SolidSamurai
07-13-2008, 1:28 AM
The Antigan Crisis
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Jack'ol Finn was listening in on the recent field-ball highlights when a power out arrived at his outlet, brought on by sudden silence and an audible 'draining' noise in the fans of his store.
The hell? It never gets this stormy on Antiga. Well, ever since he began his tour of duty 3 weeks ago.
No ion storms influenced by the various leaky satellites and space stations above had occured in years. Maintenance was afresh, ever since the Dominion Revolution's 'early years' which could still qualify as the 'early years', right now.
Jack was mildly frustrated, he wasn't about to get called out yet on some freak incident. He had to think up an excuse for why the only communications engineer on this specific highway couldn't arrive on scene. He keyed the channel to out-voc dominion mil 773khz am.
"Alert *whizz*, this is Master Corporal Jack'ol Finn at destination two two five oh six three *bleepol*, filling in for 'free lance cover'. Yah, I uh... just felt an odd severence of the usual power. Has anyone else felt it? Yah, over."
"Corporal Jack'ol Finn, do you read me? *blap*"
"Yah, over."
"Something a little odd has occured. Nothing we've never seen before over here, don't believe. It's what we've dubbed a 'shock incident', do you read me?"
"I read you, keep talking."
"Alright corporal, now I'd like you to know that this is a rather wide incident and it's nothing within the power of any one of our single firms that've shown capable of dealing with it."
"Uh... okay. Shit hitting the fan then?"
"More or less, corporal. I'd really like you to know this: Stay still. We need you to stay where you are. Act civilian, hide if you have to. Report anything you see back to us."
"Alright I read you... but, I've got a question."
"Anything to keep the current order corporal."
"Who are you?" Finn was hoping the guy could tell him this so that he'd know who to relay to specifically. He hadn't used the radio in over 2 weeks.
"Agent Gregory with the IRF."
"IRF?" Huh? "Okay seriously, what is this? What's going on?"
"The military is trying to figure that out right now. They've been visiting various locations in this state. Crack teams are declaring it some kind of a virus, but the board wants to be sure before they officially make a public announcement."
"But the military has final say don't they?"
"More or less, but the magistrate tries to vye over his own colony, and we're cooperating with him currently as far as it takes us."
"Heh, of course, thanks for letting me know Greg."
"Stay safe Corporal. And do not, I repeat, do not listen to anything coming directly from mil."
"Wait... what?"
"You heard me corporal. Don't question the law, we've got control over this operation."
"Right man, okay over."
"You have a good indefinate leave, corporal."
"Heh."
Jack'ol turned off the radio. He smoked another joint, dumping out the ashtray, as he waited until everything might 'blow over'.
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The Antigan Crisis is a bit of mystery, a bit of suspense, a bit of both. You have no idea what has beset Antiga, or if it has beset the entire planet.
Setting: You all live temporarily/permanently in a rural state referred to as 'delta'.
You are all terran. You may play as either Military, Enforcement, or Civilian.
Military: The Dominion ground military (or 'army' as it is collequially referred to) usually has full authority and jurisdiction over most anything to do with anything that threatens entire states... that is, if they choose to be present in the matter. In this case, they chose to be present. This RP is in the early years of the Dominion, just after Brood War. The emperor is trying to maintain a public image by dealing with a major crisis, specifically this one.
The military does not know what the crisis is, so various investigation teams that fall under the 'enforcement' branch have arrived in the state, resulting in minor 'power struggles' over who should 'head' the operation(s) as if such a thing actually mattered. As military, the player's maximum rank falls into 'enlisted', so they may become squad leaders and NCO or even the heads of research projects, as long as they don't administer operations or act as commissioned officers.
Military Divisions - Players may become a part of anyone of these divisions
Marines: The marines are the 'rapid response' contingent of the dominion. They include vast swathes of infantry (tanks, footsoldiers, recon), and often sport the most powerfully efficienct hardware that involves killing. Marines are often required to face the thick of the battle and so they have continued their reputation beyond the confederacy as the 'toughened grit of the battlefield'.
Marine jobs (way to aid in what your PC can become; you are not limited to these 'jobs'):
- Basic Marine: Your run-of-the-mill marine. For frontline operations, they are often required to wear and adapt to powered armor provided for them by the army supply division. They can be trained in any number of weapons certified by the marine commitee for battle-readyness, such as a flamethrower, gauss rifle, C-10, etc. See list of weapons and equipment necessary for wielding them.
- The Insane: These guys recieve special attention, mainly due to the government initiative that 'all can be included in the military'. For those that don't have 'special needs' and are not neurally/physically adjusted accordingly, the insane are usually labeled as such, not for what they did in their 'past lives', but usually because they can't properly filter in through neural resoc processes and as such, cannot properly fall in with 'basic marines'. Such people are sent to the 'ice house' and given a few months to be adjusted or face mental confinement/incarceration without parole/execution based on their criminal record. Their is believed to be more than one 'ice house' however the dominion attempts to keep such things undercover, not because for sensitive intellectual nature, but to keep it from public awareness due to the measures they must take to get these people into 'mil proper'.
- Pilot: The pilot is trained to operate any variety of machinery that moves with direct instructional aid. Different pilots go to different schools. Most require an education however some simply graduate from basic training to become certified with working with 'crew teams' for vehicles such as tanks or 'vultures'.
Pilots that require an education are stereotypically confined to rigs that fly, such as the wraith, valkyrie, predator, science vessel, etc. 'Mecha' vehicles, such as goliaths and vikings (more so than the goliath, if they are to fly such a vehicle as well), require education too, however, for self sufficiency and the retaining of the 'one man to a vehicle rule'.
Pilots can also work privately, however they are not legally entitled to the flying of military vessels that are deemed viable for service unless such vehicles are decommissioned. Some vehicles however, such as the vulture, are an exception this rule.
