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Unread 12-26-2006, 10:23 AM   #1
Funka Genocide
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Default AI IA: First Shot Sign Up

This thread will be for sign up, character sheet posting and general Q and A about whatever rules will be enforced for creation of the characters. Unfortunately I do not possess the time (or perhaps, the skill) to come up with a comprehensive list of powers. It would take me far too long, and so I will post an abridged version here and give simple rules for character creation. Dice related rules will have to wait, but it really won't affect the game so much.

First, here’s a little primer on the development of nexgen abilities.

On the nature of Human evolution

As far as can be surmised, the phenomenon known as next generation humanity was a naturally occurring event. No known methods exist or are known to have existed which would allow for the manufacture or manipulation of any human life into this state. Even with contemporary knowledge of genetics the nexgen genome is identical to humanity, no extra chromosomes or identifiable genetic traits are exclusive or common to nexgen specimens, from a genetic perspective they are indistinguishable from anyone else.

This odd coincidence has lead to a few prominent theories on exactly how the nexgen traits come to be expressed. The most widely accepted theory being an inability to observe energy patterns through the body with the necessary level of precision. More esoteric theories point towards the newly developing sciences of pseudo-spiritualism. Perhaps there is something inherent to a nexgen soul absent from the rest of humanity, or maybe everyone has the same potential and has subconsciously chosen to suppress it.

Whatever the cause, the effects are well documented. At it’s most basic expression the nexgen phenomenon is genius, all known nexgen specimens possess almost superhuman IQ levels. Educational development is unparalleled, necessitating the development of entirely new curriculum. By the age of 10 a typical nexgen child will possess the functional knowledge of a man thrice his age while still being fundamentally a child. By 12 or 14 most begin to develop superhuman abilities on their own, and with specialized training their capabilities become beyond human scope by their late teens.

In the early days of nexgen history these supernatural developments were very individualized expressions, development was a private affair and there was very little coordinated effort or communication. Indeed, there were so few nexgens in the world and there was so much controversy surrounding them that normal human interaction was a scarcity in their lives, let alone cooperation with their contemporaries. Besides the almost legendary Marcus, super human abilities were few and far between in the earliest years of the phenomenon.

Not until right before The War were nexgen training regimens developed. Experiments were codified and abilities were documented extensively, with the nexgen subjects themselves proving most beneficial to the process. Once a certain ability was successfully realized by an individual she would then develop a program to teach it to another. This proved highly reliable in reproducing abilities, and once methods and procedures were documented with enough detail the process could be repeated reliably even without a nexgen teacher. This was deemed a necessity by most nexgen development programs at the time, as having these potentially dangerous persons in contact with one another for prolonged periods was an unacceptable risk.

Many of these earlier experiments and documented training programs were of course, lost in the subsequent calamity that enveloped the world. Many have been emulated, perhaps in a better form perhaps in worse, and a few have been rediscovered. After the rebuilding era nexgen development went by the wayside, as almost all nexgens went to work eradicating the radiation threat, during the fierce, brief period of fighting before the nuclear war began many nexgen soldiers killed one another as well. Paradoxically, the most developed of nexgen powers were lost, as the most advanced were also the most likely to find application in military efforts.

In recent years nexgen development has been at the forefront of technological advance. The locating, education and utilization of nexgen children is a top government priority in all the main corporate-states. Methods range from mandatory enrollment in government funded special education programs (with prolonged absence from family, but not complete severance) to basic legal abduction of nexgen children. Education is typically handled by non nexgen educators and AI assistants. Non-nexgen professors are woefully outclassed in intellect relatively fast, but offer the necessary human experience necessary for proper psychological development, while android savants keep pace with the rapidly developing nexgen minds of these children.

Nexgen children eventually become adults, and all are considered something between government scions and corporate property. Nexgen operatives are typically used as singular solutions, one nexgen operative can accomplish some things that a hundred men couldn’t, some things that no amount of men could. Their talents are surpassing, and seldom is a problem found that could conceivably require more than one of these prodigies.

With one glaring exception, the employment of contra nexgen operatives. When arrayed against one another, the conflicts of nexgen operatives have the potential to tear apart any semblance of human control. Small teams of nexgens are commissioned mainly to counter the efforts of opposing corporations nexgen efforts. Even rarer are multi-corporate conglomerations constructed to accomplish incredible feats.

One such effort was the establishment of the Lunar Base of Commerce, where no less than 15 nexgen engineers, savants and various operatives from seven independent corporate-states combined efforts to construct a self sustaining human habitation on the lunar surface (as well as to ensure their interests had a stake in the commission, of course).

