Post by Frederic Bourgault-Christie on Dec 4, 2005 16:18:15 GMT -5
The Company:
Logo: A black C on a navy blue background
A large Economic/Military Organization founded sometime in the late twenty first century. They were the first to have publicly colonized ISR-388, and control almost all of the cities, townships, and mines. They are well-funded, well-supplied, and go by their own set of rules and regulations. Known only as "the Company" because of a three hundred year period wherin they were plagued with hardships, corruption, mishap, and computer failure. Their name lost its meaning, and was no longer documented. Eventually, it was completely forgotten. One thing is for sure, the name of the Company started with a C, which is also their insignia, and is proudly displayed on all quality Company products. The Company concerns itself primarily with the mining of precious materials and scientific research of the planet and new species. The security of its more important citizens comes closely behind, with Desert Fox (see below) countermeasures ranking highly as well. All of their interests revolve around money, the making of money, and the security of their money.
The resident Company military consists of mostly ground forces, Infantry and light armored vehicles to tanks and heavy transports. Several types of hover vehicles and Helecopters are available, but seldom used due to the harsh, sandy environment and high wind speeds over the desert. Infantry standard issue weapon is a compact SMG/Rifle simmilar to the HK-G11 of old, firing a caseless .45 caliber round at 190 RPM. with a 40 round bullpup clip, a 10mm automatic pistol with a fifteen round clip (AP rounds standard), a pack of four grenades (Fragmentation, incindiary, smoke, flash, or the highly unpopular glue), and a navy blue uniform Powered Exoskeleton. All military personel are required to make use of the standard issue, with the exception of the Special forces. They are allowed to use any equipment they see fit provided they supply it themselves. (Special forces are available for Player characters.) The company will recruit humans, cyborgs, some robots, but no aliens, magic users, or psychics. (aliens and non-humanoids CAN be special forces or just plain a special operative, and if the magic is kept secret then a mage could be an employee)
The Karanda:
Logo: A silhouette of a falcon swooping downward holding a rifle in it's talons on a crimson background
One of the oldest groups, the Karanda started on earth in the fourteenth century as a secret society of noblemen working together with their servants and the surrounding townsfolk to create their own government. Rarely overt in their actions, they functioned for centuries without their kings' knowlege, and eventually spread into multiple kingdoms and countries. They prided themselves on their production of some of the most high quality swords of that time, and carried an elaborate, as well as functional blade on them at all times. As technology advanced, so did the Karanda. They continued to produce high quality weapons as status symbols and wore them proudly. In time, they became less and less covert, before eventually just stating their existence to the world in the year 2214. Needless to say, this alarmed many that an organization could exist like this, without so much as a rumor of their being. The Karanda assured them that they meant no harm. Soon afterwards the Karanda mobilized and relocated all of their subjects to land, planets, and space colonies under their control. Little more than a year after the coming out, The Karanda began selling their high quality weapons for reasonable, yet profitable rates. Now hundreds of years later, The Karanda have come to ISR-388 in their neverending search for money, materials, and land. They have set up several military instilations just outside the borders of the Company's own, and have begun mining and building in a constant outward expansion. They trade and sell weapons to civilians, traders, Desert Fox, and anyone else who can pay the cost, with the exception of Company employees. The Company and The Karanda do not trust each other. The Karanda think that The Company may try to drive them off, but they aren't about to move, while The Company feels threatened by the Karanda's presence and their selling weapons to Desert Fox.
The Karanda military on this planet is mostly infantry and transports, with a few airborne vehicles and hover craft with better environmental shielding than the Company. They are by far the best funded group on ISR-388, and their funds keep growing with each imported shipment of weapons. They excel in the production of firearms, blades, and airborne combat vehicles. The standard issue for the Karanda infantry is a KA-7 assault rifle (a quality weapon that fires the old 7.62 NATO rounds at an impressive 300 rpm while still retaining good accuracy and low kickback. 20 or 60 round clip), a 7mm high velocity pistol, a Karanda made knife of choice, a belt with three grenades of choice with timed or impact fuses (same as company with the exception of glue being replaced with kinetic), and a suit of Karanda combat armor. The color of the armor changes regularly given the environment but the look is always the same. Shoulder pads, chest plate, gloves, elbow pads, forearm bracers, thigh pads, knee pads, boots, shin gaurds, and a helmet. The Karanda, like everyone else, are well aware that if a soldier is shot in the head with modern firearms, even with some helmets, they die or are rendered completely useless, so they have developed very GOOD helmets. They cover the entire head and feature a visor, all of which is strong enough to even deflect most armor piercing rounds. After all, just because a man is expendable, doesn't mean it doesn't matter when he dies. The Karanda will recruit humans, aliens, cyborgs, robots, and psychics. But greatly dislike magic users. (secretly practicing mages could be in the ranks, but are immediatley ejected if they are found)
Desert Fox:
Logo: The letters CMF, usually in black spray paint.
