[hider][center][img]http://content.wallpapers-room.com/resolutions/1680x1050/A/Wallpapers-room_com___A_New_Dawn_by_Burning-Liquid_1680x1050.jpg[/img][/center][hr][hr][center][img]http://i.imgur.com/pYk54lT.png[/img][hr][hr][color=crimson]MANKIND[/color] had long left the boundaries of Earth, spreading amongst the stars into hundreds of colonies. The blossom of civilization had open from the womb of Gaia and entrenched several nearby galaxies. With the power and progress of further technology, ships and stations began to sustain actual societies in the cold depths of space. Planets were now irrelevant for living in anymore yet still just as desired. A dream come true, the end goal come to task and with it, a freedom of ideas and foundations could begin anew in a infinity of space. [b]The only downfalls is that what Earth released wasn't human.[/b] The message was loud and clear, the people were suffering due to things beyond their control. If people were to be independent, they must be biologically capable of doing so. The oppressive hegemony of Earth had been imprinted on their minds and those who weren't oppressed were stepped on by fighting factions and civil wars. [center][img]http://cdn.paper4pc.com/images/cyborg-and-woman-face-to-face-wallpaper-1.jpg[/img][/center] The new transhumanist generation begun, heeding stories of alien creatures and horrific designs. It was a generation meant to keep people human while wiping out the weaknesses of their birth: Genetic defects, fatigue, atrophy, dementia, cancer, ineffective immune system. All of these issues and more were slowly phased out. Line by line. This is another end of an era, on this day. The first of a final line of human is released. The EPOCH human wakes up in odd times. Aliens, cyborgs, radical geneticists, Earth left for dead and the dead come back to life. Former lines, whom had grown outside of the Purity Project Union branch of the government look upon you with Envy. Not human, yet obsolete. What will they do now that the EPOCH is here? [s][u]------------------------------------------------------------------------------------------------------------------------------------------[/u][/s] [h1][b]You are a____ [/b][/h1] [img]http://i.imgur.com/lsilIEL.png[/img] [img]http://i.imgur.com/ME6e2ls.png[/img] [hider=EPOCH HUMAN] [img]https://s-media-cache-ak0.pinimg.com/236x/98/75/72/987572a02d2b98fc4ba0fe9b9b51d5a3.jpg[/img] The memories of the institute sits calmly in your mind, a white wash of bland scenery and overly self imposed modernized design. Everything was sleek, yet only admired by a few select staff and the new generation of humans. The statues that littered the hallways were all of great artists, many of whom wander away from your mind in the grand escapade of trying to simulate a big world in a facility that was only the size of a small town. Of course, that's big for the few hundred students that made you and your friends. Made to spend 20 years straight enclosed in there. The towering, reflective walls pass the illusion of a green field, showing you the town behind you. You were given all the options to train, all the best teachers that money - and force - could buy. Some nights you would be dragged out into dark fields and forced into [i]"challenges"[/i] while distant flood lights stared you down. Tests for personal details, your reactions to stress. One time even a random beating to see if you would cry. Everyone experienced it but no one talked about it in public. Some escaped when you were 12 - 15 but security tightened so hard after that, even the best of you couldn't escape anymore. A few were sent off to live under different factions, outside groups, when they were 12. [center][h3][color=lawngreen]Racial Bonuses:[/color][/h3][/center][hr][hr][color=lawngreen][b]Superhuman:[/b][/color]You don't need to eat or sleep. You pay no entrance credits for places of food or drink, nor do you lose credits in your earnings for said food. [color=lawngreen][b]Mental Defense:[/b][/color]Your body is constantly ready and highly endurant, thus [b]giving you +5 constitution against sleep, lethargy or delirium.[/b] Unlike other races, you won't build up negatives for not resting for long periods of time. [color=lawngreen][b]Tailored Immune System:[/b][/color] Your body is capable of fighting off known pathogens and alien spores with the ease of bleach swiping away dirt from marble. You gain a very strong starting check against viruses and infections, including poisons and biological weapons, compared to other organic races. [color=lawngreen][b]Immortal:[/b][/color] your life span is indefinite. [center][h3][color=red][b]Racial Negatives:[/b][/color][/h3][/center][hr][hr][b]Avatar:[/b] Your people are seen as the disciples of many generation's dreams and aspirations. Political battles and funding has been drawn over many decades to allow for the line to continue to your point. As the vanguard of a new generation, all eyes are on you to see how you behave and if are capable of civil attitude. You are the end human they are waiting for, so all of them watch. Everything you do will be praised or ridiculed. Your actions have greater faction effects and infamy/popularity issues. Because of this, you will be hunted more viciously by media and propaganda. [color=red][b]Institutionalised:[/b][/color] No matter what path you took, you were hidden away and trained from the real world. You start off with 5 less starting points. [color=red][b]Young Blood:[/b][/color] you may only be of 20 years old at the start. [color=red][b]Political DNA:[/b][/color] Factions and enemies are more likely to target you based on your race alone. [b]Race Stats:[/b] [indent]•Intelligence: 10 • Health: 10 • Dexterity: 10 • Strength: 10 • Constitution: 15[/indent] +2 valid to your career field. [/hider] [center][img]http://i.imgur.com/ww2mgtq.png[/img] [img]http://i.imgur.com/NOXqvvV.png[/img][/center] [hider=Cyborg] [img]http://1.bp.blogspot.com/_y_Go48TbGgw/S8uCh0Q8jxI/AAAAAAAAAeg/vG6wXHXdlS0/s1600/transhumanism_560-3101.jpg[/img] All cyborgs can remember the first time they were plucked from their skulls and into the belly of the machines. Even the children that grow in the critical health labs on the Yuniva 9 can still recall screaming without mouths as they were dragged from water to metal. It wasn't painful, none ever report it was painful but they do report that it was cold. The lick of the tiniest of air breezing as you were moved like a cerebral fetus into the device. The feeling of being granted eyes again a few moments later yet only having numbers and charts flicker by cameras to give you a sense of reality. For the cyborg, those without nervous systems there is no culture to connect to reality like the common man does. Many, many cyborgs around you cope in different ways and in different aspects, it can take a lot out of man. Even a metal one to have the reality not confirmed around you, to peep out the eye of a camera like a photographer and not a viewer. Many of your friends collect things, many even in the city had their staff filled with a set number of items and would get very away with themselves if out of places. There was a combination of necrosis and human suffering, mixed with AI precision in it all back on the home worlds. Of course. This wasn't true for the digital Utopians but everyone had community service sometime in the real world. Racial Bonuses: Immune to biological attacks that don't penetrate your cranium. Your body is capable of installing some suit modifications without buying a suit- does not stack if you buy a suit later on- Your body is capable of keeping you alive in a vacuum, underwater and in most incompatible atmospheres. Racial Negatives: Artificial: You do not have any natural healing capabilities and must buy new parts and repairs in your downtime. Said parts can be expensive. Power Outage: You need to charge up as if you were a suit in place of food rations. Outer Race: Conservatism and evolutionists factions hate you, the scribes are negatively opposed to you off the bat. Read Only: without proper upgrades you lack any emotive voicing or facial features. Severely crippling your charismatic methods. Administrator: if you have no nerve upgrades to your body then you can only rely on your status board for information. If you're head is damaged you may not be able to recognize your own bodily damage, even if critical. Race Stats: Standard Issue Cyborg unit from Transhumanists worlds: Intelligence: 6 Health: 15 Strength: 8 Dexterity: 7 Constitution: 0 (if a biological attack bypass your suit somehow, your auto-fail any resistance checks) Automated Software Defense: +5 to hacking defenses. [/hider] [img]http://i.imgur.com/BHiInfn.png[/img] [img]http://i.imgur.com/Eq8EZ1X.png[/img] [hider=Clone] [img]http://images.fineartamerica.com/images-medium-large/clone-factory-jim-painter.jpg[/img] The memory of corpses carry over the chorus of community chants, packed by the drum beat of pick axes and coughing as you shuffle deeper into the radioactive mines of the moon of Mermus, well. That what you heard the guards call it, for the numbers with you it was simply known as the grave yard. Gray, with the only odd slimmer of vague materials that grinned in gold, blue and silver like demons in the dark at you. Many of them were poisonous but it was just as unhealthy to try and run out when you found them. This was the inheritance of clones, if one died then their clothes, quarters and equipment were stripped from them and handed down to the next number that is to replace him. In many cases you witness your comrades scurry out of the tube tunnels with blue uniforms still fresh with the previous numbers blood. Life, however. had its brief respites. Your hallways were expected to be clean and even if your hand-me-down cells were passed on anything that was earned out of good behavior was passed onto you. It was all a point system, you got them for good attitude, obedience, praising the dominion and its people even though you never met or heard of any of them outside of the security team. You even got points for dying on the job. You needed hundreds in order to get basic comforts like primitive TVs or certain orders like market toilet paper. Some, you see were shuffled in long lines by gun men into the upper class facilities. Those content with life, or simply hopeless spoke of its luxury as it were the apex of living. Comfy chairs, clean rooms, apparently even having an actual kitchen staff that cooked something besides liquids and vitamin chunks. This was the apex of living to them, but not for you. Racial Bonuses: You classify as a refugee seeking political asylum and as such you are granted +5 starting to spend as you choose. You can sell information regarding the People Dominion treatment of you to the government along with any knowledge you may know for an additional 5+ starting points. however, this will assure that the Dominion will deliberately try to track you down and kill you. That's it. Racial Negatives: Many factions have a dislike to you based on your origin alone. The People Dominion have hit out on you and personnel or citizen may try to capture or kill you. Racial Stats: Strength: 4 Intelligence: 4 Health: 7 Dexterity: 6 Constitution: +3 [/hider] [hr][hr][img]http://i.imgur.com/RCE1DTF.png[/img] [img]http://i.imgur.com/aBw9hCs.png[/img] [hider=Alien] The first aliens to leave their planet was the Lerpron Community. More by time than by merit, they were much older than most races and definitely much older than