In theory, nexgen operatives are the final solution. A rare yet indefatigable resource used for the betterment of mankind. In practice they are a precious and volatile group of powerful individuals with earthshaking abilities. While a nexgen may seem unassailable in most circumstances all it takes is a bad day or a stray bullet unaccounted for to end their lives, despite their superhuman skills they have limits, and once reached those limits bring them crashing down to mere mortal status. If forced to push themselves too far, their attachment to reality begins to fray as their abilities begin to go haywire. There are few things as frightening as a nexgen pushed to her limits. She begins to hallucinate, to mistake reality for a waking dream, and her powers begin to fuel themselves from her very physical form, tearing her apart from the inside out while the world around her suffers the same fate. These facts are well guarded secrets from the public, and well known weaknesses to powerful people who wish to remain in power.

Here are some example powers, divided into the categories natural, general and faction. There are also individual powers, those developed by single nexgen users through experimentation and experience. Characters are free to develop their own powers with GM approval.

Natural powers are inherent to the nexgen condition, all nexgens possess them.

Perfect Health: The nexgen immunes system and cellular regeneration systems are incomparable in nature, a nexgen cannot be affect by any disease or infection. At worst a virulent pathogen will manifest as a day or so of flu like symptoms. From AIDS to malaria nexgen are immune to disease. They will never develop cancer of any sort either. They also live naturally longer lifespans than normal humans, typically reaching the age of 150 or so if not killed. As a consequence, nexgens will appear quite youthful well into their’ forties, and middle age won’t take hold until late fifties. Nexgen’s also recover faster from wounds and injuries than normal, healing at about ten times the normal human rate. They will not, however, regenerate limbs (without further training, that is)


Improved physical capability: Nexgens possess levels of strength, endurance and agility which outclass most normal humans. Even the clumsiest of nexgen brutes will be considered quite graceful by normal standards, and even the frailest appearing will be able to hold her own in a roadhouse arm wrestling contest. A weak nexgen has the strength of a large and physically fit male adult, a strong nexgen could rip a car door off with one hand. This is normal physical capability, certain powers will push these impressive abilities even farther. (note: this will be taken care of by stat bonuses in the final version, if it ever exists)

Incredible intellect: All nexgens possess at least genius level IQ’s. they are very bright and quick to pick up on even the most difficult or convoluted of concepts. This may present some challenges in role playing, but it should be subsumed into the characters abilities, as even a superhuman intellect might still find himself unable to express himself clearly, or get nervous and tongue tied around large groups of people. Don’t feel daunted by the nature of your character, they’re still human in their actions, just highly capable.

Nexgen field: a pattern of circulating energetic particles surrounds every nexgen at approximately skin level. When calm, there is no way to tell except to use special energy reading equipment. However, when the nexgen feels threatened these field will tend to present a barrier to physical damage at the point of impact, for example if someone were to take a swing at a nexgen geneticist they would react like anyone untrained in combat would, flinching and putting up their hands to avoid the damage, however their innate energy field would also react out of the instinctual response, producing a barrier to physical force. This would typically lead to the assailant feeling a shocking sensation of pain and the nexgen being unharmed. This field isn’t strong enough to stop a bullet, and if the nexgen doesn’t see the attack coming he’ll be caught unawares of course. This field is the basis of many nexgen abilities; with training it can be extended beyond the body to affect change at a distance.

Higher Mind: all nexgens possess the potential to access a higher level of cogitation than even their genius level intellects. This is known as the “higher mind” and allows for such miracles as faster than computer computation and multiple variable instantaneous analysis, giving many nexgens the uncanny ability to appear prescient or imperturbable in the face of even the most unforeseeable events.

General powers are so widely used and known that it can be assumed that any nexgen, regardless of faction could learn them. Rogue nexgens might develop the more basic one’s naturally.

Perfect memory: this ability allows a nexgen to recall exactly every detail of any event he’s witnessed, ever. The memories are considered to be “recorded” by his higher mind and accessed through a desire to recall a specific event or detail. Functionally this would allow any in game data the character witnessed, however briefly, to be recalled perfectly. Strangely enough, perfect memories will not be erased even if someone manages to hack the nexgen’s mind and erase memories, though the character will not remember to remember them unless reminded. (weird huh?)

Instantaneous data assimilation: This allows a nexgen to completely assimilate and understand any data they are exposed to. This data is stored in the higher mind and accessed as needed. At it’s most basic level this ability would allow a nexgen to read a book very fast (much like Johnny five in short circuit) or to understand complex mathematical problems by simply looking at a proof of them. Schematics and other such visual information can be completely understood and implemented. When combined with telekinetic abilities and higher data processing abilities, it would allow the nexgen to assimilate a library in an instant by simply standing in it’s center, sending out mental probes to scan the texts instantly. It could also be used to copy entire computer hard drives to the higher mind.

