortunate circumstances and shoddy neighborhood, Matthew attained high grades, and with his relaxed temperament, made his way through primary and secondary school with little difficulty. On a teacher's recommendation, Sykes applied to, and found himself accepted into the once prestigious, now legendary West Point Military Academy. After years of hard work, 21 year old Matthew Sykes graduated from West Point with flying colors. Immediately after graduation, Matthew was approached by 101st Recruiter, who took an interest to his abilities. Accepting the invitation, Matthew Sykes began the year long 101st training regimen the fall after graduation. After a grueling year of training with the 101st, Matthew was inducted into the 101st Legion's 7th Company. Where he would deploy covertly into Coalition territories or into one of the proxy war locations to combat the Coalition forces. After several years of hard work, Sykes was accepted as a fully fledged member of the 101st. Now a full 5 years after joining Matthew has been selected to be a part of a specialized unit with the purpose of striking deep into Coalition Space to obtain and secure a rumored Coalition Superweapon. [indent][b]Cybernetic/Biological Augmentations:[/b][/indent] During his first year at West Point, Matthew lost an arm. Replacing it with a cybernetic arm, Matthew enjoyed the high performance abilities of this cybernetic arm so much, he arranged to remove his other arm and replace it as well. Matthew has a cybernetic left eye, to help speed up reaction time, analytically abilities, as well as provide a 'HUD'-like system without needing a helmet. Matthew also has cybernetic knee joints, to improve leg performance. Matthew, like the rest of the 101st, has an advanced neural interface accessible by a data jack behind each ear. [indent][b]Loadout:[/b][/indent] [u]Armor[/u] - Matthew wears a standard O-1 Mk II armor suit, but wears a six-eyed Spec-Ops helmet instead of the standard Mk II helmet. [u]Adaptive Combat System[/u] - Matthew's primary weapon is an ACS. The weapon's 2-in-1 modification kit and holster are strapped to the small of his back. [u]SN-1 Machine Pistol[/u] - Matthew has a lefty variant of the SN-1 Machine Pistol strapped to his left thigh. [u]Barrier Staves[/u] - Matthew has a trio of barrier staves strapped to his right hip. [/hider]