I called it.
The Fall of Babylon
'I built this family on loyalty.'
The In Character Thread
Hey everybody reading this for the first time! Welcome to the second incarnation of the Skytower Rebellion as The Fall of Babylon. Before we begin i feel the need to clarify a few things. This roleplay is a veteran, it's been around since February and we have 15 pages of posting already. You can find it here. The truth is that we went on a hiatus for a few months to explore new ideas and develop this Roleplay on a deeper level. We're back now, we're beginning from where we left off an we really want other people who like the idea to come and join us! A full synopsis of events leading up to where we're kicking off from is available and i'm allowing freedom in where and who you want to roleplay in this universe. Please feel free to ask any questions you might have; roleplay information is in the hider below.
For Character Sheet & Guidelines:
Delete all in Orange.
This includes last name and any middle names they might have.
Any age is acceptable, but i strongly suggest you choose between he 15-75 margin, just because you lose the plot either side of that group.
Choose one from the provided.
You can provide a picture and text or just text on it's own. Make sure to include text though, to describe everything the picture doesn't show.
What is your character like? This space can include any behavioral problems or habits your character may possess. The more interesting the better.
What has happened to your character prior to the start of the Roleplay?
What do they do for a living?
This is optional, aside from CSEC standard issue there are thousands of rifles, shotguns and pistols made by the Corporations in the Capitol. So do not worry if you want something different, just post a picture and a quick description followed by the company that manufactured it.
Ask me for details concerning augments.
Anything else i may have forgotten, criminal record, medical condition, vehicles, pets etc.
Quite straightforward really.
Common sense, I'm trusting you guys to be sensible, logical human beings. This is a Sci-fi roleplay. But i think you can use your brains and deduce from existing data what's appropriate and what isn't.
No Power playing. This means either making yourself uber powerful or making everything super easy.
Romance is fine, just don't be too graphic, apparently it's against the rules or something. Timeskip if needed.
Be creative! I know we've laid a lot of stuff out for you, that doesn't mean you can use your imaginations for technology!
For Player Character List:
In no particular order, here are the Character Sheets for all of the player characters currently in this Roleplay.
Avar Lansdall - Played by Catharyn
Ruth Sampson - Played by Grif of Hearts
Daniel Saxon - Played by Ozymandias
Amis Thesia - Played by HaloAssault
Cathal Baine - Played by BDragon
Otto von Steiner - Played by The Badger
Darik Herath - Played by Siphran
Gemini Silvers - Played by Ketsora
Samuel Caine - Played by Senkise
Leon Grace - Played by Darkshadowmark
Ezra Sims - Played by OlNoSoul
Cole Cosgrove - Played by Didact
Nicholas Sawyer - Played by CaptDoctor007
Alicia Aozora - Played by DarkShadowMark
The Journeyman - Played by Synthorian
David Crockett - Played by David Starsky
Cole Sorrel - Played by Scylendry
Cassidy Merlow - Played by Mizagium
For a description of The Capitol:
To truly describe the Capitol in all of its baffling complexity, one must first set the scene. The Capitol is The Capitol is essentially a gargantuan city protected by a Biosphere. Yet it is a much more complex entity than that. Within the structure, there are hundreds of districts that are often jumbled together and jostling for attention. Buildings of all different sizes and shapes sprawl out for as far as the eye can see. Huge skyscraper-like blocks of apartments that link together via huge walkway have long been considered the only rational way for residencies to be built here. This maximizes space efficiency seeing as there is a sore lack of it within the Biosphere. Of course this isn't practical for factories or other practices where large open space is essential, but these buildings are old and often looked down upon by citizens of the Capitol; simply because it's taking space that could be used to house families.*
Like any self contained society, there are invisible yet almost palpable class divisions. The poorer districts are generally closer to the edge of the Captiol, pushed to the brink of the desert by the rich and influential towards the middle. This also means that the commoner districts take up a fair amount of the city, a ring the entire way around this 1000 mile behemoth. Of course, there is a quota of land within the Capitol that has been set aside for nature reserves and other features. Interlocking nature with the sleek beauty of the architecture, parks, monuments and lakes dot the Capitol, wildlife encouraged to embellish the authenticity. But the center of the Capitol is where most of the action is. Located on an island surrounded by man-made rivers; skyscrapers and public buildings fill the horizon, each vying to be the highest and most prestigious. This epicenter is where the majority of the banks, bureaucratic agencies, Corporate headquarters, the infamous Skytower and of course the CSEC nerve center. The Capitol building is where the various ministers meet to discuss matters of importance. Moving outwards somewhat; the entire middle ring of the Capitol is made up of residences, dockyards, bars, clubs, casinos and barracks. Anything you could imagine. And the outer ring consists primarily of factories, workshops and poorer residences. Of course there is no clear boundary, but this is the general idea. With over a billion inhabitants, this 1000 mile wide city is always thrumming with people. Hover cars fill the roads, stall vendors holler their wares, Clubs and bars pound music into the ears of anybody passing by. From up high The Capitol may seem like a skyline of high buildings, but down on the ground is where the majority of the action goes on. Huge ground-level broadways are thrumming with the poorer variety of Capitol Citizens going about their business. Sectioned up into thousands of districts, these areas contain anything you'd imagine and more. But it doesn't stop there, for all around the Capitol there are stairwells down into the under level.