Direct Computation Link: This allows a nexgen to access any non organic data storage device instantaneously and to interact with the system through direct neural transfer. At it’s most basic level this requires a special implant in the cerebrum, however advanced knowledge of telekinesis allows for direct access of any network perceivable by the nexgen. (for example, if Ocius the Norther Intelligence operative really needs to read a email his corporate overseer is writing, but can’t see the screen, he can simply use this ability to remotely access the processor and observe digitally what information is being displayed. In a more involved application, he could use this ability to remotely access a military compounds security system, hack it and then take control of every system connected to it, all without so much as a mouse.)

Advanced data processing(first through third orders): These are standardized data processing powers, first order being generally equivalent to a powerful binary supercomputer, second order being equivalent to a quantum computer and third order being a transcendent data manipulation ability unparalleled in modern technology. By themselves, these abilities simply give nexgen programmers and hackers a “bigger gun” allowing faster and more reliable effects, they are however, prerequisites for many other powers.

Flawless Style Emulation: this allows a nexgen to completely internalize any style of art or design, This allows a nexgen composer to create a symphony in the style of Mozart exactly, or an engineer to build an exact replica of a theoretical engine proposed by a long dead engineer. Basically this allows a nexgen to instantly master the style of another craftsman or artist, including the ability to make unrecognizable forgeries.

Instantaneous Fault Deduction: This allows a nexgen to find and ascertain the reason for and solution to a problem in any system they are familiar with. A nexgen mechanical engineer might be confronted with a failed engine to his aircraft in mid-flight, and through mundane observation(ie the vibration, sounds and difference in performance as well as all conditions leading up to the fault) will understand not only what is broken, but how to fix it. Typically about five minutes of observation is necessary for this to work, however with second order ADP (advanced data processing) this is shortened to 10 seconds, and 3rd order ADP can get it done instantly. (several milliseconds)

Past reconstruction: this allows a nexgen investigator to reconstruct events which occurred in the past judging by available information. Looking at a crime scene for example, the nexgen might be able to tell exactly what happened by simply observing the layout of a room. This ability extends at most an hour into the past at basic effect, 2nd order ADP will take this to a week and 3rd order will move this back indefinitely considering no changes have been made to the scene after the most recent event. (GM’s call on what constitutes an event, an example would be looking at an ancient Egyptian artifact stolen and then deposited in a warehouse, by observing this item the nexgen investigator would be able to surmise how the item was placed in it’s container, how many people were around and any physical actions they took when placing the item in the container, he will not be able to recall when the item was stolen from it’s tomb, or when it was placed in it’s tomb thousands of years ago. However, were the same nexgen to enter an undisturbed Egyptian tomb himself, he could very well pierce the veil of eons and discern the last action that took place in the burial chamber.)

Clairvoyance: this allows a nexgen to predict likely future outcomes of particular actions. The scope of this power is limited to proposed actions and immediate effects. At basic level this allows a five minute theoretical window into the future. 2nd order ADP will improve this to an hour, 3rd order will move this to an indefinite period, however the farther in the future this knowledge goes the less likely it is to remain viable, as by simply knowing the likely outcome the nexgen will likely take an action to make it less likely. To observe is to change after all. (note that this is not the only form of precognitive ability a nexgen may possess, it is simply the most question-answer oriented version. For example, a nexgen wants to know what will happen if he goes down a certain hallway, his higher mind computes all known variables (some of which may not be consciously known, such as inaudible footsteps or evidence of foot traffic down the hallways, or air currents and pressure differences indicating movement, relative temperatures, and so on) and comes up with an answer, whether this is an image of the nexgen turning the corner and being shot by his unknown assailants or a simple worded answer in his head “you’re going to get shot” is a personal thing to each nexgen, he is after all, talking to himself.)

Perfect diagnosis: a nexgen physician can determine what’s ailing you, exactly detailing the particular injury or illness a living organism is suffering (if the nexgen user does not have any prior knowledge of the malady he will instead receive information related to treatment as pertains to all his existing medical knowledge, this means that even though a nexgen doctor may have never seen a particular strand of infection before, he will be aware of likely methods of treatment. This power require physical contact to be made with the target, it can also be used on the nexgen himself, though any illness he suffers will be of a very brief nature in any case.

Instantaneous physical repair: this ability allows the nexgen to repair biological constructs. So long as he understand the basic physiology of the target (by using a modified version of perfect diagnosis to completely understand the physical systems of his target instantaneously, for example) he can remove illness and speed up recovery of an injury. In effect this cures any disease the character is suffering from and improves the targets healing abilities. The target will recover at ten times normal pace for a week (note that this power has no effect on nexgen’s, as it is really an emulation of their own innate healing powers on a limited scale)

More to come, I need a break!
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Unread 12-26-2006, 11:29 AM   #2
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Energy manipulation (first through third orders)

First: allows for the direction of preexisting energies. For example, a nexgen using this power could transfer the velocity energy of a bullet in another direction, or cause a flame to gust in a certain direction or shape. This allows energy to be manipulated in many inventive and interesting ways, but not destroyed or converted.

