Transmission Year: 2081 Transmission Recipient: All Agents, Historical Briefing Destroy After Viewing
Society could never sustain itself. The Macedons, the Romans, the Mongols, the greatest of empires all crumbled once their best leaders perished, and bad men took the throne for themselves. The power-hungry always shoot themselves in the feet.
But in all these cases, from the ashes rose new kingdoms. But not this time.
Anarchic revolutions began in 2049, large mobs rising up against the armies of the world. Of course, the government had these mobs eliminated with ease, thanks to their superior technology. That would change once the corporations decided to switch teams. Withdrawing all support from the government and putting tech in the hands of the people, world governments collapsed one by one. By 2052, 90% of the world's governments had collapsed entirely.
The corporations, now with popular support of the people thanks to their aid in the Great Uprising, declared themselves the inheritors of the globe. Meeting in Switzerland (still absolutely neutral), the corporations split up the globe. Pinnacle situated themselves in Europe and Oceania, Automatons in North America, Uteto in Asia, and F&O in South America and Africa. Relations were at first peaceful, but the corporations realized that their was, in fact, a major threat to their power- each other. Opposing harsh authoritarian laws and funneling funds out of the economy into their weapons development program, the corporations cracked down on dissidence and created an arms race.
Each of the corporations was armed to the teeth, and an attack on each other would lead to disastrous ruin. None of the people in charge wanted that. They needed a third party, somebody that could air out their dirty laundry unattached, unaffiliated.
Enter Agency X.
A private intelligence corporation, funded by a mysterious man named the Director. The corporations have tabs on every man, woman, and child in the world, but somehow the Director's real identity has managed to escape them. A scientist working in Antarctica, the only place left where free speech is even an option? A disgruntled corporate employee? An alien? An android? Nobody knows. All the corporations know is that the Director runs the small Agency X, a crack team of hand-picked specialists from across the world. They also know that the Director's men are superhuman- somehow, the Director got his hands on an Augmentor, a device that allows for the modification of the human body for increased functioning. And the last thing they know is that if a mission file and some cash is wired his way, good things will happen for the corporation.
What they don't know is that the Director doesn't want to be a pawn in the corporation's game. Soon, it will become time for Agency X to strike back. Set up a new world order. Hopefully, this time, one that will last forever.
If we succeed? Maybe the craphole the world has become might change.
If we fail? That's why we give you those pills. You don't want to see the insides of the corporate re-education chambers.
I won't see the inside of another.
The odds are stacked against us, but the Director and I have faith in you.
Good luck, agents.
end transmission. self-destruct commencing in 1 minute. please throw manual tape into nearest ocean.
..rules
- This is a CASUAL RP, which means around a paragraph or 2 minimum, the more the better.
- You are expected to post around once a week. The more the better, again. Real life comes first, I understand, but do your best.
- You are expected to have a solid grasp of the English language.
- Don't do any dumb shit like godmodding or mary-suing. What's the fun in that?
- This is 18+, so there will be violence, some gore, foul language, etc. No smut, fade to black if it comes to that (though with this setting i doubt it)
-Don't be an asshole
-I am a dictator, I reserve the right to change rules.
..roleplay
- All characters will be an agent in Agency X, given robotic augmentations to help them in missions to assist (or destroy) various corporations. (or you can be Batman, I guess)
- You can pick your own backstories and augmentations and stuff like that. ofc
- Your characters are NOT required to be altruistic superheroes. Whether they have a grudge against the corporations, or are nihilists, or are in it just for the money, you can choose.
- The plot is somewhat linear, but I'll definitely leave room for fun >:D
- Most importantly, do have fun. That's why we're all here, in the end.
don't let the corps get you
-Any questions, whether about the RP's lore or just applying in general, feel free to ask away.
A47
Pinnacle
Headquarters: Munich, Germany CEO: Heinrich Nimitz
With control of all of Europe (sans Russia) as well as Oceania, Pinnacle Corporation were the pioneers of augmentation and are the leaders in that field. Of all the corporations, Pinnacle is the most paranoid of threats- and thus Agency X finds itself being contracted by Pinnacle for various tasks.
Automatons
Headquarters: New York City, USA CEO: James Rhodes
Automatons controls all of North America, and since being appointed to that position, they have become the most urbanized location on the Earth. The entire East and West coasts of the continent have become lengths of urban sprawl, with the middle cleared out for transportation. Automatons specializes in machinery and vehicular development, and thus is layered with factories and smog.