Moving through the legendary Biosphere that hangs above the Capitol, the heat hits you like a wall and the sun suddenly seems a lot brighter. You are confronted with a barren desert as far as the eye can see. Dunes of rippled sand, with streams of fine dust blowing gently atop it, creating a mirage of elegance, like a painting against the bleak barren landscape. The tall, brown peaks oft inhabited by the last remaining Rahtu tribes can be seen far from the Capitol, stretching up to grasp at the clouds. far above the searing sand and casting a stretched, dark shadow across the wasteland. The mountains and desert are, for the most part, completely barren. There is little to support life outside of the Capitol, aside from the odd oasis; which are few and many miles between. Such oasis's are often small, surrounded by patches of grass with a few trees and bushes. However, in a dry, arid landscape such as the desert, even the smallest patch of grass and shallowest watering hole is akin to a gift sent from the stars.
Surrounding the Capitol all the way around are a dozen or so towers which power the magnificent Biosphere. Discovered long ago when the Humans had first arrived, these ominous spires send a continuous wave of energy into the Biosphere and keep it functional. If one of these towers were to be destroyed, life in the Capitol would be changed irreversibly. Surrounding each of these regularly visited Towers are large, crude shanty towns, with many buildings wrought of rusty corrugated iron. Luxury is rarely found amongst these towns; rife with misery, draught and pirates who oft hide from CSEC patrols in such settlements. Some have even fallen victim to pirate gangs desiring a permanent base of opperations; although the number of these pirate towns is low, considering the amount of resistance from angry villagers and the general manpower required for such assaults.
The townsfolk maintain an almost wild west way of life, caring very little for anything outside of their domain. Strangers are unwelcome, unless they bring food, water, weapons or money to be traded in the souks and markets. They care little for the next Tower towns and only think of themselves. The ugly, harsh world outside of the Biosphere warrants care and, at times, seclusion after all. Many of these towns are governed by informally elected leaders, akin to how ancient barbarians would elect their chieftain. If the town is low on supplies, the wisest trader is elected. If besieged by pirates, the strongest warrior is elected, and so on.
Each of the dozen or more Tower-towns are linked by a circular railroad track that passes by each of the Towers to transport resources and supplies, as well as weapons and prisoners; by CSEC military and officials. Such trains are often heavily guarded by dozens of professional CSEC soldiers and are often protected by mounted weapons and light/heavy armored vehicles being transported around the Biosphere. Targets such as these are frequent targets for Pirates. Outlaws and bandits, the Pirates travel on large Sand Ships. Crude vehicles, often pieced together from scrap metal, Pirates move quickly to seize supplies of all kinds travelling to and from the Capitol then disappear into the Desert again. However much CSEC deny the threat posed by Pirates, thousands are captured or killed at their hands every week, even inside the Biosphere. Nobody knows yet whether the Pirates have a base or a leader, as the CSEC fleet is less than inclined to send ships to investigate.
Beyond the Capitol and the Towers that surround it like faithful hounds, the desert lies taunting, mysterious and vast. CSEC has huge oil fields and mineral refineries out on the wastelands, but that leaves gargantuan tracts of land still uncovered. Mercenaries say that they've traveled around the world and seen all manner of fairy tale, but these are obviously stories...right?
For Major Sentient Races:There are three major sentient civilizations present on the planet. There could well be more, but the Capitol has not invested enough money in the matter to draw a solid conclusion.
Highly evolved and technologically brilliant, Capitol humans often have a very perfect, completed look, with soft skin, shiny hair and bright eyes. The average height for males is 6'1 and for females 5'9. Whereas those who chose to live outside the Capitol in the deserts are rather more rugged and battle weary. Despite being highly evolved after years of genetic tweaking, some Capitol citizens are still unhappy with their limits. There is a huge market for augments of all kinds They can be as small as making toenails constantly blue, or as large as a mechanical arm.