humans as a race but their lack of multitasking abilities and generally serene society didn't lead to much competitive progression. The Lerpron for a long time had been more consumed with theory than practice, living in minimalist monk like communities with strong regulations. Quickly scared of looming "ifs" to the point that many projects were abandoned. Making adaption of technology very, very slow. When they met humans on their system rim planet with a drone satellite, Duden. The panic of what their intellectual cravenness had wrought them spun out in a global alarm. If said rim planet could be colonized and mobilized so fast then how long before their galactic borders were encroached more. The Lepron at first, broke bread with their human intruders. Trading direct texts and cultural information for star maps. Later on, joining the Terran Unity in the bilateral species program. Brokering the removal of the none sanctioned humans from their rim planet. A fact that many people saw as dishonest and underhanded. They used human coordination to meet planets they deemed to be off limits due to primitive technologies or cultures. Uplifting them and inviting them to join the Coalition, creating a political hegemony across multiple species. Technically they are still in the "Bilateral Species Program" but have merged themselves with many, many species. Many kind of creatures were assimilated into the mass. Many tried to deny them and many eagerly joined. They are all Lerprons now, of course. No one says that. You are xenos or aliens but its Lerpron who owned the politics, who made the infrastructure and created papers upon papers of legally binding structure that politically tie up others from inputting more than platitudes and ceremonial protests. The other space ready species were even dragged in by paranoia towards humans even if their populace and communities were equally scared of the coalition. Racial Bonuses: Aliens are quick to consider themselves a collective despite racial differences. Charismatic influence over other aliens is buffed. You may select a series of natural organic bonuses that make sense physically: Claws, infrared vision, limb healing ectr. Although you must not live longer than EPOCH humans(which is indefinite) or have advance artificial genetic design features. each 80 years takes up one of your points. Racial Negatives: You must have a written negative or set back for each alien feature that your species have. Suits, genetics and augmentations cost twice as much for aliens than humans or cyborgs due to the need to bespoke them. Racial Stats: you 10 stats points as alien for your race. All your stats start off at 1 by default. 1 is base sentient intelligence. This is talking and basic math. Health starts at 3. Lerpron Race: The average Lerpron is 4 foot 5 in height and weights up to 60 kilograms. Their bodies are bulky at the bottom, giving them staunch and round bellies that bags out of from the opening of their white, calcium carapace that cuddles below their gut and over it like a corset. Stopping with a hole at their long neck with many vine line visible muscles and bones upholding a long, drawn out jaw that droop for a foot long. The mouth is placed at the bottom although the voice boxes thuds where a human mouth would be, meaning that a sound organ resides inside and communicates despite the casing and not thru the lower feeding orifice. The eyes of Lerpron are big and inspecting, glaring with several irises in a petal formation at everything in bright, green pools. In order to move it uses a series of small tentacles that poke out of its long, tail like cocoon. It's arms naturally sit behind it in a discipline manner while their body lurches forward with the composure of an old man. This all posture allows it arms to push against its own back, its tentacles to grip and stabilizes, its smooth cocoon to slide and its head to provide thrust. When standing on its own tails it is capable of reaching up to 7 foot tall. A discipline that politicians use to give a face of authority and imposing form, although this severely limits their travel speed to tip toes and is describe as like holding a muscle in an awkward position for hours. Lerpron abilities: Capable of digging without tools using only its body and legs. Capable of traversing very tiny pipes and spaces despite its shell. Its shell gives it natural armor saves of 2+ against low punch attacks. It's eyes can process more colors than humans, granting it the ability to see past t1 low tech infiltration camouflage. -Moves very slowly, even when its natural movement space. -the body of the Lerpron is craven and can't surpass 8 health. -lerpron eyes are easily blinded, to the point that without protection flash lights can cause irritation. - can only jump when standing and only a few Center meters when doing so. Stats: Intelligence: 4 Health: 5 Dexterity: 3 Strength: 3 Constitution: 1 Natural Armor: 2 Lerpron live for 80 years. [/hider][hr][hr] [hr][hr][img]http://i.imgur.com/vsZUd2N.png[/img] [img]http://i.imgur.com/w3QS9qq.png[/img] [hider=revived] The slumber of death fades in and out of your mind like a fuzzy thought that stormed in the middle of a paranoid panic. What ever constituted reality for the dead you can't remember except within the depths of night when you mimic sleeping despite the loss of eye lids and sockets. Visions dance on the walls of your psyche. The only concrete memories are those that were days behind your time of death and when you first woke up again despite your downfall. Accident, act of god or arranged by yourself you were quickly victimized by the reality that powers and people take advantage defenselessness of the dead. Words said twisted, quotes abused, intent ignored and anything that they could legally claw out of the banks and character were plucked away by the humanoid vultures that lurked in suits and fancy halls. Some of you even woke up to find your identity had been peddled or revoked in the process. Forced to start again before you even managed to stand in your new metal frame. Racial Bonuses: Due to the long term of life, Revived may take 2 careers. Revived gain a extra +2 stat that is relevant to their main career(first choice) Gain 3 points to spend as if in downtime on the starting area. Immune to biological attacks. Racial Negatives: Your body is sensitive to EMP attacks and can cause extensive damage to your complicated components. You cannot heal and need to repair. Like the Cyborg, these parts are expensive but more so for a revived due to the new nature of your tech. You start off with the traumatized debuff due to your vivid dreams of the life here after. You are more vulnerable to mind effects and may suffer psychological rolls such as panics or delirium at the sight of certain things pertaining to your death or past life. You require no food, but you do require power and the need to charge up for 8 hours as you still get "sleepy" mobile power cells are costly. alot of your bodies system can be hacked. Stats: Strength: 3 Health: 5 Intelligence: 7 Dexterity: 5 Hacking protection: +2 [/hider][hr][hr] [img]http://i.imgur.com/YhigCis.jpg[/img] [hider=Angry Bear] Bear: WTF IS THIS SHIT!? *gets angry* Racial Traits Is a bear. Very angry bear. Can use beserk. Needs no weapons. fuck you. Is a bear. Can Climb trees Negatives sleeps in the winter. Can only fuck so many bitches at one time Requires special Revenue Rectum Ripper DLC to use Stats: Fuck you is a bear. You're fucked mate, go 'ave a giggle with your mum while you can. [/hider] [h1][u][b]FACTIONS[/b][/u][/h1] [hider] --------------------------------------------------------------------------------------------- Terran Unity(Border Retention Branch): [hider] Officially the Terran Unity is the throne of all human authority and power, it solely has the right to declare war. Introduce mass, intergalactic regulation and employ united navies on in defense, although in practice the Terran Unity is simple another seat in a court of kings. In theory it is the most powerful when it comes to the SOL system. Despite Earth being ravaged by the theocratic war of 2120 it still houses an immense cultural importance. Mars is a dominated, third world slave hole with first world production. It's planets however are small, many are dying, reached their expansive potential or not possible to land on and make use of. In essence, the Terran unity is using a treasure with no new income. Many of its ships while massive and capable of dealing with most known threats are reaching their age. As a result in the last 70 years mercenaries and recruited pirates have come an...unofficial practice. Although these inmates typically serve time and are heavily interviewed for this offer, many considering a privilege. Politically at risk of being eaten inside out and scramble by logistical issues of space travel to properly supply planets. The Border Retention Branch is the only thing they will see of the Terran Unity outside of some radio and TV news networks. The Branch normally have a small outposts at many sectors. Simply reinforcing big stations already owned by other communities at key areas. The great army is so spread apart by its policing duties that it can only offer squads of 2-5 small ships and meager refugee defense in unlisted sectors...which are many. Listed sectors do receive a bit more protection but many cases take the brunt of many undesired regulations for it. The opinion on the branch is in many places. It gets harassed and praised constantly. While acting official, the branch workers routinely hire mercenaries, bribe civilians and do many things against Terran standard due to the sheer level of attack they find themselves under and lack of proper supplies. The Branch however is nearly monstrous in the border areas, being worthy of full on scale multi-galatic navy war in these key lines.