Uteti Headquarters: Tokyo, Japan CEO: ?
Uteti are the pioneers in unmanned drone technology, the entirety of Asia filled with them. Much of their security forces have been replaced with drones, which serve as a cheaper and more effective alternative to manpower. Little is known about Uteti- they keep their secrets bottled up.
F&O Headquarters: Rio de Janeiro, Brazil (South America) Lagos, Nigeria (Africa) Chairmen: Thubh Fokazi (Africa), Francisco Ortega (South America)
F&O faced many challenges. Controlling large expanses of land already riddled with civil war, the two leaders employed a massive army of mercenaries - combined with the earliest incarnation of Agency X - to wipe out all resistance. Building massive drills across the continents, the corporation dried both continents free of oil before moving on to nuclear power. F&O currently control the most nuclear weapons out of any other corporation, and has thus grown in size- taking in Hawaii and Cuba from Automatons amd Iran and Iraq from Uteti.
The only bastion of actual government left, Antarctica. With a population of approximately 20,000, Antarctica is small, but it survives outside the world of corporate influence. Antarctica was founded by scientists soon after the Great Uprising as a safe haven for free thought. Antarctica was previously believed to be a wasteland, but now corporations are moving to capture the land and scientists within it.
Massive urbanization has been in progress since early times, but when the corporations took over, urban cities rapidly spread across the continents in order to suit the population of 12 billion. Approximately 85% of the world’s population has moved into cities.
As fitting per the cyberpunk theme, these cities are not the most well-kept. With robotics becoming a major job force in the working industry, unemployment has risen to record highs- nearly 60% of the population. Jobs that remain include working in law enforcement (drones aren’t quite that advanced yet), programming, law, and medicine, or being one of the lucky few that manages to secure a job inside one of the corporation. That, along with people in the entertainment industry, are the only people that can (legally) obtain CREDs, the universal standard of currency and one of the few things the corps agree on.
For those who aren’t fortunate (i.e. most of the world), the Corps have your back in the form of measly unemployment benefits. Those who want the slightest chance of luxury turn to crime. Selling various drugs as some sort of DIY pharmacist, using your life savings to buy a computer and get into hacking, or going behind the gun as a mercenary for one of the rampant street gangs are just some of the options.
Agency X has a distinctly love-hate relationship with the corps, leaning more towards hate. The corporations as such give them no benefits in life. Almost all of Agency X’s equipment, therefore, is obtained from off the grid.
Agency X’s HQ is located in northern Norway, built into a small mountain there. A state-of-the-art bunker obtained from the funds after a particularly nasty mission in Bangladesh in 2071, the HQ has housing space for the Agents, as well as a massive conference room, an armory loaded to the brink with illegal weapons, and even a gym. Agency X’s augmentation chamber (more on it below) is also located in the Norway base.
Agency X is split into several different divisions to facilitate their operations- INTEL is a small group that works under Number Two to perform reconnaissance of the globe and scout out potential contracts, MEDICAL is comprised of a group of surgeons that work with Augments and keeping agents alive, and SUPPORT is a small strike team that engages in minor operations and protects Agency X assets. FIELD is the most important branch- a group of Augmented agents that rake in the credits for the whole organization.
Agency X’s transportation is provided by the twin stealth planes, Thunderbolt and Force of Nature, each capable of travelling at Mach 3 (this is the future) and equipped with a 24-hour rechargeable stealth rig.
Besides their main HQ, Agency X has managed to obtain an alternate and significantly smaller HQ in Antarctica, and the Director reportedly has property in each of the 4 corporative zones, in case of an emergency.
unlike some cyberpunk stories I’ve read, The world of Agency X is not one littered with human augmentation. A development made after an experimental surgery, augmentation allows for the modification of humans to better suit certain tasks. However, augmentation is still in the developmental phases. As of right now, augments are a very precise (and thus expensive) as well as painful process, and is estimated to take approximately 10 years off the augmented individual’s life. Also, due to biological limits, humans can only receive one major augment, and this one augment cannot be removed (normally, some exceptions).
Augmentations, due to their cost and the fact that they can only be performed by a team of human doctors and not with aid from lasers or drones, are not popular with the corps. While Pinnacle is known for having teams of Augmented guards, the other corps shy away from them.
