Don't judge by my join date, I'm not new to roleplaying.
⚙⚙⚙ARKHEUS⚙⚙⚙
"We are the last to stand witness to the testament of mankind"
Everything you have ever known, your entire world, your life, is Arkheus, the last bastion of mankind. The year is 2673, Five Hundred and Sixty-Three years since the fall humanity. Since the catastrophic extinction of Earth. Nobody is entirely sure what happened, opinions change after nearly six hundred years, but the High Council insists that their recovery of old world data claims the an entire economical collapse. That Global warming was ignored, until it was too late. But what is Arkheus, where is it, how? Not even a hundred years past inside Arkheus before tragedy fell, the plague virus. An impossibly fast bug that wreaked havoc on the databank servers of earth's collective knowledge. Darius Maxx, the creator, an extremist, wanted to strive forward, That knowledge of the past would doom us to repeat ourselves. His appeals ignored, he took action, and was eventually found and executed, but the damage had been done. With the old world knowledge nearly wiped out, the people of Ark had only one choice- to move ahead.
Now Old Earth is hardly talked about, reduced to mere speculations of young lovers or old drunks. Ruled now by the Seventh Rotation of the High Council, Arkheus has made huge leaps and bounds. See, the city is a dome separated into segments. These segments are governed in such a way that a semblance of peace has been maintained, leaving most technological pursuits to be lead for the benefit of mankind. There are six outer sectors, but more on that later.
The quest for knowledge never really dies, and for the last few hundred years, an idea was put into motion. Deep within Central, the name of the great governmental structure in the Northern sections of the Inner Ring, there is a single hallway deep within the sub-levels of the structure ending in a large, airlock door. Nobody knows what's on the other side, and every year expeditions are mounted that send people beyond the door. It is an honor to go out, to try to pioneer the way forward for mankind, and many criminals are given this choice instead of death, and nearly everybody offered a chance of Expediting take it. Nobody has ever returned. The whole process is somewhat of a morbid tradition for the people of Arkheus, usually only four or five expeditions are mounted per year and each time a great festival is held around the entire city.
But what happens when someone comes back?
Now Old Earth is hardly talked about, reduced to mere speculations of young lovers or old drunks. Ruled now by the Seventh Rotation of the High Council, Arkheus has made huge leaps and bounds. See, the city is a dome separated into segments. These segments are governed in such a way that a semblance of peace has been maintained, leaving most technological pursuits to be lead for the benefit of mankind. There are six outer sectors, but more on that later.
The quest for knowledge never really dies, and for the last few hundred years, an idea was put into motion. Deep within Central, the name of the great governmental structure in the Northern sections of the Inner Ring, there is a single hallway deep within the sub-levels of the structure ending in a large, airlock door. Nobody knows what's on the other side, and every year expeditions are mounted that send people beyond the door. It is an honor to go out, to try to pioneer the way forward for mankind, and many criminals are given this choice instead of death, and nearly everybody offered a chance of Expediting take it. Nobody has ever returned. The whole process is somewhat of a morbid tradition for the people of Arkheus, usually only four or five expeditions are mounted per year and each time a great festival is held around the entire city.
But what happens when someone comes back?
Anybody may choose to live in any sector, but most take the wise path and choose the best paying jobs, or the most comfortable life. However, a person may not go above their acceptable social class, and must rise up as all other wealthy members do, or be born into a higher class. Criminals however, do not get this choice, and are assigned based on their skills.
*Map is not finalized
*Map is not finalized
Sector One
The WoodlandThis sector is roughly 80% Artificially cultivated forests, with a few high mountains and large lakes. Sector one primarily houses the wealthy, who live a life of luxury, while low- and middle-class workers do most of the grunt labor. First and foremost is the production of lumber, and the products associated with it. The sector also does some light mining, for common metals such iron and copper. Living is not very hazardous, and most people are paid well and live a comfortable live. Additionally, the sector also handles the maintenance and hunting of game animals for exotic meats and furs alike. Sector One also holds the largest freshwater recyclers, where contaminated waters are filtered and cycled back for wide spread use within the population.
