[center][h1][u]S p l i n t e r e d / R e f l e c t i o n s[/u][/h1] [img]https://cdna.artstation.com/p/assets/images/images/054/159/890/large/barak-levi-bl-half-life-01-low.jpg[/img] [i]“There’s that old saying; ‘Breaking a Mirror is seven years of bad luck’... I guess that’s what we’re living through now”[/i][/center] [center][url=https://youtu.be/EQTFo5C7bcA?si=Zg45QbgvczEjT6Bn]--ꮦꜧꬲ Mꭵꞧꞧꭴꞧ Iꞩ Ꞵꞧꭴꞣꬲꝴ--[/url][/center] [b]Splintered Reflections[/b] is an RP set in a world where humanity has allied with a number of alien races from various worlds across the galaxy, in a fight to stop the ongoing expansion and domination of an interplanetary empire known as The Totality. This situation came about after an accident tore open rifts in space between various planets across the galaxy that have since allowed Earth and these other worlds to interact with one another. As well as The Totality, there are also other threats - hazardous environments, alien flora and fauna, extra-terrestrial contagions, as well as other threats from within and without. To fight back, after a series of battles and a crucial victory against the Totality, the Coalition - as the alliance of human and alien species has called themselves - formed new units, equipped with the best equipment they could bring to bear, and staffed by the best people they could find. [b]SPEAR[/b] - Special Purpose Encounter and Response teams. They are the first line in finding a way to not just survive. [i]But a way to win.[/i] [hider=The Story So Far] In the early 21st century, humanity was given the answer to one of its longest held questions: Are we Alone in the Universe? A runaway experiment at a university in northern Florida resulted in a sundering of reality, tearing open portals in the fabric of space itself. They looked like mirrors, floating in the air and oddly serene in appearance. They spread across the surface of the planet, connecting Earth and humanity with other worlds across the galaxy - perhaps even beyond. Within days, these worlds affected human life and safety. Hostile environments and life forms began to spread their influence, causing a danger to the lives and well-being of the people of the various countries and communities where the mirrors - as they had come to be known - had come to rest. The situation was already public knowledge, as the spread of the mirrors was random and had not been able to be tracked, and the sheer scale of the destruction wrought in the wake of the experiment gone wrong - especially since it was at a civilian facility in the middle of an urban area - had not been missed. The worst was yet to come, as by the end of the first month at the original rift in space at the Florida site, the place becoming known as [b]‘Point Zero’,[/b] the fabric of space tore even greater. It became a yawning void that grew until it was large enough that it stretched high into the air. Through this rift in space, marched an army. They quickly overwhelmed the forces in place, monitoring the area, and expanded into the surrounding cities, towns, villages and countryside. Their intent seemed obvious, as they stripped and consumed the surrounding resources, tearing buildings apart with automated drones and machinery, while bringing through more from the other side. Everything they consumed went toward reinforcing their positions and numbers. They started to capture and enslave the people as they spread out further, while building an ever increasing tower at the point of their origin, that seemed to have control of the rift, interacting with it and taming its’ wild energies. Soon, within weeks, other mirrors in other parts of the world started to expand in the same way, and more of these same aliens emerged, acting in the same way. It quickly became apparent over the months that followed that no one nation on Earth could hold them alone. While human weapons worked against them, the casualties taken in such efforts to fight them in both lives and materiel were unsustainable, and worked only as a holding action. Only overwhelming firepower and numbers seemed to do anything to hold them, and even then; it was to buy time - as there always seemed to be more of them, as they consumed resources, both non-organic and otherwise, to manufacture more of their own. Especially disturbing was the revelation that their ‘line troops’, their basic soldiers and fighting forces, were surgically and chemically altered, brain-washed beings and even humans that had been captured earlier. As they advanced, the aliens, having absorbed many humans and their technology into their own ranks and forces, started to issue broadcasts of their intentions: the occupation of Earth and the integration of its resources and people into [b]the Totality[/b] as part of their Empire, to serve their ‘beneficial expansion’. With them, the enemy finally had an official name. Messages fitfully began to come from those trapped behind the advancing wall; the Totality had occupied the cities and lands they advanced, moving people into contained settlements and putting them to work as slaves in building more of their armies and producing more weapons, equipment and devices; processing the consumed resources, and other such menial tasks. Some were inducted into their occupation forces as police for the others, and seemingly indoctrinated by brainwashing, and by chemical and surgical alteration to be more ‘compliant’. And any resistance discovered was crushed, ruthlessly, and totally in brutal police actions. As these hostile forces spread out further and further, the situation grew more and more desperate. It wasn’t long until the use of nuclear weapons came into the equation, and it was Russia that utilised theirs first, as the portal that had opened in Eastern Europe and the area occupied by these hostile aliens threatened more and more of their territory and people. The nuclear strike halted the advance - for several weeks, at least… and then the invaders responded with their own powerful weapons, something that tore matter and reality itself asunder and obliterated a massive swathe of the opposing forces. The first break came almost a year into the conflict, when through another of the portals, contact was made with other sapient, sentient alien races. It was a shock, and there was miscommunication at first. But soon enough, it was realised that they had a common foe. This loose alliance of species called themselves [b]the Coalition[/b]. Composed of races that The Totality had already invaded and either fought and defeated or were still fighting against, they were the interstellar resistance. They were fighting to retain their very existence as independent races from the Totality’s empire, and their assimilation of their racial identity, culture, and individuality and reclaim their freedom from the oppressive and dominating influence and power of The Totality. Their worlds having been stripped and processed for resources and their peoples having been enslaved and consumed to further the forces of the interstellar empire, working as cogs in their machine, components in part of the much larger Totality system. They had been fighting the same resistance tactics and striking minor blows against their oppressors for decades, or even longer. They had knowledge of how they worked; of their technology and how it worked, and of their weapons and their various troops and forces, and how to fight them effectively. [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/372e0c52-447e-42c1-8151-ae37344cd882/diyybkl-acc1cce2-597d-4d44-aca6-c69deff10ea3.png/v1/fill/w_1221,h_654,q_70,strp/rapid_deployment_battalion_by_rakharish_diyybkl-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9Njg2IiwicGF0aCI6Ii9mLzM3MmUwYzUyLTQ0N2UtNDJjMS04MTUxLWFlMzczNDRjZDg4Mi9kaXl5YmtsLWFjYzFjY2UyLTU5N2QtNGQ0NC1hY2E2LWM2OWRlZmYxMGVhMy5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.AxWp6yp1xsYAfiWscPYQl0HTF8NZ40QzTqmon3rb4Q0[/img] Humanity was still free; they still retained much of the control of their world, and were still able to manufacture weapons and technology en masse. They still had access to other worlds freely that were not occupied by the Totality’s forces, and had managed to slow down the advances of The Totality - even if briefly. By combining their knowledge with humanities’ resources, as well as advanced aspects of their own indigenous technologies, they could forge more effective weapons and organise a strategy to fight back. But all the while, the battle still ranged worldwide, and countries and governments had had to band together to even stand a chance, but constant frictions and disagreements made this difficult. Some powers and nations refused to work with others, or to co-ordinate their strategies and share their knowledge, or act on what had been shared. Those nations that were allies and had made peaceful contact with the friendly extra-terrestrial Coalition carefully orchestrated a plan. Already, information provided by their new allies had given them more success in battle, managing to strike several critical victories with less loss of life, and even turn back assaults. But this had all been buying time for new weapons and systems to be in place, and for plans to reach full fruition. It took months of planning, but eventually; three years after the first contact with The Totality, and eighteen months after first contact with the Coalition, the operation commenced. Utilising their new weapons systems and daring tactics and strategy, the allied forces co-ordinated a massive attack on the monolithic tower at the centre of The Totality’s held territory in Florida. The battle was tremendous, and involved members of militaries from numerous nations, and even races, as well as hundreds of non-military resistance fighters, people who had fought back during the spreading occupation. [img]https://images2.imgbox.com/5a/6d/SIYGgpZx_o.jpg[/img] The battle raged for hours, but the end result was that the Monolith at the centre of the occupied area was destroyed, collapsing from its tremendous height - much taller than any previously existing building or structure on Earth - in a massively destructive event. The resulting release of exotic energies caused repercussions for the rest of the portal network across Earth’s surface. Some opened wider, some closed, and some were altered and shifted. The success of the attack, paused the advances of The Totality around the world. Some of them were cut off from their homeworld or other worlds, and the armies facing them used the opportunity to push back. In many cases, they regained territory, though others were not so lucky, and faced further defeat. But in all cases, the expansion stopped. For the first time, an enemy of The Totality had stopped them in their tracks, dealing them a blow that they had noticed. The world - and many other worlds - held their breath as they waited for the next step, the next act in the ongoing story. And elsewhere, other eyes were drawn to this event, summoned by the energies unleashed by the disruption in reality, and the blow against such a powerful force. And they took an interest… Humanity joined the Coalition in full; at least, the allied nations that had fought alongside them did. Some nations stubbornly and petulantly refused, citing all manner of reasons and excuses for their own self-interest. The presence of alien life became an accepted part of life - and many went on to try and find out how they could take advantage of it, and use it to their benefit. All the while, many still lived under the oppressive regime of the Totality, in cities and communities still occupied by the empire and its’ forces, biding their time and communicating with the Coalition as they acted as a resistance - and avoided informants and the ‘Pacification Forces’ of the Totality. It was clear that this situation couldn’t last for long. The Totality would always be expanding, and it wouldn’t be long before they went into action again. And while the Coalition had managed to catch a break, it had been by the narrowest of margins, with much loss of life and with a great risk and an even greater deal of luck. If they were going to win, they’d need more than luck and risk. They would need more and better weapons, more information, more knowledge, and more advantages over their enemy. And besides The Totality, there were other issues: hostile flora and fauna that spilled through the portals, other alien races or organizations that were causing issues, and even internal conflicts to take care of. All of these were things that took resources from the bigger battle and issue at