Agency X, on the other hand, has recruited a crack team of surgeons and scientists and encourages all field agents to get augments.
Augments, once the pain has faded, are highly useful upgrades. From modifying bodily functions (i.e. increasing the power of adrenaline, iron skin) to implanting new ideas (i dunno, human torch?), augments can be more useful than any number of gadgets and gizmos.
The corps have heavily restricted access to any weapons or items that can even be remotely conceived as usable in the field of war. All weapons are individually coded to the guard that they’re given to. On top of that, “old-school weapons” that use gunpowder are ineffective against modern corporate armor and leave an easily-traceable trail back to the Agency. As such, Agency X has to pull some strings in the black market to get their hands on usable tech. Below listed are a few more common examples of available weaponry in the Agency arsenal.
Shock Disruptor- A handheld taser-like device, the shock disruptor channels electricity into the individual’s brain, replacing their thoughts with twinkly lights for a brief period of time. An essential for any infiltration. Will NOT pierce heavy armor, but proper placement will get it through basic corporate defenses.
Plasma Cannon- This weapon’s name is highly exaggerated. A handheld weapon similar to a pistol, the Plasma Cannon fires a burst of plasma that burns through basic corporate defenses. It holds 3 rounds in each magazine.
Nuke Gun- A highly expensive piece of tech, the Nuke Gun is centered around a very small nuclear core. It fires a rain of nuke-powered plasma shots that can burn through almost anything, but afterwards the nuclear core is cooled to prevent a big boom boom. As such, the Nuke Gun can only be used once in the field. It can be reset back at HQ, where the necessary tools are available.
Balance Rifle- A weapon homemade by illegal arms dealers, this rifle’s plasma shots are boosted by a negative magnetic charge, allowing it to pierce several layers of armor. However, it only has 1 shot per mag, and is ridiculously complex and time-consuming to reload.
DART Series Handguns- DART is a subdivision of Automatons that creates and sells non-lethal weapons. Their handguns fire darts loaded with toxins that knock a guard out. Highly useful and capable of penetrating light armor.
Magno-Rail Gun- Constructed with spare parts by the Agency itself, this heavy weapon (titled the MRG) fires magnetic pulses that can absolutely crush an enemy (literally), but is very heavy and cumbersome to use.
Other than weapons, a wide variety of other tools and gadgets are made available. Such include, but are not limited to-
EMP- A small pack that releases a burst of electricity that scrambles all nearby devices. Typically found as safety devices in factories, they’ve found a different purpose for Agency X.
Cloaking Rig- A device that bends light around a certain area, making the holder invisible for a brief period of time. Not nearly as effective as invisibility-based augments, but works in a pinch.
MEDGEL-A syringe of gel that rapidly heals wounds. Highly effective in the field, but ridiculously expensive to obtain, as the only known producers of MEDGEL are Pinnacle, who are not exactly willing to give out the product to intelligence agencies.
Modern Medicine- Drugs are still rampant in this world, but there are plenty of new drugs on the market that help the Agency’s cause, such as tramastaryl, a drug that causes heightened awareness for a brief period of time, oxymosomax, which allows the taker to go without oxygen for about 5 minutes, and most notoriously, ammanil, a concoction that causes instant and painless death, which is used to prevent an agent from corporate torture.
Insert Image Here
Codename:
Full Name:
Age:
Years of Service:
Gender:
Hometown:
Personality:
Brief Bio:
Skills/Talents:
Augments:
Gadgets:
Extra:
VERY skins and bones. Highly recommended you jazz it up.
The Director
Codename The Director
Real Name ???
Age ???
Years of Service 13 years since the founding of the Agency.
Gender Male (presumed)
Hometown ???
Personality Reclusive. Mysterious. It's quite difficult to write a personality section about a man that's never seen.
One thing that is for sure? Effective.
Backstory
[removed]
Skills/Talents
Strategy The Director has been in charge of Agency X for 13 years. Not only has he made it a highly profitable enterprise, but he has also kept them afloat against the Corps for years with limited resources.
Keeping His Ass Off The Grid The Director is perhaps the only person that the Corps has never managed to keep an updated file of. He's that good.
Augments ???
