STATUS:
"Never could trust you, I still got your location on, fell out of love, I delete all the nudes out your phone. Can't get a reaction out of me, that's what you want."
7 hrs ago
Current
"Never could trust you, I still got your location on, fell out of love, I delete all the nudes out your phone. Can't get a reaction out of me, that's what you want."
11 days ago
You have to live every day as if you've dropped your pants and told the whole world to suck your dick.
In the summer of 2010, the REAPER group moved in on the city of Verthaven and was selling serums that granted superpowers to the gangs of the city. Which turned the city almost on its head overnight as the gangs were armed with new weapons.
After many skirmishes with ALBATROSS, it was discovered that Verthaven was the primary headquarters for the REAPER group. Upon that discovery, almost every government agency moved in on the city, and a massive war between the terrorist group erupted.
Turning the city into an enormous war zone that caused countless property damage, killed many in the crossfire, and displaced hundreds. The war was reaching national news as many were protesting the decisions behind the war with REAPER, calling it overly destructive.
This war against REAPER went on for three months as both sides made significant progress against each other. However, the situation changed drastically when a new Deltahuman emerged from the shadows. Calling herself "The Devil of Verthaven", this woman was a drug addict whose husband was killed in the crossfire between ALBATROSS and REAPER, and she also got her hands on a power serum. That serum gave her the strongest power in the whole world, being capable of creating an army of monsters and control the weather on a macro-scale. The Devil's first act was to unleash her dark army upon the world, and her second was to make the city dangerous to traverse with incredibly dangerous weather patterns. Her goal was to get revenge against a world that took everything from her.
Evacuation efforts were underway, but the Devil threatened to destroy the whole world. It's hard to discover who was responsible for it, but a massive energy barrier was erected over Verthaven. This barrier was immune to any type of superpower and was invulnerable to harm - thus trapping everyone with the monster. Because everyone was trapped, the Devil was free to kill indiscriminately and the population of nearly a million was reduced to thousands in less than a month. In a final bid to destroy the Devil, ALBATROSS and REAPER teamed up and engaged in one final battle against her, killing her with an experimental weapon. Once her death was reported the dome came down and it seemed that the dust had settled.
The opposite had occurred as the world was outraged at how ALBATROSS and DOVE handled the situation and got thousands of people killed rather than evacuating them. ALBATROSS and DOVE were blamed for the barrier even though it's still unknown who created it, which made the sentiments towards ALBATROSS when they were fighting REAPER even worse. In the end, it was decided that ALBATROSS and DOVE would be dissolved, and a new organization would replace them.
However, after the disaster, more Delta-Point Crystals were seemingly being found in places where they shouldn't have been.
The proclaimed "The City of Freaks", Black Fall is famous because it has the most Deltahumans congregated into one City (1% of all Deltahumans live in Black Fall) and thus it is easily the most important location for Deltahumans.
The city went from a small fishing town to a major hub for gamblers, tourists, businessmen, and families, in the course of a few centuries. It contains people of almost every ethnic background and it is located in Pennsylvania, on the Delaware River, not too far away from Philadelphia.
It is split down the middle by the river, with one part of the city on each side. Technically it is apart of New Jersey too, since one side of Black Fall is technically on the state of New Jersey.
The West side of the city is known as "Old World Black Fall" where the city started. It has most of the population centers and major buildings that have been there from the start. The East side of the city is known as "New Black Fall" which is much more commercialized. It contains most of the clubs, casinos, and mansions. Black Falls holds the FAMA east coast headquarters.
Located in California, Verthaven was a massive metropolis centered in Southern California. However, it is best known for being the place the infamous Verthaven disaster took place, and it was promptly condemned afterward.
Much of the beautiful city was destroyed, and after it was condemned, it was left to rot. Before, it was a coastal city that is Sandwiched between LA and San Francisco.
It was known for its miles of beaches, and sea trade, and what it was also best known for is how it's carved up by a network of rivers.
The main river is known as the Cross River and splits the city up into four halves by a cross. With hundreds of smaller rivers branching off from that one. Which the city was built around, and have well integrated into the city's layout. Which gives Verthaven a feel of Venice mixed with New York. Now, it's been reclaimed by nature. There are miles upon miles of flooded streets, and crumbling buildings, and it was the former location of the ALBATROSS/DOVE headquarters before it was destroyed.
It hasn't been disturbed for years now, no one but the idiotic have braved the resting place of this tragedy. A few miles outside of Verthaven is the Verthaven Memorial Cemetery a graveyard in which all those who died in the disaster are buried. The whole cemetery is miles upon miles... and unfortunately, many of the graves are currently unmarked. It was known for its high amount of Deltahumans, second to Black Fall in the United States. After the Verthaven disaster, a majority of them were killed, and the survivors went to Baybridge and Highroller Heights.
Baybridge started out as several smaller towns that grew in size and it was decided that they would be one massive city, with the city being named after the massive bridge that connects it to the outside world.
Baybridge is east of Seattle, though the city is much like it (though some areas can also be compared to Spokane or Bellingham). It's technically much larger than Seattle, but much of Baybridge's acres of land consist of miles and miles of woodland, farmlands, and etc.
Not every inch of Baybridge consists of a sprawling concrete jungle. Baybridge isn't that much different from other major cities in the US. It has tall skyscrapers, booming businesses, and whatnot. The city has a little bit of everything.
It's not particularly known for its tourist attractions, nor it's large amounts boom of tourists. Recently, Baybridge received a boom in population as people moved towards it in the aftermath of the Verthaven disaster.
Most notably, Baybridge was selected to be the headquarters of the newly formed FAMA branch of the government which drew their Agents and Deltahumans to the city. This increase in population gave Baybridge an economic boost and more or less turned Baybridge into one of the many Deltahuman hotspots.
Baybridge currently has the second-highest population of Deltahumans in the United States.
Plucked in the middle of Western Florida is the near-perfect paradise that is Charity City. It started out as a small resort town before it quickly expanded after World War II and became a major metropolis in the state.
Geographically, the city has a variety of different rivers running through it that lead to lakes and beautiful waterfalls. The primary river of the city is known as the Dog River, which leads into the, you guessed, dog lake.
The rivers and lakes have expensive and beautiful houses running alongside them with scenic palm trees and rocks.
A majority of the communities are suburbs of some type, and the city is largely middle-class - but there's, of course, a sizable lower-class area. Charity Beach has a variety of different activities from the beach the city is named after with a variety of different amusement parks, restaurants, and such and such. Thus, it is a huge tourist attraction. The city is, naturally, large enough to be split into a variety of different districts and communities, which is mainly because the city is quite diverse. It has a large Caucasian community, but an almost as big Spanish community (a majority of which is Cuban). It has plenty of African Americans, but a less than an ignorable amount of Asians and Native Americans.
Created over the course of a few decades, with heavy Deltahuman involvement, Stadium City stands in Ohio. Stadium City was ordered by the President to be created by Deltahumans in order to help alleviate the Anti-Deltahuman hysteria and show that they are helpful.
Stadium City, in design, doesn't appear too different from other cities. It has residential districts, a downtown, plenty of skyscrapers, and more - It has plenty of Deltahumans in addition.
After the construction of the city, many of the Deltahumans that made it stayed in Stadium City and their descendants remained there.
However, it was ridden with crime for decades, and for years, Stadium City's underground crime was utterly ruled by the Tyrants - a powerful Deltahuman mafia group run by the strongest. No one but a fool is willing to go anywhere near there lest they invoke the wrath of one of their members. The city is seemingly a safer place, with crime reaching all-time lows as the Tyrants peacefully rule the city... while peddling drugs and using it as a rallying point to commit crimes in other cities. FAMA presence is high in the city as they prepare for war against the Tyrants. The Intelligent System Designs Headquarters is also situated in Stadium City.
New Rivière City is a major metropolis set up at the site of an anomaly on the Louisiana River believed to be caused by ancient Deltahumans. This is a belief because the anomaly doesn't appear on maps and data from years before the city was found, and the river is far too smooth.
Leading up to New Rivière City, the river splits and goes two different directions around a land mass in which New Rivière City has been placed on. This simulates an island of sorts, with many bridges leading in and out of the island.
The island is enormous, at least 71% of New Rivière's eighty-one square miles. Contrary to previous information, New Rivière is set on the island, and on the landmass around it (forming another circle).
New Rivière is a city that was founded in 1762 once the river annex was located. French settlers placed a small village in the center of the island - quickly building outwards as the settlers realized the ports were profitable. From there, the city flourished through the years and modernization took place for decades to come. New Rivière City, like it's been stated before, is split up by the river that surrounds it. Known as the Inner and Outer Ring. The Inner-Ring of the city is basically the island that makes up the large majority of the city. In the Inner-Ring, it contains a majority of the city - which includes it's many residential and hedonistic areas.
It's known for its bustling downtown area (more on that in a little bit) which contains many of the city's hubs of business and pleasure. Such as it's hotels, casinos, and whatnot. New Rivière is known for its restaurants and casinos. Inner-Ring's tall buildings can be seen from all over the city. The Outer-Ring is usually the first part of the city people are exposed to - and it's not pretty. The Outer-Ring is where all the lower class are forced to stay due to lower property costs (in contrast, the Inner Ring is where all the middle and upper-class people are). New Rivière City has been called the bastard child of New Orleans, San Diego, Miami, and New York. The city has blends the aesthetic of those cities into a city that becomes alive in the night time. The streets are lined with neon signs advertising clubs, casinos, and bars. Every night people from all over roam the city looking for a good time and it's known as a city where tourists pour in by the thousands. However, it's also known for its fairly high Deltahuman population.
Located near the borders of Arizona and Nevada, Highroller Heights is the bastard son of Las Vegas (sometimes referred to as New Vegas). Massive, boiling hot, in the middle of an American desert, and gives you a great reason to check your shoes every morning.
Just without the class and style that movies and other media outlets build it up to be; it's run down, the people are bitter, and just about everyone wants to make a quick buck - At the expense of others of course.
This city has tons of casinos, and other fancy places to make the place look good for the tourists (the main source of income of Highroller Heights). When you see the city for what it really is, you'll reconsider. By day it's a sandy city, a pleasant place if you know where to go.
At night, the seven deadly sins take over; Sex workers, gangsters, drug dealers, rapists, and lunatics roam the streets. To say the least, crime is high here. Because corruption is rooted so deep, the crimes are brushed aside with a simple wad of cash. High-Roller Heights has racial diversity, so people of all colors are a common sight in this city, along with a high population. The city is located in the middle of an active desert. There is sand far as the eye can see, it's skin blistering hot, and since it's a desert; don't expect rain. superhumans are a common sight here. Deltahumans have congregated here, for obvious reasons; property tax and standards are low, and there's a good time to be had.