[/hider] -------------------------------------------------------------------------- Evolutionists: [hider] With the line of genetics being almost mastered by mankind there are many who feel that to simply make mankind more refined and not overall more supreme over the universe is a waste of the tremendous technology that they have. Those who don't value the EPOCH, seeing him as the sign of petty minded fear and self preservation over the pursuit of overall ideals. Evolutionists range from many, existing as a total sector of politics with many different names. The overall attitude though is one of changing humanity from something not human at all or creating a new life form. Many evolutionists are pirates, terrorists and renegades. Going against many laws and general beliefs of the public who settle for the compromise of the standard human refinement. While peaceful variations of this group exist, they have an extensive list of groups who actively aren't. Many creating viruses, plants, animals and even other sentient bio weapons for the purpose of infecting a planet and taking it over. Most of them, due to numbers being inhabited by humans. Stations and ships are also attacked, everything and everyone is a test of their latest creations or their own modifications mettle. Evolutionists have extensive resources. Years of combat, media hunting, law enforcement scouting for them be they peaceful or violent have made them form vast networks of intelligence and methods of getting things done. Evolutionists have a dislike of the EPOCH specifically but dislike pure humans more. [/hider] ------------------------------------------------------------------------------------------ Transhumanists: [hider] The Transhumanists is the bulk of the cyborg community, while traditionally the title was all things that deviate from humans in the late 2040's the robotic and augmentation revolution across the world under the banner of transhumanists cemented the image and vision of such a party under the homo-mechanicus. Most transhumanists are augmented to a large degree, having a complex relationship with sentient machines who marginally desire to stay on their own world. Cyborgs as a whole are accepted although stories still pass around colonies and isolated stations about metal men beaming aboard and taking their children. Their part in the first 2 human wars where the fate of mankind genetic future would be decided have stayed with them for their cruel nature and uncaring attitude. A time where human empathy and emotions were not properly understood by sentient machines and not properly expressed or "felt" in primitive cyborg bodies. The fact there are powerful, uncontrolled transhumanists worlds don't help this fear either. People who are transhumanist try to promote alternatives to humanity, not wanting to stick to one specific label. They are more care free about what importance line purity have and lean towards individuals specialization and not collective uniform changes to genetics. Although this isn't true for all planets. Many believing that to reject transhumanism to create an inevitable conflict of organic and synthetic life forms. [/hider] ---------------------------------------------------------------------------------- The Triangle Society: [hider] The Triangle Society is a in space continuation of the socialist(left wing party) hidden as an overall group of charities and relief programs designated to help people. It is true that such a groups does help people, sending delegates, forming unions, aiding groups with their own military of ships and people. But it's all headed with an overall anti-capitalists and stronger authority slant. Make no mistake, they generally dislike the Terran Unity and when they say authority they mean one that leans their way. The Triangle community is a volunteer organisations that is made up of many sects. Despite being what people would call left wing today, people of the EPOCH ERA don't view politics in a dichotomy of left and right anymore. Only hearing of this class of political labeling in history books. The Society has its claws in many worlds as a political powers, movements, charities and even on site militia. While political motivated many of its people have good intentions and do charity work as they are supposedly meant to do, unaware exactly how much they are simple solders for a cause. Not evil, but it hides it agenda on the top levels and falls into ideology on both high and low positions of management. This group wears a green body guard over itself for solders and a felt red uniform for navy and paper management. After the war on the Grave-world, the Triangle Society hates the population there and has generally lost a large amount of its political credit-ability but still is a functional power [/hider] ------------------------------------------------------------- The Intergalactic Market Movement: [hider] If the Triangle Community is the ghost of the socialist left, roaming the stars then Intergalactic Market Movement is the wandering capitalistic counterpart to it. Naturally they are against one another in all things. The Triangle Society tries to constantly dirty the Market Movement as oppressive and slander it, under the guise of charities fighting against human right violations. The Market Movement however can be just as ideologically driven although, unlike the Triangle movement it's desire to set up mercantile roots everywhere tends to attract more pragmatic business men and wandering out of ship sellers than activists. On the surface, the Market Movement could seem more rational but in truth it is simply less passionate as a whole. Business is business and they have an entire market to open up between many sectors of many planets. They do fund their own army and navy power, which has been used in the past in the corner those who don't wish the join the overall trade market into a back breaking tariffs. Like the Triangle Society, the Market Movement left the Grave-world war just as sullied. Planets that have market protection and Triangle Society find themselves living in a proxy collaborative political system whom their own state no longer matters, it's all about which of the two of these powers get the upper hand. Made up of the same bickering they had on Earth. [/hider] Conservationists:[hider] A general belief of people that genetic refining of humans takes away the ability to understand the human culture that got them to this technological point. Many feel that the threat of wars, powers and new states are a result of fracturing human identity. Especially with the destruction of Earth many generations ago and with a lot of the important cultural texts being lost they seek to preserve it by imitation, this isn't literal...some of the time. Seeking to live off the land and form, local, small communities by colonizing planets or by living in simple means on a station. Some of the strongest Conservationists try to build up their own societies on old human cultures and new ideas or foundations. In rare cases you may find very tiny, almost mythical pockets of pure humans living together who rejected the line project and sought to retain their own isolated peace. Most of these places hide from the wider galaxy, to the point of imprisoning those who land as pseudo citizens so they can't inform anyone else. [/hider] ------------------------------------------------------------------------------------- Scribes: [hider]A small group of crippled religions that survived the Theocratic War on Earth. When humanity left their own home planet in mass in the pioneering era. Earth was the most holy place in the universe, as naturally all tales of all religious happenings occurred on it and not anywhere else. Lines were drawn by many religions on whom should be actually permitted to enter this planet, flamed by many none religious political and national issues with one another. A war...or crusade broke out on Earth, many of whom were strongly supported by many movements and ideas at the time that had nothing to do with religion. 45 years of this constant battle caused ripples across the galaxy, Earth was paradise and it had been destroyed. It's racial and religious anger had now spread out of sol, making stations get into civil wars who wanted certain faiths pushed out, even other skin colors in some case and lines. Earning the ire of many movements, transhumanists, planets and evolutionists a new crusade began on Earth. An atheist one that involved the near destruction of all known religion that lasted for 20 years. In this period texts, history and many culturally important areas were glassed or burned. Resulting in thousands of years of religious texts to be lost. Some religions even becoming extinct. Until now, the hate from that frenzy still existed causing a small community to go into hiding in order to continue to survive. The scribes seek old world artifacts and texts especially pertaining to theology of any kind. They regard pure humans as the last living remnants of Earth which was pulverized and destroyed outside of hubs of factories and cities. Slightly more accepted today, they have limited knowledge of their own religion compared to the 2000's. Simple things like what group crucified Jesus. What were the names of the many christian/catholic splinters called. What were all the angels of gods roles and so on were lost. -Islam doesn't exist. It was destroyed. The east being the first orbital target for attack. This lead to Israel being destroyed too. Jews exist in very, very tiny numbers. Some escaping in space flight. -Christianity exist but in a highly reduced form of itself. The same as Buddhism. Shinto survived. As most religions that didn't have extremely strong or extensive structure to their religion such as druidism and paganism. [/hider] ------------------------------- Prison Community(general slang): [hider] A colony of people who live in prison like conditions but exist officially as a free society. They may live in a village or big complex, but ultimately they all live in uniform prison like standards. They may all wear the same clothes and have wardens invading their privacy constantly. They will have scheduled food and scheduled labor. Prison communities normally but their colonies but do attract strong authoritarian movements too. They exist more as baron like institutes although each community is unique and may have pragmatic, greedy, individual, health or ideological reasons for this society path. [/hider] --------------------------------------------------------------------------------------- The Coalition (aliens): [hider] The live of those under the Coalition is the one of a unison culture, although there is a superficial assured sense of identity. The Coalition power has a habit of sinking into offices that they don't inhabit. Holding power, luxury, bribery, fear and technology other many other races head. Those primitive who seek a better life tend to give into the coalition for markets and medicine. Many cases promoting parties and even instilling outright dictators who are provided by the Coalition while those who have their own luxury are twisted into corrupt, socially engineered shells. The life of alien is in many cases very generic and typical, they have their societies and customs and many of them are very similar to modern human life due to practical application of technology of their time. Although the bigger aspect is that many of their architecture and life styles are slowly conformed over time by "charities" and funded powers to slowly try and propergandize and change those races into lerprons mentally and be against humans. Humans on media are considered to be racist, evil, imperialist monsters who sell out their own people and would sell out yours too. Most news filtered via the Coalition provided channels twist heroic stories into acts of condescension and take quotes and words directly out of context or just lie to get portray an image. Although, this dosen't mean humans are angel. It does mean that the issues human may present is drowned in media. On stations racial tension are high, to the point that many aliens actively riot, murder, form gangs, form bias market competitions and try to play by their own cultural rules or no cultural rules what so ever. When humans do intervene they are face being sued and portrayed as oppressors. The issues have become so intense that on some stations they have been taken over by aliens by proxy. Due to inward bias and internal and public corruption with active racism many human stations don't belong to humans outside of name.