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Voyage Through the Multiverse (Ended) [OOC]

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Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Jun 05, 2018 11:57 pm

Name: AC-02 "Delta Buckler"
Origin: Gnosis verse
Number of Members: 6
Notable Members: Name:
Real Name: Gwendolyne Carle (Codename: Hex)
Real Name: Carmen Jimenez (Codename: Faust)
Real Name: Lorenzo Cabrero (Codename: Conman)
Real Name: Reza Kazemi (Codename: Trick)
Real Name: Terry Cooper (Codename: Curse)
Real Name: Minji Yun (Codename: Jinx)
Description of Faction's Tech, Powers, & Abilities:

General Equipment:

-Pulse semi automatic pistol
-Combat knife,
-Polythene bullet vest,
-Night vision goggles
-Laser pointers (all expect for Faust)
-Silencers (all except for Faust)
-Frag grenades, smoke grenades
-Flashbangs
-Tracer rounds
-Incendiary bullets
-Explosive rounds
-Gas masks
-Tactical helmets
-Squad uniform
-Binoculars
-Flashlights
-Medical kits
-C4 and extra explosives
-Spelleater Rounds
-Warrior Web System
-Banishment grenades
-Ward bags
-Aetheric Viewing System
-Augmented Reality System

shredder rounds (Conman only), spelleater rounds, shotgun (Jinx only), infantry scale pulse modified GAU-8 (Faust only), HK-47 Pulse Rifle (Conman only), EM-62 Gauss Rifle (Hex and Trick only), Warrior Web System, ritualistic knives and materials for arcane workings (Hex only), psionic enhancing drugs (Curse only, three vials), tablet grimoire (carrier Jinx, can be used by anyone in the team), stealth suit (Hex and Trick only), scout drone, exosuits.

Jinx Specific Equipment:
-Fiber optic cables
-Grimoire tablet
-Pulse Shot gun
-Taser
-Exosuit

Conman Specific Equipment:
-HK-47 Pulse Rifle
-Shredder Rounds
-Cigarettes
-Magnifying scope
-Exosuit

Faust Specific Equipment:
-Runic armor plates
-Anti-gravity artifact
-Pulse modified, infantry scaled GAU-8
-I-Pod with classical music playlist
-Exosuit

Curse Specific Equipment:
-Medical tools and drugs
-Psonics
-Psionic enhancing drugs (three vials)
-Thermos with coffee
-Exosuit

Hex Specific Equipment:
-Ritual materials and knives
-Stealth Suit
-HK-47 Pulse Rifle
-Magnifying Glass
-Magic

Trick Specific Equipment:
-Stealth Suit
-EM-62 Gauss Rifle
-Magnifying Glass
-Scout Drone
-


Augmentation:
-Increase aptitude
-Increase reaction time
-Increase motor skills
-Improved spatial reasoning
-Enhanced visual acutely
-Increase thought process
-Heighten pain tolerance
-Immunity to the shock reaction from pain
-Enhanced mental resistance
-Enhanced mental stamina
-Perceive both infrared and ultraviolet
-Increased healing
-Improved immunity system
-Impede aging
-Immunity to allergy
-Less hours needed for sleep
-Can communicate covertly by sending out electromagnetic impulse through the moisture in the air (telepathy).
Last edited by Naval Monte on Fri Jul 20, 2018 1:53 am, edited 3 times in total.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

User avatar
Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Wed Jun 06, 2018 12:48 am

Skylus wrote:Bringing a guy back from TAO 2

Name: Lincoln Douglas Forester (Second Lieutenant of the Hyrulialus Royal Air Squadron) "Chain-Link"
Origin: Alternate Futuristic Hyrule
Gender: M
Age: 22

We've discussed things and came to the conclusion that there really are a bit too many Links at the moment. A 3rd one is a bit excessive. Rejected.
Naval Monte wrote:
Name: AC-02 "Delta Buckler"
Origin: Gnosis verse
Number of Members: 6
Notable Members: Name:
Real Name: Gwendolyne Carle (Codename: Hex)
Real Name: Carmen Jimenez (Codename: Faust)
Real Name: Lorenzo Cabrero (Codename: Conman)
Real Name: Reza Kazemi (Codename: Trick)
Real Name: Terry Cooper (Codename: Curse)
Real Name: Minji Yun (Codename: Jinx)
Description of Faction's Tech, Powers, & Abilities:

General Equipment:

-Semi automatic pistol
-Combat knife,
-Polythene bullet vest,
-Night vision goggles
-Laser pointers (all expect for Faust)
-Silencers (all except for Faust)
-Frag grenades, smoke grenades
-Flashbangs
-Tracer rounds
-Incendiary bullets
-Explosive rounds
-Gas masks
-Tactical helmets
-Squad uniform
-Binoculars
-Flashlights
-Medical kits
-C4 and extra explosives
-Spelleater Rounds
-Warrior Web System
-Banishment grenades
-Ward bags
-Aetheric Viewing System
-Augmented Reality System

shredder rounds (Conman only), spelleater rounds, shotgun (Jinx only), infantry scale pulse modified GAU-8 (Faust only), HK-47 Pulse Rifle (Conman only), EM-62 Gauss Rifle (Hex and Trick only), Warrior Web System, ritualistic knives and materials for arcane workings (Hex only), psionic enhancing drugs (Curse only, three vials), tablet grimoire (carrier Jinx, can be used by anyone in the team), stealth suit (Hex and Trick only), scout drone, exosuits.

Jinx Specific Equipment:
-Fiber optic cables
-Grimoire tablet
-Shot gun
-Taser
-Exosuit

Conman Specific Equipment:
-HK-47 Pulse Rifle
-Shredder Rounds
-Cigarettes
-Magnifying scope
-Exosuit

Faust Specific Equipment:
-Runic armor plates
-Anti-gravity artifact
-Pulse modified, infantry scaled GAU-8
-I-Pod with classical music playlist
-Exosuit

Curse Specific Equipment:
-Medical tools and drugs
-Psonics
-Psionic enhancing drugs (three vials)
-Thermos with coffee
-Exosuit

Hex Specific Equipment:
-Ritual materials and knives
-Stealth Suit
-EM-62 Gauss Rifle
-Magnifying Glass
-Magic

Trick Specific Equipment:
-Stealth Suit
-EM-62 Gauss Rifle
-Magnifying Glass
-Scout Drone
-


Augmentation:
-Increase aptitude
-Increase reaction time
-Increase motor skills
-Improved spatial reasoning
-Enhanced visual acutely
-Increase thought process
-Heighten pain tolerance
-Immunity to the shock reaction from pain
-Enhanced mental resistance
-Enhanced mental stamina
-Perceive both infrared and ultraviolet
-Increased healing
-Improved immunity system
-Impede aging
-Immunity to allergy
-Less hours needed for sleep
-Can communicate covertly by sending out electromagnetic impulse through the moisture in the air (telepathy).

And Accepted! Welcome to the Arc!
Last edited by Apto on Wed Jun 06, 2018 1:11 am, edited 1 time in total.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

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The Palmetto
Negotiator
 
Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Postby The Palmetto » Wed Jun 06, 2018 8:30 am

Name: High Revolutionary of the Tides Aestus, the Lesser God of Marine Life
Origin: Physis universe
Gender: Male
Age: ~3.5 Billion years old
Species: Lesser God
Appearance: Image
Powers & Abilities:
Possession = As a ghostly entity, Aestus can possess any armor that is designated for his use by carving a special symbol on the inside of it that enchants it. He can jump in and out of any armor with said symbol, but it takes several hours. This also means that he does not need food or water to survive, and that he can survive in water as well.

Enchanted Armor = His current armor is strong enough to survive the deepest depths of the ocean, and can endure even the hottest lava and the vacuum of space without any sort of issue. All of the black parts of his attire is armor of equal strength.

Regeneration = While possessing armor, Aestus takes the form of a shadowy entity. While it itself can't not necessarily be attacked, his armor can. To prevent this, Aestus is capable of regenerating any damage to his armor, though it takes time depending on the extent of the damage. (A small crack or dent will heal within moments, but major openings can take a long amount of time, so long that he may easily be killed.) He can also heal other living organisms, so long as the wound is not fatal.

Enchantment = As part of his powers, Aestus can enchant any smaller aquatic creature to float around him while still serving him and obeying his command.

Evolutionary Mastery = Aestus can influence populations of organisms to evolve in a certain way at an increased rate, but can also affect individuals of species as well. With only a few seconds, he can map out an evolutionary path for an organism and instantly have any creature take the form of it. However, the form has to be within reason, and it can only extend to how much the creature would evolve within 100 million years. It works on average beasts without their consent, but organisms with human level intelligence and higher must give him their consent.
At the same time, he can also devolve organisms, without the 100 million year rule but while maintaining the consent rule.

Aquatic Life Control = Aestus can control aquatic and semi-aquatic life forms to do his bidding, though this does not work on organisms with human level intelligence.

Strength = Aestus can lift up to 100 tons, though not at all casually, and pack a maximum punch of 1 ton at 100mph.

Speed = Aestus can run at 50 mph, and swim at Mach 1 underwater.

Manta Ray Axe = At his command, his pet manta ray will turn into a massive 7ft battle axe. He can change the weight from just 50 pounds to 50 tons while attacking.

Weaknesses:
Spirit dissipation = His spirit is contained in whatever armor he is possessing, and outside of his armor or any water, it will begin to evaporate into nothingness. While his armor can handle extreme heat, his spirit form can not, and he is extremely vulnerable to such attacks.

Poor training = Aestus has no special weapons training, and is average with his axe wielding skills.

Morality = Aestus refuses to commit any action that will cause major destruction unless absolutely necessary, which will often times hinder his more powerful attacks from being used.

Attack Potency: City block
Speed: Superhuman
Lifting Strength: Class 100
Striking Strength: Building Class
Durability: City block level, though he is more susceptible to stabbing rather than blunt force.
Stamina: For the most part, N/A, though he will show signs of overexertion when he tries to lift something too heavy
Range: 500ft
Intelligence: Genius, though he knows nothing about technology outside of his world
Equipment on Hand: His armor and his enchanted pets, including his manta ray axe
Brief Bio/History*:
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
A rowdy redneck from South Carolina who tries to RP every now and again.
"That rifle on the wall of the labourer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there."

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Menschenfleisch
Diplomat
 
Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Wed Jun 06, 2018 3:41 pm

Name: Cassia "Azrael" Sunday (AKA Cassandra, Cassius, Cass, e.t.c.)
Origin: A mind. Whatever place they came from will never be seen nor heard of again.
Gender: Irrelevant
Age: Twenty years
Species: Psychopomp/Personified Death/Abstract Entity/The Seventh Star
Appearance: Perfect shapeshifter. See below.
  • Male: Fair tone and height with brown eyes and black haired fringe. Long coat and utilitarian clothing.
  • Female: Pale and somewhat short with green eyes. Blonde hair with slight overhang. Thin cotton jacket and padded shirt and pants.
  • Other: Cassia can also take several other physical forms. Forms that they utilise more often are lupine in nature or vaguely humanoid. Different forms may also include inherent conceptual properties and emotions; giving the impression that a viewer is looking at an abstract concept. For example, Cassia can incorporate the 'appearance of happiness' into their physical form; which would let anyone looking at them know that Cassia was "happy", or "happiness". Other times they may create a form that includes a great deal of information, such as a shape wherein viewers will gain specific knowledge just by looking at Cassia. The more complex a form is however the more difficult it is to hold and the more confused people will get when looking at them.
Powers & Abilities:
  • Abstraction: Cassia is a psychopomp and/or an abstract entity, granting them enigmatic abilities regarding concepts and life. They can feel 'life' as well as its cessation. In essence Cassia can detect death and birth up to thirty feet away. The more happens at once the easier it is to see, and the further away Cassia can detect it. They are able to take and keep souls of those who have died; in essence copies of their minds in life. This includes robotics and even the most rudimentary of intelligences. They can also forcefully tear someone's 'soul' from their body but this is incredibly difficult and dependent on how powerful the victim is. If the action is successful the subject dies instantaneously. These disembodied spirits contribute subconscious information to Cassia, giving them a degree of skill in whatever the dead individual was skilled in, as well as some knowledge about them. The mind remains fully conscious, and Cassia may at any time communicate with them; though it would not be surprising if the mind was driven insane by its now dead state.
  • Perfect Shapeshifting: Cassia may turn their body partially or wholly into other materials with no regard to biological function. They must always maintain a mass between .2 and 5 times a human's volume but this limit may occasionally be breached. If they attempt to maintain a size smaller or larger than this limit their body will slowly expand/degrade to accommodate former limitations. Their form must also be within the range of 50 grams and 7,000 kg. As such Cassia can't just morph into a superdense indestructible material and call it a day. They also can't just copy the abilities and powers of others (unless said abilities and powers are completely physical and easily understood).
    The Seventh Star: Cassia is the point of a seven pointed star. They are looking for the other six. When that happens, who knows what'll be next?
Weaknesses:
  • Specifics: Cassia's shapeshifting ability is limited. Not only can they not exceed or go under certain masses and volumes but each form will universally have weaknesses specific to it. Human forms will have human flaws. Stone arms will be heavy and easily dissolved. The universal weakness these forms share is toward intense cold which retards the transformation process and all bodily functions; including reaction time and movement speed.
Attack Potency: Between human and town level depending on what Cassia turns into. (For example, a nuclear bomb)
Speed: Between human and vastly supersonic. Reaction speed is dependent on form.
Lifting Strength: Between human and 10,000 tons depending on what Cassia turns into.
Striking Strength: Between human and large building level depending on what Cassia turns into.
Durability: Between human and town level depending on what Cassia turns into.
Stamina: Extremely varied.
Range: Between melee range and hundreds of miles.
Intelligence: Dependent on the number of minds within Cassia. Currently above human average.
Equipment on Hand: None. Cassia can generate equipment attached to their body freely.
Brief Bio/History*:
Cassia was created by a psyche. A concept born from the collective belief of an indeterminate number people. Belief creates being, and Cassia was the manifestation of their belief in death. And thus, they became a psychopomp; fated to walk the endless expanse collecting minds as they went. It is said that near the end they will have collected all things and become creation itself. Or maybe that's just melodrama. Who knows?