hand, but still needed to be dealt with. The Coalition had to get organised, put to work its’ best people for a fighting chance for all their races to not just survive, but to win and defeat their enemies. That was six months ago, and six months after [b]operation: Shattered Mirror,[/b] where the tower finally fell. Now, the first of the new units are about to take to the field, and that’s where this story begins, and the next chapter of history is about to start. [/hider] [hider=The World] Earth is the current front line in the battle, the contested ground where The Totality has been held in check for the first time in a long time, thanks to humanities’ perseverance, ingenuity and creativity. While the other races of the Coalition have fought long and hard, their worlds are already occupied or destroyed. Earth and humanity have been comparatively lucky. Nations across the globe are still free, their people living day-to-day lives without the oppressive presence of The Totality hanging over their lives, dictating their routine and crushing their freedom to live. Some have elected to work willingly with the aliens, turning on their fellow humans as enforcers, willingly subjecting themselves to alteration in exchange for some measure power, freedom, and quality of life and comparative luxury, while their fellow humans struggle under the brutal, repressive regime enforced by The Totality, worked relentlessly and endlessly, subjected to endless propaganda. But even for those that are fortunate enough to be free, the world is irrevocably changed: humans know that they are no longer alone in the universe. Earth now harbours non-human residents, regularly interacting with them in their day-to-day lives. Non-human, advanced technologies have made their way into various aspects of life, changing the way that many aspects of life function. Human society and culture have benefitted from access to off-world resources and knowledge, relieving many of the pressures it faced only mere years earlier - despite the ever-present threat from the Totality and from other worlds. Mirrors opened all across the world in the wake of the Florida Incident and the following conflicts which have been dubbed the Mirror Wars, and the alien flora and fauna that have come through have led directly to loss of life, or other hardships and struggles for those living near them, or affected by them. [img]https://images2.imgbox.com/59/fa/7k7IsSv9_o.jpg[/img] The occupied areas still under control of The Totality are in Eastern Europe; centered on the region around Belarus, Ukraine, and Russia. A large area of Central South China and bordering parts of Burma, India and Bangladesh and, a portion of South America between the borders of Brazil, Bolivia and Paraguay. They had begun to open a Mirror rift in Africa, but it collapsed after the aftershocks of Op: Shattered Mirror. All of the occupied areas are notable by the towering monolithic citadels erected by the Totality at the centre of the occupation zones that enclose and control the Mirrors at their heart. Surrounding settlements seem to be slowly and methodically consumed and demolished to further contribute to the construction of these mighty edifices, and vast webs of power lines and other cables connect them to their surroundings, for unknown purposes. Pacification Corps personnel patrol the surrounding cities, that have become hollow, shells of themselves and turned into half-abandoned ghettos for those forced to work in Totality facilities, while their helicopters and observation drones patrol endlessly, monitoring for any signs of rebellion and uprising. Mirrors are open across the world, and in a variety of countries. Not all of them are dangerous, and not every country has one - or more. Not all of them are in known locations - Russia, China, North Korea, Iran and several other countries have refused to disclose if any Mirrors are present on their territories, and there are possibilities that others remain secret, hidden away in remote locations, or kept secret by those that discovered them in an attempt to use them for their own gain. Such things have resulted in disaster before, such as when a Mirror kept hidden in a rural village in Mexico under the control of a criminal cartel resulted in an outbreak of a parasitic fungal infection that turned the villages’ residents into zombie-like creatures that spread the fungus further. Other such incidents have come about, such as corporations trying to retain control over Mirrors to exploit the worlds on the other side for resources. The various races of the Coalition have integrated somewhat into society as well. While they are not present in huge numbers worldwide, within nations that are part of the Coalition and work alongside humans, they have settled down. Others have been given space to live on Earth as refugees from the Totality, and started to work alongside humans and become parts of their communities, slowly but surely. Some people from these races have started to adopt human phrases, mannerisms, and culture, finding it fascinating and exciting. Often with somewhat comedic or amusing results for onlookers. Some aspects of their cultures have in turn begun to influence humans - slang phrases, terms, and concepts - especially expletives - have started to appear in common conversation, along with the various technological innovations. [hider=The Mirrors] Mirrors is the nickname given to the anomalies that appeared all over Earth in the wake of the Zero Point incident. They are so named due to their having a silvery colour that looks almost reflective, in most cases. Although, the one in the sky above the former location of the Florida incursion is a rift in the sky that looks almost more like the classical artists’ impression of a black hole. Mirrors range in size from being the size of a doorway, to around almost five times this size. Manipulation by the Totality's technology can make them orders of magnitude bigger, but this seems to only be for short periods. Temporarily distorting to allow their forces to come through. Most appear to be 'floating' a few inches off of the ground, usually requiring a step up or a jump to get through, or a ramp in the case of ground vehicles. They do not generally appear over water, and seem mostly to appear over solid ground - though, this is not universal by any means, and exceptions have been recorded. Mirrors link two points in space and time together. They are linked in real time, and the lost time between one ‘side’ and the other is so fractional as to not be detectable to the senses. All Mirrors discovered thus far link two different worlds, rather than two points on the same world. Though, multiple mirrors on one world may be connected with multiple mirrors on another, and the mirrors on the second world may be closer together, allowing for faster travel. I.e.: Earth has a mirror to Planet Jeff in New York, and in Cairo. On Planet Jeff, the exits to those two mirrors are only a few feet away from one another, which makes travel much faster than even supersonic flight. Mirrors also often do not link directly to a world of interest. For example, the homeworlds of some of the Coalition races are not linked directly with Earth, but transit through a number of other portals and thus worlds is needed. Similarly, while there are mirrors that link directly with worlds occupied by the Totality, there are others that link to worlds one or more steps removed that then link to Totality controlled worlds. The Coalition uses the Mirror network to travel between worlds in search of resources, and establishes bases, outposts and research camps or posts on various worlds. Mirrors do not all lead to hospitable worlds, with many leading to worlds with hostile atmospheres of various kinds. Some also lead to worlds with various non-sapient lifeforms and creatures on them. Mirrors do not emit any harmful radiation, but are easy to track and locate by their exotic particle and subatomic particle signatures. They do not move and stay in fixed points, but are not always easy to locate immediately, as they can open in remote areas, away from any habitation. An object of any kind entering a Mirror will retain the momentum and orientation it entered with - for example, entering one at a run, standing, will result in exiting in a run, standing. This is regardless of what is on the other side. Any object partially inserted into a mirror will be cut off, rather than remaining 'partially' through, which makes it impossible to send a tethered object - such as a camera - through. Light does not pass through, so laser communications cannot travel through a Mirror, and one cannot see through one to the other side. Gravity does not pass through a mirror, but radiation, subatomic particles, and electromagnetic waves on some frequencies can, allowing for some two-way communication, albeit focussed and over a direct point-to-point transmission. So far, the mechanisms of how to permanently close a Mirror are unknown, and even temporarily disrupting one remains mostly theoretical. A powerful enough release of radiation might disrupt one temporarily or force its' exit point to change, but the power needed would be on a massive order of magnitude, along that of a strategic nuclear weapon detonation, something that is not done easily or carelessly. [/hider] [hider=Technology] The technology level of the Coalition and Earth after their arrival is also somewhat of a collision of principles, influences and achievements. With Humanity having the greatest base of resources and manufacturing and with much of their technology and equipment remaining effective and useful, as well as being versatile, it has been further enhanced and upgraded with knowledge and materials from the other Coalition races. These advances have been incorporated into existing designs, or retrofitted into them to increase their effectiveness or add new capabilities. This has also resulted in the solving of some issues that human science and development had not yet managed to overcome, and led to sweeping changes or achievements in some areas of technology and science Advances have come in leaps and bounds - more efficient superconductors, electro-reactive polymers that can be used as artificial muscles, high efficiency batteries, lightweight but high strength composite materials and alloys and other such advances have been embraced and have resulted in a virtual leap in engineering and development. Robotics, cybernetics, medical technology, armour, construction, and more have all benefited from these advances. Despite the advances, many things remain the same: no hover-vehicles, forcefields, or advanced space travel have emerged; there are no teleporters, complete invisibility or other such fantastical science-fiction technologies that have emerged. [hider=Computer Technology] Computing technology for personal electronics and devices has benefitted. Cell phones and other similar devices have been almost entirely replaced by the ‘Pebble’, a device about the size the name suggests; no more than a few centimeters long and across and weighing very little. It can be worn on clothing or carried in a pocket, and can be wirelessly linked with data networks, as well as acting as a personal communications device (audio and visual), camera (still and video), audio recorder and player and media player. Pebbles can wirelessly connect with peripheral devices to increase their capabilities and utility, and can be customised almost infinitely for a variety of roles, and are part of both personal and professional life, where they are essentially vital equipment for the number of other devices they replace and their ubiquitous versatility in interfacing with the operating systems of vehicles, equipment, information networks and more. Pebbles are normally used with contact lenses to project their visual information for a single operator, and wearable ‘dot’ microphone/speakers that work through subvocal amplification and bone conduction. For presentation or accessibility to others, a pebble can be placed on any smooth, semi-reflective surface, such as a window, counter or table-top, mirror, or other such surface and then utilises this to project images, and play audio through resonance and vibration. Pebbles adhere to the surfaces they are placed on, but can be removed easily. They are powered and recharged by a combination of solar cells, the natural electrical currents of living bodies and kinetic batteries. [/hider] [hider=Weapons Technology] Energy weapons have become a reality, albeit somewhat less complex and