Pilots in the military are referred to as 'marines' but are clearly apart from frontline infantry.
- Specialist: The specialist is associated simply with any special forces league or division within the marines. They can be, or often are associated with frontline operations, however they can be also associated with undercover missions. Undercover army units are not considered special forces. Special Forces are collequially recognized as having equipment suited to the task rather than to the frontline battlefield. The psychic specialists are widely associated with the 'ghost project' which is a large organisation tasked for any number of objectives and featuring 'psychic super humans'. Research may be associated with the ghost project. Not all specialists are ghosts, and if a player wishes to become a ghost, they must provide a very good reason; not everyone may become ghosts either.
Army: The army is the broader definition of the dominion ground armed forces. They include marine associates, as well as various support crews. They've mostly been reduced to communications, engineering, and various support jobs, while the marines are involved in the killing part of general war. Army officers do most of the administration while marine officers act as either associates, or field commanders.
Army Jobs (way to aid in what your PC can become; you are not limited to these 'jobs')
- Engineer: Communications, construction, repair, refitting, etc.
While most grunts of the dominion military that do not fight are often seen in SCVs, some of them have graduated through college to specialise in keeping the army/marines refitted and ready for the battlefield. They handle machinery, or any other task. Often times, this requires them to remain in an SCV, which can make it difficult to tell them apart from the general labour. Nevertheless, Rank gives them greater privelege. Most engineers are corporals, however some have progressed to actually head operations as sergeants/warrant officers. Engineers can carry weapons to protect themselves, or save their friend if necessary.
- Medic: While the UED commonly stuck the medics and qualified doctors right in with front line infantry marines, the Dominion's division system irrevocably pitted medics in with the army. Medics need not travel with the marines, however their transport crews are necessary in getting them to the frontal warriors at all times.
Field medics may carry small arms weapons with them to any battle however they must make room for carrying the various implements necessary to keep a soldier alive as well (often held in their encumbering shield if they are powered armor; otherwise they must carry supplies by some sort of vehicular modem of transportation, often a medevac dropship or some sort of drone carry-on/stinger ATV, if they are to carry a lot of supplies; or they can carry a med box if the supplies are more limited as are their duties).
- Research: The doctors/techies in the lab coats; they are responsible for the collection of data and can include inspections into such things as tactical forays (examination of a previous battle, and why it did not go as planned), education faculty 'maitenance' (the faculties that fall into education required to get in to a military related job). Most of this includes administration, however research people may also belong on science vessels, and can head their own 'forays' however they cannot seek funding for it as such a thing belongs within 'administration'.
- Undercover: Undercover surveillance can be done by any army 'unit' with certification in other tasks, and is often necessary for the task of undercover. They are not special forces, as special forces are often required to kill people, whereas Undercover may instead relay key information. Undercover may move into enemy territory, just like SF.
Enforcement: Referred to often as the 'colony law', enforcement can be any number of associations/firms/corporations that deal with private or publicised law. Private firms often include lawyers whereas the public agencies are backed by the government of that specific colony. On antiga, there are various specialist angencies and investigation teams that can include forensics, security, detective work, highway patrol, writing of parking tickets, rent-a-cop, or any number of other things. Some of these agencies even act militaristic in their own right, sporting various heavy weaponry that they have managed to acquire for themselves. All of these associations are run by NPCs and so PCs may only be a part of them. Players can make up their own associations, as long as they do not 'god mod' the politics or the technology the association features.
Enforcement Jobs/Divisions (way to aid in what your PC can become; you are not limited to these 'jobs'):
SWAT: 'SWAT' is simply a broad term to include any heavily equipped enforcement agency, rather than an actual 'SWAT' division in a police department. They only usually operate on warrant (declaration deemed by npc firm or government) however their equipment is provided for by local governments.
Militia: Militia are essentially a private military that provides for itself and is mutually nodded into existence by a local region. They can be headed by rural law enforcement (such as marshals which can be PCs), or they can simply be headed by a reputable/rich individual within the community (could be a PC, however must offer a decent explanation). Militias operate without warrant and often may attempt to squash anything that is deemed 'bad' by the public.
The PCs may not be mayor/magistrate of a local region.
Detective: Detective agencies include private eyes (which can be headed by PCs as they are small firms), or public enforcement division. A PC detective may have up to two partners who aid him in his/her investigation. They will be looking for clues about the cause of the crisis whereas research within the military will be likely collecting data. Evidence/clues will be relayed to whomever the PC determines (determined by the local government who may relay it to the military).
The Board: The board is actually a 'federalised' division run by the dominion empire. The board commitee used to exist within the confederacy to inquire upon colony matters however the dominion's 'empire overnight' has taken over, seeing the board as an efficient way to keep an eye on the colonies while at the same time virtually abolishing the old families as an annoyance. The Board is very large, and the only string of relation a PC may choose to coincide with it is in the high profile detective/science division referred to as 'The IRF' or 'The Imperial Relations Federation'.
Police: Police are needed to deal with individual matters such as arrests and crime rings. Some police deal with more trivial matters such as ticketing, high way patrol, bi-law enforcement, probation, court security, etc. They can differ in policy and size in any colony or colonial region as they are strictly locally run by municipality or state (if rural).
Security: Private security firms are often in charge of various company assets. Really big companies can hire firms that have heavy weapons assets of their own.
Civilian: Civilians are just that... civilians. They can run businesses or large businesses, however it's all privatized. PCs can be any kind of civilian however their power and influence is strictly limited within even their own colony.
Their are no specific jobs for civilians, because they can play any role in the RP. They could be trying to survive/escape/figure-things-out, etc. Civilians are relatively freeform and can also include criminals (but not those that generally belong in space such as pirates and salvagers who are likely not at all interested in the affairs on Antiga).
Weapons -
Classes
Civilian: Means anyone can use them.
Military: Means they are strictly commissioned for use by military.
