This is a stealth-centric covert-ops thread. You will control one or at most two characters that are part of a team of hastily assembled and at least mostly trustworthy specialists. I will control your mission liason, Conway, as well as the enviormental hazards, puzzles and any NPCs you encounter. The liason is mainly there to help narration and to stop you from accedentally doing something that would be rather silly when it comes to IC. OOC discussion of potentially rash actions is recommended as the facility is rather heavily secured. Given that you will be playing as foreign specialists, you are allowed to bring any kind of spec-ops gear your nation has access to in addition to some general purpose stuff my nation can provide if needed. the list of gear available:
- Helmets with incorporated ECM, re-breather, oxygen supply and bio-hazard protection. Face mask not required because forcefields are handy like that.
- Pennyguns: the standard assault rifle of my nation, a (fairly loud) coil/gas pressure hybrid gun. It shoots needle/rod like projectiles. Doesn't work while submerged, but wholly waterproof. Very reliable but as powerful as most infantry-issue ballistic weapons in use by contemporaries.
- uniforms: will fit most humanoids. ultrahydrophobic cloth, quite tough, but it's primary use is fitting in amongst servicemen if you think you can pull that off. The badges on them have been specially counterfeited for this mission. Note that if you're trying to blend in that helmets are required to be worn at all times when on duty. Body armour is optional on-base.
- ceramic body armour: The general purpose body-armour. Nothing fancy, but better than nothing and will provide limited but significant protection against laser, kinetic small arms, should things came to the worst.
- Graz: Technically part of the uniform. A black open-front jacket. Feels like it's made of some kind of weird carbonfibre. Incorperates some very basic shielding when worn in conjuction with helmet and a power supply unit (PSU).
- PSU: a lightweight power source, primarily to power a repulsor field or laser diffusion field.
- rations and basic stuff like that (try to make sure you have enough to last you several days at least!)
Things you should be expecting to be facing:
- camera systems, possibly with infrared or UV detection.
- psychokinetic sensors (probably not of relevance unless you are using particularly exoctic tech)
- some checkpoints and fortifications
- many, many convoluted and maze-like hallways
- sensors, both robotic and organic, capable of detecting loud bangs or very bright flashes.
- teleportation detection and teleportation inhibitor systems
- most troops will likely have at least basic magnetic shielding, moderately effective repulsor fields (i.e. bullet deflectors) and effective laser protection. Some may be better equipped than others...
- the base does not start off on alert, so expect to be able to bullshit your way out of patrols if you paly your cards right. (do try not to set off too many alarms)
- there will be air ducts. they will not be traversable by humans.
- radio receivers everywhere, but also lots of metal everywhere. Radio will likely go unnoticed on low alerts, but will also work pretty poorly.
- you will be able to hack consoles. This is not advisable. Try using to use the regular functions instead.
- non-radio communicators may be detectable. varies depending on technology. caution advised.
If you want to take part, please include details on the character or characters you wish to be using. Please include the following.
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