Out in the worlds of the outer rim, crime is common. Regardless of what group or beings rule any of the worlds, the average person is subject to crime and poverty. But there is a group of people, of all different races and backgrounds and worlds, who make up a large organization dedicated to enforcing the law and making things safe for the average person. These are known as The Enforcers.
The Enforcers come from a collection of several ancient houses, each one created special technology and special training, but were all united under one banner to help the realms and The Enforcers as a whole. Each one of the Noble Houses is a department in the Enforcers, and each has different equipment and roles they play. Different houses focus on their own objectives, but are almost always paired with other houses to provide firepower or special functions within the group. Enforcers are expected to help each other, and as such different houses often come to the aid of others just to help them out, as they know that if the situation was reversed the others would come to their aid.
The organization is loosely run however, and aside from special assignments most members of the houses are expected to keep the peace in their own time as well. In return, the Enforcers provide a decent wage and many resources, and agents who serve well for many years gain very large pensions for their service and dedication, allowing for a comfortable retirement.
Note:SpoilerThere is quite a bit of information here. Please browse it at your leisure.
Each world on the rim is very different from each other. Some are wild and savage, and others are totally urban. The way to travel from world to world varies, but the safest way are through massive Artificer gates.
The Artificers are an ancient race that built the gates between the worlds. Their descendents, who are a race just called the Descendents, share some of their abilities but not all. The ancient Artificers had tan-brown skin and shining golden eyes. The Descendents have skin tones either lighter or darker, and their eyes are more brass then gold.
Each gate is a large arch with a golden orb at the top of the gate. Gates were created when two closely linked Artificers stood in the constructed gates in the two worlds, and through their link they formed a magic portal to transport people and materials through the gate from one world to the next. Gates that just have the original Artificer orb are a bit unstable, and sometimes accidents occur when one travels through them. However since those days, Descendents who wish to join their ancestors can preform a ritual and stand between the gates, becoming lost between the worlds between and making both of the linked gates more stable and powerful. Each Descendent that sacrifices themselves through the gate add a small, brass orb on the archway, about the same size as their eye, one for each gate. The most traveled gates have dozens of these sacrifices, making those gates allow near constant transport and next to no recharge time between those worlds.
When one steps through a gate, they feel an intense feeling of movement and falling. Most close their eyes for this ride, for if your eyes are open you will see very strange things and places, and your body warping and shifting through the cosmos. This is very disturbing, and few watch more then once. Closing ones eyes also help in reducing the feeling of nauseousness.
The Enforcers currently have large and small offices and departments in many worlds. Listed below are some of the worlds where the Enforcers are the most prevalent and powerful.
Synthetica is a world that is totally dominated by a single, massive city. This city was developed by the ancient Artificers, and all the walls and surfaces are the same tan-brown color of the Artificers, the same color of their skin and the color they give their gates as well. The buildings are different in size and shape, but all are very smooth and uniform in texture. The city is also full of golden orbs on some buildings and structures, from uses ranging from street lights to landing pads, and information terminals. (Usable only by the Descendents, only their eyes can handle the bright golden light and make sense of it.)
Synthetica's buildings, streets, and other structures built by the ancient Artificers are almost impossible to destroy or change. This means the city stays the same over thousands of years, though internally the buildings are often split up into new rooms or offices by using more common, modern materials that are obviously less durable. The city's limits ends in several huge walls of the same material, that stretch into darkness far above. There is a massive dome over the city as well, though the lights in the city don't reach that high. The city's lights also never go out, and as such the city feels like it is always alive and vibrant. Races sleep by sitting in their homes and covering any and all windows, or by shutting off their own personal light devices not powered by ancient artificer technology.
This world is home to several gates to many of the established worlds, and it is also home to The Enforcers greatest and biggest offices- called The Keep. It is a huge castle in the center of the city, and has been retrofitted to serve, train, and house many Enforcer agents and officers.
But, the city is also a urban jungle and as such it is also full of small to large crime, from breaking up fights to street gangs and riots, the Enforcers always have something to do here.
In the worlds of the Outer Rim, the populace is made up of several different humanoid races. This is no coincidence, the ancient artificers are rumored to have been the forefathers of all the modern races in a way. Humans are somewhat common in the world, but because they come from a world that is not directly connected to the Outer Rim, they are somewhat a minority. Though several thriving communities of humans live in the outer realms, trying to make a place for themselves and preserve the culture of their old world.
One of the most common races, the Descendents are a group of tan and brown skinned people with fully golden eyes, no iris is visible. They bleed a honey colored blood. As their name implies, they are the direct descendents of the ancient race of Artificers that built the world gates and many of the technologies that people use to this day. They are not quite as powerful as the Artificers were, however, and are believed to be a 'fallen' race for this reason. Nonetheless, many Descendents feel they are superior to other races due to this racial ancestry. They do have a knack for understanding and using ancient Artificer technology, from gates to lights and data spheres and so on. Many Descendents strive to learn more about their ancestors, and many give up their lives to join their ancestors in the gateways between worlds, making them more stable and useful to all.