Assessment I'm the Director, owner of Agency X. I like to keep a low profile. I founded Agency X about 13 years ago with the goal of one day being strong enough to take the Corps down. As of right now, we may work for the Corps, but in the end? We work for ourselves.
Number Two
Codename Number Two
Real Name Judy Lorelle Richardine Cox
Age 68
Years of Service About 12 years
Gender Female
Hometown Sheffield, England
Personality As the main liaison between the Director and the rest of the world, Number Two shows a deep loyalty towards the Director and Agency X in general. A very business-oriented woman, Judy is a stern individual who believes fully in getting the job done and less about the nuances surrounding it.
Much like the Director himself, Judy is secretive and prefers to keep as much information to herself. However, she doesn’t lock herself away all the time, which is good, at least.
Number Two is organized, practical, and uninterested in theories or abstraction without empirical evidence. She has a hard grudge against the Corporations, like most of Agency X, and wishes to see them burn at the end of the day, though she never questions any jobs taken by the Agency, so long as the Director is on board.
Backstory
Judy’s files were destroyed by a virus by the Director prior to the founding of the Agency. What is known about her is that Judy was a Manager in Pinnacle, a position where she used a wide combination of technology to influence the decisions of the world’s people. It is believed that Judy came into contact with the Director during this occupation. She would sell him information in exchange for money. While at first this was for purely monetary purposes, Judy soon grew to idealize the Director and his crusade against the Corps. Once Agency X was founded, Judy quit her job the best way possible- siphoning all the funds out of the Management branch at Pinnacle before using homemade explosives to detonate her entire joint before going underground with the aid of the Director. She was appointed his second-in-command, and has been barking out orders since.
Skills/Talents
Hand-to-Hand Combat
Judy is not a field operative in any means, but is still trained in a variety of martial arts, especially CRFC (close range field combat), the Director’s favorite style, which emphasizes taking advantage of weak points to quickly take down opponents.
Operating Computers
Judy’s job as intelligence-provider mandates her to use advanced computers regularly. She’s gotten good at her job over the last 12 years.
Augmentation Upkeep
Judy is in charge of making sure all the agents’s augments are up to scratch.
Psychology
Judy knows quite a bit about the human mind, thanks to years working as a Manager.
Augments
Neural Synchronization Network
Given to her during her time at Pinnacle, NSN allows Judy to connect mentally to anybody she has a close relationship with, and see through their eyes. She uses this as an advanced surveillance net, as she has connections with almost all members of the Agency/
Assessment Judy has been a helpful asset for me for many years now, and her time at Pinnacle- the augment capital of the world- has given me enough knowledge to give agents their own augments. She’s loyal, but not too morally focused- a good combination in this business.
Potential Weakness: Age. She’s still a fighter, but not young anymore. Best equipped for surveillance work.
”I don’t fight with honor. Those scumbags don’t. Why should I?”
Codename Loba // She-Wolf
Full Name: Alejandra “Loba” Mercedes-Vasquez
Age 24
Years of Service: 2
Gender: Female
Hometown: Caracas
Physique -5’5” -116 pounds -Heavily muscled for a female, brown hair, brown eyes
Personality: The “Loba,” or She-Wolf, certainly lives up to the name, both on the field and personality-wise. Alejandra is a bubbling ball of heat; rash, impulsive, headstrong, borderline unpredictable. She’s aggressive and very violent, finding difficulty holding back against corporate thugs. She’s unapologetic too, rarely taking heat for her actions, though she’s not quite self-centered- she could just give less of a rat’s ass about rules and regulations.
Alejandra always seems to be on a warpath and it seems to the other agents (especially the poor souls working at Intel and Medical that lack augments) that stepping in that path could lead to a few broken bones. However, Alejandra does care for her fellow agents- most of them, at any rate- as they do share the same goal- taking down the Corps.
Though she often seems to act like a seasoned veteran, Alejandra is on the younger side of Agency agents, being only 24, and is thus rather inexperienced in the art of war. She works overtime to catch up for this, though.
Brief Bio:
By year 2057, when the young girl named Alejandra was born, F&O had already exerted its iron grip across South America, including the capital of Venezuela, Caracas. Alejandra’s parents both lacked employment, and at this time F&O didn’t have the cash to pay their subsistence checks, having recently engaged in a massive mercenary sweep across two continents. As such, they resorted to selling methamphetamine illegally. It paid bills, but eventually it ended lives. A rival cartel decided that they didn’t like the competition, and sold out the family to the corps. F&O had the parents executed, but didn’t think the little girl would be a problem- an inference that would later kick them in the ass.