Desert Fox is the local branch of an anti-Company terrorist orginization. The Company's power hungry and greedy behavior has, over time, sparked the creation of a band of venerable freedom fighters. Up in arms to stop their evil ways. More or less, Desert Fox is the closest thing to actual "Good Guys" on ISR-388. Some others aren't necessarily bad, but perhaps a bit unsavory. Desert Fox consists almost entirely of civilians and retired military personnel from all over the planet, and some from elsewhere. They are suprisingly well organized and quite zealous for civilians. But their funding is doubtlessly the lowest of any of the groups. They are the underdogs, but not quite out of the game. As they have no definite uniform, standard equipment, or identifying characteristics aside from a general discomfort around Company personel, they can walk freely in and out of Company controlled cities. It is because of this that most of Desert Fox's attacks come in the form of a satchel charge or a snipers bullet. Their only major weakness is a low number of outposts and bases and the inability to take direct, overt action without being completely slaughtered. Aside from their generic appearence, they also have strength in variety. They will recruit anyone and anything willing to fight for their cause be it alien, magical, ethereal, whatever. They will call anything an ally that is serious about the cause, or even just the fight. As there is no standard issue equipment for Desert Fox, the organization is perfect for characters that "just dont fit" into anything else.
The Chaos Temple
Logo: None known of
Long before the coming of the afformentioned powers, there was a mage. He had mastered the ways of using technology and magic to work together. He was a member of a cult that worshipped the god of blood and chaos. Whether this god be Tchernobog, La Magra, or some other variation of a simmilar concept is uncertain. But what is known, is that the god calls for its worshipers to gather together apart from the reach of civilization and build its power before marching from world to world cutting down the non-beleivers and recruiting those who bow before his might, till he deems them worthy to sit by his side. At first this may seem ludicrous. A single army destroying every known thing in the universe. But the temples power is growing. The place they have chosen to begin: ISR-388. Remote, quiet, useless. Or so they thought. Not a decade after they began, a meddlesome group known as the Company set up camp and began expanding. Out, out, out, closer and closer to the mountains where their temple is concealed. Before the worshipers could dispatch them, more and more visitors began to arrive. But they have been awaiting a sign. A notice of when and where to strike first to begin their conquest. All they need now is to finish preparation.
The Techmage was unable to teach the ways of magitech combination to the followers, so the temple is cut into two branches. The gaurds and infantry using technology, and the scholars and preists using the arcane. The geneticly altered soldiers, called Chaos Troops, regularly patrol the mountain regions in large, fearsome looking powered exoskeletons. They destroy any outsider trying to leave the mountains, but are completely passive to all those moving further within. After all, they can always use new members. The preists occasionally accompany them on these patrols in the areas closer to the temple itself. The few survivors of these attacks have been found wandering the desert, rambling of screeching demons tearing men limb from limb. But nobody has ever returned still of sound mind. The genetic alterations are only done if the previous form is dubbed too weak. Namely anything human or lesser.
Strength:
Power: Raw physical pushing, pulling, hitting, moving force. Human weight lifter/body builder types can reach as high as 13.
Build: How big you look. Though useful for intimidation, it's not the best thing for anyone who needs to be agile, flexible, or the like. But your build must be within one of your power, unless you are of some sort of alien race or are supernaturally or bionically enhanced. Humans only go above ten when they've dedicated themselves to looking big, or suffer from some sort of physical mutation.
Magic: Nothing too physical here, but magic power is still a form of strength. Ranges from 0-200 overall, 0-140 for humans. Just about everyone from a race that uses a large amount of tech gets a penalty, and often times a zero.
Perception:
Detail: How well you see things. 1-10+
Range: How far away you can see them. 1-10+
Hearing: a combination of the two former, but in the audio category. 1-10+
Endurance:
Hardiness: How tough you are when it comes to taking damage, resisting the elements, etc. 3-10+
Working: How well you can maintain a steady pace before exhaustion. 2-10+
Soul: Your willpower, your lifeforce. Normally 1-10 for humans, but in certain circumstances or beings, soul can get as high as 20.
Agility:
Speed: Well... it's speed. Normally never below a 3 unless you suffer from a severe physical disability. Humans can sometimes get as high as 14 with propper training.