Experimental: Means they may be commissioned for use by some military, such as the special forces, but are often kept locked away in closed doors to undergo further testing in order to be 'properly pended'. Experimental/military usually means that the military has officially commissioned use of the weapon, however the weapon is still regarded as 'exotic' or deemed 'worthy/capable of improvement'.
Moddability - Moddability indicates whatever add-ons you can apply to the weapon or even how much you can physical modify the weapon itself. Based on your occupation, you are more likely to come up with something useful (ie. if you're an engineer).
Very Moddable: The highest class of modability. Several add-ons and physical changes may be made/applied to the weapon.
Somewhat Moddable: Above 'standard'. Add-ons and physical modifications may be made, however they might affect originally intended performance.
Standard: May only be modified slightly. The weapon was built for the express purpose of what it was built for. It can't really be customized beyond one or two add-ons and a paint job; less you seriously compromise it's effectiveness.
Conformist: May not be modified in any way. Add-ons may only be applied if specifically mentioned in description. Otherwise it's a weapon built for it's purpose and nothing more.
Types
Pistols: Handheld firearms that are concealable to eyes, but not to machinery. Any variety.
- P1000: High powered, semi-automatic, features 8 round magazines. Earlier variations are considered to be less powerful or of less quality (lesser qualities are for RP purposes mostly, however they can break if subjected to certain irritants such as chemics, environment, etc.). Lesser variations are classified by a decrement of -100; ie. P900, P800, etc.
Class: Civilian
Modability: Standard
- AB1087: High powered. The AB1087 has been specifically referred to as an 'automatic berretta', however this is arguable among gun enthusiasts despite what the name indicates. It is small, conveniently automatic, and high powered, with 50-80 round magazines.
Class: Military
Modability: Somewhat Moddable
Rifles: Typically firearms held in both arms, featuring increased range over conventional firearms such as the pistol. Excellent for hunting as well as sighting over open fields. Many are civilian and quite moddable. Most, if not all, feature built in computer chip aids.
KLR-09b
A high powered sniper rifle of .50 caliber. However dangerous urban life is, it couldn't possibly become more dangerous now that gang members have been reported to have been toting these weapons.
The KLR can be featured either in kit form or as a rifle that must be slung over the shoulder. The weapon is rather large and heavy (weighing 12lbs in rifle or kit form). The gun can either be bolt-action (meaning you have to crank each shot) or double bolt-action (meaning each shot is automatically cranked for you) and, while usually belt fed, has recently had clips fashioned to it's make-up that are '15 per clip'.
Additionally, a gauss edition of the KLR has recently been developed, allowing for much higher powered .50 caliber bullets. If you wish to make your KLR, a gauss KLR however, change its class to 'military/experimental'. The gauss KLR has range registered in up to a dozen kilometers before fall off while the standard version can fire up to 1.5km before fall off with non-vespene gas compression.
Moddability: Very Moddable
Class: Civilian/Military
Type: Rifle
- BF910: Semiautomatic rifle with 'burst fire' option and very decent range. Features 30 round magazines. High powered but with smaller rounds than generically appreciated by gun-addicts (not .50 caliber). Weighs
Class: Civilian
Modability: Somewhat Moddable
C10 'Canister Rifle': Referred to as the canister rifle of mil due to it's vespene powered 'gas gun' action. Very high powered because vespene is so efficient. 6 round magazines, featuring very high calibers in excess of .70. The sheer volume of the round can really tear apart enemies in a literal sense, however it is less viable against armor, vehicular or infantry, unless the round is modified for volatility. Weighs 20lbs.
Class: Military
Modability: Very Moddable
Assault Rifles: Rifles specified for offending people. To state it plainly.
- AR74: High powered with decent range and decent accuracy. Does not break too easily, however there are of course, commissioned assault rifles with all the same features that are also of superior quality. Features between 30 - 150 round magazines, as well as belt-fed options. Automatic or semi-automatic.
Class: Civilian
Modability: Very moddable. The Ak-47 of the future.
- PPTRF7018b Plasma Rifle: A powerful glob-spitting gun featuring magazines in the form of detachable drums containing 'hybrid charges'. The charges contain irradiated material that melts within the circulator battery of the gun. The gun spits the irradiated solid material turned superheated ionized gas in sticky globs that melt through most conventional and military-grade armor (some mil armor is laced with chemical laminate and other forms of high-profile resistance to help disperse the affects of plasma). The drums themselves are rather heavy, weighing at least 5lbs. each however, and can only contain an average of '80 globs'. Some drums, while manufactured to be identical may contain less, due to the science of plasma/solid material conversion.
Class: Experimental
Modability: Conformist
PLBAR-1X ('play bar') 'lightning gun'
The ultimate example of a bootleg in the gun industry. This weapon is experimental however it's design appears to have been 'leaked' and it exists among a few colonial planets within the dominion. While not mass produced for military use, it won't get a soldier fired to pick one up.
The voltage depends on its battery. The gun itself is electrostatic, with a plasma circulation motor requiring hybrid charge drums (each containing charge enough to maintain a bolt for 43 seconds at a setting of '10', or 240 seconds at a setting of '1'), however it does not qualify as 'tranquilizer' because it lacks stun capability.
The motor can be modified to yield greater charge output, and while always deadly, features min/max settings of a ratio of 1:10. 10 being collequally referred to as 'burnination mode'.
The gun weighs 9lbs. and it's hybrid charges are the same as those used in the 'pure plasma' assault rifle. Each hybrid charge has the appearance of a small drum that sticks to the lower haft of the gun with a 'blee' charge-up effect, and weighs a heavy 5lbs.
It's 'experimental' classification means that it contains parts that, while integral to its design, are expensive.