The Descendents have normal levels of strength, comparable to humans. Their sight is regular, but they can look directly into the ancient Artificer lights without hurting their eyes as well. Their levels of intellect are also close, but they do have a strange affinity with ancient artificer technology and technology in general. Secondly, their ability to absorb information from Artificer data terminals allows them to learn things very quickly compared to other races, and as such a higher number of Descendents become technicians and developers of the latest technology. They also often join up with the House of Chroniclers in the Enforcers, which in fact only take Descendents in that house. They also join up with the House of Seekers, for their technological talent.
A large, but still minority race in the outer rim. They live in communities of their own kind, and are not often trusted among the other races, but neither do they trust others. However, the Enforcers do not discriminate by race, and as such many humans have found work and community in the Enforcers. Humans are considered widely to be attractive, if average in other areas, and fit in pretty well with other races. Many humans who are taken or somehow stumble into the outer realms face an extreme culture shock from Earth to the Outer Rim, though humans who are born and raised in the outer rim are pretty normal.
Typically lanky, pale, and very tall, the Ethereals are a race of beings who are known for their grace and social standing. They are a minority, but find themselves thrust into some of the best positions of power. They make great merchants, diplomats, and dancers. Some races hate them for these reasons, but the Ethereals aren't dragged down by them. Ethereals are somewhat physically weaker then the other races, due to their height giving them a lanky build, but their agility and speed can often make up for it.
Ethereals are known to come from a world of limited resources and harsh weather. The Ethereals had to learn to trade and work together to survive, and as such their culture revolves around the ideals of free enterprise and free speech. They are often proponents of freedom and are against slavery in some of the realms that still have it.
Short and squat, Stouts are a race of subterranean people. They have dark colored eyes, pale skin, and are rather short and usually at least a little fat. They are very strong, if a bit dull witted, and generally have anger issues. They are good at digging and excavation, and are well known for producing much of the modern technology of the world. They are also responsibly for getting much of the modern materials for creation of this technology, digging out rare and precious metals from the ground in some of the outer rim worlds with still untapped resources.
Stouts are individualists with family ties. They believe, paradoxically, that people should do as they wish, but that wish should almost always coincide with what is best for the majority.
A group of colorful humanoids, standing about average height. Their skin, hair, and eye color varies wildly, straying well out of human range. While their colors vary wildly, their actual shape and especially facial structure is very similar, and so it is usually easy to know if you are looking at one. They have pronounced eyebrows, large foreheads, and pointed chins. Their teeth are also smaller and more sunken in then the other races, which is easy to see when they smile.
The Cultured are a race of warriors and artists, dedicating themselves to a single craft for much if not all of their life. They are somewhat manic-depressive as a norm, their obsessions often ending in great disappointment, before becoming very happy again when they take up the goal again. They are most involved in cultural pursuits, and most artists and musicians belong to the Cultured. Even showing off their own colorful body can be an obsession of theirs. They do however make good officers and agents in the Enforcers, due to their obsessive personalities allowing them to take their work very seriously.
This race is a type of biological and scientific construct. They were made to be slaves, but have since gained their freedom. However, their simple minds and obedient natures remain, making them good at following basic orders but bad at thinking for themselves. They are tall and wide, their bodies being hard and actually plated with large pads of bones under the skin around the shoulders, chest, and groin. They have darker skin over these regions, and sometimes small symbols glow on these areas especially when they are in pain or very angry. These constructs are few and far between, but due to their size and ability to overcome fear and hesitation, they are powerful fighters and are feared by many.
They can reproduce sexually with others of their same race, but they have had many issues in the past about reproduction. Maelnn pregnancies typically last 14 months, and they take about 2 years longer to mature, with about ten years less of an average life span then the other races.
Mixed and Others
Most races cannot mix with each other normally, but with some genetic experiments and procedures some mixed race children have been produced. These pairings are generally between Humans, Descendents, and Ethereals. The three just seem to mix very well. There have been only limited success with the others, and the children of other pairings are often sterile or die young, so it is not recommended to mix them. However, Human and Descendent mixes are becoming more and more common, creating tan humans with yellow or orange eyes, but with Irises still visible.
There are also a few other, less common races that are more unique in the outer realms. They may be somewhat ostracized or hated depending, but the Enforcers strict policy of acceptance means that all can find a place there.
(If you wish to play a unique race, please PM me and the details. I will be very picky about accepting, so keep that in mind. You may freely play a common mixed race character without asking, but rarer mixes should be PM'd to me first.)
Each Enforcer Noble House has their own special equipment and training. But all Enforcers are given a small amount of basic equipment. These greatly help with their missions from complex to simple; and as such all Enforcers are expected to have them on themselves at all times. The Basic Equipment includes the uniform, and the data-glove.
Each Enforcer has a basic uniform of a long sleeved fiber shirt to fit them, and long fiber pants. The clothing is Gray in coloration, and appears very rough and coarse. Actually, the cloth is very smooth and comfortable to wear, and it doesn't itch at all. It also breathes well and is water and fire resistant. It insulates against both heat and cold, though extremes of either will still damage the wearer and the uniform itself. While it feels very soft to the touch and doesn't restrict movement, the uniform is about as touch against denim.
