Soldiers of Misfortune: Into The OOC Of Oppression

  • Thread starter Dawn Bringer Invictus
  • Start date

Which of the following in the IC would you be looking forward to the most?

  • Infiltrating an enemy position

    Votes: 0 0.0%
  • Assaulting a stronghold with marginal numbers

    Votes: 0 0.0%

  • Total voters
    4
Re: Soldiers of Misfortune

So, just added a huge chunk to this post that basically explains the upcoming combat mission. Mostly Arkoss taking the piss unto the T.S.C. And now for some more details about the Pleurodelinains.



Pleurodelinains

For the amphibian lovers, their name is a take on the latin name for "Newts".

Doesn't sound too harsh right? I mean, the actual creatures in this tale aren't very big. They're roughly the size of a golden retriever, only it's a slimy, seemingly eye-less, glowing, green-newt that is bioluminescent; it can produce light when it wants to.

By itself, despite the fact that it's intelligent, and can move quickly on all fours, it's not much of a problem.

Of course, the ones you'll be up against will be somewhat different.

You see, they know that by themselves, there's not much they can do against an elite force of technologically advanced, well-armed, well-organized highly-experienced, and well-trained horde of pseudo-antropomorphic crabs, spiders, beetles, centipedes, and occasional humans/non-arthropods who have guns that fire anti-grav propelled rounds that dig into your flesh then explode, PLASMA RAIL GUNS, and massive TWO HANDED SWORDS (that can be wielded with one hand by certain folks) that can SLICE THROUGH TANK ARMOR, along with SUPER INSECTOID STRENTH, the ability to CONTROL ENERGY FROM AN OUTER EXISTENCE (read: sci fi's answer to "magic") and FLY (don't ask me how this **** works and it gets crazier when you get to the multiple-jumps-while-in-mid-air bit!), along with INHUMANLY GOOD SENSES OF SMELL, SIGHT, HEARING AND SO ON.

AND SOME OTHER STUFF.

But yes, they have an answer to this.

Look at this MOTHER-FORNICATOR right here and imagine it mixed with this. They're generally somewhat larger than humans but a bit smaller than Funebrarans. Not all of them are bipedal or just single-piloted. Some are quadripedal, some fly, some have over ten limbs, but not all are necessarily for military usage.

Of course, the ones we'll be encountering soon will mostly be of the military type. Your average "Pleurod" soldier is fights usually using a gun arm and a melee-arm. One arm has an energy-projecting weapon which most other races call "sphere casters". Basically a semi-automatic arm-cannon that fires powerful, hard hitting energy based spheres, which travel quite quickly and are generally effective against most infantry types. The "melee arm" usually has a built in energy weapon as well. See the sword this fellow is using? Their melee weapons tend to be similar, packing good cutting power. The suits themselves tend to be durable as well, meaning they can take a fair share of unpleasantness before going down and sometimes even have personal energy-field generators for added protection.

As implied earlier, we won't just be seeing the standard grunts and standard-gear in the second chapter. Multi-legged heavy weapons platforms, "Commander Suits", snipers, "casters", larger mecha-esque suits and various others, sometimes piloted by more than just one "Newt" and often much deadlier than the grunts, will also appear.
 
Re: Soldiers of Misfortune

This piece of hi-tech viking ass kickery won't be taking no for an answer. >: (
 
Re: Soldiers of Misfortune

Note: Korville is a playable character. If any of you want to, you can take control of him and make him your character. Sometime this week, I will also be putting up info for more general Funebraran commander character sheets which are not set in stone; they're currently going to be more of general character ideas that you're all allowed to tinker with to fit you better.
 
Re: Soldiers of Misfortune

This chapter should be ending soon, hopefully in a couple of posts. All I need is for Jumi and Seiji to finish their conversation, for X13 to make his choice, and then I can get something up to close this off. There will be a mission specifics overview posted in this thread as well. I've already got the chapter two opening post(s) ready, so it should start up fairly quickly.
 
Re: Soldiers of Misfortune

For the good doctor to have some biology facts and in case anyone wants to play an exzoid or if Irae wants to throw them at us.

Exzoid Biology and Life Cycle


We’ll start with basics. Exzoids organs are similar to the species who’s form they are copying. Not all these organs follow their normal function. For example currently exzoids have lungs, but they don’t breath, the lungs instead are used to absorb and help spread the energy throughout their body. Several other organs are used for the same reason. These are the stomach, liver and kidneys. The organs themselves are made up of a solidified form of energy.