An insectoid race of slaves, the Tindral were conquered long ago by the Human conquistador fleet. Their entire planet was glassed and their populace forced into humiliating slavery, working in the mines, lumber mills and production lines. Though at the beginning of their service, the Tindral struggled immensely against their human oppressors, they were brutally beaten back. Thin and lithe in appearance, the Tindral are naturally hyperactive creatures with a high metabolism. Now after almost 1000 years of slavery, stirrings are beginning once more in the Tindral ranks, dissent is forming into an idea within their collected memories. All it takes is for someone to go first, but will they have the nerve?
A secretive race of cave dwelling bipeds, commonly known as Predators. The Rahtu are something of a myth amongst Capitol society. Dressed in elaborate Armour, they have distinctly tribal culture, using retractable claws for combat. They can run fast and silently, and usually hunt in packs. Though most people from the Capitol have never been in contact with the Rahtu, people from the Tower colonies and Sand Pirates know them all too well. Generally humanoid in nature, the Rahtu are cold blooded reptilian creatures. Explorers who have discovered their breeding caves have reported dozens of them all out sunning themselves. Though there is little evidence as of yet, there are links connecting the Rahtu to the Alien towers, such as markings on the Ancient spires corresponding with drawings on cleared out Rahtu Caves.
For Indigenous Creatures:
There are thousands of creature types living on and below the surface of the world, here are a select few of the most prominent.
A creature native to this harsh arid terrain, the Maw worms are large mollusk like creatures that have a number of devices at their disposal. Firstly, they are able to hide under the sand, even being able to move through the looser patches by simply using their tail end to propel themselves through the sand. Secondly there are a number of fleshy tendrils that stick to the inside of the Maw. when they're needed to catch prey a chemical message creates a strong adhesive which coats the tendrils. They then shoot out at lengths of up to ten meters and wrap around the quarry, holding them still and even dragging them to the Worm's gaping mouth. The Maw Worms don't have eyes, effectively making them blind, but their undersides are very sensitive to vibrations on the sand. By laying flat in the sand, the Maw Worms can detect prey and even communicate to each other. This isn't the only way however, there have been reports of Maw's using a low wailing sound to talk to their kind.
Harhee's are small mammals supposedly related to the ancient 'Monkey'. Often referred to as 'Space vermin, the Harhees are excellent at adapting to their environment and surviving; whatever the odds. Though they seem to gravitate towards humans and other settlements, suggesting that their instincts recognize Humans as easy shelter and nourishment. Their pigment is generally spotted, though the color changes according to the Harhee's surroundings. Simple creatures, they form small groups and wander around the city, scavenging scraps and performing simple tasks in exchange for food. Some people keep Harhees as pets and some have even been taught to speak several words. Brought to the Capitol by traders coming from various other colonies, they have quickly become a pest.
Known locally as Arachnids or sand bugs, these Insectoid menaces are fiercely territorial and hard to kill. Yet they don't live long, having no healing capabilities at all. They are a war-like species, with one queen ruling them all. The PclendathŁn live in huge caverns below the ground, but vicious in-fighting and sheer numbers mean few of them reach the surface. The ones that do are loners, viciously killing anything they lay their sights on. Having said that, they can take nutrients from the air and soil to survive, but the urge to kill is hardwired into every single Arachnid. Occasionally a group will get together, united under a strong Alpha. When this happens, they immediately head for the nearest source of food. For some of them this is a town of Humans or a tribe of Rahtu.
Dagar & Phalanx Nymph
The Dagar and Phalanx Nymphs are a species of bug that seem to bear resemblances to common Dragonfly, though through evolution sped up by harsh differences they have completely separate habitats and food chains. They are both born in the water from eggs, they then spend up to a year slowly gaining mass and dominating their surroundings by using strength and agility as an advantage. When they are ready, they enter a cocoon state that leaves them vulnerable for a day or so. The cocoon is light and full of air, so it floats on top of the water. This is the potentially fatal stage in the Nymph's development, as Ragwitches swoop down and eat these cocoons in their thousands. Their only defense is the stickiness of the outer shell, which often takes a while to chew through. *When finally an adult Nymph (or a Fly as they're officially supposed to be called after the cocoon stage.) emerges from the cocoon, it's about half a foot long. Sometime in the past, the Dagar Nymphs found their way into the Capitol from the marshes around some of the Towers. Soon there was a huge host of them swarming the Capitol. Forming one half of the Genus. Here they picked up a taste for human trash and now can be found eating scraps from the floor and roosting on roofs. The color of their pigment varies depending on their surroundings. Most of the Capitol is White, grey or black. There have been cases of pink Dagar Nymphs, these are considered a rarity and are often caught for money. *On the other side of the Genus however is the Phalanx Nymph. When half of the population moved into the Capitol to become pests, the other half stayed in the desert and became known as Phalanx Nymphs. This is because opposed to the Dagar's small size and soft body, they are big and bulky with insectoid armor. Their pigment matches that of the Desert, light brown and White with the occasional case of yellow and green. Although virtually harmless to humans, they are considered a pest and hold little sway against humans, because of their size they're good targets for blunt objects.