Second: allows for the conversion of energy into different forms, such as kinetic to heat or electric to kinetic and so forth. The limits of this power are only that an equivalent amount of energy must be created from the preexisting energy. Exact numerical values are too hard for me to compute (I wouldn’t know where to begin honestly, and I don’t feel like hunting down a physics major right now) However, imaginative use is encouraged. (one could change theheat from a fire into a concussive force that knocks over an adversary for example, or turn the kinetic energy of a baseball bat headed for one’s head into harmless heat energy, stopping the bat inches from one’s face and causing nothing more than a pleasant warm feeling.)

Third: allows for the conversion of matter into energy, only basic hydrogen molecules can be converted by this power, meaning the energy created will seem to arise from nowhere. (even in space there are enough stray particles to make this power viable.) the amount of energy created is dependent on the ability of the nexgen. (this will be handled by a dice roll in the real rules, the skill is science+willpower if you were interested.)

More to come, I need a break!

Matter manipulation: Another set of powers that allows any physical substance to be altered or controlled.

first order: allows for physical changes in density of objects. the magnitude of matter that can be affected at once is dependent on nexgen skill (again, willpower+science, but for now we'll just abstract) this would allow for materials to expand or contract instantaneously, becoming harder or more brittle, it could cause a metal door to crumple or weaken cell bars to the point they can be removed by hand. It could also harden a wooden table to the point where it would become bullet proof.

second order: allows for direct manipulation of matter, an amount of substance dependent on skill can be shaped to the desires of the nexgen engineer. a chain link fence could be formed into a large hamster wheel to encase an unruly opponent or a cliff side could be made into a larger than life bust of a very vain artist in an instant.

third order: a highly complicated ability, basically it takes a substance and forces all molecules within it to conform to hydrogen atoms, meaning all excess subatomic particles will be radiated and the material will appear to be destroyed entirely. The radiation will be dissipated automatically, meaning there is no danger to organisms from this power. A sudden rush of pressure will invade the area as momentary vacuum is created. The amount of matter that can be affected is again, dependent on skill. Oddly enough, This could be used as an attack, but it require intense concentration in it's basic form (several minutes) higher order ADP will shorten this time necessity however. Only with 3rd level ADP will it actually be a viable attack action however, and the difficulty and cost of failure is high.


combat prescience: creates a tactical construct composed of multiple data sources in the present as well as theorized outcomes of actions in a several second tactical precognition window, the effect of this is to give a nexgen soldier an uncanny edge in combat, gifting him a continual glimpse into the immediate future. This allows for increased defensive and attack success as well as access to many high level combat powers.

intrinsic vehicle acclimation: allows a nexgen to understand the capabilities and limitation of any vehicle or user operated machinery he has control over. This acclimation period is a few minutes worth of testing and driving in most cases. The effect is to give the nexgen an uncanny connection with his machine, improving his performance by using the vehicle as an extension of his own body. This also allows access to many higher level vehicular powers.

Tactical sense: allows the nexgen to perceive reality through a tactical overlay, basically gaining a three dimensional mental image if his immediate surroundings. The nexgen energy field pierces all contemporary barriers, though it is possible to create an obfuscation field with an inversion of this very power. The advantage of this power is essentially having a 360 degree field of view out to a radius dependent on skill (willpower+small arms skill roll)

Empathic Target Acquisition: this ability allows a target to be “marked” by an empathic connection to the user. This can be something as simple as a direct line of sight or as complex as knowledge of the targets habits, whatever the connection, the user will hit the target barring physical impossibility. (note that most bullets will not survive orbital reentry… most.) so long as the projectile can keep going the user will not miss.

Sensory output occlusion: allows for the suppression of sensory emanations from the user, this must be targeted to one or more targets and must specify which senses to occlude. For example, the user may attempt to hide the sounds and noises he makes from two guards he passes by. This is a mind affecting ability and as such will be resisted either automatically by the targets resolve and composure traits, or actively by targets with mental defenses. (such as ADP abilities) This works effectively by removing the instantaneous sensations presented by the user before they can enter conscious thought or memory. It blunts surface thoughts pertaining to the target.

Invisibility/inaudibility: this ability creates a light manipulation field around the user which essentially causes the illusion of invisibility by creating a probably image construct based on incoming visual data from ever angle. It also redirects all sound energy internally to be absorbed by the body as opposed to emanated. The target is for all intents and purposes invisible and inaudible, though his heat signature, scent and mass still remain. Using energy manipulation techniques (energy manipulation 2nd order) the heat can be converted to sound energy and thusly redirected,) using matter manipulation (2nd order) scent particles can be redirected and redistributed, making the target effectively scentless. Mass cannot be masked, although levitation can alleviate this problem, though some force is produced by the usage of that power as well. Basically with enough skill one can almost completely mask their presence from anything, but there will always be a way to detect even the most stealthy of nexgen infiltrators.