The energy is stored in the blood of their cells. Similar to how our blood cells carry oxygen, their blood cells carry pure energy. Each blood cell is effectively like our mitochondria. This causes their blood to be thicker and a bluish color. As energy is depleted the blood becomes thinner so it pumps through the body faster. This allows them to reabsorb energy faster and get it pumping back through their system. Unfortunately, if an exzoid is low on energy and receives a wound he will bleed out a faster rate than a human.


Their skin acts as a conduit for energy. This is what allows them to easily manipulate the energies around them and absorb energy into their blood. It is made of small chitinous like plates that reflects light to a very small degree. The plates can vary in color, but are usually a pale or dull despite what color they take.


Exzoid vision and sensory perception is something that makes them very unique. Though they can see the same as you and me, they also see the flows of energy that flow from the this world and the otherworld. Imagine seeing the world in two layers, one layer is the physical world and the second layer is the energies given off by everything. They can smell, taste and feel these energies around them just like we can smell, taste and feel the physical world. They can feel these varying energies in over a 3 mile radius. This does not allow them to identify singular beings, but simply feel the energies in the area. Since Exzoids give off a unique energy signal, they would be able to identify another exzoid. This does allow them a particular insight into different beings because the effectively read the ‘aura’ of that person.


Their perception of the physical world itself is not as great. Though they can see and hear better than an average human, the physical world is dull and harder to focus on then the energies that flow through it. The physical world is almost blurry compared to the energies an exzoid sees. This doesn’t create much of a problem because almost everything in the physical world emits energies of some sort that can be detected by an exzoid.


This extra perception is another thing that gives them easy manipulation over energies.


To list the obvious Exzoids have a very strong connection with the Otherworld. I think that covers biology pretty well. Got more questions and I’ll fill in any blanks I left.


As state before they begin their lives in a cocoon. When they emerge from the cocoon their are three of them and they are the size of a 10 or 11 year old. It takes them a few days to a week to reach full size but they stick together generally for their first year. They are born with a hereditary memory. Similar like a spider knows how to hunt and build a web exzoids know how to manipulate and gather energy from birth. Each child is given different segments of the priors more detailed memories. These memories tend to be about the past of there people and information on galaxy.


The exzoids stay together for the first year to assist each other in both survival and learning of their powers. There first year of life they stay really close to the place they were born and concentrate on developing their energy manipulation powers. Each one shares what they learn with the other. This allows them to develop a wide variety of energy powers very quickly. After close to a year, all three exzoids go there separate ways. By that time they are each able to adequately defend themselves and have formed their own unique personalities.


At this point, an exzoid really figures out what kind of person it’s going to be. Some go on a constant path of bettering their energy powers, other grow to be ambitious and power seeking, some merely seek to wander and explore the galaxy and others like to link themselves to different species and seek constant companionship.


Exzoids don’t have a defined life span. Usually after ten to fifteen years they find a place to cocoon themselves and create off spring. Some exzoids choose to wait even longer to further their own gains. It’s unknown how long an exzoid can live for. They don’t appear to age like other species and their existence ends when they choose to create more exzoids. The choice to create more exzoids is driven by a natural urge that occurs in all exzoids when they reach level of power with their energy manipulation.


Some exzoids enforce their will into there offspring to make sure they follow the same foot steps that they did. This is very rare and in most causes it occurs either when exzoid has made a name for himself and doesn’t want to let it go or when an exzoid has an agenda or vendetta versus another being and wishes it to be fulfilled. This can be a dangerous because this will create three exzoids with similar personalities and similar agendas.


I think that covers life cycles. Once again, any gaps or questions please ask and I’ll edit and add.
 
Re: Soldiers of Misfortune

@-@ I'll post tomorrow. Otherwise, you're welcome to post that Claire caught up to them. I remember you saying that she and Arkoss would have some kind of conversation but that can wait. Whatevers~
 
Re: Soldiers of Misfortune

Yeah, I'll edit it in that he beckons Claire and Taxus over. As for this convo, perhaps we could actually do it over MSN and then post it down? It's just an idea I was thinking of; you don't have to go along with it if you don't want to. Basically, it'd be Arkoss talking to Claire, starting with him telling her that she doesn't need to fight with them and that she can live comfortably on the hive ships if she wants to. The Helios conflict is 100% optional for her.
 