An age old species of bird. Existent on the planet way before humans colonized it. Most commonly found diving down onto the desert floor to prey on some unsuspecting animal before fluttering back up into the sparse trees or rocks that lay around in clumps. They are instantly recognizable by their distinctive red tail feathers. They have a ruff of spiky feathers on the top of their head that rile up when they're feeling threatened. Their beaks are small and rounded but incredibly strong. They have adapted well to breaking the shells of mammals and insects alike with their powerful jaws. Or when their quarry proves too strong to crack, the Ragwitches have developed a means of breaking the shells open. Picking them up and laboring into the air, the Ragwitch will fly it's prey high into the air before dropping it with lethal precision onto a hard surface. Mainly rocks but sometimes the deck of a Sand ship or the roof of a building.
For Major Factions:
Vying for control of the Capitol are hundreds of sects, organisations and groups, here are a couple of the largest.
Capitol Security Executive Command (CSEC)
Originally a detachment of the Military force used to occupy and oversee the set-up of the Biosphere, CSEC has evolved somewhat. Assigned as the official Capitol defense force, the division became independent and the Executive command was created. They started out innocently enough, recruiting citizens to join their ranks, keeping order in the streets and oilfields. But after a couple of decades, CSEC began to have a certain influence over the Government, making decisions that would normally fall under somebody else's jurisdiction. It crept up on the Capitol, like a shadow, but before the populace knew it, CSEC were in control of a large portion of the government. Ministers who tried to protest were dealt with and replaced by CSEC puppets. For the most part CSEC have improved upon the previous democracy, working with a new efficiency, bringing in new trade from far fetched planets such as Baltisk and Kawal 19. But they also invaded the privacy of every single Capitol citizen, placing cameras in every public building, every household. CSEC use a large variety of extremely deadly weaponry, custom built to their needs by the corporations in the Capitol. The Armour they wear is the result of centuries spent optimizing protection whilst reducing weight. The standard CSEC battle armor is composed of a skin tight jumpsuit which is the basis of the entire suit. The soldier wearing the jumpsuit can then attach plates of armor which will magnetize to the suit and stay in place. This allows for an incredible amount of customization and individuality within the ranks, career soldiers often blowing their entire wages on expensive armor parts.
Weapon Name: Sabre PDW (Magnum Personal Defence Weapon)
Category: Side-arm/Personal defence.
Description: The Sabre PDW is a rather simple side-arm used as a secondary weapon for all CSEC personnel. It has an unsubstantial weight of merely 4.2lbs with a total barrel length of 10 inches. It fires a magazine of 8 .38 special rounds that can be filled with a combustible gas that ignites and explodes shortly after impact, generally used to ignite fuel sources if fired at vehicles, or to internally wound enemies if fired at soft-tissue targets. It has a maximum effective range of roughly 200m. Kept in service by the munitions company Faradary & Johnson, the design for the Sabre is based off of a popular gun design that has proven it's worth over the years as an extremely reliable handgun. Even now, the same casing is being used.
Weapon Name: Verax MTAW Mk III (Microcell-based Tactical Assault Weapon)
Category: Medium-Long range assault rifle.
Description: The Verax MTAW Mk III is a medium-long range assault rifle that fires using an array of mass drives and linear accelerators to propell short beams of crimson laser-based ammunition contained in microcells within the weapon's stock and ammunition magazine. Built in targeting systems allow the user to take advantage of pin-point accuracy with a minimum of effort. The weapon is generally used by all standard CSEC enforcers, whereas special forces tend to opt for the lighter, shorter MPDW Mk II. Occasionally the Verax MTAW features an underslung shotgun that fires conventional 8g shells, or a non-lethal Aircannon which fires a burst of highly compressed air. Both are often used for anti-material, or close quarters fighting. The weapon weighs roughly 15lbs and reaches a length of some 25.5 inches, creating a somewhat hefty weapon capable of carrying powerful ammunition and an array of attachments. The microcells are capable of lasting for up to some 50 uses before the charge is depleted. The weapon has an optional firing mode: semi-automatic, or fully automatic which fires fast enough to create an almost constant 'beam' of laser-based ammunition, though this oft overheats the barrel and fizzles the internal targeting software if used too ferociously. It has a maximum effective range of 500m.