efficient than those used by the Totality, but still respectable. As yet, they have not supplanted conventional projectile and kinetic weaponry, which is still more practical, reliable, and versatile; but laser and particle-beam weapons are starting to be fielded in some roles - specifically, anti-air, anti-missile, and as stun weapons (in the case of particle beams). Railguns have been fielded, though the necessities of their power generation means they are restricted to being fielded on large platforms such as tanks, ships, or in fixed heavy emplacements as anti-armour or anti-ship weapon systems. The miniaturisation of electronics has resulted in the adoption of ‘micro-missiles’; miniaturised guided missiles that still pack a punch comparable to a 40mm grenade and are around the size of a soft drink can at their smallest size. They are effective against light vehicles, and in massed ‘swarms’ can overwhelm heavier armour. ‘Mini’ missiles up the size, allowing for an increased effective payload for military vehicles of all kinds, though they have comparatively short range as opposed to conventional munitions. These too have been upgraded with advanced warheads, propulsion and guidance systems, increasing their lethality and effectiveness. One big enhancement to explosive weapons such as missiles, grenades, rockets and bombs has been the introduction of plasma warheads. Using highly energetic plasma as a payload has resulted in a weapon that can heavily damage its' target through intense heat effects, essentially vaporising the material it comes into contact with. Some ultra-dense and tough materials do not take as much damage, and plasma is not always the best solution for every mission, as it has a very brief effect with few collateral effects - such as no shockwaves or overpressure, and no secondary incendiary effect. The plasma release can be shaped into a jet for greater armour penetration, rather than an spherical release and many armour-piercing warheads now rely on plasma rather than conventional shaped-charge explosives. As stated above, plasma leaves little negative after effects, and is highly effective. The downside is that plasma warheads are much more expensive, due to their sophistication and the effort involved in producing plasma for use in warheads, so they are used as a compliment to conventional warheads, rather than a replacement. Melee weapons have benefitted from the continued advancement of materials science from the Coalition races. The introduction and adaptation of new manufacturing techniques for ultra-hardened alloys and composite ceramic materials has allowed for blades that can keep an cutting edge a molecule in thickness - monomolecular blades - that do not chip easily or are not as fragile as previous experiments into such technology. They still require considerable upkeep, and must be treated exceptionally carefully, due to the ease with which they cut materials, especially anything softer than them. However, the advantages are incredible. There are still some substances that require more effort than others, but the technology has been adapted in a number of inventive and useful ways, for tools as well as weapon systems. [/hider] [hider=Cybernetics] Cybernetic technology has advanced in concert with the development of microelectronics and improvements in artificial muscles and materials technology. Modern cybernetic limbs and implants can be powered by combinations of the bodies’ natural electrical field, kinetic batteries and solar power. While the most fantastical extremes of cyberpunk have not yet been realised - such as full-conversion cyborgs and complete brain replacements - augmentations such as replacement limbs that enhance strength and stamina, eyes or ears that increase the visual and auditory spectrum and enable things like playback and increased magnification, implants that enable wireless and subvocal communication and direct access to data and information, and even things like subdermal or dermal armour plating, skeletal reinforcements, implanted drug injectors for medicines and other types of stimulants and compounds, and even implanted weapons such as retractable blades, or even small, ‘holdout’ projectile weapons. Cybernetics has also greatly increased the quality of life for many people who have suffered debilitating injuries. New and more sophisticated cybernetic limbs and organs have allows them to regain full functioning limbs, and return to a fully independent life in some cases. Cybernetic arms, legs, eyes, and other organs that require considerably less physiotherapy and other treatment courses to fully master and have a similar if not identical range of motion and capacity to their original limbs have helped many people, and will continue to do so for even more, separately from the concept of 'enhancing' abilities above the baseline function of an organic body part. [/hider] [hider=Medical Technology] Related to Cybernetics is medical technology as a whole. Nanotechnology has advanced medical technology, though has not yet reached the levels of ‘miracle machines’ that can do everything, or create things from nothing. The current level of nanotechnology is mostly limited to medical applications, where they can accelerate healing and repair of damage by significant degrees and are applied mostly in the form of ‘nano-bandages’ that are applied like a ‘cast’ or ‘dressing’ over the affected area, where they bond with the skin after a short time, and mimic the bodies’ antibodies, as well as deploying medicines and compounds that promote healing, speeding up the process. Applied as a gel-like form, they can also aid with cleaning up skin conditions or other minor issues. A similar product is ‘biofoam’. The foam is a liquid inside a compressed air can, and when used expands into a foam. When sprayed, it dissolves hair - or fur - cleans the wound and disinfects it, and acts as a binding and clotting agent and a minor painkiller. It dries quickly and hardens into a covering that protects the wound site from further infection or damage. The foam dissolves naturally as the wound heals, and is waterproof as well, but can be cleaned or removed with the application of a dissolving agent which can be brushed on and works in seconds. Cloning organs is a new technology that is growing more widespread. Thanks to the knowledge of the Coalition races, understanding of genetic manipulation has advanced enough that cloning 'blank' organs that can be implanted into a person's body to replace their failing ones is something that is starting to see fruition. While it is not flawless yet, in combination with new and improved anti-rejection drugs and therapies and the new nanotech, it is seeing greater success. More complex organs such as eyes, brains or entire limbs have yet to be successfully cloned, and the brain is especially a difficult one. The time it takes to grow organs successfully is also a bottleneck to the process, but it has significant potential for the future. Adjacent to this is the improvements in transplants - the same treatments for anti-rejection can also be applied to the transplantation of organs or other body parts from one individual to another, and more complex transplants are becoming a steady reality with more frequent successes as time goes on. While it has not yet been fully employed, gene therapy related to the advanced understanding of genetic engineering is also starting to take greater effect on treating long-term inherited or genetic issues in many people, and has a real potential to eradicate a large number of hereditary or other conditions that are caused by malfunctions or issues with a person's genetics. This is, however, meeting resistance and under heavy debate, as it is a point of contention about how much this constitutes engineering of a 'perfect person' and the creation of 'designer children' and removing what makes people unique or different, as it could be taken advantage of in the name of morally and socially questionable ideologies. Similarly, new treatments and advances deriving from the increased level of technology overall are providing greater understanding of human brain composition, function and chemistry and is leading to greater understanding of effective treatment for mental health and psychological issues and how they can be treated and managed for those who suffer long term. However, this is a tricky area, as there is much ethical and moral debate on how much this constitutes personality alteration and mind control. [/hider] [hider=The MAS Suit] One of the most unexpected developments has been the introduction of robotic vehicles. The most common are military variants known as Mobility Augmentation System Suits - or MAS - but otherwise known as Exo Suits, Exo Frames, Exo Armor, Powered Armor, or even just ‘mecha’, thanks to their prevalence in pop culture. While they are used mostly in military and paramilitary roles for combat, and especially by the SPEAR units, they are also coming into wider use in civilian industries and by emergency services as well thanks to their versatility and usefulness. The first MAS suits were a combination of technologies. The concept was pioneered by human technology, but was never quite workable due to issues with power systems, control systems, and materials. When united with the various technologies of the Coalition races, the concept became workable, albeit a hodge-podge, bootstrapped and improvised rigging of things to work together. These first generation MAS Suits were used in the assault on the Totality Monolith in the USA, and were seen as the key weapon system that resulted in the success of the operation. Revised and purpose-built models followed, refining the design and purposefully integrating the systems with new builds. The current generation of MAS are effective, efficient and reliable, albeit complex and maintenance-intensive machines that are very versatile. An MAS stands at an average of ten feet tall, not inclusive of any additional equipment or antennae, though a variance of two or three feet is not uncommon due to the wearer and adjustments of fit. An MAS is quite modular, with swappable and adjustable internal components that adjust for different species, and even external modules that can accommodate tails for those that have them. The legs are digitigrade as standard, regardless of the wearer's species. This is due to the manner in which the suit is worn. The wearer’s legs slide into ‘gloves’ in the thighs of the suit, with their crotch resting in line with that of the suit. Their torso, arms, and head are entirely within the torso of the suit, where they are fully enclosed. Their hands have access to a variety of context-sensitive controls along with a pair of joystick-like hand controllers. The suits’ controls integrate with their Pebble and a variety of customisable and adaptive learning systems to manage the suits’ other onboard systems. The pilot suit and helmet worn by the operator are integral to the control of an MAS; the fabric of the pilot suit is interwoven with pickups for the operators’ electrical nervous impulses that aid in fine control. The helmet incorporates a visor that projects the suits’ external sensor feeds, and overlays information onto a built-in HUD. The helmet also has incorporated speakers and microphones that aid in communications. As standard, an MAS - for military use - has encrypted microwave and laser communications, night and thermal vision, optical magnification, recording and playback external microphones and speakers, laser rangefinders and targeting, and LIDAR. Encrypted network and data communications are fitted as standard, and an MAS can - through a pebble - patch into standard data networks, and utilise and interact with programs and software. MAS have fully articulated and mobile hands with force feedback to the wearer’s hands that allow them to manipulate even relatively small objects with a fine degree of motor control, though due to their comparatively larger size, fine tasks are difficult to approach, and they cannot use - for example - infantry weapons or any tools that require complex manipulation. The internal structure of the MAS is composed of an ultra lightweight, high-strength alloy ‘skeleton’. This provides a frame and structure around which the electro-reactive fiber ‘muscles’ are woven, along with the essential cabling and wiring that acts as a ‘nervous system’ for data feedback and integration with other onboard systems. The various other onboard systems, such as the controls, sensors, and other equipment are also mounted onto this