Reflex: How fast you can react to situations. It deals with dodge, parry, initiative, and is all round a very useful stat. Normally from 4-12 for humans, or as high as 17-19 for gunfighters and such. Never really below four unless intoxicated or tired.
Flexibility: Flexibility. Again, normally not below 4 unless handycapped. A ten is nice, eleven is like being able to pop your thumb or arm out of socket. Around thirteen is a full fledged contortionist. Flex maxes out at 20... that's when you are a free floating mass.
Inteligence:
Logic: Thinking, reasoning, problem solving, and just general knowlege go here. Humans that are really dumb are as low as 3, or 2 if brain damaged. Humans that are really smart can go around 14, telekinetics get around 17 at average, and telepaths go around 22. It's possible to go higher though. Unlikely, but possible.
Strategy: A mix between problem solving and tactics. Dealing with a situation in the best possible way. Like a general, tactician, or advisor or somthing. Mostly useful in combat or games. 1 = ME SMASH! all the way to 50 = Loosing? What is that?
Combat: The ways of war, fighting, beating people, etc. Regardless of who you are, (unless a member of some sort of pansy pacifist race of goodie goodies) Combat can go from 1, meaning a useless jesture or insult is your best move, to 50 where you use the butterfly soul razor technuiqe to stop your opponents heart. Combat's usefullness is put into whatever combat skills you know. (so a combat of 30 would be good for anyone from a martial artist to a gunslinger)
Charisma:
Looks: Are you pretty? Are you hideous? Everything unless it is naturally ugly has a looks between 1 and 10. It's possible to get an eleven.... but only if you're aphrodite.
Personality: Are you fun to talk to or do you piss everyone off? Are you emotionless? Cute? A bastard? 1-10 again with an eleven being loved by all regardless of if they know you or not.
Aura: Kinda like karma, unless you're really heavy in either side, nobody will know unless they can read aura's via a spell or ability. from -10 to 10 and a zero in the middle. On the extremes you will seem to radiate good feelings, or an eerie evilness.
Luck:
Fortune: It's luck. You never know when it might come in handy. 1-10 only. (Rare folks might have an... 11.)
Critical: Though you'll have a bonus from your skill level, Luck does have a part to play in how often you shoot an opponent in the eye, have it bounce down into their ribcage, through their lungs, off the pelvis, and up into the left ventricle. Critical is the only stat besides resistances (That I will do) that is a % value. It's normally within 1 of your fortune, but there are exceptions.
Logo: A black C on a navy blue background
A large Economic/Military Organization founded sometime in the late twenty first century. They were the first to have publicly colonized ISR-388, and control almost all of the cities, townships, and mines. They are well-funded, well-supplied, and go by their own set of rules and regulations. Known only as "the Company" because of a three hundred year period wherin they were plagued with hardships, corruption, mishap, and computer failure. Their name lost its meaning, and was no longer documented. Eventually, it was completely forgotten. One thing is for sure, the name of the Company started with a C, which is also their insignia, and is proudly displayed on all quality Company products. The Company concerns itself primarily with the mining of precious materials and scientific research of the planet and new species. The security of its more important citizens comes closely behind, with Desert Fox (see below) countermeasures ranking highly as well. All of their interests revolve around money, the making of money, and the security of their money.
The resident Company military consists of mostly ground forces, Infantry and light armored vehicles to tanks and heavy transports. Several types of hover vehicles and Helecopters are available, but seldom used due to the harsh, sandy environment and high wind speeds over the desert. Infantry standard issue weapon is a compact SMG/Rifle simmilar to the HK-G11 of old, firing a caseless .45 caliber round at 190 RPM. with a 40 round bullpup clip, a 10mm automatic pistol with a fifteen round clip (AP rounds standard), a pack of four grenades (Fragmentation, incindiary, smoke, flash, or the highly unpopular glue), and a navy blue uniform Powered Exoskeleton. All military personel are required to make use of the standard issue, with the exception of the Special forces. They are allowed to use any equipment they see fit provided they supply it themselves. (Special forces are available for Player characters.) The company will recruit humans, cyborgs, some robots, but no aliens, magic users, or psychics. (aliens and non-humanoids CAN be special forces or just plain a special operative, and if the magic is kept secret then a mage could be an employee)
The Karanda:
Logo: A silhouette of a falcon swooping downward holding a rifle in it's talons on a crimson background
One of the oldest groups, the Karanda started on earth in the fourteenth century as a secret society of noblemen working together with their servants and the surrounding townsfolk to create their own government. Rarely overt in their actions, they functioned for centuries without their kings' knowlege, and eventually spread into multiple kingdoms and countries. They prided themselves on their production of some of the most high quality swords of that time, and carried an elaborate, as well as functional blade on them at all times. As technology advanced, so did the Karanda. They continued to produce high quality weapons as status symbols and wore them proudly. In time, they became less and less covert, before eventually just stating their existence to the world in the year 2214. Needless to say, this alarmed many that an organization could exist like this, without so much as a rumor of their being. The Karanda assured them that they meant no harm. Soon afterwards the Karanda mobilized and relocated all of their subjects to land, planets, and space colonies under their control. Little more than a year after the coming out, The Karanda began selling their high quality weapons for reasonable, yet profitable rates. Now hundreds of years later, The Karanda have come to ISR-388 in their neverending search for money, materials, and land. They have set up several military instilations just outside the borders of the Company's own, and have begun mining and building in a constant outward expansion. They trade and sell weapons to civilians, traders, Desert Fox, and anyone else who can pay the cost, with the exception of Company employees. The Company and The Karanda do not trust each other. The Karanda think that The Company may try to drive them off, but they aren't about to move, while The Company feels threatened by the Karanda's presence and their selling weapons to Desert Fox.