Moddability: Somewhat moddable
Class: Civilian/Military/Experimental
Type: Assault Rifle
Gauss Rifles: Gauss rifles are similar to assault rifles but are accurately powered by gauss, featuring batteries or capacitors. Powerful, the entire class is suited specifically to the military and are widely regarded as the 'end all' of small arms capability. Gauss weapons in general are very high powered, capable of sending matter at some of the highest speeds known to man, below warp. They are military for an obvious reason.
AGR-14 (assault 'impaler' gauss rifle 14; AKA C-14 'impaler'): Long referred to as the 'impaler' for it's incredible gauss-aided armor piercing capabilities no matter the material of the round; the AGR-14 has been commissioned as standard within both the confederacy and the dominion for at least the last decade due to it's quality and ability to operate in most any vacuum/environment (which in part lead to it's commission as the main weapon of the marine infantry). AGR-14s are often quite heavy, weighing anywhere from 30-45lbs and their power requirements pit them strictly with those wearing powered armor, due to the armor's power output capabilities (such that it may act as a capacitor for the weapon).
Class: Military
Moddability: Standard
Other Weapons - May include anything deadly, from knives, to flamethrowers, to various explosives (whether riggable or handheld fuse), or even armor that acts as its own weapon.
HK187 'Vibro Blade' - Electrically accelerated blade can actually alter it's own sharpness and durability to some extent. It can cut through some armor and is concealable to eyes, but not to machinery unless altered.
Class: Military/Experimental (depending on quality)
Modability: Somewhat Moddable
'Perdition' Flame Thrower(s) - These can be used in a set, alone, or even rigged in a set upon a device (such as a vehicle, turret, etc.), however the flames themselves, which are actually streams of hyper-plasma rather than simply chemical-aided fires such as napalm/gasoline. Hyper-plasma is so hot that it does not stick to its target, rather, it behaves much like conventional fire, only much hotter in much lesser volumes (as in, it can melt nearly any metal). The sheer heat and emitions made by the perdition flamethrower usually require the operator to wear a special suit. Popularily, the confederacy contracted the development of an alternative powered armor suited for a military unit whom were referred to as 'fire bats', as a nod to what the America of old deployed during the second world war prior to napalm. Whether you wish to become a firebat is your decision. Fire bats belong in the 'marines' and are regarded as 'basic marine' frontline infantry.
Class: Military (formerly experimental but in such quantity that they are now widely regarded but deadly)
Modability: Standard
EFAVKB 'Long Blade' (Pernounced 'Fav-key'; original product name 'The Dicer Katana')
Transcribed Infomercial Holo: Designed by a rich weapons guru in his later years, this sword has the appearance of a high quality katana on par with what many a sword collector desires. This 2 and 1/2 foot long blade is pure vibro construct (with the properties of steel at low conductivity). It features an 'acid edge', or a coating of deadly volatile acid that can assist the vibro in cutting through it's target more efficiently (in addition, the length actually makes it easier to saw through thicker, denser armor!). *shows live feed of a 'sawing experiment' conducted against concrete proving successful* And that's not all! This luxury weapon has a built in 'anti-theft' device which features a timed springer: If the handle does not recognize its owner, the weapon will 'spring' a barbed metal claw from beneath it's inner-cylinder with such an explosive sharp impacting force that it may actually vaporize the thief's hand! No one will ever steal your prized posession ever again! Asiatic Guru Swords is not liable for any personal injury when within proximity of this weapon. Due to sensitive legal liability, warranty will be declared 'null and void' if you attempt to contact Asiatic Guru Swords for any reason other than the weapon being completely disfunctional and/or broken. Not safe for work. For feelings of euphoria lasting more than 4 hours, please contact your nearest medical practicioner. Keep from far reach of children at all times. Due to sensitive legal issues, this weapon is only available in limited quantities so please call now!
For reasons not entirely pertaining to the fact that this weapon didn't reach 'mass production' (though it did and is still replicated more or less identically to this day with the replacement title 'EFAVKB' or 'Elite Flechette Accelerated Volt Kinetic Blade'), it wasn't commissioned for military use. Mostly for the reason that it simply seemed inconvenient for soldiers to carry 'large melee implements' rather than 'large guns'. Guns are more tactically feasible, and as such this weapon still has yet to be commissioned, despite the fact that CMC powered armor marines are perfectly capable of wearing and using them.
Like all experimental weapons, this one is incredibly expensive and 'luxury'. It cannot be obtained with military credit.
Class: Civilian/Experimental
Modability: Somewhat Moddable
D-8 Explosives: Deuterium-8 explosives are very dangerous and highly volatile. Their destructive potential can register on seismograms from far away, however. Specific occupation is usually required, as well for RP purposes that this weapon is quite dangerous to the user.
Class: Military/Experimental
Modability: Conformist
Other Weapons/Armor not Listed: These weapons/armor can include any sort of conventional grenade, shotgun, pistol, knife, battlefield tool (such as a trench digger, barbwiring, etc.), or anything that can be fitted/rigged to a vehicle or ship such as rocketry, autocannons, chain guns, or light missile arrays. Custom weapons and armor may be completely made up, however it has to fit into the format listed (include type, class and modability) and must be agreed upon by me.
Armor: Armor includes anything seen in the game of StarCraft or even other RPs, and may be completely custom however they must be ratified by me. Armor can include body armor, powered armor, vehicle or ship armor, or even barricades and/or special heatsinks in the form of armor covering for a gun.
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Character Format
- Include Ethnic
- Include Age
- Include Gender
- Include Name
- Include Divisional Occupation (as well as major division, which includes military, civilian or enforcement)
- Include equipment that your character is carrying as well as 'stored' equipment that must be stored in single or multiple locations away from your character. For RP purposes your character might not be allowed to own certain items, either based on his/her individual wealth or major division (ie. if he's a civilian, he can't have a siege tank in his garage and get away with it, unless he's also got a cloaking field, which is experimental ;))
- Include a very minor backstory to essentially provide reason why your character will fit into the universe in this specific setting (the rest can be revealed in RP); personality and appearance are optional, however they must be at least eventually revealed in some way IC.