Sector Two
The Golden PlainsSector two is a wide expanse of land with scattered forests and rolling, golden plains. Large hills rise upwards, forming peakless mountains. This area is used widely for agriculture, and scattered houses dot the plains where low-class farmers toil away. Herds of cattle, clusters of chickens, and other animals all graze here and are tended by herdsman, also typically of low-class. These people are not paid as well as those who live in Sector One, but they still live comfortable lives, if ones filled with more work than relaxation. Large manors also dot the land homing the wealthy who own large plantations or herding operations and choose not to live in wealthy estates in the city. The largest supply of edible goods and a trickle of wood and ores stem from here. Life here is not hazardous.
Sector Three
The Lava PitsFeared by all, nobody wants to end up in The Lava Pits. Life expectancy here is short, and roughly lived. The worst society has to offer are sentenced here, and house a large population. While the guards maintain a live of mild comfort, if a bit warm, the unfortunates of this place work in the great forges and furnaces. The only comfort is a steady supply of water, as every second of every day is spent sweating away as the population toils away at hard, manual labor and exhausting levels of heat. Even then the water is stale and has a metallic taste. Here all the ores and metals come for smelting, tools are forged, and geothermic energy is produced to power Arkheus. Having criminals work key assets of life in Ark doesn't seem to worry anybody. Between the guards, the full body scanners, and all the security blanketing the facilities in The Lava Pits, nothing happens to threaten the Ark. The Lava Pits also provide a steady supply of earthly minerals, metals, gems, and crystal through the mines, the darkest, hottest recesses of The Lava Pits. The Lava Pits are extremely hazardous to live in.
Sector Four
The Frozen ExpanseNobody really chooses to live in Sector Four. Rather, this extremely cold sector houses scientific outposts, which expand underground. The best and the brightest live out in this remote region, free of worldly troubles. Sure, somebody still has to do the laundry, but most menial chores are handled by low-class workers, who typically have no other ways out of The Core. Here leaps and bounds are made in all areas of science, and because of the large desolate area outside, there's never really a problem getting clearance for field tests. Here advanced weaponry, medications, and other items are created for manufacturing. Nothing really comes out of Sector Four other than knowledge, and to get there, one must first pass an aptitude test, eligible for taking once a year. Living here is a little hazardous, due to all the experimental activities, and a quarantine is quite ordinary, and usually cleaned up quickly.
Sector Five
The SpinesThe most common opportunities for low- and middle-class workers come from The Spines. The cities of which that are only accessible through the towers, which lead deep into the earth. This heavily mountainous region is home to the largest mining and manufacturing region within Arkheus. Though hot, it's not anywhere near to the levels of The Lava Pits. Great exhaust vents manage the heat from the production foundries and smaller smelters well. Nearly everything is made here and it's home to the single largest working force in the entire Ark, excluding the Core. It also boasts the largest mining operation, and an array of underground farms for low-light flora and fauna. Life here is mildly hazardous, but often not deadly.
Sector Six
The SandsThe sands are home to the largest reservoirs of underground water, coal, and oil, and also supply an impressive amount of glass and crystal products. A multipurpose land home to all classes of the population, it ranges in everything from small mining operations to huge expanses of oil wells and drills. There are also farms of impressive size, mostly of fruit and rarer medicinal plants. The Sands also help take a load off of Sector One by distilling and pumping water from their springs and underground wells. All of the cities are built on top of the wide plateaus, and the sands constantly move and shift.