The Federal Agency of Metahuman Affairs (Shortened to FAMA) is the Deltahuman regulation agency that is responsible for the regulation of Deltahumans after the rebranding of ALBATROSS/DOVE. Formed in 2003, they are an organization split into four departments: Deltahuman Welfare, Public Affairs, Research, and Security. The first organization is more of a social services group that promotes the well-being and mental health of Deltahumans. Welfare keeps track of all Deltahumans that are registered and constantly gives support to these Deltahumans so they aren't roped into a gang or become a super criminal.
Public Affairs is more about dealing with Deltahuman's social issues and attempting to change the public perception of them for the better. The Research department focuses on figuring out how these Deltahumans tick and developing new technology and methods to handle rogue Deltahumans. Security is the largest department tasked with detaining Deltahumans who abuse their powers. FAMA is volunteer-based; if people meet a particular set of requirements, they can apply to join the Agency.
However, they are pretty strict with their recruitment and primarily hire those with the required experience, though there have been exceptions made. FAMA consists of regular humans and Deltahumans, as the latter are considered valuable assets in the never-ending battle against hostile Deltahumans. The organization is considered a paramilitary organization as agents are given special training on handling various Deltahuman threats and specific situations related to Deltahuman.
Field Agents of FAMA wear heavy armor resistant to most Deltahuman abilities. They are heavily armed with top-of-the-line firearms and other equipment (Nullification collars, taser darts, containment foam). The Agency has an outpost in every major city, and they are designated from one to hundred numbers depending on the size of the city (e.g., New York City is 1, Los Angeles is 3, and so on), and each outpost has a Director who oversees all operations within the city. Smaller towns have agents delegated from the closest major outpost. On the west and east coasts, there is a national headquarters where most operations are run. FAMA is what essentially keeps watch over the Academy Program.
FAMA, as its operations are detailed above, falls under the United States Department of Homeland Security and is led by a Director of Operations who reports directly to the DHS Secretary. Most FAMA recruits are selected from both Deltahuman and human applicants, with preference given to those who are or have already graduated from the DHS Federal Law Enforcement Training Centers (FLETC). However, it is known for FAMA to hire from outside this program and pay out of pocket to send select individuals to FLETC or even hire them straight in if they meet FAMA standards.
Task Force RAVEN is an elite team under FAMA, a group of several individuals that are called upon for when the time calls for it. Task Force RAVEN was born from the Verthaven disaster as an elite team was sent to handle the REAPER threat.
They were the ones who were deemed the true "saviors" of the Verthaven Disaster, and they managed to save face in the face of ALBATROSS's disgrace and dissolution.
Nowadays, Task Force RAVEN is considered the best and the most excellent FAMA offers. Due to immense publicity campaigns and acts of heroism, they are well-regarded among FAMA agents. They are led by Maximilian Cornell, who is stated to be the strongest Deltahuman in FAMA. Their mission control is Dana Alcott.
The way Task Force RAVEN works is that they're regular agents assigned to different duty stations across the US. When a crisis comes, or they are needed, they are quickly assembled and sent to work on that task, and when the mission is complete, they are disbanded. Maximilian Cornell supports a heavy bond between the Task Force RAVEN members so that they are like a close-knit family and maximize effectiveness. However, at times, Task Force RAVEN is active for months (and one time, they were assembled for years), so they have no choice but to tolerate each other.
They are famous for their offensive against the Tyrants in Stadium City, quelling the Metahuman riots in Philadelphia, solving the Charity Beach incident, and more. Dana Alcott is the one who handles most of the paperwork and admin (with some assistants grabbing her coffee!) for the Task Force. She also selects who gets on the unit and who doesn't because her assistants pick out exceptional FAMA Agents, and then she decides if they're qualified. Afterward, she invites them to the Task Force, where they undergo distinctive and rigorous training. If they pass, they'll be called up when the time comes.
One of the perks of being a part of Task Force RAVEN is that they get to play with the more expensive tools and equipment.
Following the Verthaven disaster, the United Nations decided to get more involved in the politics of Deltahumans. Specifically, the terrorist Deltahuman groups, those who intend on using Deltahumans for illegal gains, and other such groups to preserve world peace. MAVERICK was suggested by Natalie Bright, a high-ranking member of the Department of Peacekeeping Operations, to help build relations between Deltahumans and humans worldwide.
The result was an elite task force gathered from Deltahumans and humans that collaborates with global Deltahuman regulation groups. MAVERICK's primary goal is to keep balance in the Deltahuman world by challenging threats such as the Allegiance and the Pure - but their main objective has been combating Abel and his REAPER group.
So far, MAVERICK is an enormous group that consists of people from many different countries and training. It mainly consists of those from America and Britain, but there is a sizable amount of Africans due to MAVERICK's work there. The group is heavily armed with the best technology the United Nations was willing to donate. However, FAMA contributes a large chunk of their technology to them. MAVERICK answers to the Department of Peacekeeping Operations and them alone. However, it should be noted that MAVERICK cannot operate or enter any country that denies them access - only being allowed in countries that approve of the MAVERICK program.
Nemesis of the FAMA organization and a lot more, REAPER is a strange and heavily armed paramilitary terrorist group. They are led by the mysterious Abel, a massive man who is feared globally as he has killed dozens of politicians, researchers, millionaires and beyond.
He is tough to kill as he seems a Deltahuman who is insanely strong and durable. Assisted by a strange portal technology, REAPER gets right where they need to go and then vanishes without a trace.
Each member of REAPER is clad in black armor that covers them from head to toe, helmets that distort their voice, and are heavily armed. If one of them dies (or is about to die), they are equipped with a strange chemical that dissolves their body down to the DNA and leaves no trace.
Because of this, it's tough to identify members of REAPER and trace where they came from. However, several REAPERS are Deltahumans, with the elite members of the group being all Deltahuman shock troopers. It's difficult to pinpoint where REAPER will target as they are responsible for hundreds of assassinations, kidnappings, and other terrorist attacks globally.
The lead Anti-Deltahuman organization and the antithesis to many Pro-Deltahuman organizations; they believe that Deltahumans as a whole are far too dangerous for society and must be removed if humanity is to survive. They spread their ideology far and wide but primarily operate in North America and Western Europe.
Billionaire Nolan Ulrich formed the Saviors as a means to assist humans afflicted by Deltahuman-related incidents; Nolan has a significant following behind him, from the wealthiest men in the country to the poorest laborer - some are so loyal that they call themselves "Saviors."
However, they are not known for overt or violent acts against Delta humans, and they work towards their goals peacefully, as their objective is to help people. Whether they've been the victim of a Deltahuman-related incident or afflicted with a detrimental superpower, their secondary goal is to find a way to "cure" Deltahumans, which they believe will significantly help those in need. However, it is reported that a large number of the Saviors have violent hatred against Deltahumans, and if one manages to manifest, they will be excommunicated entirely. It's also believed that the Saviors secretly fund the Delta hate group, the Pure. After the Verthaven disaster, the Saviors received a massive boom in funding and could even expand to other nations. They're one of the groups with a heavy hand in disbanding ALBATROSS and DOVE and wished that FAMA was the alternative they sought. Their propaganda is seen all over American soil (TVs, signs, etc.), and they are seemingly reaching the world they've always wanted to go to.
A subsidiary of the Savior Foundation, Liu Biomedical is run by a genius Chinese Immigrant named Jiao-Long Liu.
Liu Biomedical's specialty is the Deltahuman energy and how it can be applied in beneficial ways; they've produced several medicines and treatments for various conditions.
Despite being under the Savior Foundation, the company isn't against Deltahumans and primarily uses the funding to create treatments. However, the company is making waves in almost every circle as Jiao-Long has announced that he is close to figuring out a way to remove superpowers.
This has caused an uproar within the pro-Deltahuman circle but is causing acclaim among the Saviors. Jiao-Long has asserted that he is not doing this out of hatred for Deltahumans and is merely attempting to help needy people.
The ISD (Intellectual Scientific Designs) is a research conglomerate that is slowly taking over every field of science known to man, from technology to medicine to more. The ISD originated in the United States and was started by genius Berith Crest. Still, upon his death in 2006, his prodigal daughter, Tabitha Crest, took over the organization and has been running it from there.
The ISD operates globally with a research lab or two in about every major country and has been recruiting minds from all over in the name of science. They've also been putting in their hand on retail, restaurants, housing, and the hospitality markets.
What makes them notable is that they've been actively seeking out Deltahumans, who deal with technology or have heightened intelligence. The ISD has released some incredible pieces of technology to the world, including robotics and more.
However, they've also been researching Deltahumans almost since the conception of the organization and have worked with the Savior Foundation and FAMA - however, they chose to remain neutral in the Deltahuman debate. Recently, the ISD has been seeking out and actively paying Deltahumans to run several tests and experiments with their powers, under the supervision of FAMA, of course.
An extremist group, the Pure is dedicated to the destruction of all Deltahumans from the United States. The Pure is comprised of people from various backgrounds, former soldiers, police officers, and even civilians, all to kill Deltahumans.
After the Verthaven Disaster... the Pure movement has reached exponential levels as people are lining up to kill Deltahumans, and they have been killing Deltahumans left and right - and incredibly brutally.
Along with causing incredible amounts of damage, the Pure is behind the deaths of thousands of Deltahumans, which made the Pure one of the premiere terrorist groups. They often plan hits on the request of concerned civilians, carrying them out with extreme efficiency and sending a message to others.
They usually plant traps or surprise attacks. It doesn't matter if the Deltahuman is a threat; they'll kill anyone with a superpower. Man, woman, or child, criminal or innocent, it never matters to them. The Pure has been going to war with their antithesis, the Allegiance, and getting everyone caught in between - with the FAMA going after both organizations to end the war.
It's unknown who leads the group, but it's widely believed to be the Knights of Purity, an elite sect within the Pure responsible for leading the group. They keep their identities concealed from everyone except each other, but they have killed hundreds of Deltahumans alone and are feared among Deltahumans.
The Academy Program is an organization that was established decades ago in response to a large number of Deltahuman children in need of training. The Academy Program was established to provide a safe refuge for them to train and express themselves in peace. DOVE previously oversaw the Academy program, but after their disbandment, the FAMA organization is the one that overlooks them.
Students of all ages and backgrounds are trained to use their powers by FAMA standards, and FAMA often sticks homeless or troubled Deltahumans in the Academies. Other than that, there is little to no involvement from FAMA. Five different Academies are designated with a number depending on when they were chronologically established (The First Academy is set 001, while the latest is 005).
The Academies are so large and well-equipped that there is little demand to expand aggressively. However, three more Academies are being constructed. Most academies are four-year programs that, after being fully trained, release a student back into the world. The Academies also offer an educational program. Both baseline humans and Deltahumans staff the Academy Program.