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Jack'ol Finn was listening in on the recent field-ball highlights when a power out arrived at his outlet, brought on by sudden silence and an audible 'draining' noise in the fans of his store.
The hell? It never gets this stormy on Antiga. Well, ever since he began his tour of duty 3 weeks ago.
No ion storms influenced by the various leaky satellites and space stations above had occured in years. Maintenance was afresh, ever since the Dominion Revolution's 'early years' which could still qualify as the 'early years', right now.
Jack was mildly frustrated, he wasn't about to get called out yet on some freak incident. He had to think up an excuse for why the only communications engineer on this specific highway couldn't arrive on scene. He keyed the channel to out-voc dominion mil 773khz am.
"Alert *whizz*, this is Master Corporal Jack'ol Finn at destination two two five oh six three *bleepol*, filling in for 'free lance cover'. Yah, I uh... just felt an odd severence of the usual power. Has anyone else felt it? Yah, over."
"Corporal Jack'ol Finn, do you read me? *blap*"
"Yah, over."
"Something a little odd has occured. Nothing we've never seen before over here, don't believe. It's what we've dubbed a 'shock incident', do you read me?"
"I read you, keep talking."
"Alright corporal, now I'd like you to know that this is a rather wide incident and it's nothing within the power of any one of our single firms that've shown capable of dealing with it."
"Uh... okay. Shit hitting the fan then?"
"More or less, corporal. I'd really like you to know this: Stay still. We need you to stay where you are. Act civilian, hide if you have to. Report anything you see back to us."
"Alright I read you... but, I've got a question."
"Anything to keep the current order corporal."
"Who are you?" Finn was hoping the guy could tell him this so that he'd know who to relay to specifically. He hadn't used the radio in over 2 weeks.
"Agent Gregory with the IRF."
"IRF?" Huh? "Okay seriously, what is this? What's going on?"
"The military is trying to figure that out right now. They've been visiting various locations in this state. Crack teams are declaring it some kind of a virus, but the board wants to be sure before they officially make a public announcement."
"But the military has final say don't they?"
"More or less, but the magistrate tries to vye over his own colony, and we're cooperating with him currently as far as it takes us."
"Heh, of course, thanks for letting me know Greg."
"Stay safe Corporal. And do not, I repeat, do not listen to anything coming directly from mil."
"Wait... what?"
"You heard me corporal. Don't question the law, we've got control over this operation."
"Right man, okay over."
"You have a good indefinate leave, corporal."
"Heh."
Jack'ol turned off the radio. He smoked another joint, dumping out the ashtray, as he waited until everything might 'blow over'.
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The Antigan Crisis is a bit of mystery, a bit of suspense, a bit of both. You have no idea what has beset Antiga, or if it has beset the entire planet.
Setting: You all live temporarily/permanently in a rural state referred to as 'delta'.
You are all terran. You may play as either Military, Enforcement, or Civilian.
Military: The Dominion ground military (or 'army' as it is collequially referred to) usually has full authority and jurisdiction over most anything to do with anything that threatens entire states... that is, if they choose to be present in the matter. In this case, they chose to be present. This RP is in the early years of the Dominion, just after Brood War. The emperor is trying to maintain a public image by dealing with a major crisis, specifically this one.
The military does not know what the crisis is, so various investigation teams that fall under the 'enforcement' branch have arrived in the state, resulting in minor 'power struggles' over who should 'head' the operation(s) as if such a thing actually mattered. As military, the player's maximum rank falls into 'enlisted', so they may become squad leaders and NCO or even the heads of research projects, as long as they don't administer operations or act as commissioned officers.
Military Divisions - Players may become a part of anyone of these divisions
Marines: The marines are the 'rapid response' contingent of the dominion. They include vast swathes of infantry (tanks, footsoldiers, recon), and often sport the most powerfully efficienct hardware that involves killing. Marines are often required to face the thick of the battle and so they have continued their reputation beyond the confederacy as the 'toughened grit of the battlefield'.
Marine jobs (way to aid in what your PC can become; you are not limited to these 'jobs'):
- Basic Marine: Your run-of-the-mill marine. For frontline operations, they are often required to wear and adapt to powered armor provided for them by the army supply division. They can be trained in any number of weapons certified by the marine commitee for battle-readyness, such as a flamethrower, gauss rifle, C-10, etc. See list of weapons and equipment necessary for wielding them.
- The Insane: These guys recieve special attention, mainly due to the government initiative that 'all can be included in the military'. For those that don't have 'special needs' and are not neurally/physically adjusted accordingly, the insane are usually labeled as such, not for what they did in their 'past lives', but usually because they can't properly filter in through neural resoc processes and as such, cannot properly fall in with 'basic marines'. Such people are sent to the 'ice house' and given a few months to be adjusted or face mental confinement/incarceration without parole/execution based on their criminal record. Their is believed to be more than one 'ice house' however the dominion attempts to keep such things undercover, not because for sensitive intellectual nature, but to keep it from public awareness due to the measures they must take to get these people into 'mil proper'.
- Pilot: The pilot is trained to operate any variety of machinery that moves with direct instructional aid. Different pilots go to different schools. Most require an education however some simply graduate from basic training to become certified with working with 'crew teams' for vehicles such as tanks or 'vultures'.
Pilots that require an education are stereotypically confined to rigs that fly, such as the wraith, valkyrie, predator, science vessel, etc. 'Mecha' vehicles, such as goliaths and vikings (more so than the goliath, if they are to fly such a vehicle as well), require education too, however, for self sufficiency and the retaining of the 'one man to a vehicle rule'.
Pilots can also work privately, however they are not legally entitled to the flying of military vessels that are deemed viable for service unless such vehicles are decommissioned. Some vehicles however, such as the vulture, are an exception this rule.
Pilots in the military are referred to as 'marines' but are clearly apart from frontline infantry.
