Operation Crisis: Heist
The 'Operation Crisis:' world has been the persistent sci-fi world of most if not all of my Sci-Fi roleplays. Generally, these roleplays are typically heavily military and special operations oriented, with lots of high profile gunfights and power armor and suped-up soldiers. In this roleplay, I will attempting to play a more sneaky spy-like roleplay, relying more on character's wits and ingenuity as opposed to powerful explosives and firepower. This doesn't mean however that this RP will not have its fair share of action and gunfire, because... I love that kind of stuff. This will be a very small scale RP and I will accept up to 3 players maximum. That being said, this is not a first come first served type of deal. The interest check is where people can ask questions and put up Character sheets, OOC will be for accepted characters.
It is year 2840. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. The first AI was created in year 2308 and since then the advancement of humanity has grown exponentially. Starships of massive proportions were possible, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what optimists believed could exist were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself, it's sprawling empire had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, The mighty empire humanity had established splintered into multitudes of factions. Some grew power by taking over other factions, others stayed secluded for as long as they could. Some were taken back by the earth empire, and just as many were lost in deep space.
By the 25th Century. The numerous factions had consolidated into 3 major powers. The original Earth Empire, by far the largest and most numerous of the 3 powers. The Coalition, a group of separatists strictly opposed to the Earth Empire. And the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth empire and the Coalition fight bitterly, the empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy.
At the turn of the 27th century. The Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. This marks the start of a intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
The Empire has recently received news of a powerful weapon being developed by a private company within the Coalition. The sudden threat and mystery behind this new weapon is unlike any other the Empire has heard, and it is alarming. The Empire, not wanting to start all out war with the Coalition has sent a small team of elite GHOSTS to infiltrate and retrieve the weapon.
However, they are not the only ones after the weapon.
Krellian Republic Covert Special Operations Program:
The Krellian Republic has been in the shadows of conflict for long enough. It will soon be time to make ourselves known. An elite team of Pantheons will be sent to the UTD Corporation headquarters on the Coalition controlled planet Dalur. They will infiltrate, locate and retrieve the weapon, codenamed: False Artifact. Avoid making presence known, and avoid open engagements if possible.
Mission Time: Day -
Pantheon safehouse, downtown New Dastro, the same city where the UTD Corp. Headquarters is located.
In most of my Crisis RP's, I usually have a huge armory chock full of guns and knives and fancy gizmos for my players to choose from. I'm gonna try something different this time around.
The Krellian heavily modified version of the old earth M1911, the K1911 is a standard for every Krellian special forces unit. The Pantheon-Operator version comes with a silencer and its own carrying case. It has a 8 round magazine that fires .45 Universal-P rounds.
A supercomputer placed in the frame of a PDA, the Hacktool is a technological marvel. Able to be attached to the wrist, the Hacktool is used for technological sabotage. It allows the user to open electronic locks, and get through heavy computer encryption. Its pretty delicate though, so avoid banging it around too much.
-sorry no picture -
Hacking is great and all, but sometimes things need a more physical touch. The Blackjack is a combination lockpick-toolkit, and is a must for spies and thieves alike. It is the one tool you'll need for any job.
Vajra Industry's Nova-Blade. A very sharp combat knife that adds an activatable energy edge. Ideal for close quarters where the "continuum of force" has been isolated to hand to hand combat. For optimum performance, the leading edge "pointy end" should be applied to the enemy and thrust into vital areas. This should be repeated as necessary. A knife is a knife, as handy and deadly as it is, don't be the one that brings it to a gunfight. You might find yourself in a bit of trouble.
A rail gun styled pistol created by Vajra Industries, the VCP is known for its ability to use different types of tungsten slugs. The most common ammunition types include the 90 round 1mm "Pepper" magazine, the 60 round 1.5mm Standard magazine, the 45 round 2mm Armor Piercing magazine, the 30 round 3mm Heavy Caliber magazine. The pistol is easy to use and comes with its own battery system built into the grip. The pistol is capable of firing approximately 3000 rounds before needing to recharge or swap the batteries. The power of this Rail weapon can give you an edge over even the most heavily armored of foes. It is expensive however, and can only use the specialized ammunition designed for the weapon.