Cassia is in essence an infovorous conceptual entity. They are not necessarily a psychopomp but a self-determinating object that creates and affects data. In this case, not just data such as that on a computer; but quantum data, all the combined aspects of an object like; temperature, size, material, details, macrostructure and quantum build. Cassia's ability to absorb 'souls' is essentially the ability to destructively copy the complete data-set of a creature or machine's mind. Dead things are held in stasis and so do not change during the absorption process, making them easier and faster to absorb, although their quality degrades rapidly after death due to the natural decay of the mind and patterns therein. Living things generally react to abstraction with frenzied mental activity and thus make the process much more difficult.
Cassia, being able to interact with data, is able to affect their own quantum information. This is why they are able to change themselves into nearly anything within imagination. Their mass and overall energy level is determined by the information at their disposal (conveniently equal to 7 tons). Their abilities are limited to objects above a certain threshold of 'sentience' or 'intelligence' for arbitrary reasons. The process of abstraction also removes other data, resulting in deformation of the body, reduction of temperature and decay of particles into lower-energy states. This is what usually kills the individual after their data is copied over, in addition to the fact that Cassia's abilities rely on the total destruction of the data source in order to absorb it into themselves.

Brief Personality Description*: Extremely varied. Cassia is affected by the contents of their own psyche. While they are currently apathetic and easygoing it would take only a few thousand souls to swap completely. Right now Cassia is quite friendly and unconcerned, even in exceptionally dire situations. They're just here to have a good time.
Last edited by Menschenfleisch on Mon Sep 10, 2018 4:05 pm, edited 6 times in total.

User avatar
Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Wed Jun 06, 2018 3:58 pm

I'm extremely confused by the Seventh Star business. Feels like something from SCP Foundation
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

User avatar
Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Wed Jun 06, 2018 4:12 pm

The Palmetto wrote:Name: High Revolutionary of the Tides Aestus, the Lesser God of Marine Life
Origin: Physis universe
Gender: Male
Age: ~3.5 Billion years old
Species: Lesser God

Menschenfleisch wrote:Name: Cassia "Azrael" Sunday (AKA Cassandra, Cassius, Cass, e.t.c.)
Origin: A mind. Whatever place they came from will never be seen nor heard of again.
Gender: Irrelevant
Age: Twenty years
Species: Psychopomp/Personified Death/Abstract Entity/The Seventh Star

Everything seems in order. Accepted.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

User avatar
The Palmetto
Negotiator
 
Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Postby The Palmetto » Wed Jun 06, 2018 6:37 pm

BREAKING NEWS

For the first time in the history of this RP and all of its predecessors, someone has dabbed. that is all.
A rowdy redneck from South Carolina who tries to RP every now and again.
"That rifle on the wall of the labourer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there."

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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Wed Jun 06, 2018 8:00 pm

And now for the next series of apps :p

Name: Admiral Torel J'Ren
Origin: Star Trek Online
Gender: Male
Age: 78
Species: Romulan
Appearance:
Image
Image

Powers & Abilities: Brilliant strategist and tactician, excellent shot, skilled martial artist, decent pilot
Weaknesses: A side effect of growing up in the Star Empire where the Tal Shiar could be watching one's every move, Torel can be more than a little paranoid and is often slow to trust others; particularly those of other species.
Attack Potency: Street
Speed: Peak Human
Lifting Strength: Superhuman
Striking Strength: Street class
Durability: Street level
Stamina: Peak human
Range: A few hundred yards with his disruptor
Intelligence: Strategic and tactical genius
Equipment on Hand: Armor, disruptor rifle, plasma pistol, plasma grenades, personal shield generator
Brief Bio/History*:
Torel J'Ren was born on Romulus in 2334 to a well-connected family; his father was a Commander on one of the finest Warbirds in the Romulan fleet and his mother was a prominent Senator. When he came of age, Torel decided to follow in his father's footsteps, and with his connections had no problem securing a spot for himself in the Imperial War College. Torel found himself fascinated with the subjects they were taught there and developed a particular interest in the fascinating military history of the Empire. With this knowledge he proved to become an excellent strategist, and graduated near the top of his class in 2364.

Rather than seek a position aboard a Warbird after graduation however, Torel decided to take a position at Imperial Command near the War College so that he could continue his studies and further his knowledge that he might be better prepared to face the enemies of the Romulan people. Unlike many however, Torel never considered the Federation to be prominent among those enemies; as his mother had been one of the few voices in the Senate promoting peace, she'd taught him to respect many of the peaceful Federation ways that were loathed by many of the more prominent Romulans. Having spoken with his father's old CO from the Norkan Campaign and longtime family friend Admiral Alidar Jarok a number of times helped to further cement his position that war with the Federation should be avoided.

Torel's career had been going extremely well, and in a mere two years he'd managed to impress enough high-ranking officers at Command to rise to the rank of Lieutenant, when tragedy struck as news reached him that their old family friend Alidar Jarok had defected to the Federation. Despite their spotless records, both Torel and his father were brought in for questioning by the Tal Shiar. While Torel was found innocent, the Tal Shiar removed his father from command and forced him to "retire" from the service, despite having no evidence whatsoever that he had been involved in Jarok's defection. Torel was livid at the clear injustice that had been done to his father, but both his parents instructed him to remain silent about it, as questioning the Tal Shiar was a futile endeavor that would only create more problems. Even despite his innocence, his having been questioned by the Tal Shiar was enough to mark him as a potentially liability in the eyes of many at Command who were afraid of doing anything that might irk the Tal Shiar and jeopardize their rank and political status, and after it was made clear that he was persona non grata there, he requested reassignment to a Warbird which was promptly granted.

Much as he loathed the entire situation, Torel never let his anger effect his work, and by 2368 he manged to reach the rank of Subcommander and became the Executive Officer on the IRW Decimus, a D'deridex-class vessel under the command of a woman who fortunately shared Torel's disdain for the Tal Shiar and didn't hold his record against him. Sadly however, his woes with the Tal Shiar would soon prove far from over, when his mother was censured and later expelled from the Senate for her support of the Vulcan reunification movement. Torel was again questioned, this time by none other than Sela, and again found innocent, but his disgraced family effectively killed his opportunities for advancement. The next five years were quite uneventful, as Torel received neither promotion nor reassignment, but the Subcommander's fortunes would soon change in 2373 when the recently discovered Dominion began their incursion into the Alpha Quadrant and declared war on the Federation and their Klingon allies.

While many Romulans looked upon the heavy casualties the Dominion inflicted upon the Federation and Klingons in the early stages of the war with glee, Torel and his Commander could see that the Dominion posed a far greater existential threat to the Star Empire than the Federation and Klingons could have ever hoped to, and vocally supported joining the Federation Alliance, though their voices sadly carried little weight. That would change a year later however, when Romulan authorities came to believe that Senator Vreenak had been assassinated by the Dominion after discovering what appeared to be Dominion plans for an invasion of Romulan space. Outraged, the Romulan Senate finally declared war on the Dominion, and the Decimus joined in with the front-line of the fleet as they launched retaliatory strikes into Dominion space.

Like a bad-luck magnet, tragedy would once again befall Torel during the Battle of Benzar when his Commander was killed in a firefight with the Jem'Hadar. Though disheartened by her loss, Torel took command and managed to rally the crew for a successful counter-attack to drive the last of the Dominion forces off the planet. Torel then personally recovered the Commander's body and saw to it that she was given a proper burial before returning to the ship. As their forces were already stretched thin and experienced Commanders were at a premium, Romulan Command begrudgingly promoted Torel to Commander for his actions on Benzar and gave him command of the Decimus.

Torel would go on serve with distinction in the war, making excellent use of his strategic and tactical knowledge to lead Romulan forces to numerous victories over their enemies, and being twice commended for valor in the First Battle of Chin'tok and the Battle of Cardassia. After the Treaty of Bajor was signed, Torel received additional commendations from both the Federation and Klingon Empire as thanks for assisting their forces, but these did little to improve his standing in the Star Empire, and as things began to return to the status quo ante bellum he and the Decimus were assigned to routine patrols of the Neutral Zone. These patrols were intended to keep him well away from Romulus, which had the unfortunate side effect of putting him too far away to be of assistance to the Senate when Shinzon launched his coup. Fortunately the crew of the Enterprise was able to stop Shinzon before he was able to commit any further atrocities, and with most of Torel's political enemies now dead, he finally started to receive some better assignments; eventually getting a rare deep space exploration assignment.

It was a thirty-year mission through much of unknown space and, with permission from the Federation, a few Federation planets with the intention of both discovering new worlds and helping to improve relations with the Federation following Shinzon's attempt to destroy Earth. The mission went off without a hitch, but as they returned to Romulan Space in 2409, they discovered that their homeworld had been destroyed by the Hobus Supernova twenty two years earlier, and that the Star Empire had all but collapsed. Torel and many others in his crew still hated the Tal Shiar, and when they learned that the Tal Shiar were now effectively in total control of the remnants of the Star Empire with Sela having proclaimed herself Empress, Torel considered returning to Federation space to defect, but when he learned of the fledgling Romulan Republic founded by D'Tan he discussed it with his senior officers, and it was agreed to seek out the Republic flotilla instead.

It took a few months, but the crew of the Decimus eventually found them and made their request to join the Republic. Initially many in the Republic were worried that Torel's arrival was too good to be true and that he might be a spy with the Tal Shiar, but it was none other than Tiaru Jarok, the daughter of his father's old friend, who spoke out on his behalf and convinced D'Tan and the others to give Torel a chance. This proved to be a wise decision, as the experienced Commander would prove to be sorely needed when the Elachi and Tal Shiar began attacking Romulan colonies. After successfully repelling several attacks, D'Tan and the Republic brass were convinced that Torel was indeed on their side and promoted him to Sub-Admiral. Several Birds of Prey were placed under his command, and he helped to train their recently recruited crews in addition to leading them into battle.

When the colony on New Romulus was established, Torel was tasked with aiding in its defense. Initially he mostly fought off Hirogen mercenaries who had been contracted by the Tal Shiar to harass the development of New Romulus, but when the main Elachi fleet attempted to attack the planet he proved to be critical in its defense. For helping to save the planet, he received a commendation as well as a promotion to Vice Admiral, and would go on to take a leading role in the fights against the Borg, Voth, and Undine. It was the Iconian War where he would truly shine, helping win numerous battles for the Alliance, though the final battle came at a particularly high cost. The Decimus was among the many ships heavily damaged in the battle over Earth, though before the ship was totally destroyed Torel initiated a Singularity Core breach, and set a course directly into an Iconian dreadnought. Fortunately, he was able to make it to an escape pod just in time, and narrowly avoided the detonation that destroyed both his ship and the enemy's.

When the war ended Torel received his final promotion to Admiral and was given command of the recently constructed RRW Triarius, a Scimitar-class dreadnought. It wouldn't be long before the Triarius had a chance to test its mettle against a new enemy in the brief conflict with the Tzenkethi, where the ship and her crew proved their worth by helping save several planets from Tzenkethi attacks. As the Tzenkethi War came to a close and the Hur'q emerged from hibernation to launch a renewed attack on the Galaxy, the Alliance brass selected Torel to take command of the Alliance Third Fleet and a small Dominion task force, and to lead the effort to aid their beleaguered allies in the Delta Quadrant. Not long after arriving, he was contacted by the new Voth regime, with whom he agreed to a temporary alliance to end the Hur'q threat. For their part, the Voth tasked one of their powerful Fortress ships to aid the Alliance, and together they successfully drove off numerous Hur'q attacks. While attempting to drive off an attack on the Turei homeworld however, the fleet was pulled into a Quantum Fissure, depositing it into an as yet unknown alternate quantum reality...