Alejandra became a mercenary-for-hire at the meager age of 12- but was the best at her job. 10 years of work later, she caught a break- she found the cartel that had sold out her parents’s hiding spot. The following massacre would be discovered the next morning by F&O beat-walkers, and even forensics in the year 2079 wouldn’t be able to obtain a conclusive result of the 12 victims.
This incident caught the attention of the Director. About a week after the incident, Alejandra was abducted by two men of superior strength. When she awoke, she was in a freezing cold metal can. In this can, a black silhouette appeared, apologized for the “rude” abduction, and invited her to join Agency X. Seeing this is an opportunity to live a life better than as a random merc as well as a chance to get back at the other people who murdered her family, Alejandra agreed to join (also, she’d rather be a field agent for the Agency than have her memory erased and be sent to work in a plantation in Africa or something).
Skills/Talents
Crude Hand-to-Hand Combat Alejandra taught herself to fight-- as such, while effective with brute strength and the surprise of stealth, a well-trained opponent can take her down. Number Two and the Support Team have attempted to teach her formal martial arts, such as CRFC, but she refuses
Melee Weapon Proficiency Alejandra is a master at knifework, her signature weapon and weapon of choice. She also has uncanny accuracy with throwing weapons.
Marksmanship Alejandra has been trained with guns upon being recruited to Agency X, and as such can shoot pretty well.
Augments:
Lycan Magnification DNA therapy involving snippets of wolf DNA has given Alejandra a slew of wolf-like attributes, including enhanced speed, strength, and an absolutely inhuman sense of smell and hearing. Alejandra also now has a constant craving for raw meat, and a weakness to high pitches.
Gadgets:
Modified Plasma Knives Loba has ordered custom-crafted throwing knives for mission use. Upon the tap of a button, they release plasma, allowing them to slice through corporate armor with ease.
Basic Plasma Cannon Loba carries a standard plasma cannon for standard use.
Stimulant Cocktail A needle full of a cocktail of performance-enhancing drugs. Gives a burst of strength, but leaves the user dizzy after about 10 minutes.
Assessment
Alejandra, or Loba, is a relatively new and young agent, but she’s a definitive asset for Agency X. Very talented field agent, even if she’s a bit aggressive in the field. Hotheads aren’t exactly the number-one type of people you want on a secret agency, but right now, we need good fighters to take down the Corps, and that’s what Loba brings to the table.
you have permission to go a little off the script with your cses, but if you're proposing something really radical let me know via pm.
@Agent 47 I'm just gonna say, I was kinda amused to see your character had DNA Augs when I'd been building this for the last couple days. XD
Though I'm really not sure what to do for the bio. But... How's this look for the beginning?
Codename: Stalker
Full Name: Elise Warren
Age: 26
Years of Service: 4
Gender: Female
Hometown: Charleston, West Virginia, USA
Personality: Elise is a spunky go-getter at heart, full of energy and life. Confident and sure of herself, she's not one to express doubt. She knows the importance of the mission, however, and won't jeopardize it with undue risks. (Calculated risks are a different matter.)
She has an on again off again relationship when it comes to getting along with her teammates, not quite capable of understanding how to form natural bonds. But she can be friendly enough.
Brief Bio: Born in the year 2055, Elise grew up under the Automatons of North America, living in the middle of a smog infected industrial zone. Surrounded by machinery and drugs, her childhood was far from what she considered optimal. Growing up relatively poor, her parents' jobs replaced by machines, she fostered a deep hatred for the Corporations that led to her misery.
Even from her mid-teens she participated in anything that could be counted as a metaphorical, and sometimes literal, middle finger to the Corp bastards. Theft, disruptions to supply lines, anything she could participate to enact her vengeance against the bastards grinding their feet down upon life as she knew it.
Eventually her exploits as a skilled infiltrator gained the attention of the Agency, ending with her recruitment.
Skills/Talents: Feline Stealth Elise has been trained in the art of stealth, minimizing excess noise in her movements and making every move count.
Sharpshooter Elise has spent years training with distance shooting and breath control for steady aim and control.
Basic Defense Elise has passable close-quarters-combat training.