[/hider] -------------------------------------------------------------------------- Grave Worlders: [hider] Bivon 3 or the Grave World as it is now know was a large, resource rich world inhabited by a massive fleet of humans who intended to make a new society when the Julius Colonial wars happened. Unlike their other human comrades they sought to rapidly build a full on planetary city and proceeded to do so rapidly. Within 50 years Bivon 3 was a powerhouse of production and rich materials but had no clear direction on what kind of society they really wanted to make. Eventually this blew into a cultural divide that split people from idealogical utopias to obscure political systems. When this happened, a small cold war between different territories opened up. A cold war that quickly escalated to a real war when the various factions such as the Terran Unity, the Evolutionists, the conservatist all appeared to support an open take over. The 3 biggest factions to blow this into clear signs however was the Triangle Society, the Market Movement and the Peoples Dominion. The scale of orbital, aerial, land and naval battle was intense and lasted for 5 years, spending billions upon billions of credits for all sides. The natives however had become refugees in their own home planet, each seeking shelter when they could and each subject to horrible tragedies. The people dominion, promising a communist utopia found that the captured territories of factories and workers weren't on board and instilled forced labor camps in order for them to knowingly build tanks and shells openly intended to massacre their families in an market town nearby called Crescent in order to deliver a point. Many of said workers were tortured in the yard when they refused or simply shot and thrown in an open furnace by their colleagues. The Market Movement believed that a swift end to the war was the most humane for the population and so ended up not checking targets, using careless bombing and orbital attacks and in many logistical rushes hurt-and killed- many of the civilians and destroying alot of valuable buildings. The Triangle Society held a large refugee shelter in a territory that was sided by both of these tragedies, just like the other two but unlike them when the Market Movement started to make grounds and the Triangle Society had to retreat. With no way to pick up the refugees on land or air, thanks to logistical restrictions. They decided to call in a napalm strike of the shelter out of belief that their side was the only humane one and it was more merciful. No one won on Bivon 3. The People Dominion were driven off first, thanks to both attackers and inward resistance. The two remaining sides saw that the will to produce and fight had weakened until a full blown native rebellion took place and drove them out. Going into full isolationism. The planet is now littered with orbital defense cannons, army bases and ordinance factories. Arm dealing being its primary production. The lush lands there now suffocate under layers of corpses, killing off plant life and entire ecosystems in some isolated parts due to the sheer density of the dead, even to this day. Once known for its bird variety, it's now known for its thriving parasites, bugs and maggots. Which amass in such amounts that some men have been eaten alive in the bomb created pits that poker dot the landscape. The pollution has permanently grayed the skies like concrete. smokey mist and acidic rain are the only weathers besides cloudy.[/hider] ---------------------------------------------------------------------------------------- Peoples Dominion: [hider] Not much is known about the people dominion. They like to keep to themselves, few people try to pry into their territory of 12 planets but it is widely known that the Dominion plays by its own rules. As evidence by the mass of clones that occasionally escape and tell the world of the horrors within...and the sudden deaths of them later on. In theory the Dominion is a communist territory, seized for that purpose and planted with many speeches talking of the great community and the keeper of the comrade. Despite the fact that they have an almost bulging military force that lingers across the border that isn't afraid to shoot down the curious the dominion is mostly invisible to the large galactic scene.[/hider] Pirates and Mercenaries litter the stars in many, many, many gangs and larger organisations. Many are not widely known though due to the vastness of space. [/hider] [u][b]Stats![/b][/u] [hider=What do they mean, what do they not mean?] Stats mostly calculate exchange, specially fire fights. Most rolls for hits and misses will be auto done by me, so don't worry about checking to see when you hit or not. Stats, do however offer certain bonuses. Strength increases your punch to melee weapons. In terms of numbers. In narrative it also determines what you can lift, if you recover from recoil stuns or being prone. If you have been hit directly and take kinetic damage. You may have a strength check that I will inform you if you succeeded or failed- Intelligence: This determines how you think and starts at the sentient level. If you just discovered math, you would be at 1 as a race. In terms of combat, intelligence determines how fast you notice something or react to it. It's mostly used for hacking, repairs and medical actions. However you gain bonus stats in your chosen career field anyway. This also determines combat initiative and reaction. Dexterity: Determines how fast you can shoot, if you recover from recoil and certain balance checks. It doesn't determine how fast you run which is a matter of racial-of which everyone except aliens run like a athletic human- you also auto dodge when in the open, which is determined by your dex roll(but don't rely on this. Your chance to dodge will be tiny) You roll either intelligence or dex to see if you hit a target in combat with guns. Which is picked is determined by which is highest. Constitution: Basically, your check against diseases, wound infections. Biological weapons and chemical attacks. HEALTH: The great illusion. There are two damages: Attrition which effects your health and Fatal Hit. Fatal hits is being struck in the head with an assault round from across the room unprotected. Even if you are a bad ass cyborg or a big, mean alien. Your brains will fly out of the bowl that was once your skull. Health determines if you go down from hits like body shots, limb damage and surface damage like fire. It also determines how long you may last in painful conditions like holding your breath or being crushed by debris. In short: These only apply in combat or very specific scenarios. [/hider] [h1][u][b]CHARACTER SHEET[/b][/u][/h1] ------------------------------------------------------------ [hider] Name: Age: for each 20 years after the initial 20 you will gain an additional 2 starting points. Race: Career: A career grants bonus points to an area but also dictates your characters past. Careers are specialized. EG: military-infantry-medium arms =+2 to roll for hit with medium and low punch weapons. Personality: Background: your characters general background. Please keep this to 2 paragraphs. If there is something that you think I as a gm should know specifically. PM it to me. Faction Relations: if you have specific history with factions outside of your career or growing up. Put it here. This will determine any possible leanings towards or away factions in the world of EPOCH. Can be left N/A Equipment: NOTE: if you are not using some of these, it's better to delete those now. Any items such as ammo or supplies is packed in your backpack. Head ------------------ Includes mask, helmets, certain equipment and mods to head. ---------------- Chests ------------- Includes armor, exoskeletonos. Clothes. Mods to chest. -------------- Weapons -------------- All your weapons and mods. ----------------- Augmentations/medical robots and genetic alterations. Anything currently inside your body. Goes here. ------------------ Tools ----------------- General tools and medical tools go here. Along with electronics and hacking equipment. ----------- BackPack ------------- General supplies and consumables --------------------------------- [/hider] [h1][u]----------------------------------------------------------------------------------------------------------------[/u][/h1] [b]Armour and Weapon Buying Guide[/b] [hider] Punch System: This is how much kinetic penetration a gun has. If you are using melee weapons You move up your punch rank by 1 for every strength you. Melee have max punch instead of determined punch like guns. This also determines your direct kinetic and shock kinetic impact. The damage a hit does when it hits you and after it hit you. Low Punch: The Weakest penetration a gun can have. This level of punch would struggle to get through a tree and even most forms of primitive concrete although can still inflict damage on most creatures and humanoids flesh effectively. Medium Punch: Most rifles and assault guns or heavy hand guns will fall into this. Capable of leaving holes in most things they hit that can be found around you. Probably would wreak havoc on someone body if it got a direct, unarmored shot. Assault Punch: Can penetrate most metals and composite materials on direct hits. If this were to hit an unarmored body it would most likely destroy the area it hit. High Punch: Most big and specialist weapons will have this and is fully capable and built to take down formidable armor. Sniper rifles are a good example of high punch and could pass through concrete, metals, glass, other bodies in considerable succession and still have power to spare for its target. Siege Punch: Tank shells, ship cannons. Anything that could realistically blow apart a ships hull or break down an armored defense facility is siege. Recoil: if a shot causes you to be stunned or have to stand still. [i]Bare[/i]: nothing. Most players can run around and shoot anything with this. [i]Minimal[/i]: Running and shooting with this item may cause you to lose your balance. Will noticeably cause you push back. [i]Moderate[/i]: Impossible to run with this and shoot. Walking and shooting will be considerably slower. [i]High[/i]: have to stand still while taking the shot. [i]Extreme[/i]: Most likely will require you to stand still and get into a kneeling, supported position. ------------------------------- Fire Rate: How many shots a gun can let off in one turn. The number of shots you can do is determined by your dexterity. by 3 points each. Fire rate may have recoil conditions. Range: How far a bullet can travel before it is moot. Short (within 15 feet) Medium (within 35 feet) Long (within 75 feet) Far: (up to 200 feet away) Specialist range. ------------------------------------ Beam/ plasma and laser ranks. Range: ALL beam weapons have long range With the exception of plasma. Hot: Scorches flesh on contact and could set most items on fire with a few seconds of prolong contact. Scorching: Will melt most unprotected flesh on hit, setting items that aren't prone to combustion easily on fire within 6 seconds. Blistering: Will boil your brains on an unprotected head hit. Can make organs or some electronics fails due to internal heat. Will literally cleave flesh on hit and scorch bone. Blazing: Turns most organic item to ash on hit. Materials that aren't tailored to stand heat will reach melting point within seconds. Sun: Siege level of beam. Will literally atomize fully armored solders if it hits within seconds. Glances can melt people on contact and make engines combustion into flames or die from an outside hit. Note: it is possible for weapons to have neither rankings or both. Such as plasma gun or biological weapons like the Subsonic Disburser. Armor: Immunity to: This as it reads. If a stated type or lower hits it fails to penetrate. The threat of kinetic damage still stands however and has its own note. Roll to: Weapons that the amour has a small roll to resist. This is determined by your armor bonus and your health a roll check. Kinetic Aftermath: The shock wave from a bullet. This