Brief Personality Description*: Generally a good man and one who cares deeply about his crew, though he still retains a devious and Machiavellian streak befitting a former officer of the Romulan Star Empire.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.





Name: General Tova Gorr
Origin: Star Trek Online
Gender: Male
Age: 35
Species: Voth
Appearance:
Image

Powers & Abilities: A good soldier and formidable combatant; like most of his species he also possesses a strongly heightened sense of smell, as well as natural "bio-darts" on his forearm coated in a venom capable of rendering most species unconscious.
Weaknesses: Despite his rank, he's not much of a leader, preferring to get out to the frontlines and fight for himself rather than standing around giving orders. He also tends be somewhat impulsive, often preferring to go with his gut rather than wait around and think things out.
Attack Potency: Street (City block in Exosuit)
Speed: Peak human (Superhuman in Exosuit)
Lifting Strength: Superhuman (Class 10 in Exosuit)
Striking Strength: Wall class (City block class in Exosuit)
Durability: Street level (City block level in Exosuit)
Stamina: Superhuman
Range: A few hundred yards with weaponry, a few dozen feet with bio-darts
Intelligence: Average
Equipment on Hand: Anti-proton pistol, armor, personal shield generator, Exosuit (not always worn)
Brief Bio/History*:
Tova Gorr was born on a Voth City Ship deep within the Delta Quadrant in 2375. He grew up as a devoted believer in the Voth's Doctrine, and when he came of age he followed his older brother Forra's footsteps and joined the Voth military. For most of his career he battled Borg forces at the edge of Voth space, until the discovery of the Solanae Dyson Sphere in 2409 led to his being reassigned there to help drive off the forces of the Alpha Quadrant Alliance.

Though he enjoyed having the opportunity to test his abilities against a new foe, he couldn't help but feel that fighting the Alliance was a waste of time and resources that should be utilized combating the much greater threat posed by the Borg. He wasn't alone in that notion either, and as Voth forces suffered more and more losses at the hands of the Alliance, there became an increasing number of calls among the upper echelons of the military to bring an end to the conflict. The Ministry of Elders would hear nothing of it however, and rather than discuss options with their military leaders they took to insulting them for losing to "inferior endotherms" and even imprisoned a few military leaders who persisted in their complaints on the charge of heresy.

Eventually the military grew wary of the Elders' treatment, and a faction led by none other than Tova's brother Forra, who had since become the head of the Voth military, eventually launched a coup. It didn't take much convincing for Tova to join forces with his brother, and he proved a valuable asset when the time came to storm the Elders' City Ship and put an end to their rule once and for all. The battle on the ship was a bloody one, but Tova and his squad managed to successfully knock out the ship's communications network in the early stages of the battle, preventing the Elders' from calling in reinforcements and escalating the conflict.

Eventually the Elders were all found, most of them vainly attempting to hide, at which point Forra ordered them all collected together and shot out the nearest airlock before proclaiming himself to be the new leader of the Voth people. As the Elders had few fans in the military, most quickly fell in line behind their new leader, and those of questionable loyalty soon found themselves replaced. One such man was the CO of a Voth Fortress Ship, who after questioning the legitimacy of Forra's reign soon found he'd lost his job to none other than a recently promoted Tova. In truth, Forra had appointed his brother to that position more because he knew he could trust him than out of any faith in his abilities, and though he didn't particularly want the job either Tova accepted it anyway so as not to upset his now very powerful brother.

When the Hur'q began their attack on much of the Galaxy in 2410 and the Alliance arrived to help stop them, Forra was careful not to make the same mistake as his predecessor, and rather than attack their former foes instead offered to temporarily ally with them to stop their common foe. When the Alliance agreed, Forra ordered Tova to take his ship and render aid to Alliance forces, which the Solanae Veteran somewhat reluctantly did. Much as he initially dislike the Alliance, he couldn't argue with their results, and after scoring numerous victories against the Hur'q he came to respect his new allies, and Admiral J'Ren in particular. That mutual respect is likely to go a long way as the General finds himself on the wrong end of a Quantum Fissure in an unknown universe...

Brief Personality Description*: Tova loves the rush of battle, and can be reckless and brash when pursuing foes on the battlefield.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.





Name: The Founder
Origin: Star Trek Online
Gender: Genderless (Though typically appears as male)
Age: 4,512
Species: Changeling
Appearance:
Image

Powers & Abilities: Capable of shapeshifting into almost any form to such a degree that he can fool most scanners, and often even close friends and family of individuals whose place he's taken. Like others of his species, the Founder is also resilient against telepathy and psychic attacks as they lack a typical brain.
Weaknesses: Can only maintain a solid form for about 18 hours at a time; any longer and the solid form will begin to flake away and eventually die.
Attack Potency: Wall
Speed: Superhuman
Lifting Strength: Class 5
Striking Strength: Small Building class
Durability: Building level
Stamina: Superhuman
Range: A few dozen feet
Intelligence: Above average, though highly knowledgeable on many topics due both to his age and from the experiences and memories of others he shared with in the Great Link.
Equipment on Hand: None
Brief Bio/History*:
The Founder came into being some 4,500 years ago. Like many Changelings, he roamed throughout space for centuries, often on the run from hostile solids who frequently attacked, hunted, and killed members of his species out of fear of their metamorphic abilities. He managed to survive those difficult years, and when others of his kind discovered a safe haven in the form of a rogue planet far away from any solids, he joined them in forming the Great Link. He existed within the Link happily for several centuries, until he agreed with others in the Link that it would only be a matter of time before the solids started making trouble for them again, and that the only way to ensure their safety was to control the solids and establish order in the chaotic galaxy around them.

To this end, some 2,000 years ago, he joined in the efforts to uplift the Vorta and bio-engineer the Jem'Hadar to create a force that would enable the Changelings to found a new Dominion. For the next two millennia, the Founder would lead Dominion forces in conflicts throughout the Gamma Quadrant, eventually bringing much of the Quadrant to heel. When the Wormhole to the Alpha Quadrant was opened, he would help organize forces to begin conquering that area of space as well, but remained behind to oversee their forces in the Gamma Quadrant as another Founder led their forces through the Wormhole.

Ultimately, that Founder would be unsuccessful after the Wormhole suddenly closed making it impossible to send in additional reinforcements. After their defeat at the hands of the Federation Alliance, the Changelings continued focusing their efforts in the Gamma Quadrant, until the reemergence of the Hur'q devastated much of their territory and annihilated many of their fleets, forcing them to turn to their former enemies for aid. After Odo secured a temporary alliance with all of the Alpha Quadrant powers save for the Klingon Empire, the Founder was assigned to take a task force and aid the Alliance forces in the Delta Quadrant as a show of good faith. Though he was reluctant to stray so far from the Link in such perilous times, he knew the importance of keeping on good terms with the Alliance and so agreed to the task. Once in the Delta Quadrant, the Founder assisted the Alliance and their unexpected new Voth allies in scoring numerous victories against the Hur'q; though a sudden encounter with a Quantum Fissue will soon see the Founder sent far farther from the Link than he could've imagined...

Brief Personality Description*: Like most other Changelings, the Founder has a serious superiority complex, believing solids to be inferior life forms. As such, he cares little about the lives of any solids, and would gladly expend as many of their lives as necessary to protect himself or other Changelings.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.





Name: Vice Admiral Marcus Nelson
Origin: Star Trek Online
Gender: Male
Age: 54
Species: Human
Appearance:
Image
Image

Powers & Abilities: Talented diplomat, good strategist and tactician, elite MACO combat training
Weaknesses: Can over think things and may be too trusting at times
Attack Potency: Athlete
Speed: Peak Human
Lifting Strength: Peak Human
Striking Strength: Athlete Class
Durability: Athlete level
Stamina: Peak human
Range: A few hundred yards with his phaser
Intelligence: Highly intelligent
Equipment on Hand: MACO armor, personal shield generator, MACO phaser battle rifle, Type-II phaser pistol, photon and stun grenades, knife
Brief Bio/History*:
Marcus Nelson was born in 2356 to two talented Starfleet officers, and spent much of his youth aboard starships. In 2366 his father was given command of the USS Buran, and everything changed for young Marcus one year later when the Buran joined the Federation fleet gathering at Wolf 359 to combat the Borg. The Buran fared no better than the other ships of the fleet, and only a handful of escape pods made it off the vessel before it was completely destroyed. Though Marcus was among those lucky few, his parents were not. Marcus became consumed by his hatred of the Borg, and he began concentrating his studies on combat, tactics, and strategy, so that the next time he met the Borg he would be prepared to avenge the deaths of his family. When he was 18 he was accepted to Starfleet Academy, and with the ongoing Dominion War had no objections when he opted to continue focusing his studies on the art of war. Despite this focus, he did still learn the importance of diplomacy, and the critical role the Romulans played in turning the tide of the War after they joined the Alliance underlined the importance of developing alliances to defeat a common foe.

Marcus had the misfortune of once again finding himself in the middle of a disaster when he and a group of fellow cadets were visiting Starfleet Headquarters, only to come under attack by the Breen. Though they had no hope of preventing the destruction of Starfleet Headquarters, Marcus convinced his fellow cadets to take up arms and aid the Starfleet officers attempting to hold off the Breen long enough for the surviving civilians and critical Starfleet personnel to be evacuated. The cadets were commended for their action, and a flag officer who was among those they helped evacuate offered Marcus and the other cadets an early commission. Marcus gladly accepted, and left the Academy to join the depleted ranks of Starfleet in their fight against the Dominion.

He went on to serve with distinction in the war, and received a commendation for valor for his actions during the invasion of Cardassia, where he would also first meet future Admiral J'Ren. During the peace following the Dominion War, he worked tirelessly to help rebuild and improve the fleet, and worked to militarize Starfleet in the hopes that they would become better prepared to fight the next war they found themselves in than they were to fight the Dominion. When the MACOs were reestablished, he went through their elite training to join their organization as well, and with them helped to devise new tactics and strategies to use against the Borg. Though he and the other MACOs faced some opposition from Starfleet officers who felt that Starfleet should remain focused on exploration, the deteriorating relations with the Klingon Empire following their attack on Khitomer in 2382 helped Command to see things Nelson's way, and the militaristic reforms proved critical when the Federation-Klingon War broke out in 2405.

Nelson's talent for tactics and strategy and his elite training helped him rise rapidly through the ranks during the war, and he led his forces to many victories over the Klingon Empire. Despite all the fighting, he never forgot who his true enemy was, and remembering well the lessons of the Dominion War, when the Borg began a major incursion into the Alpha and Beta Quadrants, Nelson was one of the leading voices in calling for an armstice with the Klingons. Eventually the Klingons came to agree, and in 2409 Starfleet and the KDF signed a limited cease-fire and, along with their mutual allies in the Romulan Republic, began conducting joint operations against their common enemies.

Eventually the Borg were largely repulsed, and new threats emerged from the Voth, Species 8472, the Vaadwaur, and finally the Iconians. All were ultimately defeated by the Alliance, but the constant fighting took a heavy toll on the Alliance military, and the victory over the Iconians came at a particularly high cost. The loss of numerous high ranking officers in the Iconian War saw Nelson promoted to Vice Admiral and given command of a small fleet, which he would soon lead in the war against the Tzenkethi, and soon after the Hur'q. After Admiral J'Ren was given command of the Alliance Third Fleet, he remembered the daring young officer he'd fought with in the Dominion War, and requested that Nelson be assigned as his second-in-command. Command agreed, and Nelson found himself commanding the Federation detachment of the Third Fleet; though little did he know he and that fleet would soon find themselves fighting not in the Delta Quadrant but in an entirely different universe...

Brief Personality Description*: Nelson is an honorable man and devoted Starfleet officer who cares greatly for the people under his command. He is generally diplomatic towards other species, and believes working together is essential to defeating common foes such as the Borg.
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.





Name: Alliance Third Fleet (and accompanying allies)
Origin: Star Trek Online
Number of Members: Alliance: 20,000ish in one Scimitar-class Dreadnought, 2 D'deridex-class Warbirds, 4 Mogai-class Warbirds, 5 T'varo-class Birds-of-prey, 100 Scorpion fighters, 2 Drone ships; one Odyssey-class Star Cruiser (containing one Aquarius-class escort), 2 Galaxy X-class Dreadnoughts, 3 Sovereign-class (refit) Assault Cruisers, 2 Galaxy-class Cruisers, 5 Defiant-class escorts, 2 Prometheus-class escorts, 2 Intrepid-class (retrofit) Science vessels, one Excelsior-class (refit) Cruiser, 50 Peregrine-class fighters; and one B'rel-class Bird-of-prey from the House of Martok.