The Enforcers use this uniform primarily for money and convenience. Any time a officer's uniform is damaged, they may simply toss them off into a special laundry box at any Enforcer station. Once every few days, the box will be put into a huge mixer machines that literally tears apart the uniform, and heat it until it becomes a molasses-like liquid. It is then poured into a clothing mold, and cut, and once it is dropped into a bath of icy water it becomes like a normal outfit again. It's a little stiff at first, but it quickly becomes comfortable again after just a few hours. Most officers have two uniforms, one primary one and one they keep in their home or transport in case of emergency. The Enforcers have no official rules regarding uniforms and allow people to wear their uniforms how they wish, sloppy or cleanly, as long as they wear the actual uniform on duty.
This device is worn on the officer's non-dominant hand. It is a dark gray, skintight, fingerless glove that is similar to latex in thickness and tightness, but is actually as strong as tire rubber. While worn, the globe breathes very well and becomes very flexible. Once removed, it hardens to a hard rubber to make it easy and quick to put on. The data glove is normally the same gray color all the way through, but when activated and using one of its many functions several light-blue lines seem to appear and glow dimly on the glove's surface.
The glove is controlled by simple motions and mental commands, allowing it to be used easily and quickly with no special set up time. The glove's functions are:
-Communication with Enforcer HQ by holding it up to the ear, mouth, or hovering it over both like a cell phone
-Projection of images and information on a flat surface by projecting the image by holding out the palm, or in the hand like a small screen, or in the air itself as a 3d hologram.
-Light from the glove as a small aura to illuminate around the glove, or it can be focused like a flashlight if held out by the palm
-Minor chime and secret encoding from one glove to another, which can prove if it is a legitimate glove or not. Useful for any Enforcer impersonators.
-Projection of the City-Grid; a navigation system that shows colored lines on the ground, leading to locations and Enforcer stations.
The Data-Glove is given to officers by a small screen of the material. The officer in training pushes their hand through the screen, up to about halfway up the forearm, and after the fingers poke through the glove bends into position and drys after about 5 minutes or so, being activated and programmed shortly after at a data-terminal.
Data-Terminals are small niches in walls and pillars in Enforcer controlled areas, that allow the glove to absorb and delete some information on the glove itself. The officer sticks his or her hand into the niche and can navigate a nearby touchscreen to choose what information to put on the glove. The glove can unfortunately only hold a few dozen images or a hologram or two, depending on complexity, due to the glove's limited storage space for information. All of the glove's projections are shown in a bright blue light, though some minor coloration is possible on special images or holograms.
SpoilerThe common citizen lives with, in, and around technology at all times. Even in the more wild and rural worlds, advanced technology still abounds, but all the old societal ills still remain, and there is no large-scale observation programs on the populace, meaning that free will and choice allows crime to still exist in this society.
In Synthetica, technology is very common and everywhere. Most doors open automatically, but only to the right people, and enforcers who are authorized to go there. The streets are also filled with tracked transports, moving without any drivers or supervision, built in the ancient times of the Artificers. There are also a few other transports, common among the people.
Small, winged cars with open cockpits. Generally they can seat 4. These forms of transport are not used by the Enforcers on mass, but individual agents may find themselves in possession of them and use them for recon or for a chase. They drive on the ground, and with enough speed can take off and fly for short periods. Their 'wings' only appear at high speeds, becoming wings of light that allow them to catch the air and glide for a short while, before gently coming down. Some ramps on city overpasses literally just fall into open air, used by Gliders to get around from place to place quickly.
These are medium sized cars, openly used by Enforcers as well as civilians. Enforcer cars are painted Gray, and that color is reserved for them in zones they control. The carriages are about as tall as a person, and have large doors that slide open when a finger is flicked across the door or is opened by voice command. The Carriage has a retractable roof AND sides, meaning it can be open roofed, open on the sides but with a roof, or neither. The seats can also be fully folded in, allowing for a sort of mobile platform to carry things. The driver of the carriage sits in the front, with a small door or opening allowing him inside the first passenger seats, which seat 4. Behind that is another small closet, which can also seat 2 in a locked compartment, used by Enforcers to store and suspects. The Enforcers will also sometimes seat all 6 seats with criminals, with the Enforcers other then the driver holding on the side of the vehicle.
Aside from vehicles, many people have technology they carry around in their pockets and on their belts and such- small cubes that can project a holographic display when placed on the ground, small cylinders that are used as flashlights or tools for scanning, or communication. The number of gadgets and technology varies greatly among the citizens, but some are more common then others.
Gadgets are not generally needed or used by Enforcers, who have all the useful tools on their data glove and tool for their House. But some that are used by civilians or criminals can be used by officers as well.
Small, shiny spheres and cubes that are useful to store and show information. Cubes are generally placed on the ground and pressed to show a large holographic display on the air over them, either for entertainment or use. The cubes have 6 different symbols on each side, and each side can store a different image when pointed up. They are moderately priced, but aren't totally uncommon. Also a common item of theft, due to their small nature and ease to be stolen by pickpockets.
Data-Spheres are similar to the cubes, but put out a dome over them where they are placed. Some can be thrown and rolled while displaying data. Some clever users have programmed them to be very noisy and give out a bright flash, making a sort of flash-bang on the sphere. They are cheaper then the cubes, and are not stolen is often.