A rail gun styled assault carbine, for when more firepower is needed, the Vajra M-50 uses a series of electromagnets to launch its lethal projectiles, removing most of the recoil created by standard firearms. The Vajra M-50 uses a cylinder of 40 3mm tungsten slugs and comes with its own battery system that can fire approximately 4000 rounds before needing to swap batteries or recharging. While it will solve most firepower problems, it is not as easy to carry as smaller weapons such as a pistol. The power of this Rail weapon is greater than that of the VCP, and is fully automatic. It can give you the upper hand in almost any shootout. It is very expensive however, and can only use the specialized ammunition designed for the weapon.
-all the cool stuff has no pictures -
The ACROBAT system is a series of items to aid operatives in the scaling and climbing of walls, as well as all other manners of pully/rope related tricks. The ACROBAT system includes a pair of Nano-tech gloves that allow an operator to attach to any surface. The ACROBAT also comes with a 2 removable forearm mounted grappling/pulley systems, with 50 meters of nano-fiber rope. The ends of the rope have bits that can be changed and replaced with multiple tips, including studs, blades, hooks, and others. The ropes can be locked at different lengths depending on the user's preference.
- all the cool stuff has no pictures -
Plain and simple, the CLOAK, is a large sheet of nanofiber cloth that provides optical camouflage with up to 90% invisibility. It is activated by the use of a hand held button, and lasts for periods of up to an hour, requiring up to 15 minutes in between to recharge. When worn like a cloak, a 6'0 tall man is capable of wearing it as a hood and cloak that goes down to right above the toe of his boot.
The Coalition and UTD Corp. have a variety of soldiers and technology that they use to defend themselves. Knowing more about their capabilities will allow you to get the upper hand. (Any technologies described in the info below maybe be acquired and used.)
The grunt of the Coalition Army, they aren't particularly well armed or armored but there's a lot of them. They are usually equipped with HAR-25 Battle rifles, fully automatic 7.62mm assault weapons with 25 round magazines.
A plain, run of the mill UTD Security Guard. They occasionally wear light ballistic vests and have a headset that links them to the security network. Most are armed with 9mm pistols, though a few are armed with light SMGs or shotguns. They aren't a large threat, but there are a lot of them. They work in different sized groups, occasionally alone, but usually in groups of 2-6.
Heavily armed and armored and highly dangerous, UTD A-Guards are generally found in high security areas. Their armor is high grade military combat armor and they are trained in the use of military tech. They are equipped with ARH-42 rifles, powerful, advanced assault weapons.
Ghosts, The Earth Empire's ace card. Ghosts are some of the most dangerous men and women in the galaxy. Able to use almost any weapona and vehicle, coupled with ingenious wit and a massive information network, their combat prowess is something to be feared. Avoid engagements at all costs.
A light vehicle designed for fast transport. Military versions are built sturdier and with more standard and are usually armed. Civilian models have various designs and engine specs.
Heavily armored battlesuits used by UTD security forces. It features very thick frontal armor and has twin linked gatling machine guns on each 'arm'. It should be noted that the hydraulic systems supporting the arms can be destroyed with well placed shots, and that some variants leave the arms and legs unguarded. Well placed Rail gun rounds could also penetrate the armor of SHAAs.
Sentry Light Security Mechs. Sentries are lightly armored battle mechs that stand 6 feet tall, and use a variety of arm mounted weapons. These weapons include, but are not limited to light machine guns, tasers, shotguns, and heavy machine guns. Sentries have medium grade armor plating, though the arms, feet, and joints are unarmored.
Coming in many different variants, these Drones range from pesky to deadly. Some are equipped with security cameras, others have tasers, some have machine guns, and the most dangerous have mini-missile launchers.
More will come as players come across them.
Callsign: Name of a Greek God, Any is selectable except "Zeus, Hades, and Prometheus(This one's mine, Zeus and Hades are callsigns for other operatives that I may or may not introduce in the RP)"
Gear 1: Players can only choose two of the seven pieces of gear offered.
Gear 2: (The K1911 is not a selectable gear, all Pantheon Operatives are equipped with a K1911.)
Gambit: A wildcard your character has up his or her sleeve. This can be a boot knife, an extra weapon, a lighter, lucky charm, deck of cards, flask of alcohol, etc etc etc. Be reasonable though, I'm not going to accept a character with a minigun as a gambit.
Last edited by Vietmyke; 11-21-2012 at 03:29 PM.
I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
Neither, he is floating
I'm pretty sure he's just that tall
No he was on a table
I don't know.. Have you seen how tall he is?