Voth: 100,000ish in one Voth Fortress Ship containing one Citadel-class Dreadnought, 2 Bulwark-class Battleships, 4 Bastion-class Cruisers, and several thousand Aceton drones

Dominion: 10,000ish in one Dreadnought carrier, 2 Heavy escorts, 5 Strike ships, and 500 Fighters
Notable Members: Admiral J'Ren, General Gorr, The Founder, Vice Admiral Nelson
Description of Faction's Tech, Powers, & Abilities: While technology differs somewhat from faction to faction in Star Trek, the factions here all utilize various types of particle weaponry primarily to damage shields followed up by powerful warp-capable torpedos to damage hulls (with the occasional exception of the Voth, whose transphasic torpedoes can phase through many types of shields and strike the hulls of unadapted vessels directly). For FTL travel, all vessels in the Third Fleet utilize Transwarp or Quantum Slipstream Drives for rapid transit. Additionally, some vessels utilize cloaking devices to hide themselves from enemy scans and view (the Romulans in particular have developed this technology to near perfection). On the ground, most factions utilize smaller versions of the same particle weapons used on their starships for their infantry, as well as various kinds of grenades, and equip their troops with personal shield generators in addition to their armor for added protection.
Last edited by Brusia on Wed Jun 06, 2018 8:03 pm, edited 1 time in total.

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Aeternabilis
Negotiator
 
Posts: 5055
Founded: Jan 16, 2014
Left-wing Utopia

Postby Aeternabilis » Wed Jun 06, 2018 8:53 pm

The Palmetto wrote:BREAKING NEWS

For the first time in the history of this RP and all of its predecessors, someone has dabbed. that is all.

A milestone I never thought we'd reach. Good work, everyone.
Yet what force on earth is weaker than the feeble strength of one?

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Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Thu Jun 07, 2018 3:44 am

Brusia wrote:And now for the next series of apps :p

You already have 4 characters and 2 factions, are you sure you want to app for another 3 Characters and 2 Factions?
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Thu Jun 07, 2018 4:08 am

Apto wrote:
Brusia wrote:And now for the next series of apps :p

You already have 4 characters and 2 factions, are you sure you want to app for another 3 Characters and 2 Factions?

Well, I plan on most of the characters I've apped for to take on more of a background role in the RP (mostly just working as supporting cast for my main characters, as it were) so I don't think the number of characters will be difficult to manage. Additionally, the two Republic factions will work pretty much hand-in-hand, with the fleet mostly just around to escort the army, so I don't suspect that that will be too difficult to manage either (plus the Shape of the Nightmare to Come arc seems to be a pretty slow moving one, so that helps to ease the posting burden somewhat). If activity should pick up later on down the line though, and I find that I am having difficulty juggling all the characters, I'm certainly not averse to killing off some of the support characters to make things easier (the arcs I'm interested in seem pretty heavily combat oriented, so I suspect I'll be afforded plenty of opportunities to do so should it become necessary).

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Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Thu Jun 07, 2018 6:24 am

Brusia wrote:And now for the next series of apps

If you're confident you can juggle so many, and the detail you've put into them suggests that the confidence isn't unfounded, then sure. Accepted.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

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Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Thu Jun 07, 2018 12:54 pm

Apto wrote:
Brusia wrote:And now for the next series of apps

If you're confident you can juggle so many, and the detail you've put into them suggests that the confidence isn't unfounded, then sure. Accepted.

Thanks :) I'll get started on an intro post once they're accepted into an arc.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Thu Jun 07, 2018 4:31 pm

Image

A good visualization to those involved in the Terminus arc. Does this go in the Fun Corner?
Last edited by Turmenista on Thu Jun 07, 2018 4:31 pm, edited 1 time in total.

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Petrokovia
Powerbroker
 
Posts: 7698
Founded: Jul 07, 2014
Democratic Socialists

Postby Petrokovia » Thu Jun 07, 2018 5:43 pm

Turmenista wrote:(Image)

A good visualization to those involved in the Terminus arc. Does this go in the Fun Corner?

I guess it would? I figured the pictures there would be either fanart or other pictures as visualization, not a timeline guide, though.
Communist from Philly living with multiplicity; We literally are Petrokovia. We are very spiritual adherents to our religion.
Pro: AES, Juche, communism, armed revolution, God (Mikotorma), reappropriating monarchical terms for socialist things (what's in a name?), the ethereal spaceship polycule sent by Allah to guide us, freedom of expression and religion
Anti: Fascism, absolute monarchy, capitalism, imperialism, Demiurge/Saklas, bigotry of any kind
Note: I do not use NS Stats, NS Tracker, etc. I only use my own factbooks and written information; The main canon used is the Democratic Socialist Vesperist Realms of Petrokovia (DSVRP)
من خلال الشدائد وسفك الدماء إلى المجد نسير بنور قلوبنا على طريق ميكوتورماه
National Anthem: Our Country!
National Religion: Vesperism

*Communist and Proud!*

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Korhal IVV
Senator
 
Posts: 3910
Founded: Aug 29, 2015
Ex-Nation

Postby Korhal IVV » Fri Jun 08, 2018 6:56 pm

This will be after the Shape of the Nightmare to Come is finished WITH A BANG!

Arc Name: Blood of a Thousand Stars - Voyage of the Travellers
Moderator: Me. Maybe someone else too.
Genre: Sci-fi/fantasy, grimdark, ship command
Summary: It is the 51st Millenium. The Emperor of Mankind has expired on the Golden Throne at last, turning Holy Terra to a new Eye of Terror as Chaos breaks loose. The Imperium shattered like glass, its world consumed by fire and flame. The Inquisition died, with many of its members dying at the hands of their colleagues. Inquisitor Lords took star systems for themselves, becoming rulers of the realm. The Machine Cult has secluded itself within its Forge Worlds, seeing the outside world as lost to the Omnissiah. The Ecclesiarchy and the Sororitas, exiled to Ophelia IV, have given themselves over to crazed fanatiscm and put billions, heretic and faithful alike, to the torch in Ophelia and the surrounding systems. The once noble Space Marines have mostly become nothing more than raiders. With no Imperium to fight for, they have become petty raiders and mercenaries. Not so the Sons of Guiliman, the Lion, the Dragon, and the Wolf. Ultramar has become the final bastion of true order in a galaxy of war, as the Ultramarines, Dark Angels, Salamanders, and Space Wolves consolidated their forces within the Realm of Inperium Secundus.

The Eldar race, which has held to life for so long, winked out of existence ever so slowly, one Craftworld and one Exodite world at a time. Ulthwe and Biel-Tan are the last unbreakable fortresses of the Children of Asuryan, the Eldar. The Tau, in their naivety, have expanded into a realm of corpses and ash. As the Tau terraformed each world, they vowed to annihilate all that stood against them, for only the Tau can be trusted with worlds. Other races would only break them. The Orks, in all their madness and warlikeness, ultimately saved the galaxy from the Tyranids’ voracious hunger. A billion trillion orks fought in Octarius against Hive Fleet Creta, a Hive Fleet that threatened the entire galaxy. In the end, they all died, and the Tyranids abandoned the Milky Way completely.

The Drukhari continued their ways of debauchery and sadism, taking advantage of the chaos to take even more slaves and bounties. The Necrons, deathless and eternal, have risen from their Tomb Worlds, intent on ruling the galaxy for themselves. The Ruinous Powers of Chaos oppose them utterly. Chaos ruled over much of the fallen Imperium, their planets being nightmare furnaces of death and carnage.

In the midst of terror, a tiny light shimmers in the darkness. A fleet, trapped within the Warp for two dozen millenia, was finally released into reality. This fleet came from humanity’s Dark Age of Technology, when men and women lived free and coexisted with xenos. Shocked and appalled, this fleet, composed of the space battleship Iowa Penttbom, destroyers Yukikaze, Amatsukaze, Shimakaze, and Ikazuma; twin heavy cruisers Ashigara and Nachi, and their Imperial Eldar allied battleship, Flame of Eternity, now seeks to correct the wrongs of the galaxy. This undertaking would be aided by a group of unlikely individuals that crashed through the walls of reality itself into this dark age.

Tzeentch sits on his throne and laughs. Korne rears his head and screams anger. Slaanesh indulges in hisnlust. And Nurgle concocts new diseases. Chaos rears its ugly head as it mocks the interlopers that dare believe that there is hope.

Only time will tell if they are right.
Last edited by Korhal IVV on Fri Jun 08, 2018 9:58 pm, edited 1 time in total.
ABTH Music Education ~ AB Journalism ~ RPer ~ Keyboard Warrior ~ Futurist ~ INTJ

Economic Left/Right: -0.13
Social Libertarian/Authoritarian: 0.21
Supports: Christianity, economic development, democracy, common sense, vaccines, space colonization, and health programs
Against: Adding 100 genders, Gay marriage in a church, heresy, Nazism, abortion for no good reason, anti-vaxxers, SJW liberals, and indecency
This nation does reflect my real-life beliefs.
My vocabulary is stranger than a Tzeentchian sorceror. Bare with me.

"Whatever a person may be like, we must still love them because we love God." ~ John Calvin

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Mundeo
Postmaster-General
 
Posts: 10355
Founded: Jan 04, 2015
Ex-Nation

Postby Mundeo » Mon Jun 11, 2018 3:40 pm

Here's a new character that will appear in Respite.

Name: Waka
Origin: Okami
Gender: Male
Age: Hundreds of Years
Species: Moon Tribe
Appearance:
Image
Image

Powers & Abilities: Waka is extremely resisilient, having survived encounters with Amaterasu, Orochi, and even Yami. He is also a master swordsman, capable of wielding his two blades with ease. As a member of the Moon Tribe, he is able to glide and teleport short distances, and has even shown limited clairvoyance.
Weaknesses: Waka has little to nothing in terms of means of attack other than his swordsmanship. His vague and often riddle-like manners of speaking as well as his cockiness often be a detriment to him.
Attack Potency: 9-A
Speed: Super Human
Lifting Strength: Peak Human
Striking Strength: Small Building
Durability: City Block
Stamina: Extremely High
Range: Several meters
Intelligence: High
Equipment on Hand: Waka’s primary weapon is Pillow Talk, a laser sword that can also take the form of a flute. He also wields a secondary shortsword which he often throws as a projectile. He carries a Water Tablet, a Moon Tribe artifact that allows him to walk on water.
Brief Bio/History*: Many years ago, a mysterious catastrophe wiped out all lifeforms on the moon. Only three members escaped, one of them is Waka. He boarded the Ark of Yamato, escaping the lunar realm and reached the Celestial Plain. There, the Celestials and the Celestial Brush gods accepted him and he resided at the plain for an untold time. The Ark is also enshrined at the divine realm.

However, one day, disaster struck. Orochi and its legion of demons suddenly came flying across the sea of stars and assaulted the Celestial Plain. Amaterasu and Waka faced the demon together, but their efforts were fruitless, and Waka gave the prophecy "Only the chosen one can defeat Orochi". Following this, Amaterasu dragged the beast down to the mortal realm, and the legend of Orochi began. Waka then evacuated the Celestials into the Ark of Yamato, trying to flee from the destruction of their home. However, not long after setting sail, an endless legion of demons rose from the Ark's depths; they massacred and devoured all the Celestials. The Ark lost its rudder, and plummeted down to Laochi Lake, releasing the demons. After the tragic event, Waka came hiding in Nippon, apparently from the searching of the demonic legion.
Brief Personality Description*: No matter the situation, Waka never shows any signs of being upset or fearful. He also has a habit of rarely being direct; he prefers vague hints that he calls "prophecies" over straight information. His advice is always helpful, though it is sometimes observed to be so only in hindsight.

Waka also has a great deal of playfulness to his personality; even when he is taking things seriously, he refers to it in a light-hearted manner. This is evident in his prophecies, which usually contain some humorous action or phrase. He often peppers his speech with French expressions of affection, such as "mon amie" and "ma chérie".
Last edited by Mundeo on Mon Jun 11, 2018 8:09 pm, edited 1 time in total.
What is a sig? A miserable little pile of words! But enough talk!
Have at you!

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Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Mon Jun 11, 2018 7:44 pm

Mundeo wrote:Name: Waka
Origin: Okami
Gender: Male

Looks good. However, since we do have someone from the same verse, I'll have to ask either you or Skylus to coordinate the stats of Ammy and Waka. As far as I know, they're about equal in stats.

Accepted.
Korhal IVV wrote:Arc Name: Blood of a Thousand Stars - Voyage of the Travellers

Accepted.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

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Korhal IVV
Senator
 
Posts: 3910
Founded: Aug 29, 2015
Ex-Nation

Postby Korhal IVV » Mon Jun 11, 2018 8:18 pm

Apto wrote:
Mundeo wrote:Name: Waka
Origin: Okami
Gender: Male

Looks good. However, since we do have someone from the same verse, I'll have to ask either you or Skylus to coordinate the stats of Ammy and Waka. As far as I know, they're about equal in stats.