- Specialist: The specialist is associated simply with any special forces league or division within the marines. They can be, or often are associated with frontline operations, however they can be also associated with undercover missions. Undercover army units are not considered special forces. Special Forces are collequially recognized as having equipment suited to the task rather than to the frontline battlefield. The psychic specialists are widely associated with the 'ghost project' which is a large organisation tasked for any number of objectives and featuring 'psychic super humans'. Research may be associated with the ghost project. Not all specialists are ghosts, and if a player wishes to become a ghost, they must provide a very good reason; not everyone may become ghosts either.
Army: The army is the broader definition of the dominion ground armed forces. They include marine associates, as well as various support crews. They've mostly been reduced to communications, engineering, and various support jobs, while the marines are involved in the killing part of general war. Army officers do most of the administration while marine officers act as either associates, or field commanders.
Army Jobs (way to aid in what your PC can become; you are not limited to these 'jobs')
- Engineer: Communications, construction, repair, refitting, etc.
While most grunts of the dominion military that do not fight are often seen in SCVs, some of them have graduated through college to specialise in keeping the army/marines refitted and ready for the battlefield. They handle machinery, or any other task. Often times, this requires them to remain in an SCV, which can make it difficult to tell them apart from the general labour. Nevertheless, Rank gives them greater privelege. Most engineers are corporals, however some have progressed to actually head operations as sergeants/warrant officers. Engineers can carry weapons to protect themselves, or save their friend if necessary.
- Medic: While the UED commonly stuck the medics and qualified doctors right in with front line infantry marines, the Dominion's division system irrevocably pitted medics in with the army. Medics need not travel with the marines, however their transport crews are necessary in getting them to the frontal warriors at all times.
Field medics may carry small arms weapons with them to any battle however they must make room for carrying the various implements necessary to keep a soldier alive as well (often held in their encumbering shield if they are powered armor; otherwise they must carry supplies by some sort of vehicular modem of transportation, often a medevac dropship or some sort of drone carry-on/stinger ATV, if they are to carry a lot of supplies; or they can carry a med box if the supplies are more limited as are their duties).
- Research: The doctors/techies in the lab coats; they are responsible for the collection of data and can include inspections into such things as tactical forays (examination of a previous battle, and why it did not go as planned), education faculty 'maitenance' (the faculties that fall into education required to get in to a military related job). Most of this includes administration, however research people may also belong on science vessels, and can head their own 'forays' however they cannot seek funding for it as such a thing belongs within 'administration'.
- Undercover: Undercover surveillance can be done by any army 'unit' with certification in other tasks, and is often necessary for the task of undercover. They are not special forces, as special forces are often required to kill people, whereas Undercover may instead relay key information. Undercover may move into enemy territory, just like SF.
Enforcement: Referred to often as the 'colony law', enforcement can be any number of associations/firms/corporations that deal with private or publicised law. Private firms often include lawyers whereas the public agencies are backed by the government of that specific colony. On antiga, there are various specialist angencies and investigation teams that can include forensics, security, detective work, highway patrol, writing of parking tickets, rent-a-cop, or any number of other things. Some of these agencies even act militaristic in their own right, sporting various heavy weaponry that they have managed to acquire for themselves. All of these associations are run by NPCs and so PCs may only be a part of them. Players can make up their own associations, as long as they do not 'god mod' the politics or the technology the association features.
Enforcement Jobs/Divisions (way to aid in what your PC can become; you are not limited to these 'jobs'):
SWAT: 'SWAT' is simply a broad term to include any heavily equipped enforcement agency, rather than an actual 'SWAT' division in a police department. They only usually operate on warrant (declaration deemed by npc firm or government) however their equipment is provided for by local governments.
Militia: Militia are essentially a private military that provides for itself and is mutually nodded into existence by a local region. They can be headed by rural law enforcement (such as marshals which can be PCs), or they can simply be headed by a reputable/rich individual within the community (could be a PC, however must offer a decent explanation). Militias operate without warrant and often may attempt to squash anything that is deemed 'bad' by the public.
The PCs may not be mayor/magistrate of a local region.
Detective: Detective agencies include private eyes (which can be headed by PCs as they are small firms), or public enforcement division. A PC detective may have up to two partners who aid him in his/her investigation. They will be looking for clues about the cause of the crisis whereas research within the military will be likely collecting data. Evidence/clues will be relayed to whomever the PC determines (determined by the local government who may relay it to the military).
The Board: The board is actually a 'federalised' division run by the dominion empire. The board commitee used to exist within the confederacy to inquire upon colony matters however the dominion's 'empire overnight' has taken over, seeing the board as an efficient way to keep an eye on the colonies while at the same time virtually abolishing the old families as an annoyance. The Board is very large, and the only string of relation a PC may choose to coincide with it is in the high profile detective/science division referred to as 'The IRF' or 'The Imperial Relations Federation'.
Police: Police are needed to deal with individual matters such as arrests and crime rings. Some police deal with more trivial matters such as ticketing, high way patrol, bi-law enforcement, probation, court security, etc. They can differ in policy and size in any colony or colonial region as they are strictly locally run by municipality or state (if rural).
Security: Private security firms are often in charge of various company assets. Really big companies can hire firms that have heavy weapons assets of their own.
Civilian: Civilians are just that... civilians. They can run businesses or large businesses, however it's all privatized. PCs can be any kind of civilian however their power and influence is strictly limited within even their own colony.
Their are no specific jobs for civilians, because they can play any role in the RP. They could be trying to survive/escape/figure-things-out, etc. Civilians are relatively freeform and can also include criminals (but not those that generally belong in space such as pirates and salvagers who are likely not at all interested in the affairs on Antiga).
Weapons -
Classes
Civilian: Means anyone can use them.
Military: Means they are strictly commissioned for use by military.