The Core
SlumlandEverybody who hasn't reached citizen class, can't afford to move to another sector, or haven't won the lottery are stuck here. most of the city is dark, damp, and confined. It's a mass of buildings of cramped roads and a warren of narrow alleyways. There seems to be a constant haze in the air and heavy overcrowding. It's dirty, smells like sadness, and maintains a standard of poor living conditions. Nobody with money chooses to stay here, where the only jobs for the unskilled are dirty, and full of menial labor. Contradictory to all of that, it does house one of the most popular districts, the Neon district. Less dirty, and less foul, but full of blindingly bright lights and neon signs. People in gaudy colors and scandalous fashions are seen here, as the area houses a wide array of entertainment from dance, to carnivals, and even brothels. The core is also home to the Hall, a huge structure housing the governmental officials, and resides up north is a slightly less crowded, middle class area. Though every inch of The Core seems to have been used up, the more well off people live up here, if there's space. There are other districts within the sector, all of which are not as bad as the Southern Slums, where most of the unemployed, homeless, and unfortuante population live.
Most of the goods in Arkheus are transported around on the Mag-rails, a system of trains which run on a track magnetically held in the air. Flexible, and adjustable, if needed to avoid falling rocks from Sector Five, or balance upon the shifting sand of Sector Six. They are long, winding trains of freight cars and goods mostly, all of which center at The Grand Exchange in the center of The Core. Only the train-rail is mapped, the smaller vehicle pylons typically are too numerous to bother putting on anything but the most detailed of maps.
The "Wrist Watch" is an essential, everyday item for those can afford it, though rougher "Junker Models" exist for cheap. The personalized versions come with planners, calling capabilities, calendars, GPS, a citizen level database connection, and more personal needs. There are different versions for Security personal, scientists, and so forth. The object itself is a small touch-screen device that attaches at the wrist. Some models come with visual optimizations wireless connected to contacts, or glasses. A more detailed description will be made available.
Ballistic weapons are obsolete, though those that do exist mostly use a gauss firing chamber. Laser weaponry, plasma sprayers, and other higher end weapons are usually reserved for special forces units. Core Shard weaponry is more common, although to the general population with a gun license, only small arms are permitted.
Most medicine is available in the form of a fast acting pill, or injection. And there is something for everything. New medicines bring new problems, and most notable are the mutations in the Southern Slums within The Core, as most are exposed to levels of radiation and waste.
Personal vehicles also exist, most in The Core are small and compact to travel on the narrow roads, whereas the outer sectors have larger work vehicles and others designed for luxury. Most vehicles can hook up to the mag-rail extensions on the train-rail(small pylons that jut out to either side, each side only travels on direction) by turning on mag-mode, which lift the vehicle off the ground to ride the rails. There are also smaller mag-pylons which vehicles can use to travel on exactly like the bigger mag-rail, only smaller and meant for vehicular traffic only. These smaller mag-ways appear entirely made of light.
Checkpoints exist between each section, and every gate through either side. There are personal and vehicle doors (for those without mag-rail capabilities) and checking stations for those that can access the mag-rail.
Almost everything exists in a low quality form, referred to as "Scrap" or "Junker". These objects are usually poorly crafted, and involve an unstable, intricate system of gears and gizmos.
Core Shards. Most things run off of electricity, and geo-thermal power. Coal is primarily used for the furnaces in The Lava Pits and The Spines. However, the world has long done away with electrically charged batteries, and instead harness the power of Core Shards. Orange Shards are chaulked full of stable energy, and are the most common thing powering day-to-day life. Core shards are able to take electricity and amplify it, or simply runs devices off their own unique energies. Households may used a Core Shard array to maxize electrical use and put a minimum strain on the system. Vehicles use larger shards, and amply the energy provided through the vehicle's alternator, and stores the energy. Orange shards are common and easily produced, but they die rather quickly.
Red shards are volatile, and unstable. They don't hold a charge, and are much rarer. However, in a weapon that uses a minimum draw are red shard can last a long time and proves as a powerful, and extremely fast projectile, much in likeness to the speed of a bullet if only a little slower. A weapon using a heavier draw shoots much bigger, or much faster projectiles, or a wave of solid energy, though these weapons typically spend the crystal much faster.
No other known crystals have been released to the general population, though they do exist.