Re: Soldiers of Misfortune

Alarians a human like race from the planet alara. Alarians look identical to humans except, their hair is flat and broad as compared with humans round thin hair, Alarian hair is also metallic looking. Alarians also differ from hgumans in that their canine teeth are elongated into fangs and all of their teeth are extremly sharp, Alarians are hyper carnivores, meaning they eat upwords of ninety percent meat in their diets. The final destinction between humans and Alarians is that alarians have a silver based blood which appears black whaen exposed to oxygen.
The alarianshave a large piece of the galaxy that they have colonized and made seperate from the rest of the TSC, Their government is a republic that tries to keep from being to involved in intergalactic polotics, for instance they are members of the TSC but they do not take a big role in it despite the fact the are the seventh most populous and one of the most technilogically advanced races in the coalition.
The Alarians want the funebaranrans to find a new home and for that they have equiped the raptor class starship AMV Revanant to fly with their fleet and assist them in any way needed. The Alarians do not send anymore forces initally to help because of the stigma of getting to involveds, but the crew of the Revanant are completly devoted to the cause. The Revanant is a sub stealth vessal maeaning it can cloak it's energy readings and almost dissappear from sight but is incapable of camoflaging itself. Revnant is armed with many anti ship weopons including over two hundred anti fighter/boarding craft lasers, ship to ship missile pods, a heavy main cannon, several lighter secondary cannons, orbital bombardment guns, among more. The Revanant also carries several fighters, a contingent of marines, a variety of transports, a primitive teleportation device, and very powerful shields. The revanant was built to be a jack of all trades, to assist in any situation that it may be needed in, overall though it only has about five hundred crew in all, and the facilityies to transport up to two hundred others (passangers refugees ETC)
Commanding this vessal is Captain Sikaris a young marine officer who had been forced to command a vessal during a bloody conflict several years ago and never was released from the post. He is an intelligent if not brash commander, who was instrumental in several battles. He is young and inexperienced but he has a fervor and an inconquerable spirit that his superiors thought perfect for this mission.

Name: Captain Mal Sikaris
Gender: Male
Species: Alarian
Designation: Frigate
Age: 57 (equivilent of around 30)
Commander
Height: 6,3weight:220 lbs
Hair: A shiny cobalt blue
Eyes:silver

(just tell me if anything needs to be changed)
 
Re: Soldiers of Misfortune

If it's not too intrusive to ask, got more details? Biography, personality, what his species are like, likes/dislikes and so on?
 
Re: Soldiers of Misfortune

You're welcome to add my MSN; [email protected] in case it doesn't show up on my profile or whatever. I'm busy tomorrow with a family visit in the afternoon. Just a heads up. :)
 
Re: Soldiers of Misfortune

Okay here is morew about the Alarians.


Alarians are very different from most other species in the galaxy, while most species evolved from insects, reptiles, amphibians, and primates, Alarians are believed to be developed from some kind of Canid although this is unknown, the Alarians do not believe in evolution, because they have not yet completley shed their religious beliefs, and they do not alow paleontological, or genetic research to find out who their anscestors where. Some would think since they look so much like humans that they are primates, but genetics shows that they are something else completely

Alara is a planet with an extremley high amount of heavy metals, therefore all the lifeforms have large amounts of metal in them, most deal with this by depositing the excess metal into different parts of their body making them appear to have portions of their bodies are made of metal. Alarians deposit the metal in the hair on the tops of their heas an in the irises of their eyes. depending on where an alarian lives and what metals are consumed will determine what their hair or eye color is, An alarians hair and eye color can change over time when different metals are introduced into their diets. (note they do not eat metal, all plant life on their planet absorbs the metal from the ground and when herbavores eat it it is absorbed by them, and when the herbavores are consumed the metals are absorbed by the carnivores. metal is also existant in all of the water on alara)

(to be continued)
 
Tactical Overview 1

UPDATE:
New point, "Deconstruction Technology", added to "More Background Info" of the first post

Chapter 2 Sitrep

The 13th War Swarm has finally arrived at the first world of the Helios system to re-take. Having moved the Dissenter into position quickly, no time was wasted as the first squads were deployed around the mining facility. It's heavily guarded; General Markarov hasn't been idle this whole time. Powerful gun emplacements, some automated, some manned by the newt-like aliens themselves, have been mounted onto the reinforced walls. The most noticeable of these are four massive quad-barreled pulse-casters guarding the front. These deadly weapons are best used against especially heavily armoured targets, but combined with the various other weapon emplacements and the massive blast radius of the pulse-casters, it will be hard getting past this.

Arkoss and a few other squads have deployed on the outskirts the base and are moving forth, attempting to defeat the outer defensive teams. The commander is hitting from the back. A few of the other teams are to get in from the side and disable the deadly frontal defences. Once that is done, the massive crustacean bio-titan and its supporting forces will be able to move in and begin raising hell in the base.

The real objective here though, is not the total destruction of the facility, but rather Markarov's capture. Try not too wreck the place too much, as the Joint Command Group has advised. There may also be civilians and non-combat personnel in the area.