A small device, generally shaped like a cylinder. If activated, the cylinder shows a path a colored path on the ground through lines, allowing people to find where they are going. This is triangulated and directed by nodes that are set up by private companies in urban areas to help with navigation. Data-Gloves can also show these paths. Different paths have different colors to direct towards different areas. Green leads to the person's destination if entered into the stick. Orange leads to a nearby restaurant, and the user can dictate the types of restaurants that person likes, etc. In any Enforcer controlled area, the grid-viewers have a bright blue line that leads directly to the nearest Enforcer station, for people to get help and safety.
Many criminals and citizens who want to defend themselves carry weapons. Weapons are legal to buy and own in Enforcer worlds, after the citizen in question goes through the proper channels to purchase and use the weapon. In some worlds though, the weapons are freely bought and sold with no Enforcers to regulate, leading to some unfortunate consequences. Weapons vary by world, type, and rarity; but here are some common types that Enforcers are taught about in their basic training.
It is also possible for Enforcers to carry these weapons in private to defend themselves, if they feel they don't have enough protection from the other Enforcers and their own equipment. The Enforcers organization will generally look the other way to this practice, especially if you use it in self defense. But any collateral damage to civilians or other officers will create serious problems and the officer in question will receive disciplinary action.
Spikes that are affixed to the user's wrist(s). They are very similar to the spikes used by the Enforcer Warrior House, but are usually weaker or stronger, depending on make and model. Warriors use a good, standard model that has an even amount of strength, range, and charges. Some models used by criminals and civilians alike have different amounts of power, range, charges per use, and other factors. Some of them are always out and obvious, but others are concealed within bracelets or wristbands and can be popped out by a thought or motion, meaning danger can lurk anywhere for a Enforcer.
Commonly affixed to a person's foot or wrist, these large devices emit waves of force when used. They can push people back, crush bones, and break weak supports and structures. Repeated use can cause serious damage and tear up a person's internal organs, causing death or serious harm. They are most deadly when used on a target who is restrained or cannot move, so an agent who is pinned by the device is only in more danger and needs to escape or face serious harm. These devices are difficult to conceal, but make up for it in power. Most of these devices only belong to criminals, because the large amount of collateral damage they cause is concerning.
Energy Sticks, Staffs, Scepters, Etc.
Sticks and similar shaped objects that can emit blasts of energy. These are highly common for self defense, but also for work on energy systems and as a way for the elderly to get around as well, meaning it is quite common. Unless the device is optimized or designed to be weaponized, it is typically not deadly and just painful, and can stun. These 'weapons' are so common they might as well not be weapons at all. These are a weapon of choice for mobs, due to how common and easy to get they are, and their considerably long range for their function and damage.
Thrown weapons, blades, clubs, etc.
Typical improvised weapons that cause damage at close to medium ranges, blades and blunt force. These have been in use since the beginning of time. While they lack the sophistication of regular energy weapons, they can still do serious harm to any agent in the field. While easy to treat by medical personal, a stabbing can still be fatal even in this day and age. Officers must be vigilant.
Advanced Projectile Weapons
While most modern weapons are energy based, many still use physical projectiles to fight. These include modern bows and crossbows, and extremely rare firearms that fire physical spikes and balls. These weapons are rare, but are even more deadly then energy weapons in some circumstances. Especially when they hit the head or heart, and can be instantly fatal to officers if they are not on guard.
There are also some much more rare armors that are used occasionally by criminals to augment their heavy hitters, but some devices are so easy to use and (relatively) cheap that even civilians may buy them if they think they have a need.
Personal Shield Generator
This small metal square is worn like a belt, either across the hips or perhaps slung over the shoulder, and has nothing but a large blue button in the center that glows gently with a soft blue light. If pressed, the devices creates a temporary combat shield around the person, deflecting dangerous energies as well as close and long range strikes and lessening their impact on the person. It can only take so much abuse before falling, and the shield itself slowly runs out of energy after about 10 minutes of being activated before it winds down to nothing. Pressing the button again while the shield is activate deactivates the shield, restoring some but not all of the shield's charge that was remaining. In most civilized areas, these devices are very uncommon. But in war torn worlds and places they sell very often, and some people make a killing by forcing others to pay large sums of money or other goods to recharge the shield generators at their own personal energy stations.
Occasionally, whenever noncombatant Houses such as the Healer house or Seeker house are forced to go into high danger area or literal warzones they are equipped with these shields as well as an escort of more combat ready houses. This is to protect them in a large firefight, even if they cannot fight back very well if at all. Warrior House officers have their armor to give them a shield, and their shield is disrupted by this one, and as such they don't use them at the same time, or even wear both at the same time. Order officers however have been known to use these to great effect during riots and dangerous missions where heavier weapons are used against them.
The Seven Noble Houses
The Enforcer organization was originally a loose group of houses- each with their own technologies and powers passed down through generations. They formed the group to protect the average citizen, and keep the peace in places where there was none. Each House still exists, but mostly by name and organization. Each House gets funding from the overall organization, and work together in missions as per their specializations.