Weapon Name: Terrofax PSLSW (Plasma-based Squad Light Support Weapon)
Category: Light support weapon.
Description: The Terrofax PSLSW maintains a somewhat slow firing rate in comparison to the standard issue Verax MTAW, firing streams of super-heated plasma every few seconds, instead of every 1/10 of a second as the micro-cell based weapon maintains. This plasma is capable of eating through a sheet of solid titanium with a single shot and can be amplified through use of particle accelerators to explode upon impact and create a larger impact radius with the sacrifice of sheer acidic strength. This tactic is often used to create breaches in walls, due to the splash radius allowing the plasma to slowly eat through large portions of metal and concrete. Generally, a CSEC squad will only have one such support weapon, oft used with suppressive fire and fear tactics, rather than being used in assault maneuvers, due to it's rather slow rate of fire.The weapon weighs roughly 28lbs and reaches a length of some 32 inches. It's generally used from a stationary, mounted position due to the sheer heat of the plasma making it uncomfortable to hold, not to mention the incredible recoil and sheer inaccuracy if fired from a standing, or moving stance. It has a maximum effective range of some 600m, though for every 100m it travels the accuracy is divided by 10, due to the plasma dissipating in the air and forming small clumps instead of remaining within a single heavy mass.
Weapon Name: Keravnos LRRW (Long-range Reconnaissance Weapon)
Category: Long-range precision rifle.
Description: The Keravnos LRRW is generally only used by special forces sniper teams, or military recon scouts; rarely is it found within a CSEC fireteam due to the size and weight hindering the high mobility required on the battlefield. They are often used in stationary defence, such as from atop tall buildings in the Capitol or used to defend F.O.Bs (Forward Operating Bases). They are rarely carried around due to the sheer weight and difficulty in maneuvering them combined with various other gear carried by soldiers. It fires 12.7mmx99mm (.50 caliber) rounds encased in nickel and copper, accelerated by a powerful mass drive that allows the weapon to fire to distances up to roughly 3km. It is fixed with a powerful 25-30x all-weather, day-night scope and is equipped with a bi-pod to allow for comfortable stationary positions to be taken for over-watch operations. It weighs roughly 31lbs and reaches a total length (including the barrel) of almost 60inches.
Troika series of Light Mechs
Produced for years as a cheap war machine, the Troika can be used in a Desert environment or on the streets of the Capitol. Armed with two dexterous arms, a single machine gun and a decent AI, this light Mech can provide a suppressing fire for troops on the ground or deployed as a kind of lifter, being able to carry heavy loads with ease.
Brute Heavy Mech
A huge, lumbering heavily armored Mech. The Brute boasts a vast array of weaponry on shoulder mounts. Rocket batteries, smokescreens and advanced sensory equipment make this droid a menacing opponent. Almost indestructible without the use of heavy weapons, the Brute's AI is incredibly delicate, rumored to have been based off Alien technology akin to the Towers.
Torag corporation General purpose Droid
A standard, easy to produce Droid with simple components. These Mechs carry specially designed energy weapons but can be programmed to perform a number of functions. Cheap replacements for proper soldiers, these Mech's work in teams that share the same mind. The usual task for these Droids is to guard mundane posts and to bolster ranks. Droids like these usually have a weak shield that deflects bullets until exhausted.
Scarab Transport vehicle
A lightly armored all terrain transport using a half track design, this vehicle is used to ferry troops from one place to another. Although they're fairly sturdy, Scarabs generally warrant escort vehicles, seeing as they can carry up to 50 soldiers and various equipment at a time. Usually seen within The Capitol, when push comes to shove their tracks prove effective against the sand of the Desert so there are no problems there.
Bradley All terrain Vehicle
Equipped with an incredibly powerful motor and virtually indestructible tyres, the Bradley was initially designed to haul the parts needed for oil rigs across long stretches of Desert without the need for expensive shuttle transport. But ingenious modifications such as a ram and bullet proof glass make it a formidable fighting machine. These vehicles have fallen into the hands of CSEC, RCM and TL.
Raider All terrain rapid response vehicle
A fast moving, agile assault vehicle, the Raider sports a rapid fire energy gun and can carry a crew of 4. Two in the front seats and two sitting next to the gun. Covered all over by light alloy plate armor and incredibly durable even in the harsh desert. It's old fashioned ballistic machine gun can be remote controlled from the passenger seat or operated from a standing position if that proves too taxing.