Augments: Panther Instincts Having her DNA spliced with that from a panther has netted Elise with a myriad of Feline capabilities. Her hearing has been enhanced, a natural nightvision, and laser-like focus.
That focus can cause her to overlook things outside of her zone. Beyond that she's got a tendency to "play with her prey" and she's can't really stay still requiring her to fidget.
Gadgets: Balance Rifle, customized for range. A weapon homemade by illegal arms dealers, this rifle’s plasma shots are boosted by a negative magnetic charge, allowing it to pierce several layers of armor. However, it only has 1 shot per mag, and is ridiculously complex and time-consuming to reload.
Cloaking Rig A device that bends light around a certain area, making the holder invisible for a brief period of time. Not nearly as effective as invisibility-based augments, but works in a pinch.
Shock Disruptor A handheld taser-like device, the shock disruptor channels electricity into the individual’s brain, replacing their thoughts with twinkly lights for a brief period of time. An essential for any infiltration. Will NOT pierce heavy armor, but proper placement will get it through basic corporate defenses.
@Agent 47 I'm just gonna say, I was kinda amused to see your character had DNA Augs when I'd been building this for the last couple days. XD
Though I'm really not sure what to do for the bio. But... How's this look for the beginning?
Codename: Stalker
Full Name: Elise Warren
Age: 26
Years of Service: 4
Gender: Female
Hometown: Charleston, West Virginia, USA
Personality: Elise is a spunky go-getter at heart, full of energy and life. Confident and sure of herself, she's not one to express doubt. She knows the importance of the mission, however, and won't jeopardize it with undue risks. (Calculated risks are a different matter.)
She has an on again off again relationship when it comes to getting along with her teammates, not quite capable of understanding how to form natural bonds. But she can be friendly enough.
Brief Bio: Born in the year 2055, Elise grew up under the Automatons of North America, living in the middle of a smog infected industrial zone. Surrounded by machinery and drugs, her childhood was far from what she considered optimal. Growing up relatively poor, her parents' jobs replaced by machines, she fostered a deep hatred for the Corporations that led to her misery.
Skills/Talents: Feline Stealth Elise has been trained in the art of stealth, minimizing excess noise in her movements and making every move count.
Sharpshooter Elise has spent years training with distance shooting and breath control for steady aim and control.
Basic Defense Elise has passable close-quarters-combat training.
Augments: Panther Instincts Having her DNA spliced with that from a panther has netted Elise with a myriad of Feline capabilities. Her hearing has been enhanced, a natural nightvision, and laser-like focus.
That focus can cause her to overlook things outside of her zone. Beyond that she's got a tendency to "play with her prey" and she's can't really stay still requiring her to fidget.
Gadgets: Balance Rifle, customized for range. A weapon homemade by illegal arms dealers, this rifle’s plasma shots are boosted by a negative magnetic charge, allowing it to pierce several layers of armor. However, it only has 1 shot per mag, and is ridiculously complex and time-consuming to reload.
Cloaking Rig A device that bends light around a certain area, making the holder invisible for a brief period of time. Not nearly as effective as invisibility-based augments, but works in a pinch.
Shock Disruptor A handheld taser-like device, the shock disruptor channels electricity into the individual’s brain, replacing their thoughts with twinkly lights for a brief period of time. An essential for any infiltration. Will NOT pierce heavy armor, but proper placement will get it through basic corporate defenses.
Extra: She has a habit of smoking.
well, no shit. looks like you're off to a good start :) :) :)
Please address this section of your character sheet immediately. The contents of this paragraph do describe with some detail the sexual acts/rape a minor aged character, and these — under certain circumstances — may lead to a ban.
Details on such rulings have been listed here, but are also hotlinked from the Guild Rules page.
We will remove content and ultimately, immediately ban any users who promote the acts of bestiality, pedophilia (Characters must be of a legal age, ie: 18yo), or any other heinous/illegal acts. There are many other forums which cater to those interest, just not ours.
<Snipped quote by Banzai Tracers>
I can't tell if you're joking or not, but if you're not, kindly shut the fuck up and leave. :)
I believe I have the overruling power here, and while Banzai's comment may not be what one would like in their OOC I do see a reason for his/her concern. I can remove the posts (including this one) that display this overall conflict but I will expect the changes to the Character Sheet to be made.