Subsistence: this power allows a nexgen to live off pure energy, converting minute portions of hydrogen into enough power to keep her body running indefinitely, the effect is that the nexgen will never have to eat, though food will still remain delicious and so therefore preferable to nothing.

Mind Link (first through third orders) (note that range is determined by skill, basically the higher your empathy +willpower the larger the radius of effect is.)

First: receptive/passive link this allows for direct mind to mind communication between the user and a willing participant. The target need not possess this power, but they must not be averse to the mental intrusion. Any reticence or desire for the voices in ones head to stop will end the connection immediately. The number of simultaneous targets is dependent on skill (willpower+empathy) the only information available is that which participants desire to be transmitted as well as “surface chatter” which is typically filtered out.

Second: invasive: allows for an attempt at a forced mental link. Must overcome any unwilling targets defenses. (natural defenses for humans and animals, constructed defenses for nexgens or those with technologically improved mental defenses) the data which can be accessed once the defenses are broken constitutes the entirety of the targets experience. Any memory may be perused, though the target will know which memory the user is accessing (and will likely feel quite violated) access lasts for a period of time dependent on the disparity of the contested rolls. (ie: if the mind hacker has a lot more successes than the defender, he will be able to dig around longer before having to reactivate the power and test for resistance again.)

Third: mind hack: this allows the user to reprogram the target mind. Erasing or creating new memories is possible now once mental defenses are overcome. Generally the more successes the user has the more elaborate or extensive the implant/erasure can be. Willing subject have an effective defense value of 0.


.........................................


I know a lot of these powers are missing details (especially prerequisites, not to mention some details on usage such as distance and number of target etc. but I trust taht everyone can get a general idea of how they work, If you've got any questions just post them her or PM me and I willt ry to clear them up. Next up will be descriptions of factions and the unique powers available to members of those factions, as well as rules for character creation.
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Unread 12-26-2006, 04:40 PM   #3
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please Consider me signing up. I was thinking of something along the lines of a infiltration specialist nexgen with some physical augmentation and telepathy as in the "sneak in and take out the security system so the rest of the team can get in" type. mind shields that are not resisting, but more of a psychic invisibility maybe an audio dampening field or something.

these are just generalities of ideas, whaddya think?

(personal motivation of the infiltrator= he/she wants to track down that first nexgenner who contacted the whole world. )
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Unread 12-26-2006, 05:23 PM   #4
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Quote:
Originally Posted by Akamaz
please Consider me signing up. I was thinking of something along the lines of a infiltration specialist nexgen with some physical augmentation and telepathy as in the "sneak in and take out the security system so the rest of the team can get in" type. mind shields that are not resisting, but more of a psychic invisibility maybe an audio dampening field or something.

these are just generalities of ideas, whaddya think?

(personal motivation of the infiltrator= he/she wants to track down that first nexgenner who contacted the whole world. )
All that works quite well, I'ma ctually working on certain nexgen archetypes right now, your idea fits pretty much in line with the Norther Ghost operative, here's a littel rundown with some usual abilities unique to ghosts.

“Ghost” intelligence operative: these consummate hackers and master of espionage fulfill a vital role in data acquisition, they are trained to infiltrate any facility and crack any security system in order to get what others would rather they didn’t. They are ghosts, slipping in unseen and leaving as quietly as the dead.

Electronic Holocaust: with this ability the ghost can forego the more meticulous methodology of hacking a security system and simply shut down most or all electronic devices in range. This produces a powerful EMP effect that will cause most equipment to shut down or malfunction. Some high level equipment will have shielding sufficient to stop this however.

Prerequisites: second order energy manipulation, second order data processing

Strawman Defense: this powerful hacking ability is useful when a counter hack is expected, instead of exposing her mind to a potentially deadly opponent the ghost instead uses a virtual self, this construct possesses all the skills of the user but has no access to willpower expenditure. It performs much like the character would but is effectively a momentary GM character for the purpose of hacking a single system. If it fails and is attacked it will simply disappear, something a normal mind has no opportunity to do without desire consequences.

Prerequisites: second order advanced data processing, perfect memory

Mental redirect: this ability allows the ghost to defend against a counter hack attempt by redirecting his mental identity to another person. The target is designated and his mental defenses must be overcome, if successful any effects of a counter hack attempt will instead be directed towards the target. This power must be used as an instantaneous defense as the redirect link is open for only a short time, only one chance is granted. The target must either be connected to the same network or be within sensory range of the nexgen using this power.