frame. The outer shell also provides strength, and is composed of sandwiched layers of ceramic composites, polymers, and lightweight, non-conductive alloys, that also provide armour against small arms, shrapnel and slashing weapons, and are resistant to all but the strongest of acids and alkalis. The materials are also very thermally resistant and insulating for the wearer. They are also highly resistant to impacts, and provide armour against direct hits from anything less than a 30mm armour piercing shell, and provide some protection against glancing or reduced impacts from even that caliber. An MAS is also hermetically sealed, and provides up to eight hours of life support. There is an onboard water supply. MAS do not have any built-in weaponry as standard, other than their own strength. However, they are equipped with mounting points on both forearms, and one on each side of their back. These hardpoints are enabled for carrying equipment of various kinds, including weaponry. Most often the arm and back points are used for carriage and mounting of a variety of weapons and equipment of various kinds, such as machine-guns, missiles, cannon and systems such as additional communications equipment or sensors. Additional ‘firmpoints’ or ‘latches’ on the hips, thighs, and calves provide stowage or carrying points for holsters for hand-carried weapons, ammunition magazines, cargo containers, and other such useful equipment. As they have fully mobile hands, an MAS can utilise hand-carried weapons like oversized rifles and other such weapons, as well as melee weapons and other equipment. These can be stowed on their hips, thighs, or back when not in use as well. The same thing also makes even the most combat-oriented MAS useful in combat engineering and logistics, and gives them a great deal of versatility and adaptability, simply by being able to pick up things and use improvised weapons or other equipment, as long as their larger than human hands can manipulate it. MAS cannot fly, and they lack the ‘jump jets’ seen in media and used by many similar fictional mecha or armor. They do have built-in wheels in their feet that allow them to ‘dash’ at high speed, or cruise for longer distances. External maneuvering units can be attached to their firmpoints and hardpoints to allow for underwater or zero gravity movement. Power for an MAS is provided by an ultra-high-density solid-state battery that is built into the lower back of the suit. This system provides up to 12 hours of operation at normal levels, but this can be depleted faster by extensive action and operation, or can be put into ‘hibernation mode’ to draw out the power with minimal systems that extend it to 18 hours. The battery is also able to provide power ‘take-off’ to power external equipment and devices in the field. It can be recharged in a variety of methods, though the charging time varies due to the changing efficiency of these methods - it can be plugged into domestic power grids and take several hours, and a portable solar charger is also available, but this will take longer still. Additional battery packs can be attached to the hardpoints as well, which will provide additional battery life for long-duration missions or self-transportation, but this - naturally - restricts the amount of other equipment or weapons an MAS can carry. MAS can fold up into a ‘travel configuration’, which allows them to fit in a convenient, small package for transportation or storage that will fit in the back of a medium-sized van or the bed of a pickup truck. Lightly loaded, they weigh so little that they are capable of moving through the interiors of most buildings without causing too much damage, though due to their height and width they do not fit through many doors. As standard, with no additional cargo containers added, an MAS has a compartment on the lower back above the battery that can carry a small amount of personal items and gear, such as a personal weapon - shotgun, rifle, light machine gun and a sidearm and a handful of their related magazines- a load-bearing body-armour vest, over-clothes (such as field jackets, boots, etc) and associated equipment, a small personal ‘daypack' and its’ contents, and other such survival, field or personal items and equipment. The ‘cockpit’ is so enclosing, that an operator is unable to wear much other than their bodyglove-like suit and helmet, though a ‘first-line’ belt with pouches, holsters and other such low-profile equipment will fit. The pilots’ suit - as mentioned above - has an internal layer that picks up nerve impulses, and the helmet incorporates the HUD and communications. However, the suits internal layer helps regulate air against the skin or fur, wick away sweat and odours (to a degree; long-term MAS operators tend to be somewhat 'nose-blind'), and also is slash-and-stab proof, and protects against splinters to a degree. It is also fire-resistant, and splash-proof for acids, alkalis, and other corrosive agents. It is not bulletproof, but is a good underlayer for ballistic armour. The helmet is combat rated, and is wirelessly connectable with other optical devices and the visor can be flipped up to enable normal sight. While the MAS Suit can run for up to 12 hours and the pilot suit is designed to be as comfortable as possible, the reality is that operating an MAS Suit is physically strenuous and requires the operator to be mentally switched on and alert. It is also highly confining and restrictive, and the suits are not designed or accommodating for the sheer broad variety of body shapes throughout the various Coalition species. As such, while they can be operated and run for long periods, it can become uncomfortable for even the most skilled and accustomed of operators after more than a few hours, and pilot suits often end up somewhat… [i]funky[/i] after long periods of use - as do their pilots. [/hider] [/hider] [/hider] [hider=The Coalition] The Coalition itself is a military and political alliance between certain nations of Earth as well as several non-human species. They are united in their aim to stand against The Totality and secure freedom from their oppression and control, and for the people and worlds under their control. This is part of the military aspect, with members of all races involved fighting shoulder-to-shoulder in mixed units and formations, with a mix of technology and equipment jointly produced and utilised by all involved. The organization behind the ‘active’ side is also composed of all involved; with joint research and development, intelligence, planning, logistics and other aspects all being through joint planning and collaboration. As humanity has the greatest resources and ability to contribute, they currently hold the deciding vote in most affairs, and in the allocation of resources. However, this is a point of contention at times, especially with how much the other races have suffered and how much they have already lost. The Earth nations involved in the Coalition are (though, this is not an exhaustive list): [list] [*]The United States [*]The United Kingdom [*]Canada [*]Mexico [*]Brazil [*]Bolivia [*]Argentina [*]Peru [*]Chile [*]South Korea [*]India [*]Australia [*]New Zealand [*]South Africa [*]The EU Countries [*]Israel [*]Indonesia [*]Malaysia [*]The Phillippines [/list] Some other nations have not become full members, but supply materiel and logistical support, or contribute small numbers of personnel in limited capacities. [hider=SPEAR Teams] Following the end of the Mirror Wars, much of the analysis of events and operations carried out pointed to the fact that the majority of effective operations were carried out by small, flexible teams of operators that were well-armed and equipped, with a variety of skills and specialities. While there were absolutely situations where heavier firepower and large formations were invaluable and turned the tide, the nature of the war and the enemy and the way that Mirrors have become so essential to the nature of the conflict and of the Totality and Coalition are effected, that conventional forces and the manner in which they are employed is not as effective. As such, a new approach was needed. The manner in which Special Operations forces were structured was taken as a base. Small, mobile, well-armed and highly-trained forces with a lot of individual responsibility and a great deal of flexibility. This was considered essential, as these new teams would have to have a firm grasp on science, technology, anthropology, biology and other disciplines as well as pure martial prowess and effectiveness - though, this too was clearly important. Incorporation of the MAS was considered to be essential as well - the exoskeletons had proved their worth, and the versatility they offered was impossible to ignore, as well as the compact firepower. Similarly, it was natural that such teams would be composed of all the races from the Coalition; their experience and knowledge would be too valuable to be wasted, and they had suffered alongside Humanity, if not more, and they have as much of an investment in the fight against the Totality as any human being. The new program was dubbed [b]Special Purposes Encounter and Response - SPEAR.[/b] The acronym was seen as fitting, as they would be the front line against the Totality and any other threats or challenges the Coalition would face; the proverbial Tip of the Spear. Notable professionals and experts from a variety of fields were approached for roles in the new teams. Military and paramilitary operators, scientists, engineers, and other such personnel. All were given additional training to bring them up to a similar level of understanding and expertise. As well as their professional credentials, their psychology, attitude, and general knowledge and experiences were all taken into consideration - imagination, ideology, morality, and other such intangible but vital concepts were all part of the consideration. They had to be able to operate with a degree of independence, but also be able to work in a team. To follow orders and act with initiative, but also follow orders and codes of conduct. To be imaginative and creative, but also understand discipline and know routine procedures. Each team consists of as few as four, but up to eight individuals from a variety of backgrounds, able to draw upon MAS, as well as conventional weapons and equipment to carry out their missions and operations with as much flexibility as needed. SPEAR operations can take place in offworld locations operating solo, or escorting other personnel on a variety of missions, such as scientific investigations or other missions. They may take place in conjunction with conventional forces on Earth, or offworld, or even in conjunction with law enforcement or intelligence agencies. They can be dismounted and on foot, or in MAS, or any combination of those. Missions vary wildly, depending on the necessities of a situation and can change rapidly. [/hider] [hider=Non-Human Species] The non-human Coalition species are all quite varied. However, the most unusual thing that has been noted about them by both their scientists and human ones, as well as various anthropologists and other scholars of psychology and culture is how human they are in so many ways. All of them are bipedal, warm-blooded, carbon-based life-forms. Two lay eggs rather than give birth to live young, but are otherwise familiar in many other ways. While there are cultural and societal differences, their psychologies and emotional responses are understandable and relatable to humans, and vice versa. They do have adaptations to their worlds; many of them have different elements and compounds in their blood and tissue, and some of these are what contribute to their differing physiologies and other-than-human abilities, along with the differences in their anatomy. Though, they can share and derive nutrition and sustenance from many human foods and survive in Earth’s atmosphere and gravity with few complications and some adjustments. These similarities and the fact that Mirrors connected to their worlds in particular has not been overlooked, along with the fact that the Totality has attacked them and assimilated them into their empire. Many see this as too much similarity to be a coincidence, but how there is a link, what it is, and the nature of it, are all mysteries as yet unexplored and unexplained, despite the best efforts of many. Conspiracy theories are, of course, rife and plentiful, with both human and non-human contributors engaging in endless debate and speculation. How much of it is [i]true,[/i] however, is anyone’s guess. Interaction between humans and the various non-human races has been quite frequent, with them working side by side in a variety of roles to begin with, and even starting to live side-by-side. As such, many have formed friendships and bonds with each other, and have started to understand each other quite well. There has been a particular surge of interest from certain parts of the human race; with so much of human entertainment devoted to science fiction and fantasy, the realization of alien beings that look so much like some of those characters and beings from such works has been a moment of celebration and excitement, and many have come to worship and adore them - though, the reality has often been shocking and surprising. Although, for some in some situations, there have been mutually shared interests - though, no interspecies relationships have yet been seriously documented… but a few jokes have been played for certain. [hider=The Felness] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/59bbd155-1120-4b19-b6f2-f99db365356f/ddwung2-40ecbb09-b6f5-43c0-84ff-0a27fd41fa1f.