Each Enforcer joins a single house and works their way through the ranks. Only administrative personal move houses, and even then it is rare, as the specializations and training require the person to dedicate their career to that house. Each house tries to keep themselves even with the others, but the numbers and resources from each house differ wildly. Even the temperaments of the supervisors from each house differ somewhat, with some requiring a more by the book approach.
Noble House of Order
The "Order" house is the largest of all the houses, making up about 35% or so of the total number of Enforcers. Much of this number are administrative, but the many field officers of this house have their own special way of doing things. They keep the peace, and they prefer to do so with non-lethal force and a fair system of trail and law. They are most similar to the Earth's police forces, except that the Order house's officers are very highly scrutinized to keep any corruption away from their organization. It has worked very well, and as such the Order house are one of the most beloved and respected houses of all. The order house specializes in nothing particularly, and their officers will find themselves behind a desk more often then the other houses, but their officers are often sent on missions with other houses to give aid and support. They are also the most common type patrolling the streets; they are the glue that holds all of the Enforcers together.
The Order House was once a group of knights and nobles who wanted to make peace with and protect the peasants that served them. They were the ones who traded, begged, pleaded, and intimidated the other houses into joining the Enforcers permanently. Ever since then, the officers of the Order House have been held in high regard, and many of the Enforcer's most famous heroes come from this house. They make up both an elite, and large scale fighting force, and large numbers of well trained Order House Officers are often sent to contain riots and other dangerous crowds.
Aside from the standard equipment, Order house officers are given special training that allows them to do basic law keeping work. During the first few weeks of training, Order House officers are trained in basic ethics and hand to hand combat, as well as ways to calm situations and other important information, and instructed on how to use the Data-Glove. But near the end of their training, they are put into a sensory-deprivation tank and kept there for several hours a day. During this time, their bodies change and start being able to project small batons of ghostly gray energies from their favored hand when their fist is clenched, which is roughly one and a half feet or half a meter in length. It is the same stiffness of hard rubber for himself/herself, but for any that are hit by the baton it is the same stiffness of hard wood or similar. The baton hurts, but is usually used as a non-lethal weapon to beat criminals into submission. They also learn how to create cuffs of similar energy on those they wish to restrain. Generally, they put these around the target's wrist behind their back. Skilled agents can cuff about a dozen people at once, but the more they cuff the less strong and less long the cuffs will last. They fade over time, hopefully after the officer has gotten the criminal in question into custody. For these abilities, the Order house is common in almost all criminal justice missions and activities.
Officers who quit within a few years, or who are dishonorably discharged are forced to wear a collar for a few months to get rid of their baton and cuffing powers, and any other powers they have gained over their experience. Thankfully, those who work until retirement are generally allowed to keep their powers. The Order house gives its members powers so that they may make justice no matter where, and with nothing at all. Most other houses have special equipment in order to do their jobs, but the officers need nothing to do their job.
After several years of services, and with a recommendation by a superior, the officer can be placed in a riot unit and given more advanced training. Their, they are placed back in the sensory-deprivation tank and learn how to create shields of the same ghostly gray energy in their other arm. They hold their arm out and grasp firmly to created a sort of riot shield on that arm. This is used with other officers with the same training to create a wall of shields, helpful for many situations. It can absorb a few shots of energy or a few seconds of a energy beam before breaking, and thrown objects traveling at low speeds are caught by the shield. These objects slowly drip down the shield as if it they were stuck in a honey like substance. Very fast traveling projectiles like bullets are not caught by the shield, but are instead simply slowed down to non-fatal levels. They still hurt quite badly when they hit, and can leave many bruises and welts.
When called to an actual, full scale riot, Order officers usually stop at a nearby Enforcer station to switch into riot armor. The riot armor is steel gray, and very shiny. It sticks thin across the body, with bulkier parts on the chest, shoulders and shins as well as the groin, and finally wearing a faceless helmet. If they cannot get to their riot armor, they support other officers who have. The riot shields are otherwise used to break up small fights or just protection/beating down the bad guys.
For the Order officers that serve for many years and have shown excellent skill in leadership and are brave in the face of danger; they can move onto the new methods of training. Here, they can pick up new techniques that were discovered by Order officers in the past and present. Some of these techniques include turning the baton into a shorter, thinner blade that can cut and slice through flesh easier. Another allows them to turn the riot shield into a butler that bounces back anything it hits, useful in a fight and to deflect large objects. Yet another is a sort of net that can be thrown made of the gray energy. These techniques are highly specialized and are taught by Order officers to one another generally in their spare time. These special techniques are not generally taught by the house itself, and some such as a whip-like ability for the baton are not condoned for use by the Enforcers themselves.
Finally, a special unit of the Order officers are only given to the most advanced and elite officers. These officers are put into a special group called "Runners", who gain the unique ability after some advanced and strenuous training to actually walk up and down walls and ceilings. With this, the officer can chase almost anyone, anywhere. It is also useful for investigation, allowing them to get close to areas normally not accessible on foot. To add to this, the officers gain a slow-falling ability that allows them to survive and get up from short falls. Very large falls can still be fatal or very painful, so caution most always be used even when walking on walls and ceilings.