Crusader Aerial Transport plane
Used for both Military and Civilian service, the Crusader is a standard Transport vehicle. Useful for either shipping supplies across the desert or delivering passengers to high points on the Skytower or across the width of The Capitol. This plane is very versatile, able to hover in mid-air and fly at speeds of up to 300mph. But without any armaments, it's vulnerable to attack, so an escort is advisable when going into hostile territory. Even though they are based on an old design that could be called obsolete in favor of spacecraft schematics; they do their job very well, and are relatively easy to build compared to what CSEC could use for transport if they put their minds to it.
MicroRaptor Fighter Jet
The newest in a long line of fighter jets, the Raptor was created to replace the obsolete Falcon series planes. Armed with rockets and dual machine guns, the Raptor can fly at super sonic speeds and hover in place. Although due to their hefty price tag and important tactical role, CSEC keep them exclusively within the Biosphere as a kind of air police. Able to sidle up alongside offending vessels to issue warnings and blow them out of the sky if necessary.
Agile and fast, Wasp gunships are light craft which are heavily armed, mainly for air to ground attack and support roles. Their speed allows them to quickly arrive to the combat zone, then unload their ordinance. They have exceptional agility as well, allowed by a VTOL design, allowing Wasps to maneuver around the skies while keeping its guns on target. Unfortunately, they are relatively ineffective in aerial combat against fixed wing craft, and slower as well. The Wasp is crewed by three personnel, one pilot, one navigator, and a weapons officer. The weapon mounts are versatile, and the gunship can accommodate many kinds of weapons. The most common weapons seen on a Wasp are autocannons, machine guns, and various guided missiles. At times they even carry air to air missiles, though mainly for defense. The Wasp is designed for two roles; the first is to provide mobile fire support to advancing ground troops, the second role it plays is as a mobile anti vehicle platform.
Firefly Maintenance craft
Created initially for use in the shipyards; welding plate armor onto cruisers. But since then the Firefly has found it's way into many avenues of manufacturing. The MkIV model has even been tweaked to allow various mining corporations to use it for demolition duties. Can be either lightly or heavily armored, every single part can be customized to the owners liking. This of course makes it a popular craft for gladiatorial events in some of the Tower towns and even the Capitol to some extent.
Buffalo Atmospheric Enforcer
A tried and tested design. The Buffalo came about when CSEC realized finally that Sand Pirates need to be given at least a little consideration. They were running rampant in the Desert by this time, but still CSEC tried to smother the unrest. Cheap to make and worth the investment, a Buffalo is armed with several laser cannons, small neutron bombs as well as mini guns. It can hover in place and reach speeds of two hundred miles per hours in the open wasteland. With a crew of seven and the capacity to transport up to thirty troops, the Buffalo is often on the front line in the constant battle against the Sand pirates.
King Raven Helicopter
Here is an example of a civilian car. Of course this is way beyond the pay grade of most of the Capitol's inhabitants, but there are different, more affordable models too. This form of transport is the most common, with Public transportation such as monorails and omnibuses being availible for people with less money to spend on luxury items such as a car.
Red Cross Movement (RCM)
The RCM has been with the Capitol from the moment they set down on the planet though not always in the same form. A fundamentalist religious society, the Red cross movement believe CSEC must disable the Biosphere and embrace the desert. Of course this is out of the question as the Capitol's lush greenery and cool atmosphere all owe themselves to the Sphere. They have been relatively subdued up until a few years ago, when CSEC attempted to shut them down. Prodded into a frenzy like bees defending their queen, the RCM are armed with either salvaged CSEC gear or cheap corporate rifles. Unlike Terra Libertas, the RCM prefer to charge head on, using hordes of indoctrinated citizens as soldiers. There is a lot of controversy about the RCM's original purpose; some texts label it as a Humanitarian movement up until perhaps 800 years earlier. You can always tell if you're looking at a member of the Red Cross Movement because they will be wearing an armband with a red cross on a white background emblazoned onto it. Although the RCM is a big group, there is no definite way to track down their headquarters, since they are spread out over most of the Capitol.*
Recently formed, Terra Libertas is a highly militant Anarchist movement, with the sole objective of overthrowing the Capitol. As their numbers gathered, the need to acquire more supplies grew. Liberating weapons and Armour from factories around the industrial district, Terra Libertas are well equipped but unorganized. Whereas CSEC fight in tight formation, always covering each others backs, Terra Libertas prefer to fight from rooftops, raining fire down onto the people below. Focused mostly in the legendary Skytower, Terra Libertas have been fierce rivals with RCM over reasons too petty to be brought up in public now. The founder and mastermind, Octavius Commodus, has spun their tale into a colorful pageant full of freedom and democracy. Of course they know they can't stand up to the full might of the CSEC armed forces, so they've been taking plenty of opportunities whilst the fleet are engaged. Sabotaging factories, stealing munitions, booby trapping roads and attacking CSEC soldiers, Terra Libertas could be on to something big.