The Verthaven disaster has brought Deltahuman relations to an all-time low; Deltahumans were being killed left and right and the government wasn't doing anything. This is why one man assembled a group to fight back against the enemies of the Deltahumans - which snowballed into a larger group.
Declaring themselves an "Allegiance" formed between Deltahumans to defend themselves from others can roughly be claimed as the antithesis to the Pure. They fight for the defense and supremacy of Deltahumans, driven by the anger of Delta children being slaughtered.
They have been tightly engaged in a conflict with the Pure, but they've also been going after the Saviors and the Liu Pharmaceutical company. The main problem is that they've been causing large amounts of property damage and show a form of racism that makes them no different from the Pure (However, they do not go around killing nonhumans).
The Allegiance has been a prime target of the newly formed FAMA, and the organization has clashed many times in the past.
The Tyrants are by far the most infamous groups of Deltahumans to ever hit the United States. They're a massive, major-metropolis-spanning criminal organization that took over the old crime world. Before the Tyrants, there were hundreds of gangs and mafias tearing Stadium City apart.
A group of Deltahumans took them out one at a time and subsumed their resources as they snowballed. In less than a decade, the Tyrants had the whole city under their thumb, and anyone else calling themselves a criminal group was eliminated with speed and efficiency.
The Tyrants ruled Stadium City with an iron fist. They expanded their influence far beyond neighboring cities by selling all sorts of illegal goods, from drugs, weapons, and their service, in exchange for money or more power.
They are on the way to becoming one of North America's most significant criminal organizations, with some of the most savage and dangerous tactics they employ.
However, they have a code of honor: no senseless violence and no harming civilians, and they are known for going after worse people. This dividdivides opinions on the Tyrants as they have improved Stadium City at the expense of all other cities.
Nonetheless, FAMA has declared war on the Tyrants, and the two organizations often clash. The Tyrants are run by the powerful Queen Carmelita, a powerful tactile-telekinetic that was among the strongest in the world, Blizzard, her sister with a similar ability, and the elderly Barracuda, a woman who mentored the two with the ability to extend her blades using energy to cut through anything. However, a fourth member of their group, known as Blackjack, was instrumental to their rise to power and was the organization's leader before he went into hiding.
The White Spider Society is a very mysterious organization that specializes in sex. They've been operating for decades now, and they own several expensive clubs and brothels all over Europe - quickly branching into North America and Asia.
The Organization is owned and led by White Arachne, a very wealthy and mysterious woman. She has enough money to support society and pay off anyone who might bring up any issues with the community. She keeps the organization nicely organized by hiring "managers" who run individual city operations and "district managers" who run the more extensive operations in countries (usually the daughters of White Arachne).
White Arachne has supreme control over the entire organization - and sometimes shows up in her clubs. The White Spider Society is very mysterious despite having public brothels and clubs open to everyone.
They keep as much about the inner workings of the organization as possible. For good reason, the Society owns a lot of the prostitution rings in Europe,and manage high-quality prostitutes in every major city.
Along with importing/exporting prostitutes into other countries. The Society is also interested in catering to "acquired tastes," which come from Deltahumans. They primarily recruit Deltahumans with Bestial power sets to work in their brothels. The Society is also responsible for global drug trafficking, extortion, and other mafia-like business endeavors. The members are recruited, and only those who can uphold the Society's standards are allowed in - Men or women, black or white, they do not discriminate. Its members are noted for wearing animal-themed masquerade masks, white, pinstriped suits, and having incredibly polite, butler-like personalities. These are to make the members blend into each other as much as possible (And keep their identities a secret).
Labelled a terrorist group by a majority of the world, BASILISK truly sees themselves as misunderstood freedom fighters. They are a hacktivist group that wishes to abolish the "oppressive" Deltahuman regulation of the world and protect Deltahumans any way they can.
Many are former ALBATROSS agents or those scorned by the said Deltahuman regulations. They fight for justice and expose the corruption in these organizations that cause more harm than good; BASILISK is responsible for many leaks and DDOS attacks worldwide.
Because of this, BASILISK is reasonably high on MAVERICK and FAMA's priority list. BASILISK is a relatively small organization consisting of a few dozen people with no choice but to remain in the shadows. Separate from each other so they do not get captured. To mock FAMA, ALBATROSS, and DOVE, each member of BASILISK has a reptile-themed codename to contrast with their avian motif.
After the Delta-Storm ALBATROSS and DOVE were established as a means of regulating these groups.
Each was dedicated to a different field; DOVE's best interest is the protection, social, and mental development of Deltahumans and taking steps to prevent them from becoming threats in the future.
Meanwhile, ALBATROSS's primary objective is investigating, apprehending, and detaining Deltahumans who have broken the law. Both organizations work hand in hand, as they are technically two sides of the same coin.
They were fairly effective, but rumors of brutality and corruption were rampant, and some feared they were too independent for their good.
However, once the Verthaven Disaster occurred and the war with REAPER was publicized, the government saw the faults in the two organizations, and they were both dissolved. Eventually, the FAMA was introduced with the best of both organizations and more government supervision.
Deltahumans (Their previous term was Metahumans) are humans that were exposed to the Delta-Point Energy, or a Delta-Crystal, and had undergone a Manifestation Event. These Deltahumans have gained abilities that defy the laws of nature; men with super-strength, children who can control ice, and women who can teleport are the tip of the iceberg. This manifestation event only occurs after a human has developed sufficient Delta-Point energy within their body.
The rate at which this energy develops depends on how much a person is exposed to (Codenamed their Exposure Event). If a person is exposed for a prolonged amount of time, their energy will develop much faster than somebody who was briefly exposed. In many cases, exposure to this energy will not cause a manifestation, but 15% of humans are compatible with the energy and can manifest a power. It's unknown what causes a person to manifest as anyone of any sex, of any gender, is capable of displaying superpowers; it's widely believed to be just chance.
As far as the Delta-crystals go, they seemingly produce an infinite amount of the Delta-Point Energy. Theoretically, a single Delta-Crystal can create a million Deltahumans. However, this is insanely unlikely. Scientists and other researchers have been studying this but cannot figure out just how the Deltacrystals do this. They've deduced that there is a unique property about the crystals that breaks the laws of physics entirely. There have been attempts at using the Delta crystals as an energy source; however, each attempt has failed. A majority of the Delta crystals in the wild were captured however, some are at large, it seems. The crystals are harder than diamonds but incredibly fragile - someone can break one with a baseball bat. Even failing them does not affect their power-granting capabilities.
There are two ways to manifest: Naturally or Under High-Stress. If manifesting naturally, it can take years for a Deltahuman to manifest their powers. There seems to be a correlation between high-stress situations and the rapid growth of powers, as many Deltahumans manifested.
Upon manifesting, the Delta-Point Energy will completely flow within a person's being from their skin to their bones. It is normally invisible to the regular human eye, but their energy will show when a Deltahuman is straining themselves or using their power a great deal. When a Deltahuman uses their power on the outside world, a small amount of the meta-human energy gets projected and focused in that area. For a Water-Elemental, controlling a cup of water will get some of the energy projected into it, allowing them to manipulate the water inside until they cease to control and the energy returns to their body. However, this still leaves the energy in the area and can cause others to manifest who are compatible.
five types of Delta-Crystals/Delta-Point Energy exist in the world: Type-Yellow (for those that have developed physical powers), Type-Red (for those who have gained an ability that pertains to manipulating the environment), Type-Blue (For those who have manifested a mental ability of some kind), Type-Green (for those who can alter the properties of other powers), and Type-White (those that have powers that don't fit the other categories). Depending on what kind of energy somebody is exposed to will dictate which type of power a Deltahuman will develop.
From gaining the ability to manipulate the earth when exposed to red energy, read minds with Blue energy and so on. However, these categories can blend as it's also possible to be exposed to multiple different types of energy and end up with a power that spans multiple categories. This is a rare type of Deltahuman but these kinds of Deltahumans are known as Type-Chromatic.
There is such a thing as powers being hereditary, but it is infrequent within the Deltahuman communities. When Deltahumans have children, that child has a 95% higher chance to manifest an ability than anybody else. This is because, when a child is in the womb, the child is bathed with energy and will grow and develop a similar power to their parents. However, the child will always take after the mother power-wise as they will be exposed to maternal energy more than paternal energy. This is why, if only one parent is a Deltahuman, it's far more likely that the child will manifest if the mother possesses the powers.
Even if the power is hereditary, the power will be different in specific ways, as nobody has the same power. If the parents of a Deltahuman are different types, there is a higher chance that the child will become a Type-Chromatic. Deltahumans have a very particular effect attached to them: the Black Fall Effect. This has two main effects on the Deltahuman population: firstly, all Deltahumans are subconsciously attracted to each other whether they want to or not. So subtly that it's next to impossible even to notice. It causes the shyest people to head out and interact or draws Deltahuman to one location. The more Deltahumans that are around, the more intense this "flocking" effect will get.
TYPES
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Known as "Elementals", the Type-Red crystals grant Deltahumans the ability to control matter, most of the time a specific element. Type-Reds are the second most common type of Deltahuman out there, but those of this type usually have the most versatility and potential out of any Deltahuman.
Many of them are pretty straightforward; they can control and/or create a specific type of element. Usually, it's one, but a few can contain many related elements. However, it's rare, but it's possible when a child is the product of two Type-Red that they would get the ability to use both elements.
While many Type-Reds are straightforward, many have more complex and unique forms of manipulation. Type-Reds are pretty diverse as it is likely one type of red out there for each type of matter there is. Type-Reds can manipulate fire, water, earth, air, electricity, light, sound, etc.
Nicknamed "Super-Systems", Type-Yellow Deltahumans have been infected with the yellow form of the Delta-Point Energy. These Deltahumans have abilities that affect their bodies or the bodies of people around them via highly specific reality warping.
Type-Yellow Deltahumans are easily the most diverse and common type of Deltahuman out there, with a good half of all Deltahumans being some Type-Yellow. There are two main types: Personal and Impersonal. Personal Type-Yellow's ability is only on a personal level, and their power changes their biology or allows them to, and they are the more common type.
Impersonal Type-Yellows are the opposite; their power allows them to alter other people's bodies, and they are somewhat less common. They can range from transformations to enhanced physical abilities, healing and regeneration, flight, etc.
Labeled "Cerebral", the Type-Blue crystals were relatively uncommon, and thus, not a lot of Deltahumans out there are Type-Blues. However, the few that fall under this category are among the most feared, as Type-Blues are Deltahumans with some mental ability. Most Type-Blues have some mind reading or telekinesis, but some have powers such as clairvoyance, foresight, etc.