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiIvZi81OWJiZDE1NS0xMTIwLTRiMTktYjZmMi1mOTlkYjM2NTM1NmYvZGR3dW5nMi00MGVjYmIwOS1iNmY1LTQzYzAtODRmZi0wYTI3ZmQ0MWZhMWYucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.JPZj68T0s6PgG2noVFfbSOMVvgbI1DTRzLjGUS0y67o[/img] The Felness resemble humanoid felines. They have fur all over their bodies, cat-like ears, tails, and walk on digitigrade paw-like feet. They are mostly relatively light, slight, and lithe, though some sub-species are larger, heavier, and stronger. As a whole, however, they tend toward being agile and light-footed. They have exceptional reflexes and sense of balance, to the point of being almost uncanny. In addition, they have exceptional low-light vision and a superb sense of hearing. Cats, Caracals, Lions, Tigers, Jaguars, Cheetahs, Leopards, Lynxes; people among the Felness all resemble these species and other various earthen felines, big and small, in some ways such as their colouration, fur patterns and builds. They are mammalian, with two biological sexes (though, some occasional intersex individuals) and reproduce sexually, giving birth to a minimum of one, but up to four children. They live as families, but with extended family often contributing to raising the children. Felness tend to live in small groups, and only have close connections with a very few people, rather than large groups. This is not to say that they do not have empathy or care for others, but they tend to be more solitary and independent and show their affection only to particular individuals, and often in subtle ways. The thick, soft coats of fur they have are an evolutionary adaptation to their home world, much of which had a cooler climate than Earth, with long winters and cooler summers. As such, they do not cope well with hot temperatures, and can sometimes overheat if they exert themselves too much. Like most furred animals, they do not sweat, and it is difficult for them to shed excess heat. In extreme circumstances, this can lead to serious complications. They additionally have a carnivorous diet and require high levels of particular compounds and minerals in their food to remain healthy, many of which are not found commonly in foodstuffs regularly consumed by humans or other Coalition species, and as such, they must consume supplements to remain healthy. The Felness, like the other Coalition races, had a well-developed technological base before The Totality arrived on their planet. Their advances in robotics and the development of exoskeletons were far beyond what many others could achieve, but their materials science and power generation capabilities were not able to keep up with the demands. When the Totality came, they destroyed the delicate balance of the ecosphere of the Felness homeworld as they ravaged it for resources. The Felness themselves were among these resources; their impressive reflexes and agility were valuable, and were integrated into their biotechnological synths. Felness survived, many of them living under the oppressive reign of the Totality, their species slowly going extinct as their world was stripped of what made it hospitable, and their very bodies assimilated as resources, turned into biological machines to work the Totalities’ factories, processing plants, and maintain their machinery. Others have become parts of their armies, ‘uplifted’ into their soldiers as part of the interstellar union. Many still struggle as part of the resistance, operating as double agents and working from within, while others live free and work alongside the other races and species of the Coalition. [/hider] [hider=Canuss] [img]https://images2.imgbox.com/73/a1/5TV20HyG_o.jpg[/img] If the Felness are like cats, then the Canuss resemble the canine family of species. Wolves, jackals, coyotes, foxes and dingoes; various sub-races of the Canuss resemble these and other canid-like species in a lot of ways. Much like the Felness, the Canuss are humanoid canines with fur all over their bodies, with mobile ears atop their heads, functional tails, and digitigrade feet that have paws. They are also mammals with two natural biological sexes (though, engineering by the Totality has increased the birth rate of intersex individuals) and reproduce sexually, giving birth to live young. While Felness have exceptional reflexes and excellent night vision, the Canuss are known for their sense of smell, and their endurance. They have incredible reserves of stamina, as well as being spectacularly psychologically resilient. In fact, they are the least affected by Totality attempts at mind control and brainwashing, something that has caused problems for the interstellar empire in dominating the race as a whole. The key they have found to doing so is taking advantage of another aspect of the Canuss as a race - their loyalty and dedication. Canuss form strong bonds within their families, and in social groups. They make friends quickly and place great importance on trust, loyalty, and dedication to one another, to family, friends, and comrades of all kinds. As such, the Totality use these bonds as leverage to ensure compliance by way of threats to loved ones, or by blackmail and shame; striking bargains and preying on those senses and emotional bonds to manipulate the Canuss to do what they wanted. However, this can only work so much, and for so long, and the Canuss have been an enduring enemy to the Totality, showing how vicious, tenacious and - appropriately - dogged fighters they can be. If the Felness use guile, stealth, cunning and subterfuge while fighting against the Totality, the Canuss turn campaigns of war into a gruelling slog, wearing away constantly at their enemies through persistent actions over time. This is very reminiscent of their technological approach. While their devices and machines are not especially ingenious or unconventional in their approaches, the amount of redundancy and the layers of reliability and durability built into their tech is impressive. Canuss are particularly sociable, loving to be part of groups and included with everyone and everything, as is in keeping with their inherent senses and inclination towards loyalty and dedication to others. Their homeworld has been invaded and the majority of it is under Totality control. Some remote areas and settlements remain free of their influence, and networks of trails, tunnels, and other such forgotten areas form an underground railroad that links the Resistance across the face of their planet with a number of Mirrors that lead to both other Coalition worlds, as well as other worlds untouched by the Totality, where other Canuss settlements have been established. [/hider] [hider=The Mustarl] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/83de00ea-479b-4c4a-befd-ded8b49d87f0/d2rb4z-6d35c58b-b422-46dd-9da9-23768d732ea3.jpg/v1/fill/w_956,h_836,q_70,strp/pendryg_as_badger_by_xaotl_d2rb4z-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTE2NCIsInBhdGgiOiIvZi84M2RlMDBlYS00NzliLTRjNGEtYmVmZC1kZWQ4YjQ5ZDg3ZjAvZDJyYjR6LTZkMzVjNThiLWI0MjItNDZkZC05ZGE5LTIzNzY4ZDczMmVhMy5qcGciLCJ3aWR0aCI6Ijw9MTMzMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.aj-slOm2rWHkc5Br7-gDEZ_bKMFJhdfzGjY7EWjuVAw[/img] The Mustarl have some of the greatest variety among their subspecies when it comes to size and form, beaten only by the Dranfel. While they are generally somewhat ‘stocky’ and ‘solid’ even in their bigger subspecies, the difference between those and their smaller ones is quite exceptional. They look like the mustelids of Earth - Mink, Otters, Ferrets, Weasels, Stoats, Martens, Badgers and Wolverines - the latter two being among the biggest, strongest, and most resilient. They also are plantigrade, while the other 'anthro' species - other than the Selachii - are digitigrade. Their resilience is a particular characteristic of the race as a whole. While Canuss may have the endurance in terms of energy reserves, Mustarl have an incredible endurance and resilience to injury and pain. While part of it is their tough skin, they also have incredible dense muscle tissues, skeletons, and even flesh. This, coupled with their quick wits, stubbornness, and dexterity make them difficult opponents - especially for the Totality. Their resilience to injury and pain were something taken from them as desirable for the Totality, incorporated into their synths and by augmented uplifted Mustarl as shock-troops and soldiers in their armies. Mustarl live in small family units, much like human families, albeit with larger numbers of children per birth. They form large and gregarious, busy communities that are very active. Mustarl are innately curious and highly physically active and energetic - although, they sleep remarkably deeply, to the point of being mistaken for unconscious, or even dead by non-mustarl friends or colleagues not familiar with them. Their ability to resist pain is also coupled with a sort of natural ‘supercharger’. Their bodies produce excess amounts of adrenaline when in dangerous situations, that allows them to push through fear, pain, and injury to defend themselves and others. This has been known to result in individual Mustarl surviving battles and defeating opponents in the face of all reasons, only to then die of their injuries sustained during the fight as their adrenaline wears off, and they succumb to the damage sustained. This can result in some Mustarl having an inflated sense of confidence in themselves or their abilities, and is something that can be used to manipulate them into losing situations by taking advantage of this confidence and ego. The Mustarl homeworld is a stormy, cool, wet world. Reminiscent of parts of central Europe and the steppes or tundra in its northern and southern areas, it has a lot of mountainous terrain, which is home to much of the planets’ wealth of mineral resources. Mustarl engineering and technology coupled well with their industriousness, and their naturally dextrous hands and quick, sharp minds. They produced some of the most ingenious microelectronics and complex systems in the Coalition, before their world was ravaged by the Totality. The empire stripped their world of all its resources, rapidly turning it into a blasted wasteland. The Mustarl scored one of the only victories against the Totality; they managed to insert a destructive computer virus into their systems. However, the unexpected consequence was a complete loss of control of the Totalities resource extraction and processing systems, and the resulting cascade of failures spewed pollutants into the ecosystem, utterly destroying the atmosphere, water, and all natural life. The remaining settlements occupied by the Totality are under enclosed domes, and the few free Mustarl hide deep underground in networks of tunnels, caves, and abandoned subway systems, using them to sneak into the Totality-controlled cities. [/hider] [hider=The Selachii] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22c25b0c-a2e2-4140-a38b-010b6497b70f/deh086p-297a1157-cea9-4f81-b374-f9823343ead5.