The Karanda military on this planet is mostly infantry and transports, with a few airborne vehicles and hover craft with better environmental shielding than the Company. They are by far the best funded group on ISR-388, and their funds keep growing with each imported shipment of weapons. They excel in the production of firearms, blades, and airborne combat vehicles. The standard issue for the Karanda infantry is a KA-7 assault rifle (a quality weapon that fires the old 7.62 NATO rounds at an impressive 300 rpm while still retaining good accuracy and low kickback. 20 or 60 round clip), a 7mm high velocity pistol, a Karanda made knife of choice, a belt with three grenades of choice with timed or impact fuses (same as company with the exception of glue being replaced with kinetic), and a suit of Karanda combat armor. The color of the armor changes regularly given the environment but the look is always the same. Shoulder pads, chest plate, gloves, elbow pads, forearm bracers, thigh pads, knee pads, boots, shin gaurds, and a helmet. The Karanda, like everyone else, are well aware that if a soldier is shot in the head with modern firearms, even with some helmets, they die or are rendered completely useless, so they have developed very GOOD helmets. They cover the entire head and feature a visor, all of which is strong enough to even deflect most armor piercing rounds. After all, just because a man is expendable, doesn't mean it doesn't matter when he dies. The Karanda will recruit humans, aliens, cyborgs, robots, and psychics. But greatly dislike magic users. (secretly practicing mages could be in the ranks, but are immediatley ejected if they are found)
Desert Fox:
Logo: The letters CMF, usually in black spray paint.
Desert Fox is the local branch of an anti-Company terrorist orginization. The Company's power hungry and greedy behavior has, over time, sparked the creation of a band of venerable freedom fighters. Up in arms to stop their evil ways. More or less, Desert Fox is the closest thing to actual "Good Guys" on ISR-388. Some others aren't necessarily bad, but perhaps a bit unsavory. Desert Fox consists almost entirely of civilians and retired military personnel from all over the planet, and some from elsewhere. They are suprisingly well organized and quite zealous for civilians. But their funding is doubtlessly the lowest of any of the groups. They are the underdogs, but not quite out of the game. As they have no definite uniform, standard equipment, or identifying characteristics aside from a general discomfort around Company personel, they can walk freely in and out of Company controlled cities. It is because of this that most of Desert Fox's attacks come in the form of a satchel charge or a snipers bullet. Their only major weakness is a low number of outposts and bases and the inability to take direct, overt action without being completely slaughtered. Aside from their generic appearence, they also have strength in variety. They will recruit anyone and anything willing to fight for their cause be it alien, magical, ethereal, whatever. They will call anything an ally that is serious about the cause, or even just the fight. As there is no standard issue equipment for Desert Fox, the organization is perfect for characters that "just dont fit" into anything else.
The Chaos Temple
Logo: None known of
Long before the coming of the afformentioned powers, there was a mage. He had mastered the ways of using technology and magic to work together. He was a member of a cult that worshipped the god of blood and chaos. Whether this god be Tchernobog, La Magra, or some other variation of a simmilar concept is uncertain. But what is known, is that the god calls for its worshipers to gather together apart from the reach of civilization and build its power before marching from world to world cutting down the non-beleivers and recruiting those who bow before his might, till he deems them worthy to sit by his side. At first this may seem ludicrous. A single army destroying every known thing in the universe. But the temples power is growing. The place they have chosen to begin: ISR-388. Remote, quiet, useless. Or so they thought. Not a decade after they began, a meddlesome group known as the Company set up camp and began expanding. Out, out, out, closer and closer to the mountains where their temple is concealed. Before the worshipers could dispatch them, more and more visitors began to arrive. But they have been awaiting a sign. A notice of when and where to strike first to begin their conquest. All they need now is to finish preparation.