++++++++++

Warning

- Air/Orbital support from the Dissenter will be heavily limited for this mission; expect perhaps some scanning and reconnaisance capability, but due to the iffy situation on the planet, direct firepower support from one of the armies being used to re-take Helios will only give them more to argue about and thus cause more civil dissent and unnecessary bloodshed.

- There are believed to be civilians and non-combat personnel inside some of the buildings; in particular, the research ones. Be careful where you aim.

- Enemy weaponry seems to be using a much deadlier sort of energy than is the norm. Quite a bit of their weaponry, from standard infantry projector guns to the pulse cannons on the Mobile Suppression Platforms are now much deadlier.

- Be incredibly careful if you are engaging Markarov. He carries around himself a commander cadre of enhanced and heavily modified combat suits piloted by experienced and trusted Pleurodelinain command staff. Some of them may have energy channeling capability. Markarov himself has an elite suit as well, probably the most advanced Pleurod design on the battlefield.

++++++++++



Player Roles for this Battle

(Note: These are only suggestions, you don't necessarily need to be following them)

X13:
With another team of funebrarans, hit the base from the side. Get past the perimeter defences and get near the pulse-caster turrets and blow them up. You can also attempt to provide a diversion for the other teams to move in with. Stay mobile; whatever cover is there probably won't last too long against the presence of enemy heavy armour.



Claire:
Using your natural feline agility and penchant for sneakiness, infiltrate the base amidst the suprrise attacks of the others. Single out and paint important targets and attempt to locate General Markarov's position. Be careful if you attempt to attack him; it is not out of hand to believe that he may have elite guards with him.


Durandal:
Monitor enemy communications and troop movements. If you get the chance, see if you can hijack any of their machinery or hamper their actions. You may have to transfer to X13 in order to have more immediate impact on the area around you and to provide better intel.


Taxus:
Do what you do best; watch Arkoss' back and provide caster support; boost your friends and debillitate your enemies.


Irwin:
Get in there and raise hell; you probably have the heaviest weaponry of everyone here. Start levelling their troop formations and blasting their heavy armour. Take some Funebraran heavy gunners and juggernatur troopers with you; more big guns generally results in more enemy bodybags and dead armour.


Hayden E. Arcturs:
Be prepared to send in support, but be quiet about it. Try not to raise too much attention to the forces you'll be bringing in, and be prepared to provide support from the Ruination. Forces on the ground may be painting targets for you to decimate, but don't get too shooty; try to hit just the vital targets.


Dr. Jones:
If you choose to accompany a team into the heart of combat, stay close and keep your head down. Provide medical support if necessary and best to only shoot if shot at first.



Big McLargeHuge:
Hit the enemy where it hurts; see if you can time your strike when Claire's explosives go off and start wrecking gun emplacements and mecha inside the base.





++++++++++

Intel on various enemies that may be encountered. This is an incomplete list. Remember, you're allowed to design your own units (friendly and enemy) as well, and they don't even need to be pleurods.

Pleurodelinain infantry intel here: http://space-kitten.org/iwaku/showthread.php?t=2376&p=76898&viewfull=1#post76898

Geist:

A mostly spheircal robot, coloured a dark blue-black and having a single large eye, although they seem to be able to notice things around them without actually seening them. It has ten long tentacle-pseudo-arms, ending in cruel sickle-claws, which it can use to slash at multiple targets at once. Electricity seems to dance across them. They can also form a sort of crown-like formation with these tendrils and generate a massive blast of electrical energy if they want to. They are as large as some of the bigger and stockier Funebrarans and hover across the ground at a very fast speed. They are like the "squiddies" from the Matrix films.



Mobile Suppression Platform:

A large, reinforced, and bulbuous grey-green head which stands upon a smaller platform-body, linked into its tall "head". It has multiple thick legs, over 12, and it stands upon them like stilts. They are incredibly tall. Don't be fooled; unless you're using heavy mecha or other very hard hitting weaponry, they're surprisingly well balanced. Various eye like spots upon their "head" which glow are actually weapon emplacements which fire long streams of energy or storms of energized metallic shards. Highly useful against infantry and certain light to medium armoured vehicles. They tend to have energy force-fields protecting their leg joints and some have those for their heads.



Volkain

A large bipedal mech, not as tall as an M.S.P., but tall enough that it towers over men like some mythical giant. It has strong four-digited talon-like claws, useful in tearing apart things from vehicles and infantry to fortifications and terrain. Sometimes these claws have disruption fields but they always emit a sort of normally green energy. Unless they have disruption fields, then their claws can also discharge energy in various ways; a short range explosive blast, powerful fireballs, bullet-like storms and so on. Extra weapons are always mounted; chest-mounted heavy machine guns, shoulder missiles, sustained pulse laser emitters and so on. Its design you could say is like Mechwarrior (this mech in particular) filtered through Warhammer 40000.