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiIvZi8yMmMyNWIwYy1hMmUyLTQxNDAtYTM4Yi0wMTBiNjQ5N2I3MGYvZGVoMDg2cC0yOTdhMTE1Ny1jZWE5LTRmODEtYjM3NC1mOTgyMzM0M2VhZDUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Sfd4EQcdUizErhOaOaC3PC6LTHfn-94q9LybCpzcDHg[/img] Unlike the other Coalition races mentioned so far, the Selachii have no fur at all, and are one of the very few non-mammalian races among the Coalition. Adding further to their differences, they are amphibious. The Selachii have similarities to sharks, having pointed muzzles full of very sharp teeth, gills, and long tails that act as their main propulsion in the water. Their hands and feet are webbed, along with fins on their forearms, and a dorsal fin. While they have no hair elsewhere on their bodies, they have head hair. They also, unlike the other 'animalistic' races are plantigrade rather than digitigrade. Selachii are unusual in that they have three biological sexes, though this seems to have not always been the case, and is a result of the extensive genetic engineering within the species as a whole, as a counter to the Totalities’ destruction of their natural environment. Selachii reproduce sexually. Gestation is a long process, and the female eventually gives birth to at least two live young. Normally, they are raised in a creche with other infants, with parents providing communal care. Young Selachii are entirely dependent on living in water for their early years, and this is an important stage of their development both physically and mentally, and the presence of particular mineral and chemical compounds in the natural water composition of their world aid in the development of their body chemistry. As they age, they become able to spend more and more time out of the water, developing more to be able to work, live, and otherwise thrive. Their work and life is split between rest underwater, and days spent on land. The pollution of their world by the Totality in attempts to harvest the natural resources of the planet resulted in massive illnesses, deaths, and complications across the species, and a rapidly and drastically dropping fertility rate and successful birth rate. Having always been adept in the management and engineering of genetics including their own, the Selachii turned their prowess in this to combating the problems, but this only served to create tension and division among their species, resulting in civil war, as well as the ongoing conflict against the Totality. Attempts to use biological warfare against the Totality backfired, and has resulted in greater problems among the Selachii population, something they have been unable to fix. Along with the increasing damage to their world, the Selachii are in an extremely difficult place, and unless they can reverse the damage done, they are potentially only a few generations away from total extinction. The Selachii’s prowess in genetic engineering and biological sciences and chemistry have contributed greatly to the Coalition, but likewise to the Totality, aiding and augmenting their own efforts to produce biotechnological creatures that are used in their forces and their continuing drive to force their own evolution and strive toward their ideas of perfection. While the Selachii have suffered tremendous damage to their genetics and biology due to the effects of the Totality, they have a perfect sense of three-dimensional positioning and navigating in three-dimensional space, due to the naturally occurring sense of electromagnetic and electrical activity generated by all living things, and many non-living ones. They can pinpoint living creatures and trace and track electrical and electromagnetic fields, which is a particular advantage in many situations. As they are an amphibious species, they need to return to the water on a regular basis to remain healthy. They need to do so at least once every 18 hours, though the more often they can do so, the better it is for them. Selachii away from ‘home’ and working alongside other species often wear ‘encounter suits’ that keep their skin moist and cover their gills, helping them remain more comfortable during this period. If a Selachii does not return to the water, they will quickly start to show signs of deterioration - they will become sluggish in thoughts and actions within hours. Soon after, they will start to develop respiratory complications. Their skin will rapidly form dry, irritated and flaky patches that will develop into sores and their soft tissues will start to rapidly dry out, causing further complications. Delirium and extreme confusion will follow after two days without immersion fully in water, in concert with the breakdown of their organs and ultimately heart failure after massive seizures. The effects can be reversed up to twelve hours after by immersion back in water and with sufficient rest. Any time after that, extensive medical intervention is needed to recover, and even then; the closer the line gets, the less likely the chance of recovery becomes. To maintain their health and well-being, Selachii must also have access to the particular elements and chemical compounds they find in the natural waters of their homeworld. [/hider] [hider=The Dranfel] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/9b3ee237-c9bd-4c6d-b86c-3d2bb18358eb/defcs7o-061761fc-ea3c-4d85-8869-d3d7892656e4.png/v1/fill/w_1024,h_600/alter__patreon_reward__by_yakovlev_vad_defcs7o-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjAwIiwicGF0aCI6Ii9mLzliM2VlMjM3LWM5YmQtNGM2ZC1iODZjLTNkMmJiMTgzNThlYi9kZWZjczdvLTA2MTc2MWZjLWVhM2MtNGQ4NS04ODY5LWQzZDc4OTI2NTZlNC5wbmciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.XJarTKzu_TgioMbAeFCEHF9hjxkIwkkUfWyEoahJv6Y[/img] Like the Selachii, the Dranfel are also non-mammalian. They are reptiles, albeit ones with a warm-blooded metabolism rather than a cold-blooded one. Like certain earthen reptiles, they have an extremely long lifespan, living for hundreds of years compared to humans. Dranfel, due to their long lifespan, mature slowly and are considered to be ‘young’ well into their fifties. Their true mental maturity does not begin into their eighties, and they are considered experienced when in their mid-hundreds. The unfortunate downside of the Dranfel’s long lifespan is that they reproduce very slowly, and in small amounts. Additionally, they lay eggs and these are very sensitive to external changes in the environment, which further causes complications for their reproductive cycle and population. Over the long timeline of their species, they have experimented heavily with genetic engineering and alteration of their base genome, which has resulted in a vast diversity of genetics and traits, and their species has many different combinations of physical features, leading to gender and sex being broad expressions and terms. While some features remain consistent - mostly scaly and/or plated skin, horns, a muzzle, a long, strong tail and clawed fingers and toes - often, someone might be with two Dranfel, and they may look quite different from one another visually, but be part of the same species genetically. Dranfel have very formidable immune systems, due to this engineering. as well as a highly resilient genome that makes them especially resilient to disease and illness. However, the centuries of tinkering and alteration have also led to fundamental flaws that are inherent to the species as a whole, building up over generation upon generation of genetic drift. Adding the interference of the Totality to this, and the compounding issues have proven difficult to overcome with medicine or genetic engineering, and instead increasingly the Dranfel are turning toward technological solutions such as cybernetics, as more and more of the medical issues become harder to overcome. The Dranfel's great lifespan gives them extensive time to learn, develop, build experiences and knowledge. While they are physically quite powerful; especially having naturally armoured hides (though, far from bulletproof, but very resilient nonetheless), they are equally a race of philosophers, scholars, scientists and thinkers and many of the greatest innovations and breakthroughs of science and technology that the Coalition use have come from them. The Dranfel have suffered the most damage to their world. With their great intelligence and knowledge, they had an extremely advanced base of technology. When the Totality attacked and invaded, they were taken by surprise, but fought valiantly, albeit in vain. With so much damage done, they unleashed a tremendous weapon; once composed of elemental particles. It completely destabilised the portal network that the Totality used - but the side effects and consequences physically damaged their world, devastating the atmosphere and rendering the planet uninhabitable. They emigrated to other worlds, but the Totality have sought them out, as well as still holding many of their people as slaves. [/hider] [hider=Anhur] [img]https://images2.imgbox.com/8d/d8/S1EKp4S5_o.jpg[/img] The Anhur are a very unusual species, by human standards. They are egg-laying mammals, like the platypus and echidna, and like the platypus, they have features that appear to be a combination of other animal traits and characteristics. The creatures they resemble most strongly appear to be mythical griffons (or Griffins, or Gryphons), with their combination of what seem like feathers, fur and scales. Their faces have beaks like those of a bird-of-prey and forearms that are very similar to talons, while their lower limbs are more feline, strongly resembling those of the felness, along with their tails, which are very feline. While they cannot fly, or even glide; they do have - comparative to their body size - small wings that are an important part of their body posture, balance, and weight, as well as aiding in regulating their body temperature. Anhur that lose their wings - due to injury, sickness or for other reasons - often require extensive physical therapy to regain full balance and mobility, and will require additional measures to maintain and regulate their body temperature. The different types of ‘hair’ across their bodies are all different expressions of keratin that have developed to help regulate their body temperature, as well as for various other reasons, such as better ease of keeping clean, manipulating their food, and protecting their sensory organs. Feathers on the head especially help channel sound, and reflect light, though are often styled and worn somewhat like hair in other species as a form of personal expression. They are also important in secondary communication of expressions and body language. Due to their size, Anhur generally only lay a single egg. This develops within the body over months after successful fertilization, and is laid after reaching a particular size. Once laid, the egg hatches after several months of incubation. The most unusual aspect of Anhur biology is that their bodies maintain a symbiotic relationship with a type of fungal organism that lives within their digestive tract. The animal life that most Anhur eat; herbivorous animals, consume vegetation that is high in compounds that would otherwise be dangerous and toxic to the Anhur. The symbiotic fungi filter these compounds as part of the Anhurs’ digestive process. The fungi infecting the Anhur spread to other Anhur - such as offspring - by transfer through spores in their mucous membranes that exit the body in normal respiratory action. The fungi is so adapted to Anhur biology that it is unable to exist outside Anhur bodies, and likewise; Anhur cannot survive without the fungi in their system. The other advantages this gives them is a particular resistance to various forms of parasites, toxins, poisons and other hazardous chemicals and materials. The fungi acts as a kind of secondary immune system to their bodies’ natural one. When the Totality invaded their world, the Anhur fought fiercely. Their technology was particularly advanced and their military forces well developed, and they were able to hold the alien empire back. However, the Totality exploited the dependence of the Anhur on the symbiotic fungi in their bodies and introduced a toxin into the ecosystem that didn’t simply attack the fungi, but altered it and mutated it, changing the relationship between the Anhur and the fungi. This led to many crippling and degenerative conditions running through the population. Forced into a crisis, the Anhur fell back on their technology, many of them cybernetically augmenting their bodies. This caused complications of its’ own, and is not long-term sustainable for them as a species at their current level of technology, especially as the degenerative conditions are increasing and the birth rate is falling - along with the dwindling population in general, due to the enslavement and eradication of their population by the Totality. [/hider] [hider=Elves] Unlike the previously discussed races, the Elves - as they are known by humans and coalition species their actual name almost impossible to translate easily into other languages - are very human looking. They have similar smooth skin, and hair in the same places as humans do, though it is much finer and is minimal by comparison. They are mammals, with two biological sexes and give birth to live young. Their organs and physiology are otherwise very similar to humans as well. However, they have significant differences in their skin colours, eye colours and hair colours, often reaching shades that are not found in humans. The other obvious physical difference is their pointed ears, which are many times larger and more prominent than human ears, and are somewhat mobile, communicating their expression and mood to a degree. They also tend toward being much more lithe than humans, and are physically weaker on average, with a more delicate skeletomuscular structure. Nonetheless, they live longer than humans and most other Coalition races, having similar lifespans to the Dranfel. As such, they deteriorate physically much slower, and retain their intellectual and physical capabilities for much longer, making them great intellectuals, scholars, philosophers and scientists. They are not especially physically powerful fighters, due to their physical weakness, but they make up for this with a particularly unusual set of abilities compared to Humans and other Coalition species. There are two distinct sub-species of Elves; Light Elves and Dark Elves. Both sub-species have abilities that are dependent on the presence of a uniquely occurring mineral on their home world that are integrated into their bodies, and work with their nervous system, along with their bodies’ electrical field and specialised organs developed to channel the electromagnetic fields and electrical charges of their bodies. These are amplified extensively by these specialised organs [img]https://images2.imgbox.com/57/da/yEmqBUpY_o.jpg[/img] In Light Elves, this allows them to generate and control electricity, even to the point of generating bolts of lightning, ball lightning, and even generate electromagnetic fields. These electrical fields can cause painful shocks and even burns to other life forms, as well as disrupting electronics and electrical systems. The fields they can generate do not deflect bullets, for example, but can disrupt sensors, communications, and other such things. Light Elves tend toward paler skin colours, hair colours, and eye colours. [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/9220d93a-7888-4c12-85bc-93d1274bd888/d37d1mx-b153dc66-56dd-419c-89ac-0323b31b8a37.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiIvZi85MjIwZDkzYS03ODg4LTRjMTItODViYy05M2QxMjc0YmQ4ODgvZDM3ZDFteC1iMTUzZGM2Ni01NmRkLTQxOWMtODlhYy0wMzIzYjMxYjhhMzcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.djR45Iez6tORA34Eqvnld8-46_YArAjl8fK8VWqtB60[/img] Dark elves possess a different adaptation of the same organs within their bodies. Rather than generating and channelling electricity, they can use the electromagnetic fields of their bodies to warp and distort the electromagnetic fields around them, allowing them to bend and refract light around their bodies for short periods of time. Dark Elves tend to have darker hues of skin, and hair. Their eyes are also much better adapted to living in the dark, and they have a similar level of night-vision to a Felness, Canuss or Mustarl. However, their eyes are much more sensitive to bright lights, and they often wear sunglasses in normal daylight. Similarly, their skin is much more vulnerable to burning from UV rays, despite the darker pigmentation. In both cases, elves can exert themselves to extend or amplify the effects. Like anyone pushing their body and its abilities, exertion uses more energy and is draining, and can in some cases cause injuries, especially if done repeatedly. The elves' home world has long since been destroyed, rendered inhospitable by a catastrophic series of incidents during their war against the Totality. The actual physical world was all-but destroyed and they relocated to other worlds. The element common to their homeworld that gives them their abilities has been successfully synthesised, but by comparison to their former abilities, they are by all reports much weaker. This unique ability was what the Totality were in search of, along with the unique mineral itself. [/hider] [hider=The Gennari] [img]https://images2.imgbox.com/6a/29/Abb1N8sd_o.png[/img] The Gennari look almost like demons to human eyes, or some other kind of fantastical species from fantasy, myth, or legend. Humanoid in build, they have smooth skins, and heads of hair, and are mammals, like humans are. However, their bodies have horned heads, very varied skin and hair colours, long, thin tails with a spade tip, and cloven hooves at the end of digitigrade legs. Very strikingly, they have eyes with black sclera and brightly coloured irises and pupils. This is a consequence of their ability to see into the ultraviolet and infra-red spectrums of light. This is linked with the ability of their horns to perceive and interact with the electrical and electromagnetic fields of their bodies, and those of other living creatures to an incredible degree. This is to the point that they can perceive the thought patterns of other living beings, and have the ability to read them and interpret them. This is instinctive with other Gennari, and with some training they can do so with other sapient races. Reading surface thoughts and emotions takes little effort, and can be picked up with ease. But perceiving and reading more complex thoughts requires more effort, and can be noticed - with practice and experience - by the subject. More experienced Gennari may be able to do so less obviously, and combine their abilities with use of conversation or coercion to get the information they need by steering the thoughts of their subject. Among the Gennari themselves, social etiquette and customs apply of not reading thoughts without invitation, though using ones' psychic abilities is a part of the spectrum of communication, much like body language, expression, tone and other such cues are among other races. Sometimes Gennari unfamiliar with non-psychic races (and vice versa) may find understanding the nuance of communication and emotions of others somewhat confusing, or stilted, and may accidentally overstep boundaries. Gennari, like other sapient races, have some subspecies. The difference visually is in the shape of their horns; with those who possess telepathic and empathic abilities having horns that sweep back from their foreheads and the top or sides of their skulls. The other distinct sub-species have horns more like rams, that curl and spiral back and up alongside their faces. This change in the shape of their horns and the organs within them that conduct the electromagnetic and electrical impulses is what changes the nature of their abilities. Those with spiralling horns have the ability to utilise telekinetic abilities. While these are not apocalyptically powerful, they can be used to manipulate small objects with a level of impressive dexterity from a distance. Some individuals with training and practice can affect larger objects, and there are legends and tales of Gennari from long ago with incredible abilities, able to lift massive objects, or affect whole crowds of people at a time. In the case of current Gennari, however, they must maintain visual contact with what they are interacting with and must be close to it, seemingly within under a hundred feet, though the effect is weaker at longer distances and with more materials or objects in between, and varies with the size of the object. The effects can be shielded by some materials, noticeably certain types of metals, and powerful electromagnetic fields. There is some crossover between the subspecies, and with training they can mimic one anothers' abilities, but there will always be a stronger natural affinity for one over the other, and a 'telepathic' Gennari will never be as 'telekinetic', and vice versa, due to the natural predisposition for one over the other due to anatomical differences. Surgically removed a Gennari's horns is possible, but would be like removing someone's eyes or deliberately deafening them, or even more like a partial lobotomy, due to the deep integration of their horns and the organs and nerve fibers within them with their brains and nervous system. Some Gennari have survived the loss of horns, but they do not live as long and have a much reduced quality of life. Gennari also have a need for particular atmospheric gases and elements that are not native to Earth’s atmosphere, or those of other Coalition worlds. While oxygen, nitrogen and other gases present in Earth’s atmosphere are also part of their own, they also have significant concentrations of sulfur dioxide, ammonia and methane. They can survive for short periods without those gases, but it will restrict their abilities. As such, they require supplementary breathing equipment to add those gases into the mix of air they breathe. Gennari are also particularly sensitive to bright light, and ultraviolet light in particular. [/hider] [/hider] [hider=Humans and Paranormal Abilities] While Humans did not have any innate abilities at the beginning of the Mirror Wars, it seems that the developing and changing nature of them has led to a number of unusual developments in biology. Some humans, since the formation of the Mirrors, have started to show unusual abilities. Precognition, Retrocognition, empathy, telepathy, rapid health, increased strength and stamina, increased visual and auditory spectrums, and other such abilities. While they do not appear to be ‘super powers’ as such, this increasing occurrence of individuals with ‘parahuman’ abilities has been recorded and noted. Humans are also especially receptive to enhancements, compared to other species. They are much more compatible with cybernetic implants and augmentations than most other species, and it is not uncommon for those in combat or other high-risk occupations to augment themselves to a degree. Though, extensive augmentation is unusual and uncommon, and can lead to physical and psychological complications. [/hider] [/hider] [hider=The Totality] The Totality are an interstellar empire. They are not a singular species, but a union of numerous beings, all of whom have specific roles or ‘castes’ within the greater whole of the Totality, and with a chain of command or seniority among these various beings. The ultimate head of the Totality where the power is wielded is unknown, with few of their highest-ranking members seen. They appear to rely highly on Artificial Intelligence and computer systems to organise their forces, and this is in concert with extensive use of cybernetic implantation. The variety between the different species ‘utilised’ by the Totality is vast. At the base of the organization are the wholly mechanical drones used for tracking, observation and surveillance. They work in concert with other units as part of their operations as a whole; though have little to no offensive ability themselves. Above them are the least augmented and most basic troops; the Pacification Forces, or Pacification Corps. A form of internal police force, they are minimally augmented and enhanced, primarily only to enable them to connect with the Totality’s networks, but otherwise retaining much of their personality and character. However, these augmentations and implants slowly brainwash and alter their minds and personalities. The Pacification Corps have little access to heavy weaponry and are primarily for riot control and urban pacification, using small arms and other such crowd control weapons, lightly armoured, utilitarian vehicles, as well as faceless, intimidating riot armour. As personnel advance throughout the ranks of the Pacification Forces, they receive more and more augmentations, until they are thoroughly under the sway of the Totality - at which point, they enter the ranks of the Suppression Forces. The standing army of the Totality, the Suppression Forces are bonded with their armour for life support and enhancement of their physical abilities, along with integrating communications and other sensory systems into them. Suppression Forces soldiers still retain some individuality and personality, but their compliance is assured by the extensive alteration of their bodies and minds. Suppression Forces soldiers have access to military-grade weaponry and heavy vehicles and aircraft, adapted from designs and equipment from the races they have suppressed and dominated, while incorporating other advanced technology such as energy weapons and other