Prerequisites strawman defense. Third order advanced data processing, second order mind link




possession: this terrifying ability allows the nexgen to relocate his consciousness in another body. His original host body becomes a catatonic husk unable to perform any but the most basic of physiological processes, the possessed target is destroyed but for an effective "backup" that is saved to the users higher mind. This data can be implanted into the husk or less precisely into a quantum computer database. It can also be erased. This is a rather diabolical technique, and typically only used as a last resort. The user must be touching the target, must overcome the targets mental defenses in a sequence of contested rolls equaling up to a large number of successes (basically, it would require a long period of time in physical contact with the target, meaning that usage as a means to cheat death is highly unlikely.) the user gains the target physical attributes initially. but his nexgen nature will begin to assert itself over time, every week after initial possession the hosts physical characteristics will become more in line with the users if the users originals were higher, or they will remain the same if the hosts are higher. The saved personality data will degrade over the course of a week, after a week it is considered corrupted beyond recall. This power could be used to simply switch bodies with a willing subject, or to completely take over another persons life. It is the ultimate espionage tool.

prerequisites: mental redirect, third order mental link

as far as searching for Marcus, the legendary first nexgen, your character won't be alone. Marcus is seen as an almost messianic figure to some, his treatise on human ethics is widely disseminated and studied. He would be one of the oldest living people on earth at 105 years old at he start of the campaign, though as a nexgen he'd probaly look closer to 60. No one has heard from him since before The War of course.

Last edited by Funka Genocide; 12-26-2006 at 05:31 PM.
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Unread 12-27-2006, 02:14 AM   #5
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I was just wanting to enquire as to what exactly the characters will be doing and how exactly they will interact. Special operations types is my general understanding, so I presume this will be largely mission based, possibly with opposition or alliances between players. I would just like it to be a little more spelled out.

I've done some thread archeology and I presume that this will be largely faction based, especially given the information in the Interest thread.
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I will try to have a basic power set done for all the skills soon, then there will be organization specific powers. These are sorts of abilities only available to certain types of characters, for example Norther military nexgen's have access to a device know as a Mental facillitator, which allows certain powers to be expanded and used more reliably, whereas certain members of the BioChem firm have strange genetic manipulation powers that allow them to reprogram DNA to monstrous effect. Zaiban princes have highly developed melee combat powers and certain Harcat operatives have far reaching socio-political powers that enable them to contort and even rewrite popular history. Claimancy investigators have strange knowledge and powers over the more esoteric sciences, such as paranormal phenomena.
A little more info on these groups would be nice, as I'm not sure how much of the previous information is still valid. The archetype information you were talking about would definately be handy as some guides of what you're going for.
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Unread 12-27-2006, 03:08 PM   #6
Funka Genocide
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Excellent question Arhra! Sorry I didn't post this basic information all ready, I've been busy trying to get out all the rest of the stuff.

Your character will come from one of three distinct corporate states, All located in what was known as North America. The largest of these three independent factions is Norther, with industrial manufactories and human habitations all along the Eastern seaboard and well inland to about the Mississippi. Of course there's a lot of empty space and an artificial rainforest (meaning it was created by man, not that the trees are fake) that virtually splits this realm in half, with a regular grid pattern of rails that bisect the geometrically arranged forests. Travel is typically accomplished by rail or flight, as personally owned vehicles are typically powered by hydrogen cells and need to be recharged regularly via the city power grid. There are service ways with somewhat regular recharge stations located parallel to the main rail lines, however access to these underground roads is prohibited to nonessential personnel and they are monitored constantly. The Norther Directory, the government of the Norther state, sells these restrictions quite well. They point towards the preservation of the environment (a very powerful issue after the natural environment was nearly destroyed) and the fact that travel is cheap and accessible for all. This much is true, rail lines between major cities and manufacture centers are affordable, comfortable and expedient, and airfare isn’t much more. However, one of the main and unstated reasons for this travel control is to keep track of where everyone is coming from and going to. Three dimensional holographic security checkpoints scan every traveler for weaponry and contraband prior to boarding, a little less known fact is that every person who travels through the Norther system is documented via appearance and other physical factors alone. With the incredible computing power available, the system can simultaneously track ever person in Norther silently and effectively. The illusion of free will and anonymity is maintained while the reality of government supervision is enforced.

With such a small population (Norther has a mere 70 million citizens) and the necessity for menial or manual labor jobs eliminated, most people find work in service or production fields. Wages are mandated at a minimum level and housing is plentiful and affordable. Basically most everyone lives a comfortable life, their children are educated through a very effective public school system and can attend university level classes afterward. Of course the general aspiration is to work directly for the Norther corporation, and in effect corporate employees form a sort of nobility, with wages and opportunities being generally superior to the other members of society. Laws are upheld with regularity and are seen as generally just, although a few cases of course cause large media stirs as obviously guilty parties go free or heinous crimes are committed, it’s all very similar to modern America with less urban sprawl and a more apparent hierarchy.