Accepted.
Korhal IVV wrote:Arc Name: Blood of a Thousand Stars - Voyage of the Travellers

Accepted.

lrightey, now for the faction apps of those countries within the BTS-VT. Most will take a background role though so :bow:
ABTH Music Education ~ AB Journalism ~ RPer ~ Keyboard Warrior ~ Futurist ~ INTJ

Economic Left/Right: -0.13
Social Libertarian/Authoritarian: 0.21
Supports: Christianity, economic development, democracy, common sense, vaccines, space colonization, and health programs
Against: Adding 100 genders, Gay marriage in a church, heresy, Nazism, abortion for no good reason, anti-vaxxers, SJW liberals, and indecency
This nation does reflect my real-life beliefs.
My vocabulary is stranger than a Tzeentchian sorceror. Bare with me.

"Whatever a person may be like, we must still love them because we love God." ~ John Calvin

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Menschenfleisch
Diplomat
 
Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Tue Jun 12, 2018 4:18 am

The testimony of Mundeo has proven to me what I believed for a very long time; that Tone is a travesty of a character with a frankly ridiculous breadth of power, an impossible-to-write personality and set of abilities, and quite possibly the least interesting character of nearly anything I have ever touched. I do not say that with spite, I'm simply saying; writing him was a goddamn chore and fuck me if I'm not going to replace that steaming pile of meta-narrative garbage with something even slightly palatable to a regular person's eyes. Because jesus christ, writing his pompous violin schtick got tiring after like... two words.

What happens to the former Tone? His character and the things he's done? Well, I mean... he's only used his powers once or twice before. His initial fight with Avarice and now with the Sontarans. The Sontaran problem is him learning his limitations and his fight with Avarice is easy enough to just explain away with "Echo being really really angry". Dunno where I'll put him but we'll cross that bridge once I sort out his train-wreck of a character arc.

Requesting to revise his app to the following:

General Information: "Tone"

Name: (Valerian/Victor Woolf), Mellifluous Tone, The Salubrious
Appearance: A brown haired male in his early thirties with blue eyes, a european complexion and a fair build. He likes trench coats.
Species: A universe bonded with a human
Gender: Male
Universe of Origin: A random universe that was in desperate need of saving. The setting of any good JRPG.
Age: He thinks he's been around for twenty seven years.
Abilities:
  • Healing: His very existence seems to soothe those around him, healing wounds, repairing damaged machines and even resolving temporal paradoxes. He can affect basic ‘laws’ around him with some degree of control, for example, rendering it impossible to die, or removing gravity. This is a very general effect however, and anything he does also applies to himself. He can heal wounds, rifts in spacetime, emotional rifts and 'situations'. The latter circumstance is extremely minor stuff, like heating up cold food or untangling headphones. He's pretty much a hardcore support.
  • Generation: Tone can generate any of the 92 naturally occurring elements in stable isotopes thereof. No nuclear explosions or radiation poisoning here, buddy. He cannot generate any more than his own volume in any material, and attempting to create more will result in previously generated matter rapidly disappearing. He usually does this to generate minor items like tools, weapons and food. He is able to generate complex molecules and compounds such as water, drugs and plastic explosives.
  • Life: Valerian creates life. Withered flowers will blossom, people near him will feel rejuvenated and even his own body refuses to die. This has granted him unnatural vitality and strength, as well as the ability to forcefully accelerate cell growth. This is another form of healing but when taken too far it causes tumorous growths to erupt around the subject and for nearby organisms to uncontrollably grow and meld into one another. This effect cannot penetrate even basic barriers such as clothing and armour and so is infeasible for usage in combat, unless he's fighting like... nudists or something. His blood alone is able to act as a form of medicine, purging poison from an individual's body and reducing their age by about 20 years per litre of his blood imbibed. I'm sorry. That got dark really quickly.
  • Echo: The dying remains of a universe. Deep within him is an infinitesimal portion of a once great reality but even so it is still incredibly powerful. Echo and Valerian may work together to gain almost ludicrous control over local reality; ranging from the manipulation of concepts to the warping of the basic foundation of reality itself. This places enormous stress on both of them however and won't be used (or even extensively mentioned) until Valerian either literally dies or he fights Avarice.
Weaknesses:
  • Limitations: His healing is extremely potent but is limited by who he's trying to heal. A regular human can survive pretty much forever under his influence because they are extremely weak and therefore not that hard to regenerate. Someone like Goku on the other hand has to receive an enormous amount of energy to even slightly benefit; thereby reducing Valerian's effectiveness in such circumstances.
Personality: Valerian is optimistic and kind, if a bit daunting and at times enigmatic. He can be quiet and comforting, or energetic and enthusiastic. He’s simply a nice person, who’s helpful, and tries to be likeable. He has a way of speaking that makes it seem as if to him, everything is aggressively temporary.
Biography: Valerian was born to a dying world. Like any good near-apocalypse game setting: technology was failing, war was widespread, and a great evil sought to overtake his world. He rose up, as a hero, and defeated the dark forces in a great uprising, or so the legend goes. Details about his foe are vague but describe it as an all-consuming cloud and/or concept of nearly pure malevolence. Whatever the case, he is a legendary hero, and a benevolent one at that. He learnt of a monster, a universe that consumed other universes, and learned that the child of a different reality known as “Echo” was destined to kill the monster. He found Echo, but it was too late. By the time he found them, wandering in the void, their battered celestial corpse had already nearly expired.
Echo died. But, with its last (figurative) breath, it gave Valerian enormous power but also filling him with its desire for revenge; both for Tiamat having killed Echo, and for Tiamat's offspring having killed Tone's... everyone. Soon after being ejected into the nearest available universe, he set out to find and deal with the killer he'd supposedly been destined to fight.
Arc Responsibility: As the hunter/rival of Audrea, and the holder of Echo’s Heart. He is charismatic and addictive to be around, and therefore will either generate a large gathering or a small group of close compatriots. He plans to kill Audrea, but will become sidetracked with others’ dealings along the way.
Equipment: None
Statistics:

Destructive Capacity: A tree. In small bursts his physical strength can place his AP at town level or greater. Actually using this strength would probably shatter his entire body like glass.
Lifting Strength: Class 5. A few tons. In small bursts of vitality he can easily lift several thousand tons.
Durability: Unlike Avarice his unusual vitality doesn't result in regenerative abilities. Instead it makes him incredibly resistant to damage, putting his durability at around city block level.
Speed: Subsonic. Mach 0.8. Hypersonic+ reactions.
Stamina: Nigh infinite.
Range: Melee. Several kilometres with his other abilities.
Intelligence: Incredible. He has an unparalleled breadth of knowledge, and can think at an extraordinary pace. His deductive reasoning is similarly vaunted.

It's time for me to app as several million people who are actually 108 organisations that is actually 1 organisation that is actually all the nations on Earth that are actually fragments of a God that is actually the creator of all reality. Hoping to slip the GOC into Terminus and Secrets of the Raven. In Terminus they'll be there to fight Aboms and help prevent Terminus. In SOTR they'll be there to figure out the heck exactly is AEGIS and why they keep meeting them.

Name: The Global Occult Coalition
Origin: After World War II the nations of Earth decided that in the place of ultranational entities or specific national groups like the obskuracorps and GRU-P (Nazi Germany and Soviet Union paranormal agencies respectively), a singular organisation had to be organised in order to protect reality. To that end all the nations of the Earth composed the Global Occult Coalition; a massive big-brother-esque normalcy protecting agency composed of 108 smaller agencies and groups, ranging from ancient cults of fleshweavers who had lived ever since the dinosaurs to Illuminati groups originating from the 1920s. Unlike the SCP Foundation the GOC has no qualms about deploying anomalous tech in everyday situations and holds an incredible technological grip over the entire known world and several adjunct multiversal clusters.
Number of Members: At the very least, millions. In the event of emergencies this can swell to become nearly all known nations on Earth, or even anomalously sourced humans like from SCP 2000, multiversal traffic and Humanoid Entity Generators. In various canons the GOC has effectively become the entirety of humanity.
Notable Members:
  • Julyan
  • "Mary Rupert": Director of interdimensional military and diplomatic affairs. One of about seventy. She controls an anti-grav carrier armed with various Tartarean weapons (weapons that may or may not literally send you to hell).
  • "Oliver Wesker": A memetics and conceptual specialist. Leads a team of others (whose files may or may not be added here) in various affairs in and around the world. His quickest and dirtiest trick is to show you a picture of a dog that causes you to have a heart attack.
Description of Faction's Tech, Powers, & Abilities: Too varied and numerous to count. General consensus is that the GOC is incredibly advanced in all sorts of technology ranging from the development of cells and weapons that could contain and kill the "thunder and lightning YHWH actual biblical motherfucking god" (SCP 1730 referenced, referring to Clef's 001 proposal) to infantry, ships and fleets armed with enough ordnance to easily terminate otherwise world-ending gods (Fenrir, an 8,000 kilometre long wolf god destined to cause Ragnarok was killed by tearing its jaw off with an antigravity battleship). Notable technologies include:

  • Whitesuits: Basic infantry exoskeletons. They can run at 100 miles per hour, walk through minefields with impunity, fall from kilometres in the air with no harm, resist heavy artillery fire, run through solid walls with ease, wipe out entire military compounds on their own, turn themselves perfectly invisible and generally act like Spartan soldiers from HALO or pilots from Titanfall. Blacksuits are bulletproof vests that look like normal clothing and greysuits are stealth suits with chameleon-like abilities; but they're both small cheese compared to the whitesuit.
    Orange Suits: Also known as the Ultra Heavy Engagement Chassis (UHEC), orange suits are designed to go mano-e-mano on gods and various other anomalies. Size and arnament vary greatly but they are known to be able to change their own inertia and mass (reducing damage taken from projectiles), resist bombardment with near impunity, take on building-sized tanks possessed by Nazi ghosts, detonate claymores placed on their chassis in order to remove boarders, project Banshee light systems into enemies' eyes (essentially memetics and images that inspire intense fear and an inability to fight) and wield weapons with yields measured in kilotons of TNT.
    AI technologies: The GOC has several fully functioning AIs. While Prometheus Labs and Anderson Robotics were both pioneers in modern electronics and demonics, the GOC is the only organisation to have commonly implemented beyond-human AI systems. Entire sites, military sections and functions are controlled autonomously. It is implied that several of their AIs are based off of Prometheus Labs' BARDEEN Artificial Intelligence system.
    The PERSEUS system: An airborne thaumic weapons platform styled after an eagle. It possesses powerful glyphic protections and symbolic warding (which is why it's shaped like an eagle) that essentially protect it from all forms of reality bending and magic. It is capable of using thaumotology to affect enormous areas, warping reality and terminating otherwise civilisation eating threats.
    Antigrav Battleships: They're never quite explored in detail but it's known that these battleships can fly through space and have crews of thousands of people. They are often fully staffed by the best of humanity and are easily capable of taking on major threats on their own, such as the aforementioned incident with Fenrir, as well as another where an antigravity battleship shot down a PERSEUS system and destroyed a cloud of electromagnetically unstable gas that threatened to engulf earth.
    Thaumatology: Essentially all types of magic and symbolism you could ever imagine. In the SCP verse, if a legend exists, it's because it's entirely true. The GOC can teleport people to and from Pluto, generate gestalt intelligences, warp reality, summon/control gods, rewrite local history and all sorts of things that would otherwise belong in some kind of incomprehensible sci-fi novel. Most of it is based around real-life occult practises like sacrifice and symbolic protection. Common applications include generation of matter/energy, teleportation, transmutation, warding and eschatological manipulation (manifesting gods).
    Various Sci-fi pieces: FTL drives like Quantum Crunch drives that allow GOC ships to traverse galactic distances in minutes. Railguns. Plasma tanks. A canon that fired a beam of energy large enough to wipe an entire island off the map and terminate a squidlike monster with incredible regenerative properties about twice the height of Godzilla. Tartarean physics (Controlling Hell), Eschatology (Controlling Gods), Ontology (Controlling the fabric of reality) and Pataphysics (Controlling the metanarrative and authors). These are all things that the GOC views as daily pieces of tech. Who knows what else they might have?
    Memetics: One of the most dangerous aspects of the GOC. They can control and engineer memetic phenomena. A memetic is a piece of information that seeks to spread itself. What that means is that the GOC can create memetic hazards; images, sounds, smells and tastes that will spread between individuals and cause varying effects. The most common is a deadly memetic, which is a piece of media that instantly kills the viewer through some means (insanity, induced heart attack, e.t.c.). Other memetics include forced-information, which tells the viewer something; and mental affectors which may change someone's mind, intelligence or allegiance. Memetics can be resisted by beings of great power and by people with specific training against them.
    Reality Tech: Scranton Reality Anchors anchor reality. They dampen magic and supernatural abilities. The stronger an ability is the more anchors are needed to suppress it. Scranton Boxes protect whoever is inside from external supernatural phenomena. All sorts of other tech exists, including Temporal dampeners that separate an area from the rest of spacetime and floater universe generators that create empty alternate dimensions.
    Generally Magic and Science: The important thing to take away from all this is that the GOC is massive. In some tales they're just regular human soldiers with some pretty nifty stealth technology. In others they are multiverse-conquering crusaders, eating Gods and uprooting Yggdrasil itself. In some they might deploy fleets of nuclear and anti-gravity battleships over the skies of an island the size of France. In some they might struggle to put down a group of magical kids in a library. The organisation is sprawling and so large that it often forgets what it is capable of in the first place.
Sources:
Fenrir's death. It includes a list of several pieces of tech the GOC utilise commonly.
The PERSEUS system.
Sequence tales. There's a link at the bottom of every page to the next one. The most comprehensive database of the daily lives of GOC infantry units there is.
Squid Ispolin. It includes another list of tech the GOC uses.
General equipment. Most of this is lowballed tech that the GOC deploys commonly.
The King's Spears. Explores some of the threats that the GOC must deal with on a regular basis.
And dozens to hundreds of other tales detailing the GOC and Foundation's antics throughout time and space.