determines that if a shotgun were to hit you and fail to penetrate, if it would break your ribs from the travelling kinetic energy. This also determine your own recoil effect from weapons. Kinetic hits disorient you and debuff int/dex or can make you prone and stumble. Kinetic protection is used ontop of your strength and can reduce recoil effects. If hit, kinetics protection buffs your dex/strength(your highest stat)+kinetic check to see if it hurts and effects you normally. Kinetic attack is determined by punch unless stated otherwise. Heat resistance: same as punch but for beam weapons. Armour Class: skin, light, medium, heavy, bulking. This determine how much effect your armour has on your physical assertion, speed and possible application to environment. Like wearing bulky armour in a desert will have obvious debuffing effects. This also determines how fast you might run. At the extreme end of heavy and bulky you can expect each type of suit to have dexterity negatives. ---------------------------------------------------------------------------------------------------------------- [/hider] [h1][u][b]Stores[/b][/u][/h1] The store will be updated every episode. For the moment,this is merely your starting options. [h3][u][b]General Supplies[/b][/u][/h3] [hider] Campers Backpack: A simple backpack that has 2 side pouches, a back pouch and a large inventory space. It can hold to 20 general items such as ammo, tools, masks and weapons as long as they are not bigger than than 2 feet. Cannot be worn over bulky armor class items. Tent: A basic tent with special fibers and netting to assure that it can keep it out most forms of weather, including sand storms, mist and a large variety of known and unknown small bugs that resemble the same pests on Earth like planets. When in this tent, the camper is able to sleep. The tent can be extended and pulled out to account for up to 10 people in total. A good place to sit in to escape the elements and do little things like prepare equipment, sleep, eat or heal. Very good at insulating heat. Basic Tools: Most basic DIY tools that are needed to repair items such as wrenches, hammers, spanners and pliers. Including a multi-tool and a number of bolts and nails. Automated Tools: Domestic drills for quickly making holes. An electric sander, a paint sprayer and a hot glue gun. Solderer: A soldering iron that is regularly used to connect wires, modify and deconstruct circuits. Comes with the necessary flux and wire for it to be used for a a long time. Needs and outlet to function and functions like a pen. Welder: The welder is a blow torch capable of melting metal for reconstruction, melding new metal together or deconstructing metal if need be although it is much slower in taking metal apart than a saw. Saw: A standard industrial saw that is capable of shredding through most materials very quickly thanks to it meta-material and high grade blade. The saw is the top seller for most ships and station work and rarely ever fails to function, cutting into six inches of carbon steel composites that make up most hulls very quickly but is known to suffer with motor issues if it gets into liquids or anything gooey- like flesh, because I know you were thinking it. You sick sadists- Flash Light Light Modification(allows a flash light to be attached to a gun) Rope: A very sturdy rope that can be used for a variety of tasks. One rope is 20 meters long. Hook rope: A meta-material rope designed for extreme working conditions with a small crown of hooks pointing downward 10 cm away from itself. The very top is blunt but is capable of grappling things. Hook Gun: A specialized gun that allows the end of the hook to be placed. A standard device for adventurers and colonists on worlds with unruly landscapes. Flares x5 (Disposable flares that light up an area for 20 feet in a red hue. Will last for 10 minutes and can take extreme fall damage) Wrist Mounts: A simple strap on with a slide in slot for small electronics, lights and if need be, armor strips. Gravity Boots: Heavy boots that can changed with your current foot ware in order for you be able to walk about in zero gravity environment. [/hider] [h3][u][b]Body armor and wearable devices[/b][/u][/h3] [hider] Jumpsuit: A basic jumpsuit that comes in many colors and sizes, including aliens for barely any cost. The fabric of the item is covered in a meta-material that spikes up when a foreign liquid is on it that isn't transparent or reflects. Making tiny spills highly noticeable. It is tear resistant to common labor stress and hazards but offers no protection what so ever against anything. This item is free. Bio-protective Jumpsuit: Tissue A garment that covers the wearers arms, legs and feet. Including two boots and gloves of a slightly harder material if desired. Tissue has 2 layers of water resistant fabric, including the same meta material feature as the standard jumpsuit. Tissue has a thin glue that binds the two layers together, with minor silk fabric. When exposed to air this glue becomes elastic. Allowing it to take minor kinetic damage without leaving the user open to chemical attacks. But offers no resistance to penetration/punch or fire. Can be worn under armour. Negates on contact chemical agents or hazardous atmospheres. Everywhere Overalls A suit designed for the stress of hazardous jobs in space, originally meant to be for the crews of star ships on the Terran Unity ships it spread out across the universe due to demand. Because the large amount of dangers that prop up in a ship, it has fire retardant and a over layer that discourages electrician jumps to the wearer from open circuits and wires. This jump suit has an enclosing, auto-elastic threading that close around holes, closing up on tears and “shrinking” on the user when stress disrupts this thread. However, it doesn't get rid of holes and if multiple tears are sustained can become uncomfortable to wear but won't choke the wearer. Can be worn under armor. Chemical Covers A basic suit that encases the entire body of the wearer, from fingers to toes in a layer cake of different types of plastics, offering a water resistant protection against t1 wet attacks, most on contact biohazards and infectious agents. Includes a hood that can be put down or brought up as desired. This suit offers no respiratory or face protection and can be easily broken by most kinetic damage. can be worn under anything. Harness: A black, flexible harness that is capable of pockets, bags, tied to material and holsters. The harness comes in a full variety, allowing the wearer to set it up for the layout that best suit their challenges to face. Be it setting up holsters all over or pockets. In each case the devices. It has 6 slots to be used as you please. Lights Out combat goggles: A pair of goggles that is protects against most forms of lights, such as flash bangs, intense blinding beams, chemical reactions and direct flood lights but offers no protection what so ever on anything else. DEPM- Disposable Environmental Protection Mask. Dove [hider] A packaged masked that is sold for the cheap and developed primarily for quick and easy accidents or for civilian protection in the cases of chemical or environmental hazards. Dove is known for long, out reaching white elastic bands, paper appearing mask that reaches over the nose, two large black peals that poke out from the cheeks with knitted, grey patterns. A pair of square glasses reach out from the cheeks that stick around the eyes. Inside, two cheaply made fans start spinning in reaction to breath. Working with a primitive chemical reaction that activates wires on the sensation of warmth on the inside. Because of this, if your masks aren't kept cold they are activated even while stored. The original packet is large. making it count as 2 items in storage but offers basic heat protection against warm climates. Can be used for 2 hours against chemical poisoning on planets. 1 hour against low tier biological gases and weapons. No radiation protection, no armor. Scalp and back of head are still open to wet attacks. Breaks at even fall damage.[/hider] Utility Belt: A standard black, flexible utility belt that has room for holsters, pouches and bags for any intended use. Gives the wearer 3 slots to use. StarShell: [hider] Summary The most basic and common body armor that travels around the universe today. Originally made for the purpose of being a cheap alternative by a small domestic group when the Terran Unity placed military restrictions on sales in the early pioneering days. It's vastly outdated and offers no protection against most two handed weapons. In design it is a piece of steel layered plastic, sprayed with a chemical solution that hardens the outer surface. It looks like most standard body armor, differing only in its thin padding that bulks out at the openings. It comes in all colors and shines a sickly yellow in the right light due to the chemical cover. Armor class: Minimal +5 to roll on chest shots from low punch and hot beams. Padding +1 against kinetic damage. [/hider] Dome Helmet v3: [hider] Summary A large and bulky all purpose helmet that was built for the intended purpose of withstanding the shock of most on land vehicle collisions without additional protection such as on motor bikes or falling from heights. It's complex cosmetic preparation and production give its layers a silky wrapped marble feel. Underneath its exterior is a small complex bundle of hard metal, fast expanding foam and tiny capsules. These capsules release air that causes the foam to puff up when taking a big impact in rapid pace. Fantastic against blunt trauma and some effect against ballistics but offers no defense against alternative attack types. +5 against low punch attacks against the head. +2 against medium punch against the head. +10 against head based melee attacks, debris and falling. [/hider] Roamer 053: [hider] Summary An old helmet from the massive colonial collapse in sector Julius in 2450. It features basic environmental protection that was met on the variety of thriving and not so thriving hot lands that orbited the local sun. Where many battles were placed in intense conditions of heat. Because of this the mask offers basic light protection against intense flashing and glares that the sun would produce and a chemical coolant that quickly act to the head to stop lethargy or heat stroke happening. This mask is sealed, protecting you against gases.Its high fabrication value has lead to it seal lasting this long despite natural micro decay. The helmet around it has a basic rapid freeze and a rumbler(shock absorber device) embedded behind a single layer of steel and interior padding. Meaning it can negate kinetic damage...but will shake the users head the more it takes. Making it bad for ballistic based protection. Stats: Environment: prevents lethargy or brain boiling in dangerous hot environments. Gas Mask: Provides respiratory defense against dangerous gases. Light Protected Goggles: prevents being blinded by flash bangs, sun glare or intense lights. Head only. +5 against hot beam +2 blistering beam +2 against low punch. +5 kinetic damage. This kinetic buff is added to your body armor too. -the rumbler in your helmet shakes your head. Debuffing your int and dex checks by 1 each hit for 2 turns(12 seconds) this can stack. [/hider] Yigalo Soulguard: [hider] Summary A big body armor that pokes out in a jagged, rectangular edge on the front of the chest. Unlike weaker armors that float about in the dozens across any colonial station and market, the SoulGuard distinct itself by being fully tested and prepared for combat, so much so that it is a natural decision for most mercenaries who can't afford to equip every solder with the newest equipment. With a special in built rumbler system hidden in its core and a dispersal stabilizer located on each direction this guard can take direct kinetic abuse. It has 4 layers: carbon composite at the front, thin and spread out magnesium to help soak up direct heat, chain guards of steel and a padding of special foam. Making this suit built and capable of lasting against most direct attacks. During the grave world wars, this suit was the most used and because of the massive production of them they are relatively cheap despite their high quality. stats +4 against hot beams. +2 against blistering beams. 