They are easily the opposite of Type-Yellows, as their powers are the least diverse, with a few exceptions. Type-Blues are feared because most of them can gather information, and that's considered a huge breach of privacy. However, there's an even worse type; those nicknamed "Domination-Types."
These Domination types can exert their will on other lifeforms in some way, from controlling animals to mind and emotional control. The direct ability to control the human mind is scarce but not unheard of. Very few of them directly affect the environment except telekinetics, but there are some capable of weaponizing their mental power, and so forth.
Powers that fall under Type-Blue would be Telekinesis, Telepathy, Retro and Precognition, Astral Projection, Mind Control, Enhanced Intelligence, etc.
Nicknamed "Power" types out of all of the Deltahuman Types, you'd be hard-pressed to come across a Type-Green as they are the second rarest type of Deltahuman out there. Their abilities allow them to interact with the abilities of others directly or otherwise, which is a limited control of the Delta-Point energy.
These Deltahumans are easily the least predictable and are the most situational. Their abilities require coming in contact with another Deltahuman, either directly or indirectly; otherwise, most of them are powerless. However, sporadic instances exist where a power type can grant others superpowers.
Type-Greens are the most sought after by relevant groups - and have the most prominent targets on them, with only Type-Blues being second. It's scarce, but some Type-Greens can give ordinary people powers. Abilities under Type-Green are power charging, negating, replication, and other abilities that revolve around manipulating superpowers.
The white Delta-Point Crystals are a mystery and are rarely sighted, but Type-White Deltahumans have abilities that relate to the manipulation of time and space.
They are nicknamed "Spatial" types, but their abilities are rarely straightforward, but they are at times, possibly the most powerful. They have a link to time, space, and other dimensions; some can even travel between them or warp this space. However, Type-White can produce abilities that don't fall under the existing categories. Because of this, it isn't easy to classify them, and very few Deltahumans are Type-Whites.
Powers that fall under Type-White are Teleportation, Time-Travel, Space warping, any other abilities that don't fall into the different categories, etc, etc
Chromatic, or "Hybrid" types are the rare result when a Deltahuman is exposed to two (or possibly more) different types of Delta-Point energy and are an infrequent phenomenon. These Deltahumans will manifest with a blend of the two types or have one additional power of each type.
For an example of the former, a pyrokinetic may have flames that can burn the mind. For example, a Tiger Deltahuman may be able to produce lightning. What kind of result these Deltahumans will have is entirely random and difficult to classify.
It's more likely to produce a Type-Chromatic when a Deltahuman child is the product of two different Deltahumans. Chromatics is the strangest type of Deltahumans as there isn't a Delta-Crystal that directly creates them. However, Chromatic classes can gain strength from two different types of Delta-Crystals, giving them a distinct advantage over other types.
Deltahumans have an exciting relationship with the Delta-Crystals, as when in contact with a Delta-Crystal, a Deltahuman receives a boost to their power as long as they remain in contact. This boost depends on which type of crystal a Deltahuman is holding - if they are a Type-Red having a Type-Yellow, it'd be an incredibly minor boost to their ability. However, if the crystals are compatible, it'd be an insane upgrade to their powers, with one Deltahuman capable of doing city-changing feats while in contact with a crystal. However, it will be an insane strain on the Deltahuman and increase their risk of ashing. However, while powers are incredible, they come at a price; they have a toll on the body and mind. Excessive and unrestrained use would cause what could be described as physical exhaustion and pain. Pushing powers beyond their limits in high-stress situations causes even worse problems; at its most extreme, it may cause an effect known as "Ashing." This is a highly deadly ailment where a Deltahuman self-destructs, their powers shut off, and all their cells die at an alarmingly fast rate.
Their cells will drop off their body like ash specs, continuing until nothing is left of a Deltahuman. This state is highly deadly, and there's a mere 4% chance of survival - Even if an ashing victim does survive, there is some permanent physical damage (Amputation, Brain damage, loss of powers, etc - Are a few to note) so it's considered a fate worse than death. Deltahumans truly fear ashing, as any Deltahuman can ash if they are not careful. It's possible for regular humans to ash if exposed to large amounts of Delta-Point Energy, and they are among the few that don't or can't manifest a power. This will primarily occur if a person is in prolonged contact with the Delta-Point energy, as this would take a lot of energy to be possible. However, this can occur with the smallest amount of Delta-Point energy, and anyone incapable of manifesting can die from ashing.
There's also a second, more horrific side effect of Deltahumans that requires a section of its own.
Technology has been developed from the study of crystals and Delta-Point energy. They were noted to be a very potent energy source, and the energy can be harnessed in different ways. Most notably, by studying the energy, many organizations have created devices to detect the energy within people and the crystals in the wild. Of course, these devices are considered a massive violation of privacy and are rarely employed. Then there are the simple Suppressant-Collars, which are metal devices made to be wrapped around somebody's neck that completely disables the usage of activation powers - for those whose powers are permanent changes, they do not affect them. On the more insidious side, a shady organization has figured out a means to give people powers: Serums. These serums are full of a glowing green liquid that infuses a person's body with the Deltahuman energy. After the process is complete, they'll gain a superpower that corresponds with the color of the energy. These serums are usually sold to the highest bidder but can only be purchased by those with a hefty chunk of change, but some people are just given the serums. It's unknown where these serums are coming from or who are making them, but authorities are doing their best to find out.
In the summer of 1963, a sudden and abrupt meteor shower wrought havoc over Earth's skies, spreading bizarre crystals across the world wherever their debris made landfall. These crystals were infused with strange radiation that would "infect" living beings that either came in contact with the crystals themselves or were in proximity and got infected with the crystal's energy. This gave rise to the "First Generation" of Deltahumans as the first of few individuals with such abilities found their place in the world. While this first generation proved to be relative unknowns, rumors, or bogeymen to all but a handful of informed figures, their presence in the world would gradually increase over the coming decades, eventually causing mass hysteria as rumors were proven true and sightings impossible to cover up. By the 1980s, this had led to waves of rioting, protests, and even mass displays of religious fervor as the public digested the knowledge of their existence in various ways. Eventually, the world governments attempted to manage their Deltahuman populations through regulation and incorporation into newly established government agencies. However, even so, great unrest had and continues to persist even to the modern-day. This manifestation of Deltahumans would eventually be known as the Delta Storm, and many theorize that it has happened before and could happen again. After Delta-Storm, almost all the crystals were taken into government custody, but a few remained at large, and it is theorized that they're growing in number.
Next to ashing, the crystals cause a rare but hazardous effect. There's a chance that a Delta crystal will merge with a biological organism with which it comes in contact.
The result will end in a metamorphosis, creating a horrific being known as a Chimera. Any being, Deltahuman or not, can undergo Chimerization and become any number of freakish mutations.
From animals to humans to even plants. Chimeras take any number of appearances depending on what type of being they are; a person can go from a humanoid to a four-legged monster or something even more incoherent.
What's consistent among Chimeras is that their bodies will be covered in Delta crystals, and the longer they survive, the more crystals they'll grow and the further away they'll get from their original form. It's unknown what'll happen after an extended period because most Chimeras are killed or expire naturally before they progress.
Chimeras all have extremely powerful but unstable; a being with no powers will get one, and Deltahumans will get a drastically more powerful and jailbroken version of their existing powers.
However, what's strange is that a Deltahuman-Chimera may get new powers that are related to their existing abilities or possibly be another version of their current abilities. Psychologically, Chimeras completely lose all cognitive functions and aggressively hunt down all other Deltahumans and Delta-Crystals in an attempt to add them to their bodies. All Chimeras seem able to track the Delta-Point energy from anywhere and will track it down.
Despite all this, the process of Chimerization is rare, and there's only a 1 in a thousand chance of becoming a Chimera after contact with a crystal. Deltahumans are seemingly more susceptible to becoming a Chimera, as any Deltahuman that undergoes the condition to manifest an ability (i.e., a traumatic or high-stress event) while near a Delta-Crystal can experience Chimerization. However, any organism that comes in contact with a Delta-Crystal has a chance to Chimeraize upon contact.
What's strange is that during natural disasters or other such events, the amount of Chimerization increases.
In the summer of 1963, a strange event had occurred that changed the face of the world: Delta-Storm. It was a meteorological storm where various colored crystals radiated with energy that fell from the sky (Delta-Point Energy). When certain people were exposed to them, they gained fantastical abilities. Yellow crystals would grant physical powers; Red crystals would grant elemental, blue gifted mental powers, and white crystals would grant dimensional abilities - however, there are cases where people have been exposed to several different types of energy. After the initial chaos ensued, these beings were named Deltahumans and became a normal part of society. Fast forward to present times, Deltahumans are moderated by the Federal Agency for Metahuman Affairs, which goes after hostile Deltahumans. However, Deltahumans are a hot topic preyed upon by many... and in some cases, they are the predator.
In the Tyrant Shell universe, the world is dominated by the big three corporations.
Paragon United: Paragon is an organization that is a combination of several different smaller companies with the grand goal of everyone else getting ahead in the current status quo. They have managed to compete with the heavy hitters in the industry and have established themselves as a versatile company. Unlike the other companies, they have no real specialization but produce a wide range of technology from cybernetics, biomedical, to war machines such as Shells. They have functionally declared war on Murakumo Robotics over control over America and Europe. Paragon is controlled by a council of sorts that are headed by the various smaller companies, and they all vote on what decisions to make. Other than that, each organization is free to do as they please long as they don't compete with the other organizations within Paragon. As a result of this, one major issue the Industries sees is that their organization is too chaotic and that there's too much conflict of interest that halts Paragon from getting ahead. The other issue is that they're the largest and they have far too much ground to cover and not even enough men. They're forced to use obsolete and outdated technology at times.
Murakumo Robotics: Rising out of Japan, Murakumo Robotics has added other East Asian countries under their control such as Korea and China. They quickly established themselves as a superpower among the corporations, and have gone relatively unchallenged until they attempted to push into Europe. Which brought them into conflict with both Grand Union and Paragon United, and there are talks that they may clash with the Remnants of the Russian Federation. Murakumo, as their name suggests, specializes in robotics and is the leader in robotic technology. In cities owned by the company, they have robot servants doing menial tasks for the citizens and have lasers and other technology we deem "futuristic" as household items. This extends to their armies, as Murakumo has the lowest population, they have delegated their entire armies to machines. They have an automated army that is controlled by a network of "Operators" that give out orders as if they were real soldiers. This goes from basic footsoldiers, to even having automated Shells and Bastions. However, they are forced to use these robotic soldiers only because they have a much lower population than the other corporations.
