Alright, guys, it's been a while...
The year is 3456. The location is the walled city known as Sentinel, or "The Nest" to some. it is a city stretching well over half the size of Florida(it is in a made up state, though, not Florida), but it is now divided. The government has become overly powerful, and has started dictating who reproduces with a technological fist of iron, in an attempt to weed out the "alpha" gene that keeps cropping up. However, nobody knows what exactly causes the gene to pop up. It can be given to a child from 2 normal parents lacking even the carrier trait. These "alphas" have heightened senses, one to three powers(only extremely powerful ones have three), and are extremely fertile, especially with other alphas, as opposed to "normals," who are just that. The fighting, along with the body count of each side, is escalating with each passing day-nay, moment-and is forcing those who claim to be neutral into choosing sides. The normals who aide the Alphas are legally determined to be traitors and are to be executed on sight, but are not prone to alpha attacks. The government has even enacted its "Valkrie program," an experimental superhuman project meant to hunt alphas. The alphas, though, only fight for peace, or so they claim; they want the government to treat them fairly, not like animals as the government chose to treat them initially.
You are either an alpha or a Valkrie; if you're a Valkrie, you get advanced armor and weapons, but if you're an alpha, you get heightened senses, strength/speed, and a power. So one thing remains to be seen... Do you fight for the eradication of the dangerous alphas, or the future filled with them?
Alrighty, first off, rules:
1. No god-moding.
2. Auto-hitting is a no-no.
3. My word is law. If you have a problem, come to me. Through PM.
4. Have fun and relax. Yes, there will be moments that bend reality: but it is science fiction...
5. Policy on arguing in thread: you get one warning, then you're out. Take it to PM if you have to make a case, people. It's not that hard.
6. If you do get booted, I will give you a cool down period of a day or two, then you can try again with another character. A second strike will result in a longer cool down period. A third is a permanent boot.
Character skeleton:
Name:
Species:
Age:
Gender:
Height:
Weight:
Appearance:
Alpha or Valkrie:
Attitude:
(Valkrie card additions.)
Armor type(I will provide a list):
Weapons(primary and secondary. I will provide a list. Valkries all start with a standard combat knife and two frag grenades):
(Alpha card additions.)
Clothing:
Power(unless you can make a good argument for a power, I will provide a list):
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Armor types: (all armors are aluminum plates over a titanium framed exoskeleton, but vary in layout and tactical abilities.)
Soldier- well protected all around, from most types of damage. Has the ability to lock down after a certain amount of damage is received; this completely protects the wearer, but he/she is unable to move and cannot use weapons while locked down.
Riot- heavily protected front, but lightly protected back. Has the ability to send out a massive jolt of electricity through all plates and short range through the ground, though this causes temporary shutdown of targeting and other major in-suit systems.
Sniper- light overall protection. Built in shoulder recoil dampeners. Has the ability to cloak, though it doesn't hide heat signature, and the power drain from the shoulder recoil dampeners cause the cloaking to shut down upon firing of a weapon or using a knife.
Scout- lightweight overall protection. Has the ability to boost in any direction at high speed for a short distance. The speed causes processor lag, and the HUD must be allowed to catch up.
Weapons-
Primaries:
Fury arms "Martin" assault rifle- 30.06, select fire, 30 round box mag. Comes pre-equipped with a hard-light bayonet, vertical grip, and hybrid scope.
Fury arms "Kreiger" shotgun- 12 gauge, pump action, 10 round tube mag. Comes pre-equipped with chainsaw grip, 12"x30" hard light shield, and standoff barrel.
Fury arms "Mad Hatter" sniper rifle- .338 Lapua, bolt action, 10 round box mag. Comes pre equipped with Bipod, thermal imaging, and muzzle brake.
Fury arms "Terror" sub machine gun- .45 ACP, automatic, 50 round drum mag. Comes pre-equipped with fire rate adjuster, folding stock, and under-mounted Tazer.
Secondaries:
Fury arms "Predator II" handgun- .454 Casull, semi-automatic, 15 round box mag. Comes pre-equipped based on primary weapon.
Assault rifle- adds a muzzle brake and butt-stock
Shotgun- adds a muzzle brake and shortened .410 shotgun shells
Sniper rifle- adds a muzzle brake and tungsten cored rounds
Smg- adds muzzle brake and match grade internals(smooths out movement, allowing for higher fire rate.)
Fury arms "Valken" bullpup revolver- .50 BMG, single action(must be cocked after each shot), 5 round cylinder. Comes pre-equipped with muzzle brake and recoil dampeners. (Warning: speed loaders do not exist for this weapon, so loading takes some time.)
Powers: (all powers drain the user's energy, but at different amounts.)
Pyrokenesis- can generate fire and spontaneously combust targets. Strength drain varies with distance and fire intensity.
Telekenesis- can move and throw things at will. Strength drain varies with object size and speed thrown.
Healing- can heal all but the worst wounds, using the life force from other living things. Strength drain varies with wound intensity and amount of life force transferred.
Deconstruction- can completely disassemble anything mechanical simply by touching it and concentrating for a few seconds. Strength drain varies with size and complexity of disassembly target.
Cryokenesis- can create and throw ice shards, create ice formations, and spontaneously freeze targets. Strength drain varies based on distance to target and depth/intensity of freeze.