Hexa Tank

A six-legged vehicle, basically a mecha-version of a tank and is similar to the Chimeran stalkers from the Resistance series. They can hunker down to become a sort of make-shift gun turret, gaining increased armour, more recoil resistance, and more firepower. At the same time, they are great at going over poor terrain and can move quickly if they need to. Their armour is very thick up front, not quite as thick on the sides, and weakest at the back. Their weapon load-out is highly customizable. Arkoss fights an anti-infantry variant in the beginning, but versions for anti-aircraft, ground vehicles, mechas, area suppression, and so on exist as well.



Pulse Caster Turret:

These massive turrets, each one looking like they're as large as those huge buildings we have for those uber-telescopes, are used to devastate enemy vehicle battallions. Ressembling one of those in its general structure, it is larger and has a heavily reinforced body and head. In the place of gun barrels, four large rods and one larger one in the center, which seem to jut out of green portals (not portals to another world mind you, just circular portal-shapes), crackling with energy, although for some reason the energy is blue right now. When it fires, the smaller rods transmit their energy to the larger one and create a large focal point. From there, a massive and madly arching beam is fired, creating a large energy-based explosion. The turrets also have a variety of other weapons, such as machine guns, rockets, and smaller heavy lasers built into them.


Mind you, the Pleurodelinains also have various automated gun-turrets and autonomous combat drones around. They may also have some air support as well.
 
Re: Soldiers of Misfortune

Name: Hayden Earle 'Killing Machine' Arcturus
Gender: Male
Species: Human
Designation: Arms Dealer
Age: 41
Physical Description:
Hayden.jpg

Standing at six foot four, Hayden usually wears a pair of fatigues, garrison boots, and gun belt. He also has a scar that runs from above his right eye down to the jawline, a nasty scar from a barfight.
Backstory:
An arms dealer who had once been an elite soldier, Hayden became disillusioned with the military system and set out on his own. However he didn't do so until after he procured a number of weapons, munitions, and a few volunteers. They started as mercenaries, joining flashpoints on the side of the losers and turning the tide with their experience. When they amassed enough funds and acquired a few weapons suppliers they turned from actively participating to selling ordnance and training clients in their use. These days they only get personally involved when Hayden deems it necessary or the operation is threatened.
Personality: Cynical and twisted with a hint of sadist. Hayden is motivated by a desire to help the little guy by providing them with superior firepower.
Well that and money.
Weapons and Equipment:
-Dark Ops chainsword: Special purpose melee weapon designed to allow an infantryman to cut through composite armor and hardened carapaces. Hayden, for one reason or other, wields his pommel up. This weapon can be fitted to a GAR-65A2 Chain Rifle as a bayonet.
CMC-150 Body Armor: Flexible infantry armor designed to stand up to small arms fire and survive the rigors of space and CBR (Chemical-Biological-Radiological) battlefields. This armor comes with a communications package, sensor suite, and can be upgraded with Ankylosaurus armor plates to increase ballistic protection.
lightinf_sketch.gif

-GAR-65A2 Chain Rifle: Large caliber assault rifle designed with durability, simplicity, and ease of use in mind. It was intended to be this century's AK-47. To make good on the ease of use the grip has a full hand guard, making it easier for beings with larger than man sized hands to use it. The rounds it uses are Saboted Layered Armor Penetrators, which has led to Hayden to call them 'Bitch SLAPers.'
 
Re: Soldiers of Misfortune

added some to the alarians description.

(see above)
 
Re: Soldiers of Misfortune

I think maybe a different kind of character might help me with this thing... I've been playing around with the energy ideas ( and watching my mr. Kick butt in SC with Arkons...) what about a non physical character? Not omnipotent or anything just non... corpoeal.
 
Re: Soldiers of Misfortune

That could work; something possibly along the lines of Taxus' race or maybe the spherids I assume?
 
Re: Soldiers of Misfortune

If I get over this congenition in my chest and have a little more energy I'll post up the History and Society of Exzoids. Originally they are going to be more of an incorperoel (spelling?) race. With a center of physicallity that links them to the physical world but surrounded by mass of energy. Similar I suppose to a large cell with electrons and nuerons.
 
Re: Soldiers of Misfortune

Yeah. I'm going to give everything a couple more read throughs and hit you up with some detail questions. I think... I got my ideathunker working again...
 
Re: Soldiers of Misfortune

By the way, I can give you a description of the spherids if you'd like.