devices. The other side of this augmentation, however, is the brutal and horrifying process of creating Drones. Such beings are mere functionary creatures, carrying out menial tasks like robots. Drones have much of their body crudely amputated and replaced with crude cybernetics, with their brains and organs being supplemented or supplanted by technological devices. They have no individual personalities or character, and very little reaction to external stimuli, seemingly being controlled by the Totalities’ AI. Sometimes when heavily damaged or subjected to accidents, this control slips, and the creatures express nothing but visceral, instinctual emotional reactions, primarily in the way of pain, due to their horrifically crude augmentations. The majority of the heavier, more powerful and elite forces though are Synths. Somewhere between machines and living beings, the line is hard to determine. They are technically by definition cyborgs, as they have living organic tissue that is intertwined with artificial systems and components, and neither can function without the other. However, the organic part of the biotechnological beings are engineered specifically for the role they inhabit, extensively modified and engineered from creatures long ago dominated by the Totality, their original forms long lost to time, and now part of the ‘functional’ ranks and organization of the interstellar empire. Synths serve particular roles and functions, much like particular vehicles, weapons, and equipment are devised and employed for specific functions in other cultures and societies. Their individual intelligence is hard to determine, as they are so heavily intertwined with machine components and thus the Totality’s networks and control systems. Above those Synths are the Supervisors; the most alien of aliens encountered. Non-humanoid, slug-like beings that are covered with cybernetic implants and capable of imposing and terrifying feats of mental power, such as telekinesis and telepathy. Their cybernetically enhanced bodies can project forcefields, and the cybernetic limbs they have are powerful enough to crush limbs, while their telekinesis can crush metal and tear apart structures. Fighting a Supervisor relies on a lot of co-ordination and firepower, and a healthy dose of planning and strategy, or blind luck and daring. The number of planets under the control of the Totality is unknown, as is their point of origin. Whether they have a fleet of space vessels is equally unknown. Their ultimate goal, beyond ‘expansion and sustainment’ of their Empire is also unknown. Much of their language used for orders, doctrines and strategy treats the Empire as a whole like an ‘organism’, with threats as ‘infections’, further reflecting the blurred line between technology and biology within the Totality as a whole. Their level of technology is much in advance of Humanities’ in many aspects, but it is hard to put a firm cap on it, as they use such a variety of technologies. While they possess access to energy weapons, forcefields, and the control and regulation of Mirror portals, as well as using exotic power sources and generation; they also use recognisable technology, devices and machinery. Gunship helicopters, boats, tanks, armoured vehicles, projectile weapons and robots. Their ability to manipulate genetics and meld the technological and biological is incredibly advanced, yet at other times seems incredibly crude and brutal, such as in the case of Drones. This use of technology seems to be in a tiered system of proportional response to external threats and challenges, and the greatest and most advanced types of their technology are as yet unknown. [/hider] [hr] [u][h2]OOC Information[/h2][/u] [hider=Rules] [list] [*]0: Don’t be a dick. This means; don’t be unnecessarily argumentative, contrary, or otherwise… problematic for no reason or ‘because it’s funny’. It rarely is, and it doesn’t make things more enjoyable for everyone. [*]1: Follow and adhere to the RP Guild rules and code of conduct at all times. [*]2: It is not the GM’s job to chase you. If you’re interested enough to join the RP, then I will assume you are interested enough to post regularly and check the site. I will remind when a GM post goes up, but I will not chase you to post. If you are ‘too lazy’ to do so, it’s not my problem, especially as it shows just how interested you actually are. [*]3: An exhaustive knowledge of modern weaponry or hard science is not at all required, or even necessarily welcome. The ‘rule of cool’ will always win, as the narrative trumps everything else. But at the same time, things will remain somewhat grounded; just so there is something to use as a reference point and to connect with or touch base on, and to look into and research to help with understanding for those less knowledgeable. [*]4: Embrace the setting and the themes of the RP. Yes, there are anthro/furry characters. Get over it, they aren’t going anywhere, and such kinds of characters have long been part of fiction as a whole. You are not mandated to play one, there are humans and other races. But playing a character that ‘hates all anthro species’ will be treated as highly suspect and trolling. Embrace the sci-fi ideas and concepts behind the idea of multiple races in the setting, they are extremely common in fiction. If you cannot see past ‘ugh furries’, and that’s the only thing ‘stopping you’ from ‘enjoying’ the RP, then I feel sorry for you. [*]5: If you disappear without warning or communication for several ‘rounds’ of posts in a row, I will assume you have dropped out. Taking breaks or not being able to post because of IRL and outside issues is completely understandable; it happens to us all and we all have regular lives where things come up. But I find it rude not to at least inform the GM, if not the group, of anything that has stopped you from joining in when it does happen. Even if it’s after the fact, I can still retcon your character to have been part of things and just ‘in the background’ of a scene. [*]6: You are perfectly welcome to play a character who is somewhat more ‘anti-social’, in that they are more grumpy, gruff, harder-edged or otherwise not all sunshine and flowers. But bear in mind that, ultimately, the point of the narrative and the RP is to work together, and to combat a hostile and evil power. If your character is a nihilistic, miserable, disagreeable twat, don’t be surprised when no-one wants to talk to them, or NPCs treat them like the arsehole they are. Also, make sure that it does not spill over into OOC, and that no player is being singled out and treated poorly and unfairly to the point it affects their enjoyment of the game and its’ story. [*]7: Your characters may have ‘secrets’ or multiple facets and aspects to their histories and personalities - as long as they: a) do not contradict the setting as it has been laid out, and b) the GM has been informed about them and approved of them, and they are a good fit for the setting and the canon. If you suddenly pull a whole backstory out of nowhere, expect it to be ignored or discarded. [*]8: Quality is always better than quantity. While there is a minimal standard of spelling, punctuation and grammar, and I expect a certain amount of writing prowess, one succinct paragraph that is well written is always better than three that are full of bloated descriptives that get very little across. [*]9: Players may have multiple player characters, but a limit of no more than two per player, to avoid entire scenes of players ‘talking to themselves’ as it were, or just setting themselves up with the exact characters and cast they want and writing their own fic in my setting. If the group becomes especially large, this may be limited to one character each just for convenience and to speed things up and make them manageable. [*]10: Please do not write in ‘script fic’ format. I.E. [color=red]Rhona: We shouldn’t write like this[/color] [color=blue]Jeff the Capybara: No, it reads really badly.[/color] Instead, please use third-person narrative: Rhona read back over the previous post, and nodded in approval with a satisfied smile. It was much more immersive and far less clunky. Jeff snuffled in agreement and munched on a carrot. [*]11: I do not follow a ‘posting order’. I tend to - as mentioned above - make a GM post that sets up a scene for the other players to respond to. Once every player has responded once, I will make another GM post that resolves their actions and moves the scene on. The order of replies is irrelevant, as long as everyone has posted. Sometimes I may post as GM or an NPC in direct response to a particular players’ questions or interactions, but this will be clearly stated. [/list] [/hider] [hider=Character Sheet] Once your character sheet is completed, please post it in the OOC for review and approval. Once it has been approved by the GM, please post in the Characters tab. Please follow the formatting as shown below, and remove any comments/tips/etc after the heading titles. [u][b]Name:[/b][/u] The name of your character [u][b]Nickname:[/b][/u] Any nicknames they may have acquired (optional) [u][b]Age:[/b][/u] Minimum early 20’s. Maximum equivalent of later middle-age (Optional - date of birth) [u][b]Species:[/b][/u] Human, or one of the other Coalition species. [u][b]Appearance:[/b][/u] A combination of an image and a short text description is preferred. Anime or illustration-style artworks are preferred, rather than realistic photography. If you cannot find an image, a ‘close enough’ with a more elaborate text description is fine. [u][b]Personality:[/b][/u] A short paragraph or two that describes the way your character relates to others, and their general emotional and psychological outlook on life. This is important for how well they will fit in with the rest of the group. This does not need to be exhaustive, more an overview. [u][b]History:[/b][/u] A short personal history of key events that explain or illustrate their experience and suitability for inclusion in a SPEAR team. Does not need to be extensive or exhaustive in detail; a bullet-pointed list of key events is ideal. [b][u]Key Skills & Abilities:[/u][/b] What makes your character useful to the SPEAR Team; are they an expert marksman, a leading scientist in their field, a gifted mechanic or engineer, a demolitions expert, a master hacker, or some other such unique function and talent that is beyond or aside from any 'special' abilities they have. [u][b]Special Abilities:[/b][/u] If you character possesses any abilities above the norm (for their species) or any cybernetic enhancements, they can be included here. If you are unsure about abilities, please discuss it with the GM and other players, as this is a tricky area to determine how much is too much. [u][b]Personal Weapons:[/b][/u] Any usual weaponry your character uses. Their MAS weapons can be listed elsewhere; this is only for personal arms. Real-world weapons are preferred, and you may list their attachments and modifications too. Nothing too obscure or vintage - they are meant to be practical fighters. And they do not need to be a walking arsenal. Obscure and bizarre melee weapons will also be rejected. [u][b]Personal Equipment:[/b][/u] anything else they carry that is relevant to their potential tasks on a mission, or that you think is notable. Note that mission-specific equipment does not need to be included here - this is just personal things that they carry on a normal basis. Some assumption is also expected, such as standard-issue gear like body armour, holsters, spare ammunition, field rations, a personal medical kit, water supply, and so on and so forth. [hr] [u][b]MAS details:[/b][/u] An MAS has - as discussed above - modular weapon systems, that can be equipped on its’ hardpoints. These can be swapped out between missions. A list of all options will be provided in the 0th OOC post, along with the basic details of the MAS Suit that is used by the SPEAR unit. Your loadout can be posted in the OOC for each mission. This also extends to hand-carried weapons, which can be swapped in the same way that your character can carry different weapons in their hands. Every character will use the same base model of MAS with different weapons or equipment depending on the operators’ preferences and the mission objectives. However, characters can customise their MAS’ appearance with personal logos, colours, or other such ‘tweaks’ and customisations - within reason. [/hider] There is a Discord server I run, where we may discuss out-of-character details, if you want to join, please send me a DM for an invite.