Player submitted ideas are always acceptable, and help me out a lot as I can't think of everything.
The "Wrist Watch" is an essential, everyday item for those can afford it, though rougher "Junker Models" exist for cheap. The personalized versions come with planners, calling capabilities, calendars, GPS, a citizen level database connection, and more personal needs. There are different versions for Security personal, scientists, and so forth. The object itself is a small touch-screen device that attaches at the wrist. Some models come with visual optimizations wireless connected to contacts, or glasses. A more detailed description will be made available.
Ballistic weapons are obsolete, though those that do exist mostly use a gauss firing chamber. Laser weaponry, plasma sprayers, and other higher end weapons are usually reserved for special forces units. Core Shard weaponry is more common, although to the general population with a gun license, only small arms are permitted.
Most medicine is available in the form of a fast acting pill, or injection. And there is something for everything. New medicines bring new problems, and most notable are the mutations in the Southern Slums within The Core, as most are exposed to levels of radiation and waste.
Personal vehicles also exist, most in The Core are small and compact to travel on the narrow roads, whereas the outer sectors have larger work vehicles and others designed for luxury. Most vehicles can hook up to the mag-rail extensions on the train-rail(small pylons that jut out to either side, each side only travels on direction) by turning on mag-mode, which lift the vehicle off the ground to ride the rails. There are also smaller mag-pylons which vehicles can use to travel on exactly like the bigger mag-rail, only smaller and meant for vehicular traffic only. These smaller mag-ways appear entirely made of light.
Checkpoints exist between each section, and every gate through either side. There are personal and vehicle doors (for those without mag-rail capabilities) and checking stations for those that can access the mag-rail.
Almost everything exists in a low quality form, referred to as "Scrap" or "Junker". These objects are usually poorly crafted, and involve an unstable, intricate system of gears and gizmos.
Core Shards. Most things run off of electricity, and geo-thermal power. Coal is primarily used for the furnaces in The Lava Pits and The Spines. However, the world has long done away with electrically charged batteries, and instead harness the power of Core Shards. Orange Shards are chaulked full of stable energy, and are the most common thing powering day-to-day life. Core shards are able to take electricity and amplify it, or simply runs devices off their own unique energies. Households may used a Core Shard array to maxize electrical use and put a minimum strain on the system. Vehicles use larger shards, and amply the energy provided through the vehicle's alternator, and stores the energy. Orange shards are common and easily produced, but they die rather quickly.
Red shards are volatile, and unstable. They don't hold a charge, and are much rarer. However, in a weapon that uses a minimum draw are red shard can last a long time and proves as a powerful, and extremely fast projectile, much in likeness to the speed of a bullet if only a little slower. A weapon using a heavier draw shoots much bigger, or much faster projectiles, or a wave of solid energy, though these weapons typically spend the crystal much faster.
No other known crystals have been released to the general population, though they do exist.
Player submitted ideas are always acceptable, and help me out a lot as I can't think of everything.
This is a sci-fi apocalypse roleplay (with a hint of steampunk) There is a goal here, a victory condition. Something comes back through the Hatch, from an expidition, and becomes the beginning of the end. No, it's not a zombie. It's a robot. This will be zombie-esque with killer automatons and a way to turn people into blood hungry more-terrifying-than-a-zombie creatures. Like, the kinds that can rip doors off their hinges and beat a motha-fucka with another motha-fucka. It will be dark, it will be gritty, gorey, and test moral boundaries. If you're a delicate flower this is probably not for you.
Other than the conditions listed below, you can do whatever you want, start whatever faction you want. Save people, make a settlement, survive. Become a warmonger, rule with an iron fist, survive. Wander alone, try to end this, survive. Cry, in a corner, and try to survive.
Other than the conditions listed below, you can do whatever you want, start whatever faction you want. Save people, make a settlement, survive. Become a warmonger, rule with an iron fist, survive. Wander alone, try to end this, survive. Cry, in a corner, and try to survive.
