XCOM: The Shape of Things to Come (STC) RP Overview: This Roleplay takes place in the XCOM: Enemy Unknown Alternate Universe, following an alien invasion and subsequent two-year war in which Humanity is victorious. If you are unfamiliar with XCOM, don't worry! This all takes place years after, and little to no knowledge of the game itself is required. Essentially, this RP boils down to a conflict between individuals who are able to access key parts of their brains (and thus perform otherwise impossible feats) — Psychics — and the rest of the world. Out of fear, the very world governments that harnessed their gift to win the war plan to segregate, isolate, and — potentially — exterminate the Psychics, due to the threat they pose to the balance of power. Players will take the role of a Psychic, caught up in the struggle; or, perhaps, as a human (augmented or otherwise) compelled to pick a side and join the global revolution. Character Sheet: [b]Name[/b]: [b]Gender[/b]: [b]Age[/b]: [b]Occupation[/b]: [b]Appearance[/b]: (Written descriptions are fine, or a picture — no anime) [b]Nationality[/b]: [b]Trait[/b]: (Put either Psychic, Augmented, or Enhanced, followed by the type or ability — see below. If the character is not Gifted or has not taken advantage of the alien technologies in some other way, put None) [b]Strengths[/b]: (Must have the same number of strengths as weaknesses, unless you have no Trait — then you may have an additional strength) [b]Weaknesses[/b]: [b]Personality[/b]: [b]History[/b]: (As much or as little as you'd like. What was their upbringing like? What did they do during the War — did they fight? Hide? How did they pick up the pieces after humanity won? You have creative license on this one.) [hider=Rules] 1. The GM has the final say, along with any appointed Co-GMs. 2. Overpowered or god-like characters will be killed — keep it realistic to the universe. 3. Do not manipulate other player-characters (kill, harm, etc.) without the permission of said player (or the GM, should that player become inactive. 4. Be nice in the OOC (nobody likes an OOC flame war). 5. Be aware that, like XCOM, the dynamics of this RP are always changing, and one should expect the unexpected. 6. A maximum of two characters will be allowed to start with. This may change, or it may not: it all depends on how the first month or so goes. Additionally, there may only be a maximum of two "original" MEC characters to prevent overpowering. 7. Have Fun, and remember: We Will Be Watching. [/hider] [hider=The World of XCOM] [i]Note: Some of this, such as the concept of MECs, is 100% canon to the game despite this taking place seven years after the game's events. Others are from the game — genetic modifications, the Council of Nations — but expanded upon following the end of the War. Finally, there are some concepts in here (like The Eye) that are completely non-Canon, and specific to The Shape of Things to Come. This reference section will be regularly updated as the RP progresses.[/i] [b]Factions[/b]: [u]Council of Nations[/u]: Essentially replaced the United Nations after the start of the war. Comprised of two dozen or so of the most powerful nations in the world, the Council is headquartered in Paris. During the war, the Council established XCOM and oversaw the resistance effort. Now, they manage most of the world's scientific progress (especially those dealing with technology recovered from the enemy), oversee the global reconstruction effort, and - in certain situations - pass international laws regarding social or economic issues in "times of crisis". [u]XCOM[/u]: The Extraterrestrial Combat Unit, established by the Council of Nations at the start of the invasion, was an international unit of elite soldiers tasked with repelling the invaders and striking back against the enemy. Additionally, XCOM was responsible for the majority of the scientific advancements achieved during the war — including the discovery of Psychic abilities within humans. After the destruction of the alien Mothership and the end of the war, XCOM was disbanded, its assets seized by the Council of Nations, and most scientific accomplishments released to the public. [u]The Eye[/u]: A global terrorist organization of violent, radical Psychics. The group has made multiple successful attacks on various nations, including the assassination of an anti-Psychic American politician, and the bombing of a Spanish plaza during a pro-segregation rally. The Eye is generally responsible for the bad name given to all Psychics, even though they represent a small minority numbering in the hundreds. They have made it quite clear that they are willing to sacrifice the lives of innocent non-Gifted humans in order to achieve their goals — which in and of themselves are more bloodthirsty and vengeful that those of most Psychics. [b]Technology[/b]: [u]Weaponry[/u]: Plasma weapon tech has been given to most world powers, and is in the beginning stages of mass production. As a result, all leading members of the Council of Nations have plasma weapons supplied to, on average, 10% of their armed forces. They are usually reserved for special forces units, and generally havent reached each nation's Army. The issue with Plasma weaponry in 2019 is the cost. While many nations have knowledge of plasma rifles, the vast