Grand Union: Born out of the remnants of NATO, the Grand Union is both the remnants of America and Western Europe. They boast the highest living standards despite how miserable their people are (due to poverty, hunger, and more). The Grand Union is a force to be reckoned with, having an army of foot soldiers and drones that are easily the most numerous and dangerous. Grand Union has a fleet of Bastions that are feared worldwide, and their Shells aren't too shabby, either, as they're the lead in producing Shell technology. Their entire culture is based around war and hero-worship so they don't have a shortage of soldiers - but they do have a shortage of weapons and end up using weapons from other corporations. Grand Union's government is somewhat based on the United State's; with a Senate that elects a CEO. This CEO has control of the company until he either dies, steps down, or is impeached, and then the process begins anew.
WOLFHOUND ENFORCEMENT LLC: When the wars ended, many soldiers took to becoming mercenaries to put food on the table for their families. They worked for whoever paid the most, and soon a man formed WOLFHOUND, the world-famous mercenary group. They act as an arbitration group between mercenaries, and corporations, and anybody else that wishes to hire a WOLFHOUND. They consider themselves to be strictly neutral and will take jobs for anybody long as they pay. WOLFHOUND is notable for having many Shells at their disposal that make many corporations nervous, but many of their forces are combat cyborgs. The mercenaries themselves are practically given free will to do as they please but are responsible for maintenance, ammo, travel, and anything else along those lines.
Human Plus: The very lead in cybernetics, the Human Plus (Stylized as H+) is a neutral entity in the corporate world but they have links to each of them. Almost all of the cybernetics in the setting are made and distributed by them - as they've aggressively pushed out other corporations. They offer a wide variety of cybernetics at a wide variety of different prices... but their practices are extremely predatory and exploitative. The H+ advertisements are seen in almost every major city and media.
Cybernetics was the development of technology that melded both man and machine together and has come a very long way. Now a variety of different cybernetics is available, from replacing missing limbs and organs, to giving a person superhuman abilities. Cybernetics are capable of many feats that would be impossible in our modern times. It has become a common sight to see on the street as many people have lost their limbs (to war or mutations or to up their marketability to the corporations), but there are more advanced cyborgs out there. Many of these are known as "Combat Cyborgs" and these are cyborgs who have been given top of the line cybernetics that has turned them into super soldiers. They have superhuman abilities and are given incredibly powerful weaponry (which can range from guns to swords) and can decimate a squad of average soldiers on the battlefield. However, it's not an idealistic dream, as the body rejecting the part is still a real possibility. Drugs have been developed that prevent rejection but they are not infallible, nor are they perfect. Many have to cope with the loss of their body parts, or even up to their entire body.
Shells are powerful robotic war machines that were created by the corporations with the intentions of waging war with each other. They are highly valued and incredibly coveted as a single Shell can turn the tide of a battle. Highly customizable, the Shells come in a variety of different shapes and appearances as they change to suit the needs of the pilot and the corporations. All Shells are about five to fifthteen meters tall. Generally, the Shells have the same components, a head, chest, arms, legs, weapons, and internal systems such as FCs, radiators, boosters, and even a gravity matrix. The gravity matrix is more or less the "heart" of the Shell and prevents it from collapsing in on itself. Shells can have a variety of different weaponry affixed to their being, however, Shells are incredibly expensive and only certain corporations can reliably manage a Shell.
Bastions on the other hand are legendary weapons. Bastions are, as the name implies, massive mobile fortresses super weapons deployed by the Corporations after being developed in secret. Once the Corporations began their grand offensive against the nations of the world, they were widely successful with not a single Bastion being destroyed. Since then, the Bastion always saw usage as a means of maintaining control over their territory and persuading other corporations from attacking them. Bastions are incredibly powerful weapons capable of giving a squad of Shells a problem. They are the only form of weaponry above the powerful Shells. However, they are still capable of falling to a well-prepared and equipped team of Shells (with rumors having it that a single Shell once defeated a Bastion). Bastions come in many shapes and sizes and can be ground-bound, airborne, or a sea-vessel. Every major corporation has at least two Bastions, with more being developed. However, they are a point of controversy and contention, as many want a limit placed on the amount of Bastion each Corporation may have.
The Triple-A stands are AI, Automaton, and Android - three different beings that have one common strand: Artificial Intelligence. AIs are self-explanatory but generally, they're used as virtual assistants and planted inside computers. They have varying amounts of intelligence but usually, they're prevented from learning on their own - an AI can be moved from one system to another provided that it can handle their capabilities. Automatons are machines that are not human and come in a variety of different sizes and shapes - some of which are not even bipedal. They are usually assistants but Automatons can be designed to do anything. Androids on the other hand are like automatons, except they are designed to appear human as possible. Usually, androids have the most advanced AI, and some androids are impossible to discern from regular human beings.
The Apex War created a lot of problems that the future civilizations have to come to grips with. The Mutants are on top of that list, as they are either created from pollution or are the leftover bio-organic weapons from the war. Some of which are former humans, but anything organic from animals, to plants, can become mutants. They have varying amounts of intelligence... and aggressive, and they make roaming the Wilds dangerous. The Corporations - usually - never have to deal with them in their territory but there have been reports of mutants in the sewers or being brought in by the criminal factions. The cities on the edges of the wilds have to deal with the Mutants the most. However, not all of the mutants are dangerous, some are kept as pets for people in the wild. The humans that are mutated can get their mutations removed and replaced with cybernetics. However, these mutants are more susceptible to cancer and other genetic diseases. However, some are massive monsters that barely retain intelligence or memory of their old lives, and are dangerous enough to be on par with combat cyborgs. However, they barely go past twenty or so feet in height and are no match for a Shell or a Bastion.
The Shells are the high-tech fighting vehicles that the universe is named after. Shells were developed pre-Stormrise and were such a huge factor in the Judgement War that they more or less became the deciding factor in battles. As they carry extraordinary firepower and strength and are backed by a good pilot, they can easily take an army alone. All Shells are about five to fifthteen meters tall.
Shells have many pieces to them, but they are generally bipedal (but some Shells are quadrupedal, or even have tank treads or are jets). They have various parts to them, a cockpit, generator, targeting controls, etc.
Shells are highly sought after pieces of technology, with pilots being treated as masters of the battlefield. One of the main strengths of Shell is its customization. Pilots can customize their Shell units to fit their needs. From being a heavy-weapons bruiser to a lightning-fast sniper, the main strength of the Shells is their versatility. However, that comes with the weakness of having a hefty price attached to them. Shells are incredibly expensive, and hard to upkeep. Only the top corporations can reliably maintain their team of Shell pilots, or hire mercenaries from WOLFHOUND LLC.
Shell pilots are hard to come across. As Shell is a difficult and expensive piece of technology, not everyone gets a chance to pilot one. The best way to become one is through the corporations, who will give a worthy member of their fighting force a chance of becoming a pilot. However, a pilot has to go through a series of at least twenty tests before they're even let near it. Which means that only the best of the best are allowed to become Shell pilots.
Despite the vast array of customization, there are quite a few features that are consistent between all the Shells. For starters, height. Most Shell models are thirty meters in height, with some being shorter, or larger. The standard Shell unit is bipedal, with some having four legs. Shell models are generally capable of holding four weapons (with the option to have two extra backup weapons); weapons held in hands, and weapons mounted on the back (shoulders) of the Shell. These can be any weapon, but some pilots omit to give their Shells a large number of weapons due to weight, and costs. Also, no Shell can use all weapons at once - pilots have to switch from back weapons to handheld weapons.
Due to the market demands, almost every corporation produces parts and weapons for Shells. Free to sell to all with pockets big enough to purchase them. However, most Shell parts are used in their own Shell units, with a small amount sold to the general market.
COMPONENTS
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■ Head: The unit that manages visuals for the Shell unit. Radar, visual sensor, targeting computers, mapping, and missile systems. All units that are extremely important for a Shell unit. However, the Head unit is usually the least armored part of the Core, and generally, the first target needed to cripple one. More Armored.
■ Core: The true heart of the Shell unit; it is where the cockpit is located, and thus the most armored part of the Shell unit. It is the torso and the part that holds the armored core together. It is generally the hardest part of the Shell unit to destroy. In the case of a mission gone awry, the Shell unit comes equipped with an emergency ejection system that allows the pilot to escape.
■ Gravity Matrix A relatively recent invention that allows the Shells to maneuver, the Gravity Matrix controls Shell's gravity and prevents them from collapsing in on their weight. The larger the Shell, the larger the Gravity Matrix. These gravity matrixes are sensitive pieces of technology, and if damaged could greatly inhibit Shell's mobility. What's more, if it's destroyed, then the Shell will go with it. These weak points are heavily armored or shielded, as nobody can afford to lose a shell.
■ Arms: Arm units hold weapons, or in some cases, are the weapon. Normal arms are designed after the human arm: with five fingers and are designed to grasp either weapons or other objects. There's such a thing as Weapon-arms, which are Shell's weapons themselves, which are powerful at the cost of losing versatility.
■ Legs: Easily the most important component in a Shell; the legs decide the method of movement, and how much weight a Shell can support. There are many different types of legs: Bipedal, Reverse Joint, Quadrupedal, Tank, and Hover.
■ Bipedal Legs: The most common types of leg units, and are considered the jack of all trades when it comes to legs, with load and energy consumption determined by weight.
■ Reverse Joint: Backwards facing legs, and are known for their incredible jumping power, and speed, but low armor, and load.
■ Quadrupedal Legs: High load and capable of heightened stability. However, their main strength is being able to fire cannons while moving, and are almost a must-have for sniper pilots.
■ Tank Legs: Tank legs have the highest armor, and load, out of any Shell unit. Being capable of loading any weapon, and using it even while moving. At the cost of being incredibly slow, large, and lacking the jumping ability of other Shells (Which means they use up more energy by using their boosters).
■ Hover Legs: Agile, and are hovering platforms the Shell is mounted on. They can hover over danger, and can zip around the battlefield. At the cost of having an incredibly low weight limit, and having very low armor.
■ FCS: Firing Control System. Mounted in the head of the Shell, it is responsible for targeting (locking on). Several different kinds take into account factors such as distance, lock-on speed, numbers, and so on.
■ Boosters: Boosters are also an important factor when it comes to Shell's mobility. They give Shell units the ability to accelerate to amazing speeds, and without them, their mobility would be limited to walking. Boosters allow Shell units to quickly glide around the area and fly for periods. Factors such as speed, and flight-time depend on the model of the booster, and the generator - as Boosters are dependant on the power output, and efficiency comes at the cost of a weaker thrust.
■ Generator: An essential part of the Shell that provides energy for the Shell. It's composed of two parts: the generator itself, and the Condensers, which dictate the energy storage. Normally, while the generator's energy output is normally enough to power a Shell unit; many Shells use boosters that gradually deplete energy and some Shells use energy weapons that consume power. If a generator outpaces its energy rates, it will shut off all high powered functions until it has reached a threshold. There is also a state where the limiters for generators are disabled and effectively allows a Shell to produce infinite amounts of energy. This was very risky, as it would cause extreme amounts of damage to the Shell unit, and could disable, or destroy it. Many Shells don't even have the option.