Noble House of Chroniclers
The house of chroniclers concerns itself with the preservation of ancient artificer technology, patrolling the warp gates, and keeping any and all Enforcer facilities operational. It is a requirement to be a full blooded Descendent to join this noble house. This is partially due to racial pride of the Descendents, but mostly because only Descendents can use the Artificer data consoles and other important equipment required for their job. These data terminals and other Artificer relics are very common in Synthetica, and less common in other worlds.
The novice Chronicler gets a small PDA to hang from their belt. It has a golden screen that beams bright light into his or her eyes, allowing them to gain large amounts of knowledge almost instantly, thanks to their Descendent nature. However, this information fades after a few minutes. Even repeated viewings cannot allow for memorization, and much of the information is too complex for the Descendent to remember anyway. This information is generally very advanced schematics of Artificer technology, that they can manipulate for a few minutes before the information fades. They wear this device on their favored arm, or the arm opposite of their data-glove. This device also has a small camera and probe on the front of the device, which is useful to understand advanced Artificer tech.
Secondly, Chroniclers can 'jack in' to Enforcer terminals made specifically for them, inferior copies of Artificer archives. These terminals link into massive archives; which hold information from hundreds to thousands of years of history and knowledge to standard rumors on the streets at the time. The Chroniclers are the primary historians for the Enforcers, keeping the knowledge and history stored away. For the future.
Chroniclers gain a small, powerful laser device in their PDA that is useful for activating and powering Artificer terminals. It has also been found to be useful as a short range, last resort weapon and stun gun against and aggressors. Chroniclers are generally not put into the line of danger anyway, so it is not a conventional weapon. Generally, Chroniclers are escorted by more well armed Enforcers if they are anywhere near danger. Chroniclers who are doing very special work are given a amber set of goggles to put over their eyes, with a wire that connects to their PDA. This allows them to see and direct data pathways and energy flows, reserved for the most advanced and well trained Chroniclers. These goggles can also only be used when the Chronicler is bald, as their are sensors that must be very close to the brain for it to work. This is generally not a problem, for many Chroniclers shave bold anyway out of reverence for the ancient artificers, who were usually depicted as bald anyway.
Their duties of technology are very specific to the Artificer technology, but they will occasionally assist the house of Seekers in their technological work by using the stored away knowledge of the centuries.
Their chief duty, however, is the preservation of the Artificer warp gates, and making sure gates are safe and ready to travel. They are also the only house that has access to technology that allows the creation of new, temporary warp gates to new worlds- for exhibitions and other special assignments. The creation of permanent warp gates is still a lost Artificer secret. The theory among experts is that there is an Artificer archive somewhere on Synthetica that has the secret of the warp gates stored away, ripe for the picking from any group powerful enough to use it, for good or evil.
Chroniclers are also renown for their retirees. The majority of these Descendents sacrifice themselves in one of the warp gates, to secure a safer way to travel for all. They often do this before they retire, just tired of the long hours and the boring life, though some enjoy it very much. It is also rumored that seeing a large amount of Artificer energy and information can damage the brain, causing the Descendant to have a uncontrollable desire to join his ancestors.
The Noble House of Seekers
This House of Seekers employs the greatest general technicians and technological wizards to look into matters of advanced technology for the Enforcers. They are the group responsible for the repair, research, and creation of new technology and gadgets for the Enforcers. They are the second smallest house, just above the Chroniclers in raw numbers. Their work is very difficult, but pays among the best of the Enforcers. The Seekers also gain a percentage of sales of any tech they work on that is eventually sold by the Enforcers to the general populace for money to fund their operations. Seekers are almost never out on the field, with the sole exception of examining technology that cannot be moved immediately as well as examining crime scenes for evidence. They are called out to crime scenes that involves advanced robotics and cybernetics, energy weapons, or mutated or plagued material.
When out on the job, Seekers switch their outfits to fully contained bio-suits. These are white suits with a light blue helmet, covering the whole body and keeping out any possibly infectious materials. This also has the two-fold effect of keeping any of the Seeker's biological matter from coming into contact with the scene, as to get more pure samples. The suit's gloves are also light blue, and are transparent to allow images from the data glove to come through the material.
They also tend to use a light-blue PDA, unlike the amber PDA of the chroniclers, that can scan and take holographic photographs and 3d images of a scene for further analysis. This PDA can also store much more information then a typical data-glove, just like the amber one, but transmits data in simple pictures and text and video, as opposed to the Artificer light method of data transfer. This PDA also has a simple scanning tool and a small electric discharger to both mess with technology and as a simple method of self defense, in case any hostile creatures will approach the Seeker while he is working.
Seekers spend the majority of their time indoors and in the labs and workshops of the Enforcers, maintaining the more advanced technology and armor of the Enforcers, as well as running officers through any special machines or procedures such as the Order officers' sensory-deprivation tanks. They are a closely guarded house for that reason, with new recruits spending years doing menial labor and simple work before they are trusted with any important or secret technology. The risk to security is just too great otherwise.