DEFEAT
- Less than 10,000 people remain.
- Arkheus becomes inhabitable
- Sector One, Two, or Six becomes uninhabitable and agriculture for sectors Three, Four, and Five have not been unlocked.
- 90% of the remaining population becomes savage without player leadership
VICTORY
- The robots are defeated.
There are several hidden victory and defeat conditions that will be unlocked and updated to the list.
This is very much a work in progress, and I plan to do a lot of expanding on the information available. First and foremost what you will need to build a reputable character sheet. This involves citizen classes, tiers of soldiers, Pyskers (telepaths, who have great advantages, and great draw-backs).
UPDATE:
- ✋Citizen: Citizens are the regular, working class of people, but are special in their own right. The have the ability to adapt and create, and typically have some form of Offensive, Defensive, or Utility capabilities.
- Start with basic weaponry proficiency, may have specialized weapons depending on job or abilities.
- Do not start with armor proficiency, may have specialized armor depending on job or abilities.
- May have level 1, or 2 access depending. May also have level 1 Lab access.
- May have trade skills and abilities.
- Can learn any proficiency, with time.
- Considered shady, or seedy, and are mistrusted according to infamy.
- ✋Junker: While not exactly beloved by the rest of Arkheus, Junkers are more like specialized citizens, the only problem is a lot of them deal heavily in underground or illegal activities. Junker's abilities typically range higher in Utility than Offense, or Defense.
- May use basic weaponry, May have any weapon proficiency, as a junk weapon.
- May have any armor proficiency, as junk armor.
- May create junk class gadgets.
- Have level 1 access, may have or create burnout key cards.
- May have any trade skill or ability.
- Can be the best at crafting and creating, repairing, and hacking.
- Can learn any proficiency, with time.
- ⚔Enforcer: The lowest rank of Arkheus' combat personnel, Enforcers are the largest of the security force. They handle everyday disputes and situations, from robberies, street patrols, and ensuring the laws of the land are upheld. The Enforcer class is all around balanced on Offensive and Defensive abilities, with less Utility options.
- Use basic, and assault weaponry.
- May have light, or medium armor.
- Have level 3 access, and level 1 Lab access.
- Mistrusted by Citizens and Junkers.
- May learn any proficiency with time.
- ⚔Guardian: Guardian's are the special forces unit of Arkheus, who specialize in either Offensive, Defensive, or Utility.
- May use basic, assault, or heavy weaponry.
- Proficient heavy armor.
- Have level 3 access, and level 1 Lab access.
- Mistrusted by Citizens and Junkers.
- May learn any proficiency with time.
- ⚔Specter: Second to none, Specters are the elite soldiers of the Arkhein military. These specially trained soldiers have high Offensive and Utility capabilities, with lower Defensive focus.
- May use basic, assault, or specialized weaponry.
- Proficient in light armor.
- Have level 3 access, and level 1 Lab access.
- Heavily mistrusted by Citizens and Junkers.
- Slightly mistrusted by Enforcers and Guardians.
- May learn any proficiency with time.
- 👁Pysker: The prodigal children, Pyskers are only a recent discovery as of the last few hundreds year. With an affinity for Core Shards these weaponized individuals are trained depending on their affinites, and can range anywhere between Offense, Defense, and Utility.
- May use basic weapon proficiency.
- No armor proficiency.
- No level access.
- May have a *Handler.
- Use pysonic abilities.
- Extremely mistrused by Citizens and Junkers.
- Mistrusted by Enforcers and Guardians.
- Slightly mistrusted by Specters.
- May learn any proficiency with time.
- 🔬Scientist: The brains of Arkheus, scientists are typically lacking in Offense, and Defense, but have the highest levels of Utility. They are also the best Inventors.
- Basic weapon proficiency, may have experimental or specialized weaponry.
- No armor proficiency, may have experimental or specialized armor.
- Have level 2 access, and are the only class to have level 3 Lab access.
- Have specialized skills and abilities.