Weapon name: PEPS Archimedes
Category: Anti Synthetic rifle
The Archimedes prototype was originally created by CSEC to combat The Torag Uprising which took place twenty years before the beginning of this Story. When they were dispatched with lethal efficiency, CSEC found they had little use for a weapon that was primarily for use against mechanoids or vehicles with an implanted AI chip. After some initial controversy surrounding the ethics of the field testing, the Archimedes was made the standard rifle for many of CSEC's combat engineers that met the rebellious Mechs that year. Compared to normal stock assault rifles, the rounds it fires are smaller and lighter than the average bullet. This comes with the upside of increased range, fire-rate and far lower recoil. However, it does mean that each shot does had incredibly poor piercing and stopping power. However, every round fired by the Archimedes is wrapped in a short-term phasic envelope, which works much like an energy shield. Impact on a target causes the envelope to explode, creating an inch-wide explosive radius with each shot and an electronic pulse with every hit. While this effect has minimal use against organic targets (although the small explosion is still enough to leave a hole in body armour, not to mention blasting through flesh), it becomes far more useful against synthetic targets. Combat androids and light mechs for example. The explosion damages armour and with enough shots can short-circuit the mech's/android's electrical systems for a short time, leaving it open to further assault. CSEC have managed to avoid the issue of having to reload both the bullets and the battery charging the envelope generator by making a single clip that powers both the envelope and contains the ammunition, making it far simpler to use than might be expected.
Weapon name: MRF (Mobile Rapid Fire) Canary Mk1
Category: Close range Submachine gun
The Canary is a surplus sub machine gun produced by the weapons manufacturer Misrah Armories. It began as a proposition for a replacement defense weapon used by engineers and special operations staff. CSEC saw the merit of a fast and maneuverable SMG to be placed within easy reach of vulnerable close quarters troops. But right before the first production run, the order of Canary's from CSEC was rescinded, as the organization had found something cheaper and more reliable in the form of Naga's new Compact SMG range. Misrah's sworn business rivals in the munitions industry. Relations between Misrah and CSEC rapidly soured; and the Canary found new life being produced and sold to Terra Libertas. That being said, The Canary still is a versatile weapons platform. It has a very high rate of fire, is easily maneuverable, and easily concealed. The design of the Thrit allows many modifications to change the performance of the weapon, and it boasts a standard clip that holds thirty five rounds.
Weapon Name: Dafthit MP1
Category: Specialist Assault Rifle
The Dafthit is another failed production run of a replacement weapon. Specifically marketed to air crews as a means of self defense, the deal fell through as the CSEC saw it more beneficial to supply the aircrews with surplus infantry weapons. Misrah Armories decided to follow the path already started by models such as the Canary and secretly market it to Terra Libertas. The Dafthit, affectionately known as the "Daffy Duck" by its users, is a weapon intended for many situations. It has a respectable rate of fire for a weapon of its kind, and exceptional accuracy. The blowback, open bolt weapon fires 5.56 rounds from a twenty round magazine, and is heavily customizable. Misrah sells many attachments for the weapon, allowing it to fit in almost any battlefield. The Dafhthit is also well known for its durability, due to its design and internal mechanisms, it is easy to replace parts, rarely needs maintenance, almost never jams, and even with sand or water inside the gun; it can still fire effectively.
Vagabonds, thugs, murderers, sand rats. These are all words that have been used to describe the pirates that stalk the Desert. As degenerate as they may look to outsiders, the Pirates are usually very intelligent and know how to get what they want. They're very independent, with each Sand ship being a lone wolf. A lot of the Captains are former CSEC officers that deserted and joined the enemy out of spite. Using salvaged equipment and junker craft, they target CSEC convoys, Tower cities and other pirates all in the same token. This is a very profitable business, as they can sometimes get their hands on expensive droids owned by Corporations to sell on the black market within the Capitol. But it comes at a price. Conditions are usually poor aboard the Pirate ships, and diseases and death stalk the decks. The hierarchy is prone to change dramatically unless the Captain is willing to kill to maintain his or her position. Some crafts which are technically Pirate vessels are funded by shady companies to scour the desert in search of Archaeological evidence or to find minerals further away from home. At present there are perhaps 20,000 Sand ships of various specifications in operation out in the Desert.
For Pictures of Interest:
This is where i will post pictures of various places within the Capitol. And just maybe some snapshots of outside it as well. There will be captions at the bottom of each photo telling you whereabouts it is and some general facts about this place. This tab partly ties in with the 'Description of the Capitol' tab. This presentation will just display the information in a more visually appealing way.