1 free shot from low punch. +2 against medium punch. +5 against kinetics. [/hider] Reptilian D-04 by Endroc co: [hider] Summary A large streak of smooth armor that is defined by the long spine of small dotted, metallic holes in the back that trail the users own own bone line. This armor is new to the stock market, having only been released a few months ago with Endroc booming arrival to the market. The front is made up of a 3 layered poly material. This suit manages to retain a "fridge" system where the middle layer is frozen cold without effecting inside the user or outside of it. Utilizing interwoven systems to accomplish this. The outside is a spread out magnesium, titanium composite. Stats: Armor Class: Bare. Immune to hot attacks +7 roll against scorching attacks. This suit has many, many kinetic stabilizers in its spine that absorb gun recoil. Decrease gun recoil rank 1. This also debuffs kinetic attack but offers no protection against penetration. +2 roll against low punch. +5 kinetics. Outer Cage System (Animal Tamer 054) An over network of special rubber likes bars that have been specially engineered from the atom up, using several copy righted elements to make a bouncy but tough material that reacts to certain pressure differently due to a tailored structured on below the macro level. Because of this it is soft to small kinetic force and harsh against impacts an enacting forces beyond that of normal day to day physical contact. Can be worn over most armors, even suits. Doesn't get in the way of harnesses and backpacks. +5 against kinetic attacks such as melee, debris or large objects. +2 against medium punch. +3 against low punch. +1 against hot beams. This upgrade is awkward to move in. Debuffing your dex for dodging by 1. Your initiative also takes a 2 debuff. Weaponizer 045: A medium suit used in pirate and mercenary work across the galaxy and plays counterpart to the SoulGuard. It's most notable feature that it introduce to the body armor world was that fact that it was oval in shape, being round and stout like a suit of old knights armor at the front, but continues this all the way to the waist. 3 simple mechanized circles sit the front on the chest that emit a very weak shield over the body armor as a whole. This shield is capable of withstanding a single shot from plasma, electric, most none conventional weapons and beams. But does nothing to kinetic, fire, toxin or ballistic fire arms. The armor itself is a large system of kinetic stabilizer that allow the user to not suffer recoil from moderate punch weapons but only has two layers of carbon composite and steel. Making it less defensively effective. [/hider] [/hider] [h3][u][b]Firearms [/b][/u][/h3] [b]Hand Guns[/b] [hider] Corelia Handgun Summary: A pretty standard hand gun. It shoots 9mm rounds. It functions with the standard modern design that has lived on since the late 1900's with its ammo clips being slotted into the bottom of the handle and the top of the guns barrel being pulled back to cock it or release dud rounds. Stats: Low Punch Fire rate: can let off a max of 4 shots in rapid succession. Recoil: Bare. Range: Moderate: Reload Time: 2 seconds. Ammo Capacity: 15. Split Tongue Summary: One of the most wide spread hand guns that stretch out across the galaxy. The split tongue earned its named because it has two chambers, two barrels and is capable of both shooting 9mm and 10mm rounds effortless without any risk to the gun or barrels itself. This gun is able to be modified to allow certain types of desired ammo to be change to the point that it can safely house assault caliber rounds and fire them. A small button at the back can be pressed that will force the barrel to turn upside down in a second flat. Stat: Low Punch: 9mm Medium Punch: 10mm can be modified. Fire Rate: 4 max. Recoil: Minimal. Range: Moderate Ammo Capacity: 5 for each. Volcano: Summary: A bulky hand gun that uses a fat cylinder to hold its big, red shells in. Resembling the revolver in reload and having a barrel that is almost as big as its own body, it shifts weights considerably and makes it hard to handle. In return for its many down falls the Volcano lets off a powerful one shot kick at a moderate range with a single slug shot like a rifle without the downfall of being a two handed weapon. This explosive release of its ordinance is so heavy that it burps fire outside of its short stout, doing extra damage to anyone who is unfortunate enough to be in front of it. Developed by a rag tag of paramilitaries on jualk un, a planet that has nothing but constant night. It's shot was used to frighten away nocturnal creatures from trying to sneak up on solders in a fire fight, as they were known to do. Most weapons from this planet share the same trait. Stats: Assault Punch at point blank, medium punch at range. Fire Rate: max 1 Recoil: High. Must stand to shoot. Range: Moderate. Ammo Capacity: 5 Bonus Effect: Deals Scorching heat damage at point blank. Lantern 010: Summary: One of the few energy weapons that were ever boiled down into a compact and useful hand gun. It's defined by the skinny sides its have, being thinner than a human thumb while having a long, outward spinal that reaches out for about 4 inches. The front has no barrel, instead being totally open with a small, thing rail poking out, utterly exposed. When the device is starting to become over heated the spine glows faintly. Turning a bright, blue when it is about to blow. Stats: Low Punch. Hot. Fire Rate: max 10 Range: Moderate. Ammo Capacity: 10. Recoil: bare. Noted Negative: Each shot in succession increase the heat of the stick. At 10 in rapid fire, it requires a special fabric to remove without melting your palms or ruining your gloves. Volt Summary: Notable by the large and transparent cylinder that sits on the top of it with a dancing entangled tree of electricity. An antenna points out from the triangular armored belly that holds it while a bright and orange rubber circle retreats over the handle and protects the users hand from possible burns. First manufactured in station Twenty to Five as a way to use both energy and EMP against a rising trend of criminal with technology and had a resurgence 50 years later when the cyborgs started to flood into human societies for the purpose of travel and immigration. It's most noticeable effect is that is prepared for organic and none organic life although its batteries are notoriously expensive and handles crowds poorly due to the electricity ability to burst out in jumps, to the point that it can hit the user beyond 15 feet. Can let off a instant laser beam or electric shock. Stats: Hot Low Punch. Fire Rate: constant for electricity and a max of 5 for the lasers. Recoil: minimal. The gun will start to shake if left on electricity for too long. Decreasing dexterity. Range: Beam: moderate Electricity: Short. Each foot pass 5 feet increases its flicker both infront and around you. Increasing ally and self damage. Ammo Capacity: 10 shots. 20 seconds of sustain electric shock. [/hider] [b]Rifles, Shotguns, Beams and Machine Guns[/b] [hider] Handalan auto Summary: A mass produced machine gun used in the grave world wars, many of these were taken off dead corpses that littered the ground and sold by the native populace in a quick scavenging scheme to seek export support when most of their natural farming and production buildings were destroyed in the massacres. Because of this a lot of the guns have markers from personal identities to superficial battle damage still on to this day. Such as names printed on, company logos and even tally marks. As a gun it suits the purpose of a standard rapid fire weapon, releasing short bursts of 20 bullets in a single shot a second. It has an automatic switch which allows it to be used for suppression. Stats: Medium Punch. Fire Fate: constant Recoil: minimal Range: Medium Ammo Capacity: 80 Back Buckler Summary: A rifle detailed by the large moving automatic cocking mechanism that lets off a audible metallic scratching sound after it fires. Because the Buckler is so intensive in its single shots, its back changes into the form of a metal hook with gripping, soft fabric that go over the users shoulder. The nose is 3 foot long and has a tiny squared guard on each side to protect nearby allies from the small, out burst it emits when firing. While traditionally it looks no different than most rifles. It comes with a side compartment holding a retractable tv which is used to zoom into targets and is able to autobalance itself for long range shots. Normally this weapon is used to take down beasts, many of which are genetically tailored monsters unleashed by the evolutionists. With its threatening punch power and direct kinetic force it can mean the explosion of even a highly protected targets skull on contact. Uses a large box to store ammo and reload. Stats: High Punch Recoil: High. Fire Rate: 1 max shot every 2 turns. Range: long. Recoil: Extreme: Must pass a strength check to not stunned or knock down when using it. Reload: 10 seconds. Ammo Capacity: 15. Conditions: Has no kinetic aftermath due to simply going through most of its targets on initial hit. Orbiter v3 Summary: A two handed weapon that is notable by it's large, Tesla coil claw that opens and closes as it fires. When open and ready to fire the claw can be seen producing small flickers of electricity between themselves in random arcs. The back of the gun has a series of small, circle like buttons that glow a brighter red the more over heated it gets or yellow based on how much charge it is getting for an attack. The red signifies that the gun will soon let out a stream of excess plasma from its vents that can cause serious caustic damage if not held away from the face and the yellow signifies its reload time. Stats: Scorching Lightning Bolt: single shot of lighting at a target that has Medium Punch and Blistering effects but forces an immediate vent and reload. Fire Rate: Constant. Reload Time: 5 seconds. Ammo Capacity: 10 seconds of sustained fire. Cannot be manually vented. Range: Long Orient 045 Summary: A shotgun developed for boarding combat back when ships were much smaller and stations were still growing. several shells are loaded into small slots at the bottom which the gun sucks up with pressure when ejecting a shell. It is cock manually, generally a compact brick that is just under the length of a man arm but its big, square design is known to cause bruising on the user with its rough edges and lack of user grip. Is heavy enough to be used to beat most people to death and was done so during the station Tzukan occupation by a conservatism group in private to avoid attracting negative attention with shots. Stats: Assault Punch Recoil: Medium Fire Rate: max of 5 Range: Short Reload: 8 seconds. Ammo Capacity: 10 [/hider] [b]Specialist Weapons[/b] [hider] Globe Trotter 0456: A sniper rifle that is capable of releasing has a lever action ejection system after each individual shot. Notified by its ability to use a laser guided aiming tool a reticle that has a revolver system that lets it switch between different types of lenses to see in infrared, night and night vision along with a electronic component that tells the character of the length and distance. An 8 inch black antenna sits on the side of the gun that detects the humility and receives weather broadcast and lets them know the current direction the wind is blowing. The Globe Trotter has a long snout of of 3 feet and the body as a whole is bulkier, containing basic shock dampeners that stop the gun from rupturing the delicate electronics attached to it but don't stop recoil or user kinetic feedback. Stats: Assault Punch Direct Kinetic Damage only. No aftermath kinetic. Recoil: Extreme. Range: Far Fire Rate: 1 Reload: 8 seconds Ammo Capacity: 5 shots. Sky Trident by Fudika Colony Summary: A shorter nose sniper weapon that is capable of being used for medium range without much hassle. It has an automatic fire option and auto ejects any spent ammo. It's magazines are deposited to the side of the gun with the back of it exposed, allowing the user to the see the butt of the bullets left in his clip which can also be used as a grip. A button is pressed to eject the spent magazine on the handle. Sky Trident has two long poking sticks at its nose that connect to the body of the gun via a series of ultra strong wire and to the user. This allow the users suit or body armor to use its own stabilizers kinetic equipment to increase the guns stability as well. Stats: Assault Punch Recoil: High - extreme for succession of bullets Range: Long Fire Rate: 5 shots max per second. Reload: 4 seconds Ammo Capacity: 7 Condition: If set up to be wired to the users own body armor or suit. You gain a bonus of 2 dexterity for this gun. [/hider] [h3][u][b]Suits and modifications[/b][/u][/h3] [hider] Exo-Skeleton Summary: A wiring of servos line the spine, arms and legs of the body of wearer with only a few inches thick of support metal, allowing the suit to be worn under clothes and body armor. Mass manufactured for general work on ships, cargo and construction. The suit is relatively cheap for the field that it is in but offers no protection what so ever in any form and cannot be be modded. Increase strength of the users by 3 points. Decrease an armor weight ranking by 1 due to additional support. Protester Suit Summary: [hider] A standard suit built for the Rebellion on Colony Granite Grand, a place with an uninhabitable atmosphere and poisonous landscape which the local authoritarian government used as a means to trap citizens and threaten them. Built to withstand the harsh world they were on on the electronics they knew and meager supplies they could smuggle. It is an environmental choice for a cheap production rate and primarily seen as an icon of rebellion against corruption. It's inner body sustains several integral systems from oxygen filters, air supply, toxin resistant shell and a special poly-material visor that can withstand most natural and unnatural light effects. As a suit its is thin and the most notable aspect is it helmet being in the shape of a triangular shield. Stats: Armour Ranking: Minimal Special Rumbler systems are implanted in the back of each shoulder and one in the spine: immune to low punch kinetics. Roll +3 to medium punch kinetics. Right Guard: An electromagnetic layer that expands over the entire body from a series of tiny projector holes located in every limb. It responds to high energy and things of a magnetic nature, even low magnetic items: While up, it is impossible to do surgery. Recharge time of 20 seconds. Provides one immunity to medium punch weapons and scorching beam attacks. Does nothing to debris, fists, fire, toxins, acid, most natural occurring threats and specialized not metallic ammo. Gravity Clamps: In built gravity boots that can be turned on and off. Closed Respiration: Gases, toxins and chemical attacks do not harm you unless they burn through your suit. Air Supply: Can breath in operations where oxygen cannot be supplied for 1 hour. [/hider] MAP: Mobile Automated Protection Suit Summary: [hider] The MAP is a large and bulky suit that resembles a square, hiding the wearers body entirely in its big bulk from the back to the front. Many suits are built to be modified later on while the MAP was made to be the employers choice for a good all around choice for the job and beyond. It's head is hidden is a large, globe that resembles a space ancient astronauts helmet, being totally copper and brown to the outside world. It's arms and legs are both heavy, big covers with a notable long sleeve of baggy grey skin that glistens when the light hits it. Built for the vacuum of space or the dangers of unexpected work hazards like fires. It is equipped for a lot of rescue solutions and to combat the abuse the user can throw at it. Stats: Kinetic Store: A large box in the back of the suit takes in all kinetic abuse that it receives and put it in a device in the back with a visible meter resembling a battery. This device can take in ALL kinetic abuse but if it reaches it limit it can explode, releasing said stored contents onto the wearer. To unload the box, a slow process of having someone pull out a tube and using an authorized password on it will start pumping out energy in the form of rapid air, like a vacuum cleaner in reserve. This process takes up to 30 seconds to fully release and if kinetic energy is delivered the box will turn itself off entirely in an emergency shut down. Leaving the wearer with no kinetic absorber until another user manually access its control panel and resets it. Can take 3 high punches of direct kinetic energy. Nullifies both direct and indirect kinetic damage. If explodes. The user must make a high resist roll of health and strength to see if its an instant fatal. Flame Retardant Poly-material cover: Renders the user immune to flame but offers no protection against beams. Coolant system: A series of tubes deliver a freezing chemical coolant that stops all devices from shutting down from intense, rapid heat both from beams and from fires. Closed Respiration: Immune to gases and chemical attacks. Air SupplyT2: Can breath in operations where oxygen cannot be supplied for 3 hours. Terenu co digital horn : A basic radar pokes out of the side of the MAP helmet. Granting it the ability to track local movement and linked associates within a 20 meter radius. It also warns of possible dangers such as high heat or odd, fluid movements when alerted to do so. But lacks the distinction to tell the difference between water and dangerous chemicals. Tailored Construction Servos: A series of metallic, nerve reading steel support in the suit allows the user to hold uncharacteristic strength. Allowing them to move up to 3 tons in short burst. Also allows the user to carry abnormally large loads. +4 strength. Armour Rank: Heavy. Very slow. Expect to jog at best. [/hider] STOMPERv1 [hider] Summary: An imposing suit known for its bulky size. Built for full on suit to suit battle, the STOMPER was an old design that was scrapped 35 years ago due to handling and mobility sacrifices for its tank comparable armor. It's arms are located at the front, reaching out of the chest. The legs are characterized by two giant boots and servo support beams that make thudding drums even against dirt and mud. The head is is a sphere of armadillo like armor layers with only a smell camera peeking out of split opening that is swirled to the horizontally and vertically in order to see. Stats: Armour Ranking: Extreme: expect to have trouble walking at best. Kinetic Vents: A large series of blinds open and shut on the back of the giant suit, pouring out melting, visibly red heat when struck by something. Negating it and reducing anything caught it to chard ash. Including allies. Allows the suit to take Siege level kinetic damage but auto vents even if hit by low punch. Meaning it can be venting constantly when under machine gun fire. 5 layered armor composite: A series of specially tailored elements and Titanium allows the STOMPER to take high levels of physical damage despite direct hits and weapon types. With its under belly being of a carbon character with specially tailored, utlra strong chaining fabric it can reject most penetration attempts without taking considerable dents. Immunity to Medium Punch. Roll against: Assault Punch +10 Roll Against Siege Punch: +3 Immune to: Hot and scorching beams. it's crippling arms and mobility reduce dexterity by 3. It cannot use weapons larger than small rifles and machine guns except for bespoke back mount weapons. Freezer System: A series of automated pipes let out a specially made on contact freezing liquid that stops the devices inside from over heating. Even against SUN level beams. Mule Systems: The sturdy mass that makes the STOMPER so formidable allows it to carry up to 10 ammo, guns and body armor equipment without stopping its ability to walk. It's massive inbuilt container can hold up to 10 items, including large guns and other suits. [/hider] [/hider] [b]Modifications[/b] [hider] Closed Respiration system suits and some specific helmets(stated on helmet stats) This completely seals off your respiratory needs from the outside world, rendering you totally immune to all gas attacks of any kind. But cannot function without an Air Supply mod of some sort. Air Supply t1 All helmets, masks and suits. An inbuilt oxygen canister allows the wearer to operation in areas they normally couldn't for half an hour. t2 3 hours. t3 5 hours. Rumbler suits, helmets, guns and body armors. Cyborgs. A commonly used kinetic protection device that that has a series of hard coiled, highly resistant springs that slowly wind back up when unleashing the force it had just taken in a very steady and slow release. Causing the area around it to rumble. +2 protection against kinetics. can be taken up to 5 times. Upon being hit decrease your dex and int by 1, this can stack with each successive shot. can only be taken twice for guns but decrease recoil by 1. Kinetic Stabilizers body armor, suits, helmets, guns and cyborgs. A single mechanized spring that clamps down when it senses unstable and abnormal kinetic force travelling through your body, reacting within 00.1 seconds. While not as effective as the rumbler, the kinetic stabilizers very, very slowly release their force and can hold force for extensive periods of times to allow you to recover. Can offset the debuffs of rumblrs for 1 stabilizer to 1 rumbler. +1 to kinetic protection. negates disorientation and +2 on checks to see if a direct hit prones, stumbles or knocks you back. Domestic Support Servos t1 suits and cyborgs. A series of plastic covered electronics and steel tubing is interwoven across the arms, legs and spine of the target. Acting as physical support to the wearer. A series of nerve reading sensor detects electric impulse to act in unison with the wearers own muscles, however. It can be simply wired directly to a cyborg. Revived bodies are too complicated and new to be compatible for modding of any type. +1 strength. Laborers Support Servo Chastity t2 Uses basic a steel shell to cover the arms important wiring instead. The iner workings are more complex and use bigger, chunkier