- Are the best inventors.
- May learn any proficiency with time.
- 📜Council Man/Woman: The top of the social class, these people have already achieved the highest quality of life in Arkheus. Council members come from all walks of life, and live in the most luxury. Typically low on Offense, Defense, and Utility, their strengths lie elsewhere.
- Basic weapon proficiency.
- May retain proficiency based on previous class.
- May have trade skills and abilities.
- Can have any proficiency as a hobby.
- May have level 5 access, and level 2 lab access.
- Are the best Negotiators and Leaders.
- May learn any proficiency with time.
Basic Weaponry
Class: Civilian
Rounds: 10
Impact: Low
Shot: Bolt
Mode: Semi-Auto, Full-Auto
R.O.F: Fast
Crystal: Red
Class: Civilian
Rounds: 5
Impact: Medium
Shot: High Spread Burst
Mode: Pump-Action
R.O.F: Slow
Crystal: Red
Class: Civilian
Rounds: 6
Impact: High
Shot: Bolt
Mode: Thumb-Hammer
R.O.F: Slow
Crystal: Red
Assault Weaponry
Class: Military
Rounds: 12
Impact: Medium
Shot: Bolt, Stun Bolt
Mode: Semi-Auto
R.O.F: Fast
Crystal: Red
Class: Military
Rounds: 8
Impact: High
Shot: Low Spread Burst, Single Slug
Mode: Pump-Action
R.O.F: Slow
Crystal: Red
Class: Military
Rounds: 40
Impact: Low
Shot: Bolt
Mode: Semi-Auto, Full-Auto
R.O.F: Very Fast
Crystal: Red
Heavy Weaponry
Class: Military
Rounds: 150
Impact: Medium
Shot: Bolt
Mode: Full-Auto
R.O.F: Very Fast
Crystal: Red
Class: Military
Rounds: 400
Impact: High
Shot: Bolt
Mode: Full-Auto
R.O.F: Extremely Fast
Crystal: Red
Class: Military
Rounds: 4
Impact: Extremely High
Shot: Volatile Bolt-Missle
Mode: Single
R.O.F: Very Slow
Crystal: Red
Advanced Weaponry
Class: Military
Rounds: 10
Impact: Very High
Shot: Bolt
Mode: Semi-Auto
R.O.F: Slow
Crystal: Red
Class: Military
Rounds: 25 Gallons, 50 seconds.
Impact: None
Shot: Plasmatic-Flame
Mode: Spray
R.O.F: Fast
Crystal: Red
Class: Civilian
Rounds: 10
Impact: Low
Shot: Bolt
Mode: Semi-Auto, Full-Auto
R.O.F: Fast
Crystal: Red
Class: Civilian
Rounds: 5
Impact: Medium
Shot: High Spread Burst
Mode: Pump-Action
R.O.F: Slow
Crystal: Red
Class: Civilian
Rounds: 6
Impact: High
Shot: Bolt
Mode: Thumb-Hammer
R.O.F: Slow
Crystal: Red
Assault Weaponry
Class: Military
Rounds: 12
Impact: Medium
Shot: Bolt, Stun Bolt
Mode: Semi-Auto
R.O.F: Fast
Crystal: Red
Class: Military
Rounds: 8
Impact: High
Shot: Low Spread Burst, Single Slug
Mode: Pump-Action
R.O.F: Slow
Crystal: Red
Class: Military
Rounds: 40
Impact: Low
Shot: Bolt
Mode: Semi-Auto, Full-Auto
R.O.F: Very Fast
Crystal: Red
Heavy Weaponry
Class: Military
Rounds: 150
Impact: Medium
Shot: Bolt
Mode: Full-Auto
R.O.F: Very Fast
Crystal: Red
Class: Military
Rounds: 400
Impact: High
Shot: Bolt
Mode: Full-Auto
R.O.F: Extremely Fast
Crystal: Red
Class: Military
Rounds: 4
Impact: Extremely High
Shot: Volatile Bolt-Missle
Mode: Single
R.O.F: Very Slow
Crystal: Red
Advanced Weaponry
Class: Military
Rounds: 10
Impact: Very High
Shot: Bolt
Mode: Semi-Auto
R.O.F: Slow
Crystal: Red
Class: Military
Rounds: 25 Gallons, 50 seconds.