For the proven Seekers, they are implanted with an electrical discharging device in their brain and body, allowing them to control electricity to a slight degree. This allows for more powerful blasts of energy to knock out or potentially kill small targets, as well as creating electrical fences to stop things from coming closer, but it is mostly used to help manipulate technology. Using this they can short-circuit some technology, as well as absorb energy temporarily to make a device turn off. They have been found useful in catching small critters as well, zapping them to stun them and then picking them up for transport back to a lab.
Seekers may also receive new training or implants depending on what field they specialize in. Most Seekers specialize in biology, chemistry, psychics, energy weapons, or some other sort of specific field to better help the organization. Seekers are generally well educated for that reason, and the tests to actually become an apprentice Seeker involve opening a puzzle box that can only be opened with a basic understanding of advanced technology. They will not even take anyone under that level, as their work is so crucial.
The Noble House of Healers
This Noble House concerns itself with healing the sick and poor, as well as tending to the wounds of other Officers hurt in the line of duty. They are trained in basic and advanced medical technology, and have on average over five years of advanced training to work in this house. They hail from an ancient order of witchdoctors, who's abilities and medicine to heal the sick and dying was considered nothing short of divine.
The House of Healers are given standard equipment of a black doctors coat over their uniform, and a black data glove that can hold and store more data then the average, but is fine tuned for medical use. The glove gives off a reddish glow, and has a scanning function to find out the diseases or injury present for the simplest and most well known diseases and injuries. The doctor's coat has the word "Medic" written downwards on both shoulders in red, as a badge of office. The coat itself is also more expensive to make, but it especially useful because blood does not stick to it and does not stain. It is also resistant to almost every form of virus and bacteria, simply letting those bounce off itself. A mask of the same material comes in a pocket on the suit, and gloves of the same material for close medical work when mechanical surgeons and machines are simple not available.
The Healer's house is meant to be a direct counter to injury and suffering, helping anyone who needs it. They give out free medical care for big problems during a crisis or disaster, such as a riot or other big issue. Their primary concern is to stabilize injured officers first, and assist the population second. They also prioritize just stabilizing victims first, and sometimes ignore methods to reduce or get rid of pain in the concern of helping as many as possible. For this reason, the black coated healers are actually disliked by much of the population, believing many of them help people but enjoy watching them suffer.
This is simply not true, but the healers have some serious work to do and their numbers are very limited.
Once a Healer is put out into the field after they are done shadowing and assisting a more experienced healer, they are given a small device that fits over the palm of their favored hand. It is a smooth, black object with five small, red lasers in a pentagon shape for guidance. While holding it in their hand, they can project a small wave field by thought that pushes or pulls flesh, a field that stimulates regeneration of flesh, and a small cutting laser used to sow up bleeding wounds and deep cuts. This device is a Omni-Doc, and is used only when the proper facilities are not available. This device has a second and very important function as well. If placed on a person's forehead with the lights facing down, it puts that person into a sort of stasis state where their whole body slows down immensely. This is sometimes the only way the Healers even have a chance to save a person.
In times when the Enforcers are prepared and have a plan, Doctors are stationed in hospital rooms and tents with advanced medical machines that can scan a person's body to find problems, and other one that automatically does perfect surgeries and procedures with the light red light. People placed in these machines are made to float by wave of energy fields, and then are spun about and operated upon. Other more traditional tools are available if the machines are busy, as they work perfectly but rather slowly.
Being a healer is tough, stressful work and they have the lowest average age of retirement, but the large paycheck and pension can often be worth it.
The Noble House of Guides
The House of Guides is a specialist house. They primarily are stationed in the more remote and wild worlds, often giving guidance and assisting travelers through dangerous areas. Their origins come from an ancient group of guides who knew their land perfectly and who spread the knowledge and guidance to travelers to help them pass through their worlds safely.
They are trained in general survival knowledge and foraging, and gain extra training for each world they are stationed in. This knowledge includes places they shouldn't go, ways to avoid pests and diseases, what is edible, as well as basic knowledge of the nearby factions and who is friendly or not. This training allows them to work well in both urban and rural areas, and one guide is often placed in each party of Enforcer agents and officers of the various types.
The most important thing about the guides is their staff. It is a large, simple silver staff that is exactly the same height as the guide. It is featureless normally, but it can be used for may advanced functions. For one, it can create a large amount of light, both as a aura or a direct beam to illuminate areas, as well as creating floating 'pips' of light that can be directed to illuminate areas. Other functions allow them to create bright yellow constructs of light, generally a banner or sign to direct citizens or officers, as well as creating a floating 'police tape' type of construct over a restricted area. Other functions allow them to create lasers of light that can be used to survey land and estimate distances.
As an added bonus, they gain training with their staff to use in a fight if needed to defend themselves. This focuses on fighting and driving off hostile animal lifeforms, but they have significant training in fighting humanoids and armed attackers as well. After several years of service, each Guide may also receive advanced training that allows them to use their staff to deflect ranged attacks and even energy attacks, if they need the combat training.
The staff also contains a simple offensive laser attack that can be shot out of either end, directed by thought. Its intensity and range is rather low, and can only be shot for a limited time. It is also useful for starting fires, as well as killing small flying or ground animals for food or self defense. Even at close range, the laser does little damage to human sized creatures and people, but can cause quite a bit of pain.