Experimental: Means they may be commissioned for use by some military, such as the special forces, but are often kept locked away in closed doors to undergo further testing in order to be 'properly pended'. Experimental/military usually means that the military has officially commissioned use of the weapon, however the weapon is still regarded as 'exotic' or deemed 'worthy/capable of improvement'.
Moddability - Moddability indicates whatever add-ons you can apply to the weapon or even how much you can physical modify the weapon itself. Based on your occupation, you are more likely to come up with something useful (ie. if you're an engineer).
Very Moddable: The highest class of modability. Several add-ons and physical changes may be made/applied to the weapon.
Somewhat Moddable: Above 'standard'. Add-ons and physical modifications may be made, however they might affect originally intended performance.
Standard: May only be modified slightly. The weapon was built for the express purpose of what it was built for. It can't really be customized beyond one or two add-ons and a paint job; less you seriously compromise it's effectiveness.
Conformist: May not be modified in any way. Add-ons may only be applied if specifically mentioned in description. Otherwise it's a weapon built for it's purpose and nothing more.
Types
Pistols: Handheld firearms that are concealable to eyes, but not to machinery. Any variety.
- P1000: High powered, semi-automatic, features 8 round magazines. Earlier variations are considered to be less powerful or of less quality (lesser qualities are for RP purposes mostly, however they can break if subjected to certain irritants such as chemics, environment, etc.). Lesser variations are classified by a decrement of -100; ie. P900, P800, etc.
Class: Civilian
Modability: Standard
- AB1087: High powered. The AB1087 has been specifically referred to as an 'automatic berretta', however this is arguable among gun enthusiasts despite what the name indicates. It is small, conveniently automatic, and high powered, with 50-80 round magazines.
Class: Military
Modability: Somewhat Moddable
Rifles: Typically firearms held in both arms, featuring increased range over conventional firearms such as the pistol. Excellent for hunting as well as sighting over open fields. Many are civilian and quite moddable. Most, if not all, feature built in computer chip aids.
KLR-09b
A high powered sniper rifle of .50 caliber. However dangerous urban life is, it couldn't possibly become more dangerous now that gang members have been reported to have been toting these weapons.
The KLR can be featured either in kit form or as a rifle that must be slung over the shoulder. The weapon is rather large and heavy (weighing 12lbs in rifle or kit form). The gun can either be bolt-action (meaning you have to crank each shot) or double bolt-action (meaning each shot is automatically cranked for you) and, while usually belt fed, has recently had clips fashioned to it's make-up that are '15 per clip'.
Additionally, a gauss edition of the KLR has recently been developed, allowing for much higher powered .50 caliber bullets. If you wish to make your KLR, a gauss KLR however, change its class to 'military/experimental'. The gauss KLR has range registered in up to a dozen kilometers before fall off while the standard version can fire up to 1.5km before fall off with non-vespene gas compression.
Moddability: Very Moddable
Class: Civilian/Military
Type: Rifle
- BF910: Semiautomatic rifle with 'burst fire' option and very decent range. Features 30 round magazines. High powered but with smaller rounds than generically appreciated by gun-addicts (not .50 caliber). Weighs
Class: Civilian
Modability: Somewhat Moddable
C10 'Canister Rifle': Referred to as the canister rifle of mil due to it's vespene powered 'gas gun' action. Very high powered because vespene is so efficient. 6 round magazines, featuring very high calibers in excess of .70. The sheer volume of the round can really tear apart enemies in a literal sense, however it is less viable against armor, vehicular or infantry, unless the round is modified for volatility. Weighs 20lbs.
Class: Military
Modability: Very Moddable
Assault Rifles: Rifles specified for offending people. To state it plainly.
- AR74: High powered with decent range and decent accuracy. Does not break too easily, however there are of course, commissioned assault rifles with all the same features that are also of superior quality. Features between 30 - 150 round magazines, as well as belt-fed options. Automatic or semi-automatic.
Class: Civilian
Modability: Very moddable. The Ak-47 of the future.
- PPTRF7018b Plasma Rifle: A powerful glob-spitting gun featuring magazines in the form of detachable drums containing 'hybrid charges'. The charges contain irradiated material that melts within the circulator battery of the gun. The gun spits the irradiated solid material turned superheated ionized gas in sticky globs that melt through most conventional and military-grade armor (some mil armor is laced with chemical laminate and other forms of high-profile resistance to help disperse the affects of plasma). The drums themselves are rather heavy, weighing at least 5lbs. each however, and can only contain an average of '80 globs'. Some drums, while manufactured to be identical may contain less, due to the science of plasma/solid material conversion.
Class: Experimental
Modability: Conformist
PLBAR-1X ('play bar') 'lightning gun'
The ultimate example of a bootleg in the gun industry. This weapon is experimental however it's design appears to have been 'leaked' and it exists among a few colonial planets within the dominion. While not mass produced for military use, it won't get a soldier fired to pick one up.
The voltage depends on its battery. The gun itself is electrostatic, with a plasma circulation motor requiring hybrid charge drums (each containing charge enough to maintain a bolt for 43 seconds at a setting of '10', or 240 seconds at a setting of '1'), however it does not qualify as 'tranquilizer' because it lacks stun capability.
The motor can be modified to yield greater charge output, and while always deadly, features min/max settings of a ratio of 1:10. 10 being collequally referred to as 'burnination mode'.
The gun weighs 9lbs. and it's hybrid charges are the same as those used in the 'pure plasma' assault rifle. Each hybrid charge has the appearance of a small drum that sticks to the lower haft of the gun with a 'blee' charge-up effect, and weighs a heavy 5lbs.
It's 'experimental' classification means that it contains parts that, while integral to its design, are expensive.
Moddability: Somewhat moddable
Class: Civilian/Military/Experimental
Type: Assault Rifle
Gauss Rifles: Gauss rifles are similar to assault rifles but are accurately powered by gauss, featuring batteries or capacitors. Powerful, the entire class is suited specifically to the military and are widely regarded as the 'end all' of small arms capability. Gauss weapons in general are very high powered, capable of sending matter at some of the highest speeds known to man, below warp. They are military for an obvious reason.