Impact: None
Shot: Plasmatic-Flame
Mode: Spray
R.O.F: Fast
Crystal: Red
I am always open to player ideas, and if there is a "Social Class" you want that none of those meet, we can work it out. Also, these are not the only weapons available, just some ideas I have listed so you get an idea of what's available to each social "class". Player's may create their own ideas and I will permanently add them to the list, just try to keep them from being too OP for their tier. =)
Gadgets and Enhancements
Brought to you by the Phenix Mega Corporation, the Phenix Wrist Watch is an innovative leader among day-to-day technology. Housing everything a citizen could possibly need, including a Phenix Database Download Center for those extra programs that don't come standard. Using the Phenix Wireless Towers, it's possible to communicate and video link with anyone station wide. Additionally it is the leader in GPS technology, rendering a real time 3 dimensional map to navigate you anywhere you could need to go; including the shortest routes based on your access level, what areas are locked down by Enforcer's, and a danger overlay based on constantly updated crime reports. Plan and manage your life with the Phenix Wirst Watch.
Hermes Inc. make their rise focusing on transportation, from mag-cars to everyday boots. The Hermes Rail Riders are top of the line and are essential for the working class runners. Upon activation a gradual lift off pulls the user up onto the mag pylon rails and allows them to travel up to forty miles per hour. These boots do support use upon the larger train rails, so watch for trains and traffic. You've been warned, and remember to lean into the wind runners!
Prosthetic have come a long way, and with some of the more dangerous jobs out there there is a pretty solid market for them. The Bionic Replacement 1.0 series are more affordable alternatives to living with amputation, or perhaps a failing organ. They're a little jerky, and won't fool anybody, but it works. The Exo Corp. can replace anything your body is missing, provided you don't mind a few errors here and there and maybe the need to realign the matrix system.
Much like it's earlier cousin, the Bionic Replacement 2.0 has the same functionalities but is much higher in cost. Aesthetically, you wouldn't even know your respective limb or organ was gone, and functionality is near as perfect as it can get with only the need for slight tuning every so often, due to the intricacies of nerves and all that. These replacements also come with silicon flesh coverings, using 27 algorithms to match the user's natural color, and have a real, flesh like quality. It can even hold ink for those with more artistic tastes. For the working man, small gadgets can be laced in the fingers or the arm: Some models include an array of small tools in the fingers, and one with a fold out baton for law enforcement officials.
Brought to you by the Phenix Mega Corporation, the Phenix Wrist Watch is an innovative leader among day-to-day technology. Housing everything a citizen could possibly need, including a Phenix Database Download Center for those extra programs that don't come standard. Using the Phenix Wireless Towers, it's possible to communicate and video link with anyone station wide. Additionally it is the leader in GPS technology, rendering a real time 3 dimensional map to navigate you anywhere you could need to go; including the shortest routes based on your access level, what areas are locked down by Enforcer's, and a danger overlay based on constantly updated crime reports. Plan and manage your life with the Phenix Wirst Watch.
The military version comes with added security options with the benefit of total camouflage among the normal population should the need arise. With functionalities like wireless shutting down sections, or with the right privileges, entire sectors, the Military Grade Wirst Watch is a must for Enforcer's and above. Other functions include real time face scanning, bio-signature thermal tracking, and an array of additional programs available from the Phenix Secure Database Download Center.
Hermes Inc. make their rise focusing on transportation, from mag-cars to everyday boots. The Hermes Rail Riders are top of the line and are essential for the working class runners. Upon activation a gradual lift off pulls the user up onto the mag pylon rails and allows them to travel up to forty miles per hour. These boots do support use upon the larger train rails, so watch for trains and traffic. You've been warned, and remember to lean into the wind runners!