Examples of Tartarean Anomalies:
A deal-making devil. Lower-class dealmaking entities can be used to achieve rapid reality bending at the cost of 'value ballast' like money or personal belongings.
Demonics and how they can enhance electronics.
"A suburb of Hell"; conquered by the Foundation. Contains many Tartarean entities that the GOC can summon and/or replicate through technological means or otherwise.
A list of Tartarean entities and how The Foundation harnessed them.
An exploration of a Tartarean entity whose properties the GOC could easily harness.
A section of this article explores a type of Tartarean weapon. "Thanopenetrating Aperture Mortar": Causes large holes to open on surfaces within the area of detonation; groups of elongated, multi-jointed human limbs emerge from holes to detect sapient organisms and pull them inside, after which the holes demanifest. Effective for depopulating large areas while minimizing damage to infrastructure.

General Information:

Name: Mary Rupert

Origin: SCP Foundation Universe

Age: 32 terrestrial years

Physiological Identity: Female human of European descent. 165 cm tall. Blue eyes, pale skin, blonde hair. Generally clothed in standard Coalition blacksuit (workdress), taking the appearance of cotton pants, buttoned down jacket and shirt. Identifiable through large burn and laceration scars on the right side of the face, extending down the hairline to the lower jaw. Various laterally placed scars on the right arm perpendicular to the limb's alignment. Severe loss of sight in the right eye. Minor loss of mobility in the right arm (treated).

Communicative Ability: High-level fluency in English and French. Non-fluent usage of Russian and German.

Biography: Mary was born to English and French parents in 1993, April the 3rd. She was a fairly adept student in school and consistently scored within the top 30th percentile of her year level nationwide. She was educated in London and became interested in more physical activities. She joined the cadets, then the army and was subsequently taken into the Global Occult Coalition through her mother's ties to the organisation as a Strike Team operative (an extremely unorthodox circumstance, based on the general lack of time strike team members have to dedicate to parenthood). A series of battles regarding The Coalition and KTE-5237-Corona Ex Machina (An extraterrestrial deific entity) resulted in the formation of her present scars.
An unrealistically high level of competency for her age (possibly as a result of a pataphysical or narrativistic anomaly) resulted in her promotion to the captain of the GOCA-Vigilance Antigravity Battleship in late November of 2015. As part of her first true assignment she was dispatched through thaumatological means to a neighbouring universe apparently suffering from significant narrative decay in an attempt to prevent the degradation of local reality and discover more about said universe's technology and inhabitants.

Personality: Mary Rupert is a hardliner loyalist to the Global Occult Coalition, creating excessive strife between herself and apparently 'opposing' organisations. Despite this with unaffiliated individuals she has proven herself to be an able diplomat and capable combatant; with her record of effective carrying-out of missions lending credence to her apparent ability. Her loyalty to the Coalition as well as her insistence upon formality and rules has kept her largely out of high command's sights. On an individual basis she is largely detached and lacking in empathy or intimacy due to the inherent nature of her occupation. She is currently being monitored for the development of depressive or psychotic tendencies. Known usage of drugs includes alcohol and rare cases of nicotine.

Capabilities:

Skills:
Esoteric Abilities:
Exploitable Traits:
Equipment and Armaments:

  • The GOCA-Vigilance: An anti-gravity battleship deployed by the Global Occult Coalition for the purposes of self-sufficient exploration and military operation in other realities or isolated locations. It has a full crew complement of approximately 40 staff, with the majority of the ship's systems being handled by the onboard AI (referred to by personnel as Opal. Its official designation is the Coalition Independent Digital Secretary AKA CIDS system). It is approximately 300 metres long and 50 metres wide, with onboard aeroponics and living quarters. A full host of laboratories exists in a spatially compressed area, including onboard thaumatological environs, synthesis labs and containment vessels. The ship itself is armed with various advanced weapons such as plasma discharge canons, nuclear payloads and kinetic batteries. Specialised weaponry includes Tartarean munitions and reality-bending technologies, generally rendering large areas uninhabitable or creating enormously destructive effects.
  • Onboard Personnel: The GOCA-Vigilance has 42 staff, largely responsible for interpersonal communications and self-psychological-verification. They include antimemetics experts, negotiators, soldiers, support staff and research specialists. All personnel are experienced in hand to hand combat. Twelve officially sanctioned security staff and assault troops reside on the ship. The onboard armoury contains whitesuits, tangential weaponry (weapons with anomalous effects), advanced standard munitions and a single downsized Ultra Heavy Engagement Chassis (UHEC) modified for operation in excessively hostile environments.
  • Tartarean Munitions (TM) 1: Also known as a Thanopenetrating Aperture Mortar. The detonation of this device causes large extradimensional holes to open up in nearby surfaces, from which several humanoid limbs emerge. These limbs will detect sapient organisms and drag them into their originating holes before demanifesting. The effect lasts for several minutes and causes minimal damage to infrastructure. Commonly utilised against instances of SCP-3396 (Humanoids who had been given X-men like superpowers by an apparently benign gestalt entity. In one alternate reality approximately 700 million resided on Earth and were engaged by The Foundation and GOC even after the death of 80% of baseline humans).
  • TM 2: Basic Demonics technology. In exchange for 'value' (gold, emotions, memories, e.t.c) these munitions will take on various electromagnetic effects when fired. The most common effect is lethal transmutation of the target organism into another material, although nervous disruption and infliction of insanity is not unheard of.
  • TM 3: Tartarean Hostile Environment Manifestation Munition (THEMM). This weapon causes the forceful 'recalibration' of reality in a small radius. Overt physical effects include the sudden manifestation of enormous amounts of thermal energy, sulphur, release of pressurised chlorine gas, distressing hallucinations and dangerous geometric reconfiguration of organisms within the target radius (minor spatial distortions that may rupture capillaries and arteries, resulting in massive internal bleeding).
  • TM 4: Ontologically Volatile Material (OVM). Sourced from advanced Thaumaturgy. This material destabilises local reality as it decays. It has a half-life of about two months, during which time it will slowly convert to inert silicon dioxide (quartz sand). This decay is generally imperceptible but can be forcefully accelerated through the application of heat or intense electrical shock. This will result in the sudden production of or draining of heat (randomly split between the two outcomes). The radius of detonation partially separates itself thermodynamically from the rest of the universe. While matter may freely pass into and out of the detonation's radius, internal temperature will remain fairly constant. As such it can create temporarily uninhabitable areas of intense hot or cold. This temperature isolating effect will disperse over the course of approximately three seconds, if 5 grams of OVM is detonated, with a radius of 3 metres. Larger amounts of OVM generate larger radii and longer periods. As the isolating effect wears off the temperature inside will be gradually released, for better or for worse.
  • CIDS Extensions: Several drones and robots exist within the GOCA Vigilance for the purposes of maintenance and security. CIDS is a fully realised artificial intelligence with exceptional loyalty to the Coalition and thus is trusted with most functions that would usually be delegated to humans. Within the ship there are upwards of 200 auxiliary drones such as janitors, farmers, test-running machines and thaumatological processes. A contingent of 7 reproduceable humanoids also roam the ship and act as interfaces for the crew and the ship, acting to improve morale and anthropomorphise the ship's AI. Drones are unable to leave the ship due to their loss of connection to CIDS. Once they leave the bounds of the ship CIDS extension robotics will lose intelligence and rapidly lose most self-determination, although they will remain fully functional. Expeditionary humanoids exist for hostile environments, external repairs and socialisation; possessing the ability to act outside of CIDS by temporarily holding its neural patterns within their own shells.

Statistics:

Attack Potency: Athletic human. Small building level with equipment. Some esoteric weaponry ignores conventional durability. | Town to city level with basic armaments. Mountain level with specialised weapons. Some esoteric weaponry ignores conventional durability.
Speed: Athletic human. | Hypersonic in atmosphere. Can reach sub-relativistic speeds outside of the atmosphere safely. Atmospheric use would likely ignite the atmosphere and destroy the ship.
Lifting Strength: Athletic human. | Operating capacity of over 2,700,000,000 tons (an anti-grav battleship tore off the jaw of Fenrir, an 8,000 km long wolf).
Striking Strength: Athletic human. | No physical attacks. Atmospheric ramming may destroy towns through physical force alone. Travel speeds outside of the atmosphere may obliterate mid-sized islands.
Durability: Athletic human. | Physically city level. With shielding and esoteric defences, island to small country level.
Stamina: Athletic human. | Nearly infinite, due to the utilisation of Zero Point Energy sourced from a generator designed off of the enthalpic properties of SCP 2700 and variations thereof not in Foundation custody.
Range: Melee range. Several kilometres with weaponry. | Dozens of kilometres at combat range. Thousands of kilometres with more specialised weaponry.
Intelligence: Extremely high. The Coalition requires operatives to be exceptionally well versed in scientific concepts, mathematics, languages and communicative skills; especially in positions such as Mary's. | Beyond human measurement. In basic terminology, supergenius. Is an AI.

Key: Mary Rupert | GOCA-Vigilance
Last edited by Menschenfleisch on Wed Jun 13, 2018 3:46 am, edited 7 times in total.

User avatar
Korhal IVV
Senator
 
Posts: 3910
Founded: Aug 29, 2015
Ex-Nation

Postby Korhal IVV » Tue Jun 12, 2018 5:43 am

These are for the factions in my upcoming arc :—-)

Name: Imperium Secundus AKA Ultamar
Origin: 40K
Number of Members: 80 trillion +
Notable Members: Roboute Guilliman, Vulkan, Leman Russ, and Lion El-Johnson.
Description of Faction's Tech, Powers, & Abilities: Like the greater Imperium of Man before them, Ultramar uses the same technology that defined the now dead Imperium. Shrouded by the seemingly senseless rituals of the Adeptus Mechanicus and being purely salvaged from past ages, their technology would not seem very advanced. However, while being mysterious and at times extremely difficut to decipher, the technology of the Imperium Secundus is still quite powerful. In their arsenal are cyclonic torpedoes that can crack planets into pieces, lascannons whose power can vaporize even the strongest foe, and the noble Space Marines, the greatest bulwark against terror. The bastion of power that is Ultramar controls 500 planets in the Ultima Segmentum, and has absorbed many of the fleeing refugees from other Imperial worlds.

Name: Ulthwe/Biel-Tan Alliance
Origin: 40K
Number of Members: 40 billion~
Notable Members: Eldrad Ultheran, Kysaduras, Autarch Mauyron, Avale Swifteye, Yriel Ulthanash, and Illic Nightspear.
Description of Faction's Tech, Powers, & Abilities: Inheriting their technology from the ancient Old Ones themselves, the Eldar that survive wield the most advanced technologies in the entire galaxy, save for the deathless Necrons who precede even them. Ulthwe and Biel-Tan have been combined into a single massive worldship, brought together by utilizing the same Craftworld sized Webway gate sought by the Eldar of Lugganath once before. The Seers of Ulthwe the Damned are amongst the most powerful psykers in the galaxy, using their prodigous psychic abilities to both guide their people to better futures and crush their foes in battle. Meanwhile, the warriors of Biel-Tan are the deadliest, their Swordwind living up to its name as it cuts through its foes like a hot knife through butter. This alliance has taken in all of the Eldar that survive in the entire galaxy. Exodites, Corsairs, and Craftworlders whose homes have been destroyed have been integrated into the last Great Two. The alliance has the favor of the Harlequins as well, the Laughing God more than obliged to assist the Craftworlders in his great game. No one has ever dared invade the joint Craftworlds, for even entire Chaos warfleets are annihilated by the devastating arcane weapons that defend them. But it is not yet known if such defense is sufficient when all of Chaos descends...

Name: Tau Meta-Empire
Origin: 40K
Number of Members: 10 trillion
Notable Members: Aun’o, Commander Hopeshield, Commander Flamespire
Description of Faction's Tech, Powers, & Abilities: The T’au are unique in that they actually advance their technology further instead of being confined by dogma, unlike the humans of the Imperium. By the 51st Millennium, the Tau have created highly impressive machines of war. Foremost amongst them was the Enlightened Class Battlecruiser, which has a sentient artificial intelligence controlling it. Armed with numerous weapons that will put even an Imperial battleship to shame, these warships with artificial brains know no fear in battle. Its first test flight saw it singlehandedly defeating the fleets of several minor lords, proving its seaworthiness. Another is that they churn out drones by the millions by the hour, as their war against the Necrons has proven to be difficult. Armed with shells that kept burning their targets once they hit, the Tau have put the Necrons at bay. But who knows how long they will stay that way?