Of course all of this appears to be quite stable to the average citizen, the truth however is a bit more severe. Political tensions between foreign interests and local terrorist groups place many lives in danger, as aggressive policies threaten foreign governments and newly developed technologies are sought after by violent and active cells. The effect is a constant state of secret warfare and espionage. The main population centers are typically spared the worst of this, however violence does occasionally spill into the streets of the populace. The media is accurate if withholding, they give the surface information and leave the details out. Mostly because the government investigators won’t allow them to know much more, although certain media reporters do dig quite deep and an occasional scandal or large scale terrorist action is uncovered and aired, the government does not engage in Gestapo tactics or clandestine assassination, they want to maintain a sense of freedom of speech and so long as no laws were broken in airing the news, they will simply redouble their efforts of secrecy.

At the highest echelons of Norther society sit the board of directors. The twelve most powerful people on the continent. The title is bestowed through an election process, with votes consisting of the elite corporate members only. Once elected the title is held for life, or until the member is impeached. In practice this leads to a rather cutthroat environment, as high ranking corporate members seek to overthrow those in control for a shot at the directorate, while the board is constantly forced to obscure and disguise it’s actions to avoid impeachment.

Nexgens are employed directly by the directorate. In theory all twelve members determine the disposition and usage of nexgen resources, while in practice a certain director will likely develop favorites and use his position to handle more personal problems without the knowledge of the other eleven. The nexgen population of Norther is around 100 men and women, with a few dozen children going through primary and secondary training at any given time. Of the 100or so nexgen operatives, about half are considered active, the other half being older and more prone to directing, planning and advising, as well as engineering and theoretical development.

A starting character from Norther will likely be employed by one of several bureaus. The physical defense bureau is the military arm of the Norther corporate state, assault officers and tactical officers would be employed by this branch. These military minded nexgen operatives will typically be used to guard exposed outposts or valuable assets. One nexgen assault officer stationed in a research outpost is generally enough insurance to ward off any would be saboteurs or terrorists. When not guarding vital assets they are employed in clandestine warfare, eliminating dangerous threats and securing vital resources from competitors. They typically operate as either one man strike forces, fast and effective they can accomplish many important missions solo. In larger scale confrontations they will be used as an auxiliary attachment to non-nexgen special forces. Typically they won’t lead these units as a normal officer would, however in effect they are looked up to their troops and many find themselves leading by an unattainable example. Another use for Defense Bureau nexgens is as tac-suit pilots. The tactical action suit, or tac-suit as it is commonly known, is the foremost development in modern warfare. It is a powered suit which provides the wearer with considerable physical protection as well as flight abilities. Specially trained non-nexgen special forces led by a single nexgen tac-suit officer comprise a highly effective battlefield unit, their speed and firepower allow them to take objectives and hold them until reinforcements arrive, tac-suit pilots are often seen as cocky and far too self assured by other special forces units, and nexgen tac-suit pilots typically focus less on destructive abilities and more on precognitive and reaction based skills. Their tac-suits provide exo-muscular improvement and allow for the usage of powerful weaponry, and so they are free to develop the other aspects of war fighting skills.

The Bureau of Intelligence also has a large portion of nexgen operatives. These spies and saboteurs are used to gather information and act as counter intelligence as well as counter terrorism experts. They investigate and ferret out threats to corporate security and neutralize them. Those involved in foreign affairs are typically highly skilled in politics and misdirection, able to infiltrate the highest levels of foreign governments. They often go deep undercover to discover likely targets for the defense bureau as well as locating competitive technologies. These agents act behind the scenes to direct the efforts of many other bureaus. Another subsection of Intelligence involves more tactical applications, whereas Intelligence agents seek to remain undiscovered for long periods of time, the so called “ghosts” act in a more immediate capacity, They often times undertake quasi-military operations and will infiltrate installations personally to obtain important information. They are consummate hackers and no security system is safe from their predations, they often posses impressive combat skills as well, more oriented towards silently removing opposition than massive conflict that defense bureau members however.

Theoretical development and engineering also employs many nexgen operatives. These technological savants help develop new technologies and to adapt existing ones to new uses. Their unparalleled intelligences helps lead to many breakthroughs in production and theoretical science. Many of these operatives develop skills that help them utilize their higher mind in impressive and inventive ways, as well abilities that pertain directly to their chosen fields, such as the ability to repair components through molecular reconstruction. The more action oriented members of Theory (as it is known) are employed as test and combat pilots. These engineers still devote much of their time to technological development, but their piloting skills are second to none.

The other two factions for this campaign are The Biochem Firm and The Claimancy. Biochem was a subsidiary of Norther until 15 years ago when it broke off under the direction of Vergil Waters. Its main focus is the isolation of the nexgen cause and subsequent manufacture of artificial nexgen soldiers. The current director, Alan Waters, son of Vergil, plays a dangerous game of provocation and appeasement with Norther and the rest of the world. This somewhat radical sect is seen as a potentially dangerous group, and it is shrouded in more secrecy than an other corporation. Biochem controls several commerce centers and large cities along the West Coast. It is headed by Mr. Waters and a team of executive assistants, as well as numerous corporate directors. Its’ policies are similar to Northers in relation to government policy. Although it does tend to be more stringent in it’s application of anti terrorism laws, and isn’t above making a few powerful dissenters “disappear” While Biochem does it’s best to appear free, it’s true nature of a dedicated dictatorship often times shows through regardless.