majority cannot outfit any more than their most elite fighting units. Therefore, many nations of the world opt for Laser weaponry. Thanks to alien tech, compact, deadly lasers have allowed for the expansion of the largely industrial tool into the weapons industry. As lasers don't need ammunition (only gas, and a cooling agent), this tech is surprisingly affordable. Most world powers, such as the United States, has already switched their entire armed forces over to Laser weaponry. Other, poorer nations lack the research facilities and high-tech factories needed to produce such weapons, and are thus left using traditional ballistics weapons. [u]Medicine[/u]: Unlike weaponry, post-modern medicine [i]has[/i] reached the general public and developing countries. Doctors can now diagnose must faster, and many hospitals have begun using salvaged alien tech to better treat lacerations and internal bleeding. Certain diseases which were cureless before, such as forms of Cancer and the HIV virus, are now being reevaluated using the new discoveries. Cures have not been found yet, but scientists are close. [u]Transportation[/u]: Thanks to the recovery of post-modern engine and logistics technology, the aircraft and automobile industries have seen a massive resurgence. Cars and planes can now go faster, are safer, and more environmentally friendly. However, many new technologies in the field have not yet been implemented, as they call for drastic changes and improvements in the world's infrastructure networks. [b]Traits[/b]: [u]Psychics[/u]: [I'll write something here later: for now, see the Prologue/Intro if you truly don't know what a Psychic is] [u]MECs[/u]: Mechanized Exoskeleton Cybersuit [Description/history in progress] [u]GMHs[/u] Genetically Modified Human [Description/history in progress] [b]Other[/b]: [u]CN Mandate 113[/u]: Council of Nations ruling that calls for the forced relocation of Gifted humans "for the good of order, and to protect both the Human and Psychic populations". Discussion for the mandate was kept under wraps until it was passed, and requires all Psychics to report to relocation facilities in their respective countries before the start of the year 2020. [/hider] [hider=Abilities] [i]Though only Combat-related abilities were researched during the war (they were soldiers, after all), as Psychic testing moved to the civilian population more research was done regarding telepathic communication, as well as telekinesis. Additionally, further improvements to the human mind and body had been made possible through the use of mechanical augmentations and genetic enhancements.[/i] [b]Psychic[/b]: [u]Telepathy:[/u] The ability to speak telepathically with another Psychic individual. All Psychics may receive messages, and most learn to communicate this way soon after testing positive. Stage 1. [u]Mind-Implantation:[/u] The ability to implant a thought, image or idea into the mind of a non-psychic individual, making them believe that their own mind conceived it. Most Psychics are resistant to such a trick, however it is not impossible to implant an idea in the mind of one. Stage 2. [u]Empathy:[/u] The ability to read the thoughts and emotions of other individuals; mind-reading. Stage 2. [u]Telekinesis:[/u] The ability to move objects with a non-physical force. Difficult to master, esp. with larger objects. Stage 3. [u]Tele-Psychosis:[/u] The ability to damage the mind of another by triggering paranoia or a migraine. Usually painful, though not permanent damage (unless done repeatedly, or performed by an experienced Psychic). Stage 3. [u]Mind-Control:[/u] The ability to seize the mind (and, by extension, the body) of one other individual telepathically. Victim may either be entirely conscious of the events happening, or comatose ("sleep-walking") depending on skill. Extremely difficult to learn - only known individuals with said skill are Colonel Aika Tanaka, Major Frederick Haugen and Major Arthur Powell, all formerly of XCOM. Stage 4. [b]Augments[/b]: [u]Base[/u]: Amputations of both arms and legs, replaced with mechanical substitutes. Subject is significantly stronger and more durable. Base Augments were only performed during the War on volunteer XCOM personnel, and have since been banned by the Council of Nations. As a result, only two people in the world have had such drastic alterations done: both seasoned XCOM vets. [u]Ad Hoc[/u]: Although Base augments have been made illegal per international law, mechanical alterations are still in practice for those who have needed medical amputations of a limb. Following the operation, the subject experiences a marked increase in the strength of the bionic appendage [b]Enhancements[/b]: [u]Physical Enhancements[/u]: This class of genetic alterations changes aspects of the subject's physical being at the molecular level. This could equate to any number of outcomes: greater stamina, resistance to the elements, more acute vision, etc. [u]Psychological Enhancements[/u]: This class of genetic alterations changes aspects of the subject's mental and emotional being at the molecular level. This could equate to any number of outcomes: increased capacity for intelligence, resistance to foreign (psychic) intrusion, increased perception and awareness, etc. [/hider] [hider=Character Dossiers] Under Maintenance [/hider]