Guides may eventual gain the title of "Pathfinder" and become a special and elite unit. They are given an sleek, accurate energy weapon and advanced training in creating traps and guerrilla warfare. The weapon itself looks a bit like a crossbow, with the two arms ending in orbs of swirling green energy. When activated, the energy arcs into a string of energy that bounces and does great damage, blasting and ripping things apart it hit. It moves very quickly, and is almost silent, so it is very useful for ambushes. Pathfinders are deployed in wild areas for large scale warfare and commando fighting against other guerrilla fighting units. They are very mysterious and aloof about themselves, they had to work hard to earn their office.
The Noble House of Warriors
Hailing from an ancient tribe of fighters, the Warrior House are the heavy hitters of the Enforcers. Where as Order units are used for small time fighting and non-leathal action, the Warriors are used to fight the most dangerous of enemies. They have lethal firepower and are authorized to use it. For this reason, they are subject to a psychological test once a year to six months, to keep them from going insane. Only those with extreme willpower and control are allowed to join this fighting force. They are few in number, and they have even higher mortality rates then the other houses, but they get the most awesome gear and are among the most famous and popular houses.
They are armed with black armor while on the job, similar to the Order's riot armor, but a sleek black all around. The armor also has a small energy shield that protects against minor damage from both close and long range attack, but the shield can only stand up to a few attacks. They are armed with a small, black weapon that fits around the wrist of their favored hand, with a small spike extended out of the wrist and forward. Aside from being a deadly close range weapon, the weapon can also give off powerful bursts of energy that push and smash into targets, which is activated by thought and motion. It can also be switched to a lower intensity to stun, but its primary function is to kill. The blasts can break objects and often cause internal injury.
Warriors also have a huge amount of special gear they can request and be awarded depending on their unit and the missions they are assigned to. Some of these items include a shock wave generator in the feet to knock people over, a shoulder-mounted energy cannon for extreme heavy hitting and breaching walls and other flimsy obstacles, and even a returning black disc weapon that can cut through many materials and can slice off people's limbs with good accuracy. They are trained heavily in these implements, and these weapons are specially made so that those who are not in the warrior armor cannot use them unless they can manage to overcome the weapon's lock-out programs. A lost weapon can be grounds for expulsion from the Warrior caste, and as such it is important for it not to happen.
Advanced warriors are given even more specialized weapons and training; their armor is thicker and plated, and is powered to give them more strength and speed in a combat situation. This includes injection of a combat drug, which is renown for its side effects and debilitating damages to the body. For this reason, Advanced Warriors are very rare as many are not willing to pay the price. But the Advanced Warriors that agree to the training are given many upgrades and implants. Their nervous system is implanted for quicker reactions, and their muscles and skin becomes tougher and faster. Even their heart beats faster. But the price for this strength comes in a body that is quickly used up, forcing an early retirement and an early death to go with.
Advanced warriors gain access to special weapons, including a powerful hammer that can cause shockwaves and can knock down walls. Another is an energy sickle that projects under the wrist as a close range weapon. Long range weapons include a bow and arrow type weapon that fires bolts of various types, and a cannon that can generate a constant stream of energy or heat to burn and kill multiple targets. These weapons are very expensive and dangerous, and are not given out without good reason.
The Noble House of Fools
SpoilerThe Noble House of Fools is unorthodox to the core. It is made up of strange people who don't fall under any other Enforcer house, but who are still Enforcers. They use their own technology, their own training and powers, and their own way to help the Enforcers. They are a small house, and have very loose organization. They are essentially mercenaries, forced to pay for their own weapons and technology.
They are both highly regulated and not, and are assigned to missions based on need. Many of the Fools are not fully employed by the house itself, simply being called when they are needed.
(If you wish to play a House of Fools Enforcer, please PM me your character information and details of what their powers or abilities are. I will be very picky about this, so make sure your ideas are well thought out.)
(Please bold each title of each category.)
Username: (Your forum name)
Age: (Humans in this world live to be about 140~ years of age, and stay in their prime until they are about 45. Other races vary slightly, be reasonable.)
Race: (Pick from one above, or PM me your idea. I will be selective.)
Appearance: (Pictures are reluctantly accepted. Good descriptions preferred.)
Personality: (This needs to be well made, or else.)
Personal Skills: (Skills that are separate from their Enforcer career skills.)
Personal Items: (Any special things they own for reasons outside of their career. Also includes monetary assets and home, if any.)
Personal History: (Where they were born, what world they hail from, what they wanted out of life, etc.)
Noble House: (Pick from above, or join the House of Fools and PM me. I will be selective)
Enforcer Career: (Why your character joined for, a summary of career events. Saying "They just joined and are a rookie." Is acceptable.)
Enforcer Equipment and Skills: (Based on your house. No advanced weapons or skills unless they are skilled, I will be selective with this as well.)
Enforcer Purpose: (What your character fights for, their goal. Why do they fight for justice? What motivates them?)
Notes: (Anything else you'd like to add.)
Last edited by Rufus; 03-29-2013 at 06:10 AM.