■ Radiator: Shell units can get very hot, so it's necessary for a cooling system. Heat is generally built up by taking damage, by the environment, and by using the boosters. It quickly cools down the Shell unit to manageable levels, but in the case of overheating, damage to internal systems may incur. At that point, energy is funneled from the generator into the radiator to control its heat. If there isn't enough power, a core overload may occur.
■ Weapons: Should go without saying, weapons are mounted upon a Shell unit to give it the destructive capabilities it's known for. The next section should cover many types of weapons.
WEAPONRY
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HELD-WEAPONRY
_______________________________________________ ■ Rifles: The basic, well-rounded, weapon type that most Shell pilots use. It's well-rounded in ammo capacity, fire-rate, damage, and speed. Compared to other weapons, they are not the best, but are cheap and versatile.
■ Handguns: A large, powered up, version of its small arms counterpart. Overall, are bad weapons. With minimal damage and range, they make up for it for being fairly light, and cheap. Besides, their small size allows them to be compacted into the interior of a Shell unit to be used as a backup weapon.
■ Machineguns: One of the most reliable damages dealing weapons, as expected machineguns fire a volley of bullets that do small amounts of damage. At close range, a machinegun can shred an enemy Shell to bits, on the flip side, they are known to be ammo sponges and it can be costly with all the ammo is wasted.
■ Shotguns: Much like their smaller counterparts, shotguns are powerful weapons that spray a volley of slugs that spread from the barrel of the gun. Thus, are best used when in close range as the damage falloff will render them useless at longer ranges but if every slug connects, it can deal with incredible amounts of damage. Due to their short-range; they are best used by faster Shell units and because of their damage, they are best used as Anti-Shell weapons.
■ Sniper-Rifles: Long-ranged and powerful weaponry; sniper rifles are made for engaging opponents at ranges where they cannot fight back. They have very low ammo capacity, so it can be costly if sniper rifles are used widely. Best used with highly agile Shell units that can get into position quickly, and escape.
■ Bazookas: A favorite of heavyweight Shell's, Bazookas don't work on the same principles as their real-life counterparts. It acts similar to a rifle; firing a rocket that travels in an arc. It does insane amounts of damage once it hits, however, the rocket travels relatively slow, and its ammo capacity is low. They are also more suited for heavy-weight Shells due to their size and weight.
■ Laser Rifles: A niche weapon among Shell units. They have the fire rate of machineguns, with the damage of rifles, with the weight of pistols. They fire a series of laser beams that do high damage. They are not connected to a specific ammo supply and are instead supplied by generators. However, they are ill-suited for Shell units that have a heavy reliance on boosters and build up an intense amount of heat if overused.
■ Laser Blades: Forearm attachments that project a stream of energy that cuts through most armor with ease. Laser blades are a staple of most Shell units as they give Shells close quarters damage. Like Laser rifles, they are connected to the generator supply. However, they tend to use high amounts of energy. They are better suited in mobile Shell units, rather than heavier frames.
■ Shields: Similar to blades; solid or energy shields are optional for Shell pilots. However, they've always been niche, a shield can be deployed to cover a majority of the Shell unit and shield it from damage. The difference between normal and energy shields is simple. The energy shields can withstand less damage, and are connected to the generator supply, but can regenerate. Solid shields will break after a while and will need to be repaired but are sturdier.
BACK-WEAPONRY
■ Missiles: A mainstay of many Shell pilots, they are back-mounted missile launchers that are guided by the FCS. They guide warheads that track their targets and do insane amounts of damage when they explode. There's a wide variety of Missile types that have a variety of different factors involved. Such as damage, speed, the number of missiles fired, and the tracking ability. You'd rarely find a model that is good in all these areas. However, since Missile systems are such a mainstay for Shell units, there are a variety of different counters. From flares to FCS scramblers, there is a lot that can render a missile system useless.
■ Gatling Guns: Multi-barrelled cannons that are an upgraded version of the machine gun. They have a higher firing rate, high magazines, and deal impressive damage to targets. Two Gatling guns can easily destroy an unprepared Shell. However, they require most Shell units with legs other than tanks and quads, to stop and kneel - thus limiting their effectiveness. Also, they are incredibly heavy, costly, and tend to overheat.
■ Laser-Cannon: Not quite a larger version of the laser-rifle like Gatling-Guns are to Machine guns. They are large weapons that fire powerful beams, or blasts of energy, with no ammo limit in mind. They do insane amounts of damage, overheat other Shell units, and some models even can disrupt generator output. While they aren't as heavy as other back-mounted cannons, they have an extreme consumption of energy. Only the best generators can consistently use them - their fire-rate is terrible. Also, most Shell models have to kneel in other to use them.
■ Sniper-Cannon: Beefed up versions of sniper-rifles, and are generally considered vastly superior by sniper Shells. They are large cannons that need to be deployed (except for those with tank and quadrupedal legs) to fire. However, they are capable of dealing insane amounts of damage - with the heaviest sniper cannons being able to destroy a lightly armored Shell with one well placed one shot. Even though they have to be deployed, that's considered to be enough of an advantage to be worth it. However, they have very slow firing rates and very low ammo pools. Which means every shot has to count.
■ Howitzers: Unique weapons in away. They are large cannons mounted on the back of a Shell unit that fire powerful rockets in a linear fashion. Much like bazookas, but much stronger. Unlike the other back-mounted weapons, they do not require the Shell to be deployed and can be used on the run. However, they are extremely heavy, the heaviest of the back-mounted weapons, and are very expensive. While they can destroy large groups of enemies and ravage Shells, the rockets are also very slow, and will not hit a fast-moving target. They are best suited for slow or immobile targets.
BASTIONS... legendary weapons. Bastions are, as the name implies, massive mobile fortresses super weapons deployed by the Corporations after being developed in secret. Once the Corporations began their grand offensive against the nations of the world, they were widely successful with not a single Bastion being destroyed. Since then, the Bastion always saw usage as a means of maintaining control over their territory and persuading other corporations from attacking them. Bastions are incredibly powerful weapons capable of giving a squad of Shells a problem. They are the only form of weaponry above the powerful Shells.
However, they are still capable of falling to a well-prepared and equipped team of Shells (with rumors having it that a single Shell once defeated a Bastion). Bastions come in many shapes and sizes and can be ground-bound, airborne, or a sea-vessel. Every major corporation has at least two Bastions, with more being developed. However, they are a point of controversy and contention, as many want a limit placed on the amount of Bastion each Corporation may have.
With the rise of the new world order and the brand new golden of technology, new forms of transportation were invented. The most popular of them being the Airship. Airships are not quite Bastions but are self-propelled vehicles that are a mixture of the speed and maneuverability of airplanes and with the size and carrying capacities of ships.
They are equipped with Gravity Matrixes so they are capable of these feats without collapsing in on themselves or falling. However, they come in a variety of shapes and sizes and have a bunch of different purposes. Such as the civilian sector in which they are transported for both cargo and people, and the military sector in which they serve the same purposes but are often outfitted with weaponry.
They are a quite common sight going from one place to the other, but because of how common they are; Airship Pirating has become a thing. Where airships are attacked by pirates when they enter the Wilds and looted of their wares. This was remedied by arming the crew and providing escorts to the Airships. However, this isn't a cure and some pirates get inventive... or crazy.
An upstart in the Corporation world, a conglomerate of dozens of smaller companies and organizations that got tired of getting bullied by the larger corporations. Paragon is a more recent development in the corporation world, but most of their powerful assets are from the dying corporation Ark Technology Firm. Ark Technology was situated in Africa but had territory in the remnants of South America, North America, and Western Asia.
They went to war with Grand Union and were quickly losing territory when the Paragon Conglomerate was first suggested. They either pool their resources with dozens of weaker organizations or chance it and possibly get destroyed. Ark Technology died quick and painless death and then Paragon United came from the ashes. Paragon rebranded everything within these companies and managed to save them from the brink, however, they eventually lost individuality.
Paragon United's headquarters is situated in South Africa, not too far away from the wilds. They own the most territory of all the corporations as they own Sanctums in every continent. Paragon also owns a massive military force as their main purpose is protection from the other corporations. However, one issue that Paragon United runs into is that they have too much territory to properly defend. They have a vast force of "volunteers" (actually conscripts) but they're mostly armed with the cheapest and most reliable weaponry and cybernetics opposed to the deadliest.
Paragon doesn't have a specific specialty as opposed to the other corporations. They are a jack of all trades... or a master of none. They output many different types of products, however, their products are cheaper but notably not as expensive as the other corporations. They output a lot of products but a huge problem that Paragon runs into is that they outpaced the demand, thus they're sitting on a majority of their equipment. From food to medical equipment, to Shell parts, they're desperate to sell.
Life within Paragon is relatively simple; everyone is allowed to live their best life freely. However, they are constantly bombarded with doing things the "Paragon way". That essentially means that everything you want is obtainable through hard work, and Paragon United subtly manipulates the masses into being obsessed with this ideal. Constantly dangling this idea over your head with tv shows, movies, books, and commercials, and building up the idea that if anyone doesn't flaunt their wealth, there's something wrong with them. Poverty and crime is insanely rampant in Paragon territories because, again, they have too little enforcement for such a massive population.
Paragon is headed by an elected council of twelve people who agree to make all the big decisions. It's actually more of an admin job than anything, with the council making big speeches to appear as if they're leading. The Council is corrupt at best, dangerously incompetent at worse. There's a lot of outside influence and manipulation affecting the council's decisionmaking (with some suspected from other corporations). Because of this, Paragon is dangerous inefficient and ineffective at what they do.
Rising out of Japan, Murakumo Robotics is a major player in the corporation world. Despite technically being the smallest and least populated out of all of the companies. Murakumo Robotics is the leader in robotics, artificial intelligence, and self-automated systems, and they have the largest self-automated military force. Murakumo robotics boasts having the highest standard of living because most of their heavy duty labor is completely automated and other technology deemed futuristic as household items. Despite their small size, very few people dare cross the mighty Murakumo robotics.
Murakumo Robotics has a massive automated army, as their low population makes it rather... unwise, to have a conventional army. They have a massive army of automatons and other automated forces, from footsoldiers to Shells, to even Bastions. They aren't fully self-operated as they are commanded on the fly by "Operators" which surveys the battlefield and gives out orders to their forces. The Automatons are very well programmed and they're given enough intelligence on how to follow orders, but they're placed with special limiters. In which they are not allowed to rebel or rise up against Murakumo in any way.