Biochem employs nexgens in a different capacity than Norther. Many of it’s nexgen operatives are employed in genetic and human research. These genetic engineers are hard at work trying to solve the nexgen conundrum, and coming up with many useful and terrifying results. Their capabilities are startling, some possessing the ability to twist an organism almost immediately into something new. Many chimerical creatures have been invented that push the boundaries of man and god, super intelligent canine breeds used as home security, programmable viruses and beasts of burden that can be directed via remote control. These phenomena only scratch the surface, however, as their most interesting and diabolical results have been experienced through human experimentation, with the most incredible experiments being conducted on nexgen specimens.

Rumors persist of terrible creatures birthed through inexplicable operations and experiments. Beasts that ware the shape of man with terrible powers. No hard proof exists, though a few sporadic reports from battlefield survivors speak of winged demons and other strangeness. It is supposed that Biochem devotes a lot of study towards mental influence, allowing it’s nexgen operatives to cloud the minds of soldiers with illusion, though the mythology of these “Demons” continues to grow over the past few years.

The Claimancy is a self sufficient collective of small habitations. Centrally located near where Nebraska used to be. The forefathers of the modern Claimancy were ecological scientists that developed self sufficient biodomes to house as large a population as they could before The War. These small enclaves of scientists and their families helped to preserve a great deal of data during the rebuilding process after The War. A culture of philosophy and scientific exploration arose from these forward thinking people. Though very small in population and nowhere near as productive in raw materials as their neighbors, the Claimancy nonetheless is a respected state because of it’s development of theoretical sciences. Most notably it’s recent success in pseudo-spiritualism. They have developed a means to codify and record what many consider to be the human soul, or the “personality matrix” Their research continues and rumors of abilities that might be considered sorcery persist. Nexgen characters from The Claimancy are typically either engaged in research or used as emissaries to other corporations. These emissaries are typically used to engender cooperative research and humanities projects, or as investigators. These characters ore known as Missionaries, either with a reverent respect or a stifled smirk depending on who you ask, or simply as “Investigators”. Missionaries are always widely accepted as ambassadors of goodwill and information exchange, as the Claimancy is seen as something of a go between in intercorporate affairs. They are skilled in influencing others and in pseudo-spiritual sciences. Their abilities allow them to map out personality matrices and preserve a human personality as an intricate collection of data, which can be interfaced through a specifically designed quantum computer array. This ability is known to a lesser degree by other factions, known by varying names, but there are no better practitioners than missionaries.

Claimancy Investigators are enigmatic and shadowy figures whose ability to uncover anything seems to supercede even nexgen abilities, When someone wants to know something at any cost, and can convince the Claimancy to assist, these nexgen sleuths will find it out. Some say they can even speak with ghosts, in some strange form of technological necromancy, though most discount this as foolishness.

Ok, that’s a quick rundown of the three main nation states and the usual nexgen types that come from there. I will write up more in depth information on the archetypes I’ve mentioned here soon, and a general template for character creation.

As to what the characters will be doing I will have most characters come from Norther, with one character from both Biochem and The Claimancy. The story will begin with all characters assigned a particular task which may bring many of the characters into contact with one another, after that the story will unfold as it will. I know this is vague, but suffice it to say that you will all end up working together eventually. Nominally together at least, everyone has their own agenda after all.
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Unread 12-29-2006, 06:53 AM   #7
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Ahem, more information!
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Unread 12-29-2006, 07:28 AM   #8
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I just thought I'd toss out an idea I had to guage its suitability.

I've done a little poking around into the past, so I know about that little metamorphic trick of Biochem's 'demons'. I though of putting a little more of a twist on one than just some crazy killing machine. Essentially, acting as more of an infiltrator to approach a target and then making use of that lovely "Rargh! I kill you!" ability.

There's also a few other random ideas buzzing around in my head like identity theft and tailored viruses, like one that disrupts short term memory for example. Its difficult to have hard proof of anything if no-one can properly remember what they saw after all.
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Unread 12-31-2006, 04:35 PM   #9
Funka Genocide
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Thsoe are both good ideas Arhra, should be able to find some way to work that stuff in.

I'll post some more stuff and the character sheet tomorrow. I still need to figure out how to handle AI characters and fill out a bunch of character archetypes. Equipment needs to be listed too. Feck.

yeah, happy new year everyone.
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Unread 01-01-2007, 03:16 AM   #10
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I'd like to join in this, probably as a northern solo operative nex-gen, something along the lines of wolverine. Also, what governs how many/ how powerful skills you can have? Will this be on the character sheet?
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