The inside of a Wasp Gunship:
"I have experienced a lot in my lifetime and i realize now; every single iota of data was leading to this point. One full revolution in the wheel of progress, one of thousands but the first i will witness. The most ambitious in history. Humankind has supposedly reached the pinnacle of technical achievement, yet they continue to find themselves dissatisfied. When one is in control; everybody else wants equality. When everybody has an equal say, they elect a representative who turns out much the same in the end. Although the terrain is arid and inhospitable, with the help of ancient Alien 'Towers' the human colonists have managed to construct a 'Supercity' named simply the Capitol on the ruins of a much older metropolis. Contained within a gargantuan biosphere; this mega structure spans over thousand miles in diameter and contains feats of engineering and architecture so daring that the infamous Skytower residential area can be seen from orbit.
Outside of the Biosphere which envelopes the Capitol, arid sand dunes, scorching sun and ferocious creatures trouble the populace. The Colonists which famously decided to remain outside of the Supercity have formed inhospitable communities that gather around the Alien Towers which power the Biosphere. Resting usually on big granite outcrops, the communities clustered around the Towers are constantly harassed by Sand Pirates. Outlaws and bandits, the Pirates travel on large Sand Ships. Crude vehicles, often pieced together from scrap metal, Pirates move quickly to seize supplies of all kinds travelling to and from the Capitol then disappear into the Desert again. However many times CSEC deny the threat posed by Pirates, thousands are captured or killed at their hands every week. Even people inside the Biosphere aren't safe. Pirates have been known to pass customs with the express purpose of assassination. Nobody knows yet whether the Pirates have a base or a leader, as the CSEC fleet is less than inclined to send ships to investigate. As if that wasn't enough, there are mysterious hunters that roam the Desert. Very little is known about them, but theories they uncovered or even built the life sustaining Towers thousands of years before Human's arrived on the planet.
Although to citizens of The Capitol all is well, the busy hubbub of normal life goes on for the majority, there are surface cracks appearing all over. Civil unrest amongst the classes, corporations and religions of The Capitol has forced several factions to emerge as bitter rivals in a struggle for honor, pride and their cause. Caught up in these vicious skirmishes are the innocent civilians of the Capitol, and with the majority of the CSEC (Capitol Security Executive Command) fleet away on a campaign to the rebellious outer moons, the turmoil is moments away from exploding into all out conflict on the streets. At one end is the Red Cross Movement (RCM), a fanatical religious organisation dating back to way before humans had even entered the solar system. There has been controversy as to the original purpose of the RCM when documents were discovered detailing their original existence was as a humanitarian movement. At the opposite side is Terra Libertas, a militant extremist group founded by the illusive Octavius Commodus.
Using a mixture of captured CSEC gear and homemade weaponry, the Freedom fighters are supposedly against Capitol oppression, yet they have let their feud with the RCM get in the way of their goals. Hidden in covert cells around the Capitol, Terra Libertas are experienced in guerrilla and Terror tactics. With all out war between a weakened CSEC, RCM and Terra Libertas days from exploding onto the streets of The Capitol, our story starts upon a humble Sand-ship cruising the harsh white sands of the Desert. The crew come from all walks of life; some had no choice, some had made their minds up decades ago. They are about to stumble upon The Capitol's greatest secret, and possibly change the entire face of human civilization forever. I will be waiting for them. May the ancient gods rest their souls."
Last edited by Catharyn; 12-12-2012 at 12:39 AM.
I called it.
Shouldn't we cut down on the PC list?
"These people are the poisonous leeches on an age of potential so infinite it should be glorious. But
it stands no chance, it's marred by uselessness made flesh and minds that are little more than nubile lambs, bleeting obnoxiously."
-Sophistotle"Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so."
Originally Posted by Hank in Skype
By the way, all link in the description, save for the last one, are dead.
I like your hat..........
With great power, comes great responsibility, and cookies
"Hint: Fire. Lots of fire."
I don't bite...I nibble.
Originally Posted by Ozymandias
Suddenly corporate taxation.
"And on the pedestal these words appear: 'My name is Ozymandias, king of kings: look on my works, ye mighty, and despair.'"
Originally Posted by Grifspark
Suddenly carpet bombing.
I don't bite...I nibble.
Originally Posted by Ozymandias
Currently in the process of improving Ruth's CS. Adding in things of importance and removing things that were never followed through.
Avar never had a CS. i just have her clear as day in my head. =] I hope people who's been in TSR have an outline of her too. Because i doubt i'll be doing a CS now after all these months.
I don't bite...I nibble.
Originally Posted by Ozymandias