Murakumo Robotics is the one corporation with the largest amount of Automatons, as they are used to do the dangerous tasks and the jobs that no one wants to do. However, this comes with a steep price as life in Murakumo is not an easy one... it's extremely expensive in the corporation's territory and the job market is very picky. For the upper class it's paradise, but if you aren't in that category, you are struggling, dead, or a criminal. There's a huge criminal empire in Murakumo's territories as they smuggle weapons, drugs, and people. There's a massive amount of human trafficking going on in Murakumo's territories where people, often young women, are kidnapped and usually sent out to the Wilds to be a crimelord's pride. Little to none is done about this as Murakumo is very careful about what they pool their resources into.
Murakumo Robotics is also the lead in laser and plasma technology, opposed to the other corporations and their ballistic weaponry. Their energy-based weaponry is more expensive, but they lack such things such as ammo pools and their heat-based weaponry can cleave through people like hot butter. However, they're limited by heat and much of their weaponry has a "heatcap" to ensure that they don't go over.
Murakumo Robotics' population is on a steady decline due to a large number of reasons. The biggest scapegoat is the Androids and VR sex games. However, the true reason is due to Murakumo's work culture; it's incredibly difficult to find time to date and marry. Some people are literally struggling and can't support the "ideal" family-life that Murakumo tries to push. However, Murakumo is aware of this and is subtly pushing agendas and scapegoating.
Out of the remnants of NATO, Grand Union rose as originally a PMC but during the fall of nations they quickly grabbed what territory they could. That territory ended up being the eastern coast of the United States, Western Europe, and various parts of South America, Western-Asia, and Northern Africa. They announced this as a grand union between the United States of America and the European Union to ease any thoughts of the hostile takeover.
Grand Union was a corporation built and founded on war and they subtly work that into their culture. Where their warriors are treated as being selfless heroes for volunteering and training for their military force. However, while Grand Union's military is the largest out of all of the corporations, they find themselves using outdated and cheap weaponry (some of which produced by other corporations).
Grand Union boosts the highest standard of living for their people, despite the huge hunger crisis and poverty. Most of the Grand Union's interests lie in its military as it is their grand plan to defeat the other two ruling nations and establish the Grand Union world order. This leaves a huge amount of issues utterly ignored in favor of military dominance, such as the food crisis, homelessness, and the insanely corrupt justice system and government. A big part of the Grand Union's culture is preserving the "old ways" of the Western World, and their ideals. Such as freedom, respect for human rights, and other such things... in practice, this is far from the truth as there is a heavy amount of racism, classism, and xenophobia.
A big part of the Grand Union's products are Shells and other vehicles. Out of all of the three ruling corporations, they produce the most Shell parts and are known for their large, bulky shells. In sharp contrast to Murakumo being the lead in energy weapons, Grand Union is the lead in ballistic weapons. What they use may be considered outdated, but they are still extremely effective and practical as opposed to the flashiness of Murakumo's weaponry. That isn't to say they don't use energy weapons from time to time as they incorporate them into their forces in a limited capacity.
Human Plus (or stylized as H+) is one of the most well-known and popular of the independent corporations that has deals with all three of the ruling corporations. They call themselves a completely neutral force in the various squabbles and feuds of the ruling nations, and they wish to sell their products to the masses. What are these products? Cybernetic and mechanical augmentations.
One can see their advertisements (Especially their slogan: More Human Than Human!) all over the streets. Their goals, as they state, are the augmentation of humankind through technology and leaving behind their fragile forms. H+ isn't just in the Corporate nations, however, but they are also located in the Wilds.
H+ has an insanely large variety of different products for cybernetics and they are the lead organization in cybernetics. They have an insanely wide variety and catalog of cybernetics, from cheap and easily purchasable limbs to complex combat cybernetics. They seemingly have cybernetics at any price... even if that price is humanity. A great deal of how H+ became the big dog because of their aggressive business practices and their ability to push out smaller upstarts. They either purchased these corporations and added them to the H+ collective, or... they destroyed them from the inside out. H+ is insanely aggressive in their field and have been known to employ mercenaries and other corporate spies to figure out their secrets. There were also rumors of H+ hiring assassins to literally eliminate the competition.
Regardless, H+ is the top dog and nobody dares to interfere. However, one can only wonder if there is one ulterior motive, especially with some of their advertisements. Their impact of the culture can be seen as they subtly have been manipulating the cultures of the various ruling corporations by dehumanizing people. Making it feel like flesh is not good enough and those cybernetics was the key, their products were the key.
Possibly the greatest military force outside of the ruling corporations, WOLFHOUND is the largest PMC in the world. They have the skills and talents to cement that they are possibly one of the best. Their rise was humble, as after the Judgement War ended, there were millions that soldiers that wanted nothing to do with the corporations, nor want to live under their thumb.
However, they barely had any useful skills other than fighting, so they became mercenaries. Eventually, one man assembled them all under one banner: WOLFHOUND LLC. PMC groups came and went, but WOLFHOUND LLC remained regardless of whether or not there was war. Being a WOLFHOUND was a distinguished honor as people saw them as being the best of the best, and they were able to remain independent of the corporations.
WOLFHOUND LLC, in and of itself, is an arbitration group and a middle man between the WOLFHOUNDS and the corporations (and other interested parties). WOLFHOUND's job is to overlook, approve, and review any and all contracts and potential deals between a WOLFHOUND and the client. What is notable about WOLFHOUND and one of the things that put them above other PMC organizations is that they have a large number of Shells at their disposal. In fact, they have the most outside of any corporation, which is what makes some of those organizations a bit nervous. However, a large number of WOLFHOUNDS are combat cyborgs and other augmented soldiers.
The big draw to the WOLFHOUND lifestyle is being a private contractor, which means one is independent of the corporations. However, this comes at the cost of being responsible for the maintenance of their own equipment, travel, and travel. However many feel as if it's worth it, as they maintain their independence. WOLFHOUNDs are constantly employed by the corporations to attack each other and preform special missions to compensate for the limitations of their own forces. Often a WOLFHOUND is allowed to accept and decline missions as they please and sometimes a WOLFHOUND works for one corporation only to get a bigger bid from another.
They're under a non-liability contract from the corporations so they are not held liable for any destruction they cause. That said, there are reports of corporations resorting to underhanded means to eliminate WOLFHOUNDS that piss them off. These reports are few and in between, but it's a possibility it happens.
The Syndicate... the largest organized crime ring in the world that rose out of Murakumo Robotics but their web of sin transcends territory. The Syndicate rose as a mere crime ring but they quickly expanded into a worldwide organization through clever trickery, taking advantage of those scorned by corporations, and other tactics. The Syndicate at its core is a collective of different black market organizations and crime families that are all in the interest of making money.
Their primary means is black market trades, drug peddling, human trafficking, and more. If you're one of them, they will take care of you, but if you aren't... well, you aren't long for this world. The Syndicate has access to all sorts of hitmen and assassins, some of which are some of the most ruthless and powerful people known to man. Sometimes if they really want something destroyed, they go to WOLFHOUND and strike a deal with them. However few are willing to work with the syndicate.
The Syndicate operates out of the Wilds, far outside of the Ruling Corporations. Most of the people that operate within the Ruling Companies territories are proxies and eliminating them will prove ineffective in the long run. They have a large number of thugs and other desperate individuals in their pockets and with how the League operates, that's unlikely to change.
The final bastion of the old world, the Russian Federation survived the Judgement War and the subsequent change in the world order by pooling their resources at the last second and resisting. They lost a great deal of territory, but they still have access to a great chunk of resources, enough to hold back the ruling corporations if necessary. Since then, the Russian Federation has put up The Iron Curtain, a massive barrier and defensive system to isolate them from the outside world. Nothing goes over the Iron Curtain without being destroyed, and they have systems scrambling technology in place to prevent any other prying eyes.
Because of this, it's near impossible to tell just what goes on in the Russian Federation, they don't allow anyone in or out. Despite this, there have been a few deserters and they can tell that the Russian Federation is extremely xenophobic, however they preserve their lifestyle nonetheless. Not much has changed in the Russian Federation, they are still a republic that's extremely cut-throat and brutal.
Their technology is advancing, not at the pace of the corporations, however, they have access to Shells and Bastions of their own design - Along with a powerful and brutal conscripted army. They were one of the few nations to resist the wave of cybernetics and without the influence of H+, they are relatively cybernetics free. However, they have some combat cyborgs at their disposal... as they've been launching secret missions to the outside world and stealing technology to reverse engineer.
The Russian Federation is planning on a massive push to reclaim their lost territory and expand the Iron Curtain as far as possible. However, they are biding their time for just the right time.
The Wilds is the collective term for all of the territory outside of the Ruling Corporations. When the old nations were torn down and the new world order was established; there were some who didn't want to live under these people's thumbs. So they fled to the places outside of the reach that were deemed unimportant and inconsequential to their rule and built new civilizations up in them.
Many of these places despise the corporations, however, they have to live under the constant threat of criminals, mutants, and bandits. As many of these independent colonies don't have the money or resources capable of protecting themselves. However, some cities are more or less nation-states and even have Shells under their control... but they're still struggling. Some of these cities are desperately fighting for their own individuality and freedom from the corporations.
One of the biggest and most famous territories in the Wilds is known as Paradise in the African Sahara. It was built from scratch following the Ruling Corporations' rise to power and was advertised as free space. However, in the coming decades, the Syndicate and other organized crime came to power and turned Paradise into a hive of scum and villainy. However, the Corporations have a heavy hand in the more underground deals made with the Syndicate.
One of the many advertisements for cybernetics...................................................................................
Cybernetics... the world has had differing opinions about the matter of self augmentation, but cybernetics is considered to be the next step in human evolution. As the scientists and big wigs say; the biological ceiling has been reached and evolution must be achieved through technology. That step is cybernetics and it is quite a common sight on the streets of where ever you are. The H+ corporation is the lead in all cybernetics and they claim that they can remove all limitations, solve all problems, and make you into your best self.
In the aftermath of the Judgement war, a large majority of mankind ended up with crippling birth defects, mutations and injuries. This is where cybernetics come in, if someone's leg is deformed to the point where they can't walk on it; they cut it off and replace it with something better. Cybernetic limbs, organs, and more are all the gateway to nearly limitless possibilities for expanding the human body through technology.
Most cybernetics place themselves shoulders above mere prosthetics by being linked to the human neural network, and allow them to act as a replacement limb - Minus the sensation. Some cybernetics are hidden under false flesh but many have their cybernetics out exposed for the world to see.
These cybernetics ranges from the civilian grade machinery (replacement limbs, etc) to the heavy-duty military cybernetic that makes someone superhuman. In theory, anyone has access to these cybernetics however they are extremely expensive, with even the cheapest cybernetic replace capable of putting a family in heavy debt. The H+ organization offers payment plans for these cybernetic enhancements, but at the catch of it being "repossessed" if someone misses a payment. These repossessions can be very... brutal, at times.