The first Tau psyker was documented in the 47th Millennium. This new caste of Tau were called the Nyar’o, the “Ascended.” More and more were born with psychic capabilities ever since, and the Tau have been careful to train every single one to be of use.

Name: Necrons of Solemnace
Origin: 40K
Number of Members: 150 billion~, not counting scarabs
Notable Members: Trazyn the Infinite
Description of Faction's Tech, Powers, & Abilities: They are not creatures of flesh and blood, these Necrons, but android warriors whose immortal forms are forged from living metal. As such, they are almost impervious to destruction, and their mechanical bodies are swift to heal even the gravest wounds. Given time, severed limbs reattach, armour plating reknits and shattered mechanical organs are rebuilt. The only way, then, to assure a Necron's destruction is to overwhelm its ability to self-repair, to inflict such massive damage that its ancient regenerative systems cannot keep pace. Even then, should irreparable damage occur, the Necron will often simply "phase out" -- an automated viridian teleportation beam returning it to the safety of the stasis-crypts, where it remains in storage until such time as repairs can be carried out.

The Necrons emerge from their slumber, ready to conquer the galaxy
The sciences by which such feats are achieved remain a mystery to outsiders, for the Necrons do not share their secrets with lesser races and have set contingencies to prevent their supreme technologies from falling into the wrong hands. Should a fallen Necron warrior fail to phase out, it self-destructs and is consumed in a blaze of emerald light. Outwardly, this appears little different to the glow of teleportation, leaving the foe to wonder whether the Necron has finally been destroyed or has merely retreated to its tomb. Victory over the Necrons is therefore always a tenuous thing, and a hard-won battle grants little surety of ultimate victory. For the Necrons, defeats are minor inconveniences -- the preludes to future triumphs, nothing more. Immortality has brought patience; the perils that the Necrons survived in ancient times carry the lesson their race can overcome any opposition, if they have but the will to try. And if the Necrons possess only a single trait, it is a will as unbending as adamantium.
ABTH Music Education ~ AB Journalism ~ RPer ~ Keyboard Warrior ~ Futurist ~ INTJ

Economic Left/Right: -0.13
Social Libertarian/Authoritarian: 0.21
Supports: Christianity, economic development, democracy, common sense, vaccines, space colonization, and health programs
Against: Adding 100 genders, Gay marriage in a church, heresy, Nazism, abortion for no good reason, anti-vaxxers, SJW liberals, and indecency
This nation does reflect my real-life beliefs.
My vocabulary is stranger than a Tzeentchian sorceror. Bare with me.

"Whatever a person may be like, we must still love them because we love God." ~ John Calvin

User avatar
The Palmetto
Negotiator
 
Posts: 5216
Founded: Feb 05, 2017
Ex-Nation

Postby The Palmetto » Tue Jun 12, 2018 2:28 pm

Name: Midas
Origin: OC
Gender: Male
Age: 31
Species: Modified human
Appearance: 5’ 4” Inuit with short black hair in a fancy drab blue military uniform including a shako hat. He usually wears sunglasses, too.
Powers & Abilities:

Fusion & Fission: Midas has the powers of fusion and fission on a molecular level, which enables him to perform a variety of impressive feats. For example, he could change oxygen to sulfur, or break down uranium into a variety of elements. He can also use his powers to absorb any excess energy from fusion/fission he performs without any harm to himself, and he can also release it. However, his lack of knowledge and confidence relating to his powers means he is reluctant to actually utilize his abilities to their maximum possible abilities.

Prior military service: Midas served in his home nation’s military for three years before being injured in combat. As such, he has basic knowledge relating to military tactics, and knows how to use special equipment. Of course, he knows how to use a gun, and has a decent aim. He hasn’t served in the military for years, though, and is quite rusty in these fields.

Politician: After receiving a military discharge due to his injuries, Midas decided to become a politician, and even became a state governor with plans to run for the presidency. He’s good at making speeches and is skilled in governance and economics, while also having experience at pulling strings to help him advance in his goals.

Weaknesses:

Lack of Training: Midas’s biggest weakness is that while his abilities could make him nearly unstoppable if he was fully trained and knew about how his powers worked, he simply isn’t. This lack of training means that he can only use his powers in basic ways, or else they may hurt him or other people. (All of his stats listed are the maximum that he’ll use, not that he even uses them at that degree often.)

Limp: Midas has a limp due to an injury he gained while in active duty. While it isn’t too debilitating, he still walks with a limp and is horrible at running.

Attack Potency: Small building
Speed: Below average human
Lifting Strength: Above average human
Striking Strength: Small building
Durability: Above average human
Stamina: Above average
Range: 10ft
Intelligence: Above average
Equipment on Hand: Fancy uniform, a pocket watch from his grandfather with the whole extended family on it
Brief Bio/History*: WIP
Brief Personality Description*: WIP
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Name: Janus
Origin: OC
Gender: Male
Age: 25
Species: Modified human
Appearance: 5’ 8” Ethnic Russian with medium sized dirty blonde hair. As of EW he’s currently wearing a black tux.
Powers & Abilities:

Portal creation: Janus can create portals about 6ft tall and 3ft wide, and can close them instantly or alternatively keep them open for 10 seconds at most. He can safely manifest them within a 6 foot radius, anything further would be inaccurate and instable. They can travel through another portal Janus has made, or to a place he has been to before. (Though the second doesn’t always work.)

Superspeed: Janus’s portalling isn’t always the most efficient way to move around, as it can only go to a place he has been to before or to another portal he has made. As such, he can rapidly create accurate portals in front of him that allow him to move at speeds of up to 300mph. As such, he can move incredibly fast without his body or the environment around him acting like it.

Average marksmanship: Janus occasionally goes hunting, so he has average aim.

Secretary: This absolute madman used to work as a secretary, if y’all need any management, he’s your boy.

Weaknesses:

Lack of training: Like his brother (by adoption), Janus doesn’t know his powers too well, so his full potential is significantly dampened.

Attack Potency: While he’s just a normal guy, his powers could be used offensively depending on the surrounding environment.
Speed: 300mph
Lifting Strength: Average
Striking Strength: Average
Durability: Average
Stamina: Superhuman
Range: 7ft
Intelligence: Average
Equipment on Hand: Just his clothes
Brief Bio/History*: WIP
Brief Personality Description*: WIP
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.


Finished two quick apps for EW. I'll elaborate on their stories and personalities, I just wanted to make sure I had the apps ready for EW before it's too late.
Last edited by The Palmetto on Tue Jun 12, 2018 2:51 pm, edited 1 time in total.
A rowdy redneck from South Carolina who tries to RP every now and again.
"That rifle on the wall of the labourer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there."

User avatar
Da Klan
Ambassador
 
Posts: 1139
Founded: Feb 08, 2017
Ex-Nation

Postby Da Klan » Tue Jun 12, 2018 9:24 pm

Name: Harvard Dean Smith
Origin: Somewhere in the Appalachians (OC character)
Gender: M
Age: 29
Species: Human
Appearance:
Image

Powers & Abilities: He's a decent shot with his guns. He has read enough handbooks to know how to use most modern (in his world) weapons, and is a decent driver. He can go days from just eating a single bowl of canned beans. He's also a decent actor.
Weaknesses: Why, he's a human being. All skin and flesh just like every other human beings.
Attack Potency: Human
Speed: Normal Human. When in panic he achieves speeds of a very under performing athlete.
Lifting Strength: Regular human
Striking Strength:Human class
Durability: Human
Stamina:Above average
Range: Range for M1 Garand: 500 yd
Range for Mauser: 160 yd
Range for crowbar: 4 feet
Intelligence: His intelligence can not be properly described on traditional scales. If one was to see Harvard Dean Smith when his life is not in peril, they would find him grumbling about the weather, politics, and that no good preacher who always chooses to read from Leviticus instead of the Gospel of John. When not in a state of peril, Harvard Dean Smith tends to prefer to get his hands busy with something, be it a redundant construction project or simply tapping his forehead. In truth the simplicity of Harvard Dean Smith is an inner reflection of the complexities of every other human being. A man so dumb and stupid is in fact the peak of intelligence possible to achieve. Now, his intelligence is not due to his own state of mind, but rather due to the extreme complexities of the average human, who upon meeting and getting to see Harvard when his life is in peril will be under an illusion that he is an incarnation of Hannibal and Sun Tzu. In short he's so dumb you would assume he's smart somehow.
Equipment on Hand:Mauser C96, M1 Garand, crowbar, 4 bean cans, large backpack, duct tape
Brief Bio/History*:Born to doomsday preppers, Harvard Dean Smith's whole life changed during the 2008 housing market crash. His parents and him believed that society as they knew it would fall, so they hid in a bunker in the Appalachians. One day, the US did fall, but not to the crash, but to undead hordes. After bravely defending the bunker from his zombified family and a huge horde, Harvard joined an elite organization tasked with liberating America from the zombies. Unfortunately our hero Harvard was dismissed because he couldn't tell who was a civilian and who was a zombie. Not wanting to waste Harvard's "talents" but also not wanting him to be a liability to the US, he was deported to the UK where he was tasked with dealing with the horde there. There Harvard Dean Smith managed to hitch a ride on a merchant vessel and live life as a new man, sailing the high seas and landing in ports, living the life of a sailor. Until one day his dumbass decided to jump into some strange portal, and he had promptly entered the multiverse.
Brief Personality Description*:
*Optional, but recommended
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.

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Apto
Minister
 
Posts: 2576
Founded: Jan 13, 2012
Ex-Nation

Postby Apto » Wed Jun 13, 2018 4:06 am

Menschenfleisch wrote:Name: (Valerian/Victor Woolf), Mellifluous Tone, The Salubrious
Appearance: A brown haired male in his early thirties with blue eyes, a european complexion and a fair build. He likes trench coats.
Species: A universe bonded with a human
Gender: Male

Name: The Global Occult Coalition
Number of Members: At the very least, millions. In the event of emergencies this can swell to become nearly all known nations on Earth, or even anomalously sourced humans like from SCP 2000, multiversal traffic and Humanoid Entity Generators. In various canons the GOC has effectively become the entirety of humanity.

Name: Mary Rupert
Origin: SCP Foundation Universe
Age: 32 terrestrial years

This is a lot to take in. I'll need to request that when asking for changes to an app, please just give us the changes instead of the entire app. If that's not possible, highlighting the changes would help in ensuring that we don't have to cross reference everything.

That said, let me give my thoughts. I would rather not have Tone make it impossible to die or anything similar that would drain the tension and danger from any combat situation unless given permission by the Arc GM, the same could be said for the sheer power Echo is capable of, however, those powers have been accepted previously by other co-ops, and you have proven to be capable of owing up to mistakes and such, so I'll trust you'll use the new Tone responsibly.

The changes are Accepted. Will you copy and paste this to the old app or?

As for the GOC, they're way too strong even if they are a interesting faction. The Biblical God in common understanding is omnipotent, and if the GOC is capable of killing omnipotent creatures, then they're way too OP for any Arc. Likewise, Pataphysics while not similar to what some of the meta characters have, runs along the same lines and will require a lot of nerfing. If I compare the GOC to what Naval has told me about AEGIS, it seems like a terrible mismatch. Denied.

Finally, for Mary, her Skills, Esoteric Abilities, and Exploitable Traits are left empty so until then, I can't judge the app. I will say however that if the GOC's feats are any indication, the ship is right out.

Korhal IVV wrote:40K factions

Since this is for a Arc of yours, Accepted. I feel like the Tau one is rather strange, but I'm no lorebuff so...

The Palmetto wrote:Name: Midas
Origin: OC
Gender: Male

The Palmetto wrote:Name: Janus
Origin: OC
Gender: Male

Doesn't seem to have anything wrong with it, so Accepted. Say, since they've been in EW for months now before the Arc started, does this mean they've had encounters with Kirika before?

Da Klan wrote:Name: Harvard Dean Smith
Origin: Somewhere in the Appalachians (OC character)
Gender: M

Accepted.
There is morality on the circumference of the MOOOOOOOOOOOOOOOOOOOOONN!!!

Previously, on "Bad Things Happening To Lovable Little Girls"....
- Flukes

User avatar
Menschenfleisch
Diplomat
 
Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Wed Jun 13, 2018 5:04 am

General Information:

Name: Mary Rupert

Origin: SCP Foundation Universe

Age: 32 terrestrial years

Physiological Identity: Female human of European descent. 165 cm tall. Blue eyes, pale skin, blonde hair. Generally clothed in standard Coalition blacksuit (workdress), taking the appearance of cotton pants, buttoned down jacket and shirt. Identifiable through large burn and laceration scars on the right side of the face, extending down the hairline to the lower jaw. Various laterally placed scars on the right arm perpendicular to the limb's alignment. Severe loss of sight in the right eye. Minor loss of mobility in the right arm (treated).