AGR-14 (assault 'impaler' gauss rifle 14; AKA C-14 'impaler'): Long referred to as the 'impaler' for it's incredible gauss-aided armor piercing capabilities no matter the material of the round; the AGR-14 has been commissioned as standard within both the confederacy and the dominion for at least the last decade due to it's quality and ability to operate in most any vacuum/environment (which in part lead to it's commission as the main weapon of the marine infantry). AGR-14s are often quite heavy, weighing anywhere from 30-45lbs and their power requirements pit them strictly with those wearing powered armor, due to the armor's power output capabilities (such that it may act as a capacitor for the weapon).
Class: Military
Moddability: Standard
Other Weapons - May include anything deadly, from knives, to flamethrowers, to various explosives (whether riggable or handheld fuse), or even armor that acts as its own weapon.
HK187 'Vibro Blade' - Electrically accelerated blade can actually alter it's own sharpness and durability to some extent. It can cut through some armor and is concealable to eyes, but not to machinery unless altered.
Class: Military/Experimental (depending on quality)
Modability: Somewhat Moddable
'Perdition' Flame Thrower(s) - These can be used in a set, alone, or even rigged in a set upon a device (such as a vehicle, turret, etc.), however the flames themselves, which are actually streams of hyper-plasma rather than simply chemical-aided fires such as napalm/gasoline. Hyper-plasma is so hot that it does not stick to its target, rather, it behaves much like conventional fire, only much hotter in much lesser volumes (as in, it can melt nearly any metal). The sheer heat and emitions made by the perdition flamethrower usually require the operator to wear a special suit. Popularily, the confederacy contracted the development of an alternative powered armor suited for a military unit whom were referred to as 'fire bats', as a nod to what the America of old deployed during the second world war prior to napalm. Whether you wish to become a firebat is your decision. Fire bats belong in the 'marines' and are regarded as 'basic marine' frontline infantry.
Class: Military (formerly experimental but in such quantity that they are now widely regarded but deadly)
Modability: Standard
EFAVKB 'Long Blade' (Pernounced 'Fav-key'; original product name 'The Dicer Katana')
Transcribed Infomercial Holo: Designed by a rich weapons guru in his later years, this sword has the appearance of a high quality katana on par with what many a sword collector desires. This 2 and 1/2 foot long blade is pure vibro construct (with the properties of steel at low conductivity). It features an 'acid edge', or a coating of deadly volatile acid that can assist the vibro in cutting through it's target more efficiently (in addition, the length actually makes it easier to saw through thicker, denser armor!). *shows live feed of a 'sawing experiment' conducted against concrete proving successful* And that's not all! This luxury weapon has a built in 'anti-theft' device which features a timed springer: If the handle does not recognize its owner, the weapon will 'spring' a barbed metal claw from beneath it's inner-cylinder with such an explosive sharp impacting force that it may actually vaporize the thief's hand! No one will ever steal your prized posession ever again! Asiatic Guru Swords is not liable for any personal injury when within proximity of this weapon. Due to sensitive legal liability, warranty will be declared 'null and void' if you attempt to contact Asiatic Guru Swords for any reason other than the weapon being completely disfunctional and/or broken. Not safe for work. For feelings of euphoria lasting more than 4 hours, please contact your nearest medical practicioner. Keep from far reach of children at all times. Due to sensitive legal issues, this weapon is only available in limited quantities so please call now!
For reasons not entirely pertaining to the fact that this weapon didn't reach 'mass production' (though it did and is still replicated more or less identically to this day with the replacement title 'EFAVKB' or 'Elite Flechette Accelerated Volt Kinetic Blade'), it wasn't commissioned for military use. Mostly for the reason that it simply seemed inconvenient for soldiers to carry 'large melee implements' rather than 'large guns'. Guns are more tactically feasible, and as such this weapon still has yet to be commissioned, despite the fact that CMC powered armor marines are perfectly capable of wearing and using them.
Like all experimental weapons, this one is incredibly expensive and 'luxury'. It cannot be obtained with military credit.
Class: Civilian/Experimental
Modability: Somewhat Moddable
D-8 Explosives: Deuterium-8 explosives are very dangerous and highly volatile. Their destructive potential can register on seismograms from far away, however. Specific occupation is usually required, as well for RP purposes that this weapon is quite dangerous to the user.
Class: Military/Experimental
Modability: Conformist
Other Weapons/Armor not Listed: These weapons/armor can include any sort of conventional grenade, shotgun, pistol, knife, battlefield tool (such as a trench digger, barbwiring, etc.), or anything that can be fitted/rigged to a vehicle or ship such as rocketry, autocannons, chain guns, or light missile arrays. Custom weapons and armor may be completely made up, however it has to fit into the format listed (include type, class and modability) and must be agreed upon by me.
Armor: Armor includes anything seen in the game of StarCraft or even other RPs, and may be completely custom however they must be ratified by me. Armor can include body armor, powered armor, vehicle or ship armor, or even barricades and/or special heatsinks in the form of armor covering for a gun.
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Character Format
- Include Ethnic
- Include Age
- Include Gender
- Include Name
- Include Divisional Occupation (as well as major division, which includes military, civilian or enforcement)
- Include equipment that your character is carrying as well as 'stored' equipment that must be stored in single or multiple locations away from your character. For RP purposes your character might not be allowed to own certain items, either based on his/her individual wealth or major division (ie. if he's a civilian, he can't have a siege tank in his garage and get away with it, unless he's also got a cloaking field, which is experimental ;))
- Include a very minor backstory to essentially provide reason why your character will fit into the universe in this specific setting (the rest can be revealed in RP); personality and appearance are optional, however they must be at least eventually revealed in some way IC.