A large majority of the human culture has been conditioned to accept cybernetics except for a few pockets which sees them as... intrusive at the very best. Cybernetics has become commonplace and mainstream due to the constant and very subtle dehumanization of man and pushing for cybernetics to become the best you. Apart of this has been how people with certain cybernetics are a bit more marketable to corporations than others. However, the job market fluctuates constantly and people become obsolete at the flick of a wrist. One major issue with cybernetics is the pricing, as these machines are extremely high maintenance. A cyborg needs to constantly update and receive tune-ups or else their cybernetics will fall into disrepair. For cybernetics that takes the place of organs, this can be extremely important. Missing one tune up can be the difference between life and death. When people receive cybernetics in childhood, they have to get replacements as they grow or else they'll look lopsided.
The other enormous issue with cybernetics is rejection. Obviously adding a foreign object onto the body is not going to come without the dangers. The body will interpret these cybernetics as a hostile organism and attack it, blocking out neutral signals and causing seizures. It's different from person to person, however, some people have to constantly live with the fear of their cybernetics failing and having a seizure. There's a large number of different medications and ways to upset this but they are not perfect. Some people don't suffer from this but they are extremely rare and constantly studied... and most people wouldn't even know because they don't even risk not taking the drugs.
The most advanced cyborgs are combat cyborgs that are line of the line soldiers employed by the corporation with all sorts of abilities. These people are more machine than man and are capable of feats that are beyond human... however, they are rare and near impossible for anyone but the richest to obtain.
Ai, Android, and Automoton (or Triple A), is a collective term for self operated beings. Despite technically being three different types of being, they are placed under the same category due to the fact that they are powered by different artificial bits of intelligence. AAA is a term tossed around referring to these beings from time to time, but they treated as separate beings. This term is used because some AAA's don't have physical bodies or designed to appear human.
Artificial Intelligence (or AI) is treated as the backbone of AAA, and without AIs robots are incapable of independent and self-operated movements. AIs are self-operated and self-aware computer programs with near-limitless capabilities and are insanely diverse. AIs are used day to day by the citizens of the corporations for simple tasks as more or less being a living search bar, calendar/reminder, or being an opponent in a videogame.
While some AIs are incredibly simple, there are more advanced artificial intelligence capable of learning, having personalities, and storing information. There are some concerns about some AIs going out of control and the creation of new AIs is heavily regulated by the corporations. One trick about AIs is that they can be uploaded and downloaded from one system to another.
Next up are Automotons and they are machines at their most basic. They might be modeled after the human body but most automatons are designed for a specific purpose without any regard to aesthetics. Automatons are incredibly varied in their design, looks, and purpose but generally are made to be easily identifiable. In terms of intelligence, they also vary widely depending on their purpose with those with more complicated tasks given more advanced artificial intelligence. While it's possible to place an advanced artificial intelligence into a simple machine some of them literally can't handle an AI that advanced. Many automatons are treated like trash and slaves but some are intelligent as humans and find themselves on the fringes of society. Automatons are generally made to do the tasks that are too dangerous for humans or jobs that are undesired by humans.
Finally, there are Androids (Often nicknamed Andys) are above Automatons as they are designed to appear human. They are an uncommon sight but some are designed so well that they are physically indistinguishable from humans. Andys are usually given the most advanced and human-like artificial intelligence, but despite of this, they are usually limited to one task. Androids are designed for a large number of reasons, mostly because they lack human limitations and can work theoretically forever. A lot of the major corporations employ Androids as secretaries and other help, but a lot of Androids are used as a security force and their human-like appearance makes them seem less threatening than Automatons. Many Androids have free will and are no different than humans in a lot of ways.
The Judgement War created a lot of problems that the future civilizations have to come to grips with. The Mutants are on top of that list, as they are either created from pollution or are the leftover bio-organic weapons from the war. Some of which are former humans, but anything organic from animals, to plants, can become mutants. They have varying amounts of intelligence... and aggressive, and they make roaming the Wilds dangerous. The Corporations - usually - never have to deal with them in their territory but there have been reports of mutants in the sewers or being brought in by the criminal factions.
The cities on the edges of the wilds have to deal with the Mutants the most. However, not all of the mutants are dangerous, some are kept as pets for people in the wild. The humans that are mutated can possibly get their mutations removed and replaced with cybernetics. However, these mutants are more susceptible to cancer and other genetic diseases. However, some are massive monsters that barely retain intelligence or memory of their old lives, and are dangerous enough to be on par with combat cyborgs. However, they barely go past twenty or so feet in height and are no match for a Shell or a Bastion.
[center][b]"You're a fine warrior. Call me sentimental..."[/b][/center][table][row][cell][img]https://64.media.tumblr.com/139ceac154751673f3ae0a9fe3c9db14/tumblr_n5ns5eDSUE1spjmjdo1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/8de527f156d1dcdab59303529f9a2963/tumblr_n5ns5eDSUE1spjmjdo2_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/fdd81701556b497cef877cce8608411e/tumblr_n5ns5eDSUE1spjmjdo3_r1_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/f4c53df62090bdfc77fc8d4af49bd3bb/tumblr_mp19k0oeBn1spjmjdo1_400.gifv[/img][/cell][cell][center][img]https://i.imgur.com/tiUPmOX.png[/img][/center][/cell][cell][img]https://64.media.tumblr.com/973255b1496b1e15ea88881ee0842923/tumblr_n5ns5eDSUE1spjmjdo4_r2_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/92b4cd3f3f69445efc0b66dbf4040d4e/tumblr_mp19k0oeBn1spjmjdo3_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/076f8a0494600005276b223a9c34f4df/tumblr_mp19k0oeBn1spjmjdo4_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/91ef2adb4acfaae1ed6e5882900137f2/tumblr_mp19k0oeBn1spjmjdo2_r1_400.gifv[/img][/cell][/row]
[/table][center][b][url=https://www.youtube.com/watch?v=5oBfsNh4c_E]"...but I wish we'd met under different circumstances."[/url][/b][/center][hr][hr][center][img]https://i.imgur.com/RKmK4q0.png[/img]
[img]https://i.imgur.com/N7tTd5u.png[/img]
[youtube]https://www.youtube.com/watch?v=JpOgr4s3GrE[/youtube]
[img]https://i.imgur.com/hFWozfG.png[/img][hr][hr][img]https://i.imgur.com/1efdG4h.png[/img][/center][indent][indent][indent][indent][indent][indent][indent][indent]Currently updating...[/indent][/indent][/indent][/indent][indent][/indent][/indent][/indent][/indent][/indent][table][row][/row][row][cell][img]https://64.media.tumblr.com/f12910313dd47ea9cead1c314f8ab833/tumblr_ntbm31BkSa1sznb4xo3_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/fe472fa332e424f66ed2837f2eaf23c9/tumblr_ntbm31BkSa1sznb4xo4_250.gifv[/img][/cell]
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[row][cell][img]https://64.media.tumblr.com/ec26b8c0fcc1da9903b62bf0022ce62c/tumblr_ntbm31BkSa1sznb4xo5_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/468eaf4ed38d54774f2d3fd269296f74/tumblr_ntbm31BkSa1sznb4xo6_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/23bf4bb5ad09c631a81860f2f822ccce/tumblr_ntbm31BkSa1sznb4xo7_250.gifv[/img][/cell][/row][center][img]https://64.media.tumblr.com/30d05b58ba9137c6662a93a96bfa527a/tumblr_ntbm31BkSa1sznb4xo2_400.gifv[/img][hr][/center]
[center][b]"I'm a dominant..."[/b][/center][/table][center][hr][b][url=https://www.youtube.com/watch?v=v31J3arX5Kg]"... This is my job."[/url][/b]
[img]https://64.media.tumblr.com/e91570ee96f9a973747062884eeea1ce/tumblr_ntbm31BkSa1sznb4xo1_400.gifv[/img][hr][/center][table][center][img]https://i.imgur.com/XFCLhxV.png[/img][/center][row][/row][row][cell][center][b][color=forestgreen]REALLY PUNCHY GUYS[/color][/b]
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[@Oddsbod][/b][/center][/cell][cell][center][b][color=forestgreen]THE DISAPPOINTMENT CLUB[/color][/b]
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[@silvermist1116][/b][/center][/cell][/row][/table][table][center][img]https://i.imgur.com/GXlptHc.png[/img][/center][row][/row][row][cell][center][b][color=forestgreen]SETTINGS[/color][/b]
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[b][url=https://www.roleplayerguild.com/topics/183613-the-tyrant-shell-universe]The Tyrant Shell Universe[/url][/b] - Mechapunk (Mecha and Cyberpunk mixed together).
[b][url=https://www.roleplayerguild.com/topics/183624-the-black-fall-universe]The Black Fall Universe[/url][/b] - Modern-Superhuman tale.[/center][/cell][cell][center][b][color=forestgreen]LINKS[/color][/b]
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[b][url=https://discord.gg/4FznNGS]The Collective[/url][/b] - My Discord Server.
[b][url=https://www.roleplayerguild.com/topics/183740-the-ghost-lounge-a-1x1-thread-thats-destined-to-go-places-bad-places]The Ghost Lounge[/url][/b] - My 1x1 Thread.
[b][url=https://www.roleplayerguild.com/topics/183358-the-ghost-archives]The Ghost Archives[/url][/b] - Character storage.[/center][/cell][/row][/table][table][row][/row][row][cell][img]https://steamuserimages-a.akamaihd.net/ugc/928186361494425545/93DB229F54AD7363FF943FAF9627A2056CE6A354/[/img][/cell][cell][center][img]https://i.imgur.com/wmKBNmF.png[/img][/center][/cell][cell][img]https://64.media.tumblr.com/aab171d51ab0877e8cb44ef26725c12f/tumblr_mmijotYZ851spjmjdo1_r1_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/a8b92dee73766c54e1c588067f7b05e9/tumblr_mmijotYZ851spjmjdo2_r1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/c6db94e7f43a0116556b31237e9394cb/tumblr_oetl2fk7YA1r9ibuko1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/d85b9d9f883fcf1e71cad4d1b5c574e2/tumblr_oetl2fk7YA1r9ibuko2_400.gifv[/img][/cell][/row][row][cell][/cell][cell][img]https://64.media.tumblr.com/827528918c7f7bf2672681b30b851654/tumblr_otjspp0ccf1u0vn73o1_400.gifv[/img][/cell][cell][img][/img][/cell][/row][/table][center][b][url=https://www.youtube.com/watch?v=XnvqcSKho5w]"Oh, I'm afraid we have no allies. No allies nor enemies. I love EVERYONE!"[/url][/b][/center][hr]