Communicative Ability: High-level fluency in English and French. Non-fluent usage of Russian and German.

Biography: Mary was born to English and French parents in 1993, April the 3rd. She was a fairly adept student in school and consistently scored within the top 30th percentile of her year level nationwide. She was educated in London and became interested in more physical activities. She joined the cadets, then the army and was subsequently taken into the Global Occult Coalition through her mother's ties to the organisation as a Strike Team operative (an extremely unorthodox circumstance, based on the general lack of time strike team members have to dedicate to parenthood). A series of battles regarding The Coalition and KTE-5237-Corona Ex Machina (An extraterrestrial deific entity) resulted in the formation of her present scars.
An unrealistically high level of competency for her age (possibly as a result of a pataphysical or narrativistic anomaly) resulted in her promotion to the captain of the GOCA-Vigilance Antigravity Battleship in late November of 2015. As part of her first true assignment she was dispatched through thaumatological means to a neighbouring universe apparently suffering from significant narrative decay in an attempt to prevent the degradation of local reality and discover more about said universe's technology and inhabitants.

Personality: Mary Rupert is a hardliner loyalist to the Global Occult Coalition, creating excessive strife between herself and apparently 'opposing' organisations. Despite this with unaffiliated individuals she has proven herself to be an able diplomat and capable combatant; with her record of effective carrying-out of missions lending credence to her apparent ability. Her loyalty to the Coalition as well as her insistence upon formality and rules has kept her largely out of high command's sights. On an individual basis she is largely detached and lacking in empathy or intimacy due to the inherent nature of her occupation. She is currently being monitored for the development of depressive or psychotic tendencies. Known usage of drugs includes alcohol and rare cases of nicotine.

Capabilities:

Skills:
  • Coalition Training: As a diplomatic and military officer, Mary has a rather strange blend of political and martial skills. She is an excellent hardline negotiator and interrogator, preferring to wage 'war' from behind screens and desks. In actual combat situations her competency largely arises from a specialisation in close quarters combat, meant to provide basic defence in the event that negotiations go sour. She is skilled in concealed weapons usage, unarmed fighting, usage of melee weapons and pistols.
  • UHEC Pilot: Mary can pilot an UHEC (Ultra Heavy Engagement Chassis), originally designed to provide heavy fire support and overwhelming firepower to units fighting in urban environments or where armoured vehicle deployment was deemed unfeasible. She pilots a Ganymede-class UHEC, colloquially named "Lupus". It is significantly smaller than a regular Orange Suit (standard designation of the UHEC) and is designed to operate in hostile conditions rather than providing precise offensive potential. It may easily sustain itself in the vacuum of space, fully submerged in magma (1,400 degrees Celsius) and snap-frozen (50 degrees Kelvin).
Esoteric Abilities:
  • Thaumatology: Mary herself is not a thaumatologist. She lacks the necessary skills and materials to carry out thaumatological rituals in the field. Instead, CIDS acts as the ship's thaumatologist. It is able to replicate many of the mental patterns and physical motions required for thaumatology, as well as producing the materials needed to carry out the working. This is generally involved in the manufacture of Tartarean items but may also be extended to include transmutation of objects, anomalous healing of injuries and modification of the ship's internal spatial boundaries to confuse intruders.
Exploitable Traits:
  • Psychologically Vulnerable: While not necessarily a physical weakness Mary is fairly susceptible to manipulation. Her goals almost always align with the betterment of the Coalition's mission and as such she can be easily convinced to fight against or for one group or another. In effect any entity that manages to convince her that they present a valuable military or scientific ally will have her on their side. She has a special hatred for mindless anomalies; for example the Zerg Swarm or Flood from popular culture. She will go out of her way to eliminate these entities and minimise civilian casualties wherever possible; even to her own detriment. Play her loyalty, protection of human life and hatred of anomalies and she can quickly become little more than a particularly angry pawn.
  • Ship Vulnerabilities: The GOCA Vigilance was not built perfectly. Due to its harnessing of anti-entropic anomalies, its own reactors are extremely unstable. Targetting the underbelly of the ship or the bridge will destabilise the reactor and remove the human crew respectively. Digital warfare will also provide almost total control over the ship, based on CIDS' connection to all onboard systems. The reactor's disruption will result in the formation of an anti-entropic bubble, within which time flows backwards; effectively trapping the ship and its inhabitants in a reverse time loop. The death of all human inhabitants will also result in the automatic loss of all CIDS functionality due to prerequisites for authorised action (must be approved by humans). The ship, although possessing onboard synthesis labs, is unable to produce many Coalition technologies and items due to their inherently unique or anomalous properties. Out of all the fields of study Mary and CIDS are aware of, Tartarean studies, extraterrestrial life and advanced modern scientific branches are the only ones they even know exist. That means no ontology, eschatology or pataphysics.
Equipment and Armaments:

  • The GOCA-Vigilance: An anti-gravity battleship deployed by the Global Occult Coalition for the purposes of self-sufficient exploration and military operation in other realities or isolated locations. It has a full crew complement of approximately 40 staff, with the majority of the ship's systems being handled by the onboard AI (referred to by personnel as Opal. Its official designation is the Coalition Independent Digital Secretary AKA CIDS system). It is approximately 300 metres long and 50 metres wide, with onboard aeroponics and living quarters. A full host of laboratories exists in a spatially compressed area, including onboard thaumatological environs, synthesis labs and containment vessels. The ship itself is armed with various advanced weapons such as plasma discharge canons, nuclear payloads and kinetic batteries. Specialised weaponry includes Tartarean munitions and reality-bending technologies, generally rendering large areas uninhabitable or creating enormously destructive effects.
  • Onboard Personnel: The GOCA-Vigilance has 42 staff, largely responsible for interpersonal communications and self-psychological-verification. They include antimemetics experts, negotiators, soldiers, support staff and research specialists. All personnel are experienced in hand to hand combat. Twelve officially sanctioned security staff and assault troops reside on the ship. The onboard armoury contains whitesuits, ROC drones, tangential weaponry (weapons with anomalous effects), advanced standard munitions and a single downsized Ultra Heavy Engagement Chassis (UHEC) modified for operation in excessively hostile environments.
  • Tartarean Munitions (TM) 1: Also known as a Thanopenetrating Aperture Mortar. The detonation of this device causes large extradimensional holes to open up in nearby surfaces, from which several humanoid limbs emerge. These limbs will detect sapient organisms and drag them into their originating holes before demanifesting. The effect lasts for several minutes and causes minimal damage to infrastructure. Commonly utilised against instances of SCP-3396 (Humanoids who had been given X-men like superpowers by an apparently benign gestalt entity. In one alternate reality approximately 700 million resided on Earth and were engaged by The Foundation and GOC even after the death of 80% of baseline humans).
  • TM 2: Basic Demonics technology. In exchange for 'value' (gold, emotions, memories, e.t.c) these munitions will take on various electromagnetic effects when fired. The most common effect is lethal transmutation of the target organism into another material, although nervous disruption and infliction of insanity is not unheard of.
  • TM 3: Tartarean Hostile Environment Manifestation Munition (THEMM). This weapon causes the forceful 'recalibration' of reality in a small radius. Overt physical effects include the sudden manifestation of enormous amounts of thermal energy, sulphur, release of pressurised chlorine gas, distressing hallucinations and dangerous geometric reconfiguration of organisms within the target radius (minor spatial distortions that may rupture capillaries and arteries, resulting in massive internal bleeding).
  • TM 4: Ontologically Volatile Material (OVM). Sourced from advanced Thaumaturgy. This material destabilises local reality as it decays. It has a half-life of about two months, during which time it will slowly convert to inert silicon dioxide (quartz sand). This decay is generally imperceptible but can be forcefully accelerated through the application of heat or intense electrical shock. This will result in the sudden production of or draining of heat (randomly split between the two outcomes). The radius of detonation partially separates itself thermodynamically from the rest of the universe. While matter may freely pass into and out of the detonation's radius, internal temperature will remain fairly constant. As such it can create temporarily uninhabitable areas of intense hot or cold. This temperature isolating effect will disperse over the course of approximately three seconds, if 5 grams of OVM is detonated, with a radius of 3 metres. Larger amounts of OVM generate larger radii and longer periods. As the isolating effect wears off the temperature inside will be gradually released, for better or for worse.
  • CIDS Extensions: Several drones and robots exist within the GOCA Vigilance for the purposes of maintenance and security. CIDS is a fully realised artificial intelligence with exceptional loyalty to the Coalition and thus is trusted with most functions that would usually be delegated to humans. Within the ship there are upwards of 200 auxiliary drones such as janitors, farmers, test-running machines and thaumatological processes. A contingent of 7 reproduceable humanoids also roam the ship and act as interfaces for the crew and the ship, acting to improve morale and anthropomorphise the ship's AI. Drones are unable to leave the ship due to their loss of connection to CIDS. Once they leave the bounds of the ship CIDS extension robotics will lose intelligence and rapidly lose most self-determination, although they will remain fully functional.
  • CIDS External Operating Drones (EOD's): Four humanoids of near identical design exist that can operate outside of the Vigilance, designed for carrying out expeditions and recovery missions independent of potentially compromised human command. They are essentially miniaturised and automated whitesuits, with the benefit of not having to maintain a living human within their shell. Outside of CIDS' range they are able to link to one another and share information, creating a rudimentary network between one another. They are generally equipped with mounted utilities and weaponry that humans would otherwise not be able to operate.
  • UHEC: The Ultra Heavy Engagement Chassis, also referred to as the Orange Suit. A massive bipedal robotic mechanical suit piloted by an individual. It is generally outfitted with powerful kinetic weaponry or other armaments and tools as required. The current model Mary has access to is 5 metres high and possesses lower than average offensive abilities and hardiness; instead focusing on operation in any environment, even areas that don't necessarily conform to conventional physics. The UHEC's two most important components are the Banshee System, which projects images and memetics into individuals' eyes; resulting in feelings of fear and terror, in an attempt to demoralise enemy forces. The other is a series of claymores placed on the machine's body that can be detonated to repel boarders.
  • Armoury: The Vigilance's crew are all trained to defend themselves. As such weapons have been provided and may be replicated by the ship's synthesis laboratories given the correct materials. These include beyond-modern ballistics, nonlethal weapons, demonic and tartarean munitions, exoskeletal armour, VERITAS imaging systems, cloaking suits and advanced ordnance. Enough materiel is provided to arm forty people with basic weaponry and an additional ten with esoteric materials such as the UHEC and mechanised suits.
Statistics:

  • Attack Potency: Athletic human. Small building level with equipment. Some esoteric weaponry ignores conventional durability. | Town to city level with basic armaments. Mountain level with specialised weapons. Some esoteric weaponry ignores conventional durability. | Large building level with most equipment. Can reach town level AP with tangential (anomalous) weapons. | Wall level physically. Building level with weaponry.
  • Speed: Athletic human. | Hypersonic in atmosphere. Can reach sub-relativistic speeds outside of the atmosphere safely. Atmospheric use would likely ignite the atmosphere and destroy the ship. | Subsonic movement speed. Limbs move at supersonic speeds. | Subsonic.
  • Lifting Strength: Athletic human. | Operating capacity of over 2,700,000,000 tons (an anti-grav battleship tore off the jaw of Fenrir, an 8,000 km long wolf). | Several hundred tons (One arm weighs at least 30 tons). | Half a ton.
  • Striking Strength: Athletic human. | No physical attacks. Atmospheric ramming may destroy towns through physical force alone. Travel speeds outside of the atmosphere may obliterate mid-sized islands. | Small building level through size alone. | Wall level.
  • Durability: Athletic human. | Physically city level. With shielding and esoteric defences, island to small country level. | Very large building level physically. Esoteric tech and shielding can put this at city block level for several seconds at a time. | Small building level.
  • Stamina: Athletic human. | Nearly infinite, due to the utilisation of Zero Point Energy sourced from a generator designed off of the enthalpic properties of SCP 2700 and variations thereof not in Foundation custody. | Several hours. The battery lasts only a short time. | Effectively unlimited stamina for up to two weeks of operating time.
  • Range: Melee range. Several kilometres with weaponry. | Thousands of kilometres at combat range. Tens of thousands of kilometres with more specialised weaponry. | Extended melee range. Hundreds of kilometres with weaponry. | Melee range. Dozens of kilometres with weaponry.
  • Intelligence: Extremely high. The Coalition requires operatives to be exceptionally well versed in scientific concepts, mathematics, languages and communicative skills; especially in positions such as Mary's. | Beyond human measurement. In basic terminology, supergenius. Is an AI. | None. is a piloted machine. | Above average when separated from the main CIDS module.

Key: Mary Rupert | GOCA-Vigilance | UHEC | CIDS Drones
Last edited by Menschenfleisch on Mon Jun 18, 2018 2:40 am, edited 14 times in total.

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