Prosthetic have come a long way, and with some of the more dangerous jobs out there there is a pretty solid market for them. The Bionic Replacement 1.0 series are more affordable alternatives to living with amputation, or perhaps a failing organ. They're a little jerky, and won't fool anybody, but it works. The Exo Corp. can replace anything your body is missing, provided you don't mind a few errors here and there and maybe the need to realign the matrix system.
Much like it's earlier cousin, the Bionic Replacement 2.0 has the same functionalities but is much higher in cost. Aesthetically, you wouldn't even know your respective limb or organ was gone, and functionality is near as perfect as it can get with only the need for slight tuning every so often, due to the intricacies of nerves and all that. These replacements also come with silicon flesh coverings, using 27 algorithms to match the user's natural color, and have a real, flesh like quality. It can even hold ink for those with more artistic tastes. For the working man, small gadgets can be laced in the fingers or the arm: Some models include an array of small tools in the fingers, and one with a fold out baton for law enforcement officials.
[center][h1][color=skyblue]Citizen Census Datasheet[/color][/h1][/center][center][color=limegreen]Bureau of Public Citizen Management[/color][/center]
[center][img][/img][/center]
[color=skyblue]Name:[/color]
[color=skyblue]Class:[/color]
[sup][color=skyblue]Access Level:[/color]
[/sup]
[color=skyblue]Age:[/color]
[color=skyblue]Height:[/color]
[color=skyblue]Weight:[/color]
[color=skyblue]Hair Color:[/color]
[color=skyblue]Eye Color:[/color]
[color=skyblue]Skin Color:[/color]
[hider=Extended Information]
[color=skyblue]Residency:[/color][list]
[*] Can have multiple.
[/list]
[color=skyblue]Scars:[/color][list]
[*]
[/list]
[color=skyblue]Tattoos:[/color][list]
[*]
[/list]
[color=skyblue]Disabilities:[/color][list]
[*]
[/list]
[color=skyblue]Disorders::[/color][list]
[*]
[/list]
[color=skyblue]Other:[/color][list]
[*] Weird Habits? If none leave blank.
[/list]
[/hider]
[hider=Bio-Organic Enhancements]
[list]
[*] This section is for bio-organic modifications, for players who don't have bionics but still want improved night vision, or greater shock absorbtion.
[/list][/hider]
[hider=Bionic Modifications]
[list]
[*]Yup, you guessed it. Machine parts, huzzah. This part is for limb replacement, mechanical eyes, and additions. Even if it's technically a 'gadget' if it's implanted into the body, it's now bionics.
[/list][/hider]
[hider=Appearance]
[/hider]
[hider=Job Description]
You know that saying, "Well that's not in my job description!" Well, tell me what is.
[/hider]
[hider=Backstory]
[/hider]
[hider=Inventory]
[color=limegreen]Weapons:[/color][list]
[*] You are in charge of notifying me of key item changes. Such as new weapons, armor, gadgets, etc. Misc items are not important.
[/list]
[color=limegreen]Armor:[/color][list]
[*]
[/list]
[color=limegreen]Gadgets:[/color][list]
[*]
[/list]
[color=limegreen]Key Items:[/color][list]
[*] For lack of a better term, these are quest items. Leave it blank for now.
[/list]
[color=limegreen]Miscellaneous:[/color][list]
[*] If they own a vehicle put it here.
[/list]
[/hider]
[color=skyblue]Likes:[/color][list]
[*]
[*]
[/list]
[color=skyblue]Dislikes:[/color][list]
[*]
[*]
[/list]
[color=skyblue]Relations:[/color][list]
[*] If you start off knowing another player, put them here, and a short summary of their relationship.
[/list]
[hider=Important NPCs]
[list]
[*]If a player has parents, siblings, or generally important people in their life. List them here so I don't kill them.
[/list]
[/hider]