The Techmage was unable to teach the ways of magitech combination to the followers, so the temple is cut into two branches. The gaurds and infantry using technology, and the scholars and preists using the arcane. The geneticly altered soldiers, called Chaos Troops, regularly patrol the mountain regions in large, fearsome looking powered exoskeletons. They destroy any outsider trying to leave the mountains, but are completely passive to all those moving further within. After all, they can always use new members. The preists occasionally accompany them on these patrols in the areas closer to the temple itself. The few survivors of these attacks have been found wandering the desert, rambling of screeching demons tearing men limb from limb. But nobody has ever returned still of sound mind. The genetic alterations are only done if the previous form is dubbed too weak. Namely anything human or lesser.
Strength:
Power: Raw physical pushing, pulling, hitting, moving force. Human weight lifter/body builder types can reach as high as 13.
Build: How big you look. Though useful for intimidation, it's not the best thing for anyone who needs to be agile, flexible, or the like. But your build must be within one of your power, unless you are of some sort of alien race or are supernaturally or bionically enhanced. Humans only go above ten when they've dedicated themselves to looking big, or suffer from some sort of physical mutation.
Magic: Nothing too physical here, but magic power is still a form of strength. Ranges from 0-200 overall, 0-140 for humans. Just about everyone from a race that uses a large amount of tech gets a penalty, and often times a zero.
Perception:
Detail: How well you see things. 1-10+
Range: How far away you can see them. 1-10+
Hearing: a combination of the two former, but in the audio category. 1-10+
Endurance:
Hardiness: How tough you are when it comes to taking damage, resisting the elements, etc. 3-10+
Working: How well you can maintain a steady pace before exhaustion. 2-10+
Soul: Your willpower, your lifeforce. Normally 1-10 for humans, but in certain circumstances or beings, soul can get as high as 20.
Agility:
Speed: Well... it's speed. Normally never below a 3 unless you suffer from a severe physical disability. Humans can sometimes get as high as 14 with propper training.
Reflex: How fast you can react to situations. It deals with dodge, parry, initiative, and is all round a very useful stat. Normally from 4-12 for humans, or as high as 17-19 for gunfighters and such. Never really below four unless intoxicated or tired.
Flexibility: Flexibility. Again, normally not below 4 unless handycapped. A ten is nice, eleven is like being able to pop your thumb or arm out of socket. Around thirteen is a full fledged contortionist. Flex maxes out at 20... that's when you are a free floating mass.
Inteligence:
Logic: Thinking, reasoning, problem solving, and just general knowlege go here. Humans that are really dumb are as low as 3, or 2 if brain damaged. Humans that are really smart can go around 14, telekinetics get around 17 at average, and telepaths go around 22. It's possible to go higher though. Unlikely, but possible.
Strategy: A mix between problem solving and tactics. Dealing with a situation in the best possible way. Like a general, tactician, or advisor or somthing. Mostly useful in combat or games. 1 = ME SMASH! all the way to 50 = Loosing? What is that?
Combat: The ways of war, fighting, beating people, etc. Regardless of who you are, (unless a member of some sort of pansy pacifist race of goodie goodies) Combat can go from 1, meaning a useless jesture or insult is your best move, to 50 where you use the butterfly soul razor technuiqe to stop your opponents heart. Combat's usefullness is put into whatever combat skills you know. (so a combat of 30 would be good for anyone from a martial artist to a gunslinger)
Charisma:
Looks: Are you pretty? Are you hideous? Everything unless it is naturally ugly has a looks between 1 and 10. It's possible to get an eleven.... but only if you're aphrodite.
Personality: Are you fun to talk to or do you piss everyone off? Are you emotionless? Cute? A bastard? 1-10 again with an eleven being loved by all regardless of if they know you or not.
Aura: Kinda like karma, unless you're really heavy in either side, nobody will know unless they can read aura's via a spell or ability. from -10 to 10 and a zero in the middle. On the extremes you will seem to radiate good feelings, or an eerie evilness.
Luck:
Fortune: It's luck. You never know when it might come in handy. 1-10 only. (Rare folks might have an... 11.)
Critical: Though you'll have a bonus from your skill level, Luck does have a part to play in how often you shoot an opponent in the eye, have it bounce down into their ribcage, through their lungs, off the pelvis, and up into the left ventricle. Critical is the only stat besides resistances (That I will do) that is a % value. It's normally within 1 of your fortune, but there are exceptions.