servos that are designed for long and hard work with heavy tools, bricks and in moving objects that can weigh up to 60 kilograms easily. +2 strength. User to Device Nervous System Suits and Cyborgs A complex network of mesh like nerves, capable of being linked to the users own brain via a set twin pair of on skin patches on the top of the skull. These patches funnel information into the users brain with a set of specialist injections that don't have to pierce the skull to function, instead using a set of very finely tuned electric shocks on a subtle level to activate certain neurons and read them with highly delicate sensors. can be be equipped to cyborgs. [/hider] [h3][u][b]Computers[/b][/u][/h3] [hider] Visual x3 A cheap, basic computer that is commonly used for casual office work. It can only hold 1 hacking or defense based item on it due to its minimal nature and at its core is meant to only be used for browsing the net, reading files and chatting to people. Spider v5 A low grade wrist device that is the size of a large, metal bracelet. A small keyboard pops out of the side and various plugs side on each end of the screen where it can plug into devices or have additional mods plug into it. It's a common choice for coders and casuals alike for its ability to house multiple programs but for serious programs it can only house 3 in total. Both defense and offense. Can be worn over a suit or armor. Yes, even the STOMPER. [/hider] [b]Hacking and defense[/b] [hider] Interloper Connection Cable A standard wire that is capable of connecting universally to any device with any plug socket due to a smart system, if for some reason a plug socket that isn't the main power slower supply can't be located this cable can be activated to push forward a small, sharp needle that injects itself into chip or electronic device in order for the user to access it. It has a range of 10 feet and must be plugged into the hacking device and the hacked item for it to function. This wire can be destroyed by counter hacking systems with a short circuit. Digital Motion Tracker A device that is capable of giving feedback on current actions by a device such as password changes, counter hacking technology and user movements while in the process of hacking. Giving the user concise feedback on what is going on and prompting alerts to actions outside of the users RP such as a attempts to activate certain software or motions by the defending device that may suggest that the hacking is suspected. Virus Vault: A device that safely houses virus, if you succeed in defending yourself from a virus attack this vault will hold them. Allowing you to use them as you wish in future hacking scenario. This vault is basic and can only hold up to 4 viruses, any additional ones after that will be auto purged from the system. Virtual Well A special box that simulates all the function of your computer in the background. Distracting bots, AIs and hackers alike from being able to tell if it is real or not for a period of time. Low grade viruses and warden bots of a cheap quality may get stuck in this well forever without the proper programming or learning to be able to discern that it is in a fake system. Emergency Lock Out A device that detects if something is about to destroy your device such as a short circuit or command that may disrupt vital systems in your suit. Emergency lock out shut downs this device in case it detects this, avoiding the scenario and requiring a high intelligence check to have a chance to counter it. While in emergency lock out the effected device is rendered unsusuable for the 20 minutes. Region AI A basic bot that lurks about in your system and reacts to other bots and hackers. Region inhabits core functions and tries to protect them deletion or tampering but lacks the ability to detect hidden viruses, enemies bots and hackers who may be using an author log in or a created new log in to tamper with your device. If Region does detect an enemy bot or hacker it will auto kick them from the area. Region can be manually placed where you like on your devices. [/hider] [h3][u][b]BIOLOGY AND MEDICINE[/b][/u][/h3] First Aid and Immediate Relief: [hider] First Aid Kit: Provides basic medical equipment that can heal basic burns, bandage limbs and help prevent infection of wounds however it lacks any serious medical supplies. Only treating immediate injuries that can be accessed without any surgery or treated with specific chemical solutions. [b]Biothread[/b] A thread of smart nano bots that when sown from one point to another automatically starts to close and clean puncture, even if its is already infected. Any items and shards inside the wound will be broken down with any holes or damage left behind it repaired in under 10 minutes. [b]Smart Patch[/b] (DA needed) A piece of medical software with several chips and nano dormant artificial bacteria placed in it. When this patch is placed over a wound the bacteria is woken up by the introduction of foreign liquid- so this mean if you get them wet they are used- once placed over a wound or burn of some sort the patch immediately acts with a smart AI directing the bacteria. Boosting the body around it and operating on the issue. Effectively bringing a damaged limb to full operation instantly but can't be placed over armor, clothes or a suit. Auto Air (DA needed) A small device that holds a single tube of chemical solution and healing solution for the interior tissue that lines the respiratory and throat muscles. An inhaler in design and in practice, instead of opening up airways it cleans the throat and helps it relax from any immediate reactive nerve issues, allowing the user to retain control of the breathing muscles. Stops an organic victim from losing control of respiration from paralyzing attacks or shock. Clears up the airways of sticky chemicals or nerve impacting hazards. [b]Trash Ticks[/b] (DA needed) A small tube of disposable, short lived engineered bacteria is released into a vein via a on skin injector. Once inside the body the bacteria will track down abnormal or unhealthy clogs and chemical agents, removing as much harmful effects from the blood stream that has been. All bacteria is genetically marked with a large list of possibly out of place chemicals or density of chemicals that can disorient, weaken, harm of infect the patient. Once the ticks has reached the end of their 10 minute life span they will move back into the tube, along with their accumulated organic debris and die in the tube. Making a visible brown gunk of slush inside it. Removes items from the blood stream such as poison or dead cells. This may also include harmful viruses and bacteria that is under a t2 threat. [/hider] Surgery Tools [hider] [b]Doctors Authorization[/b] A registered digital code that grants you access to devices that you normally wouldn't have, both for allies and for enemies if you can get close enough. This also grants you license to buy certain medical supplies legally. [b]Silver Bullet[/b] A small device the size of a phone that flips open to reveal a square screen and a 5 inch extendable needle. When injected provides information from any digital devices for biological feedback as well being able to determine someones blood type or toxic items in the blood stream. Inject things itself into someone if it has the proper supply and emit a faint, none harmful xray if used very closely against the skin. [b]MSL-Mobile surgical laser[/b] A small hand held laser that takes the shape of a pen with a large bracelet that is strapped to the user, activating a sensor that reads the operators nerve signals and helps them maintain a stable hand even when under intense pressure or even under fire. While almost worthless as a weapon due to its inability due to its tiny range(2 feet) and extended time to take to cut metals (10 seconds) it can be adjusted to deal as much penetrating to subjects body as needed. Acts as a precision scalpel. [/hider] preemptive Biological Defense: [hider] D7 Vaccination: An injection containing many, short life span strains of bacterial that purposely seek to be assimilated by your natural defense. Unlike normal vaccinations, this bacterial is able to deliver a genetic improvement called "the tome" which grants your body the ability to recognize a massive number of logged artificial and natural viruses. Upon death said bacteria release carefully granted stimulants and proteins that keep the body prepared. After the massive bio-update from the vaccine your character will be sick. Deducting from many of their checks and rolls, although this will only last a day. D7 can be injected by the user when desired. improves constitution by 5 [/hider] Medical Robotics: [hider] Second Wind: Summary: A small electron device that is directly plugged into the users heart with a sensor to detect movement. Should this sensor not detect any movement within 2 seconds it emit an electric shock that will jump start the heart again. Giving the wearer the chance to be saved for an additional 5 minutes before the heart fails. Black Box (Direct Data Delivery) Summary: A single rectangular black device is placed next to the heart and wired to the users spinal nerves, granting a two way data feed of the cerebrum, hypothalamus and the hear inhibitor. In it mot basic form the Black Box only records biological data, preserving a log of what your body is experiencing as it happens. While a black box cannot detail actual problems it can give a log of an events up to your injury. Removing the need to guess or figure out the issue with the patient to doctors with a certified, medical control pad. Black Box Upgrade Nerve Software: updates your basic blackbox with several indepth coding lines that allow changes its blank, long, indcepirable babble into quick "online" and "offline" tools. In this version it can name the most probable issues with an offline organ such as detecting bullet holes and where they are placed. Black Box Upgrade neuron nudge: The users black box hook up to their hypothalamus is given a small, safety declared shocker prod into the back of the brain that can induce a startling flight or fight reaction. Allowing a user to control their own adrenaline input or pushing themselves out of shaky or lethargic thinking. If the black box is connected to multiple people this effect can be activated in groups. Black Box Upgrade surgical Tubes: Flexible silicone, bio-tissue layered tubes are placed around to various parts of the body, centering at the stomach and arms. The blackbox effectively turns into any medics who can access it into a personal in built operation tool. Spreading its limbs out with various saws, shock probes, tweezers and stitching appendages. Note: the injection option only works for black box if you have a Tunnel Plug for it to gain liquids from. Tunnel Modification Summary A hole is planted in the users wrist the size of a palm. Sealed by strong outside composite metals and tailored, multi-layer materials inside and out that stop it from accidentally outside exposure. Should the patients biological devices detect it is being hacked then the device will resort to a closed down, nearly unhackable state that will only relent after 24 hours. This device allows injections to be directly imputed without risk of overdose, which is monitors with a smart, sensor system in the rim. If the user has a black box system with surgical tubes it may receiver special injection liquids that can be delivered specifically to one organ or another. [/hider][/center][/hider]