Post by Arthur on Jan 25, 2013 22:56:57 GMT -6
Be advised, this role-play will contain material considered especially mature, all roleplayers are advised to be of a mature age and able to write semi-literal to literate, paragraph posts are required
This roleplay is by invite only and only myself and Alkira will be allowed to invite, if you think you are literate enough to sit among the advanced roleplayers you are welcome to send me a private message requesting an invitation, I will then proceed to look at any other forum rp's you have been in and I will decide whether you are worthy.
I also ask that everyone who is invited should read the entire post to fully understand, those who arn't joining and just lurking, feel free to read anyway.
Also here is some music which I thought would fit as the theme for the Ascension project
The Ascension project was first requested by the human government shortly after first contact with the Mobians were made 25 years ago the project was started to create an army of super soldiers that could be deployed for missions ranging from front-line combat to top secret black ops operations, only mobians were capable of this for the human government wished not to use humans as test subjects for the risks that the technology held and thus they used the minorities of the Mobians as test subjects, kidnapping eight year old children to be taken to a secret facility where they were experimented on to create the perfect soldier.
Many children died in the first years of experimentation but those that survived were given cybernetic augmentation and performance enhancing chemicals that pushed them far beyond the limits of normality, the first generation survivors were given code-names from the alphabet (Alpha, Beta, Delta ect.) there were only 26 of the 200 subjects who survived the augmentation, they were nine years old when they began their black ops training, a training regime which is illegal in the real military with a 90% death rate but with the augmentations and chemical enhancers, the 26 subjects were able to finish the training and testing continued and specialised power armour were given to the subjects to increase their survivability on combat and to keep up with their augmentation.
However the first generation was not perfect enough, the augmentation and the chemicals made the first generation subject larger than regular mobians making the largest of them stand near five feet in height, much taller than the average mobian.
The first generation subjects were 17 years old when the second generation began, the technology and methods to augment the eight year old subjects were more refined and thus fifty of the two hundred subjects survived and they were given code names of American states (Texas, Utah, Alabama ect...) and went through the same training phase as the first generation, these subjects excelled more better and were of average mobian height and bulk hiding the signs of augmentation but these were more expensive to make, and the government needed a cheaper super soldier.
The first generation subjects were 20 years old and the second generation 12 years old when the third generation was made using methods to create cheaper super soldiers a total of 52 subjects survived the augmentation out of 100 total, they were given code-names from playing cards (Six of hearts, ace of spades ect..) they were not of the same level of skill however as the first and second generations and were instead seen as more likely to be used in front-line combat.
The first generation was 23 years old, the second generation 15 and the third generation 11 years old when the fourth and final generation was made, these were the perfect soldiers, cheap and guarunteed to be as skilful as the second generation, this generation was to be the mass production generation and their subjects were given the codenames of planets (Earth, Mars ect...)
Two years have passed since the beginning of the fourth generation
Generation one - Age - 23-25 - Code names - Alphabet letters (Alpha Beta ect...)
Generation two - Age - 15-17 - Code names - American states (Alabama, Texas ect...)
Generation three - Age - 11-13 - Code names - Playing cards (Six of hearts, Ace of space ect...)
Generation four - Age - 8-10 - Code names - Planets (Earth, Mars ect...)
Standard Enhancements (Everyone has these)
Infra-red & Night vision Eyes (Ascension project subjects always glow lightly)
Increased strength and speed (non-standard enhancements are above the averaged increased strength and speed)
The speciality of each subject varies, every subject can perform any necessary task in the field (Demolitions, Assassination, Sniping ect..) But every subject excels in a specific field, a better assassin, a better sniper, a better demolitions expert.
Enhancements are usually upgrades to the augments of a subject, every subject has increased strength, speed, agility and stamina but these enhancements make it so that they are above the average subject in that field, some enhancements can reflect upon the speciality of the subject such as an active camoflauge for the assassin, or harder skin for the brute or eyes with an in-built zoom for snipers there are however 'elemental cores' which are a prototype technology that allows the subject to use elemental abilities such as lightning, fire, water ect.
Power armour was introduced during the first generation and has been used in all proceeding generations, there are generally three types of power armour, Light, Average and Heavy.
Light armour is generally used by the quickest and the most stealthy of the subjects, those specialising in stealth and assassination, this Armour offers little protection but it allows the subject to activate active camouflage.
Average armour is standard issue and offers normal protection and can activate active camouflage but has the user appear as a light shimmer.
Heavy Armour are given to the heavy weapons experts and those who are generally more intimidating, to help draw fire away from their team mates, it offers the most protection but cannot activate active camouflage and is generally bulky and hard to move in.
This roleplay will require you to create a new character and will be required to post their character sheet within this thread.
Name:
Age: (Must be within the age accordance of their generation)
Species:
Gender:
Generation: (Generations are explained above)
Code-Name: (Must be within the accordance of their generation, Code names Texas and Utah are taken)
Speciality: (Speciality's are explained above)
Enhancement: (Enhancements are explained above)
Power armour type: (Power Armour is explained above)
Here is a quick example of the character I am going to use
Name: Arthur Hawktalon II
Age: 17
Species: Hedgehog
Gender: Male
Generation: second generation
Code-Name: Utah
Speciality:
Close combat: Arthur is near unbeatable in close combat, where Martial arts, swordsmanship and knife-fighting are concerned, he carries with him on his armour a combat knife attached to the front of his armour and on the back of his armour an addition was added for a katana blade to be sheathed, this was allowed by the scientists as Arthur was given special lessons in the art of kenjutsu by one of the trainers of japanese descent
Tactical mind: Arthur was the top of his class in team tactics and tactical combat, one of the training exercises being that a small team of subjects were to breach a location, and eliminate some 'terrorists' the terrorists being examiners using live rounds while the subjects were unarmed, Arthur not only disabled the examiners (most being sent to hospital with broken bones and concussions) but not a shot was fired by the examiners.
Assault: Though Arthur is a capable sniper he prefers to be up close to the combat and thus is armed with an assault rifle and a pistol.
Enhancement:
Enhanced Strength and speed: because of Arthurs disposition to be up close and personal with his combat he was given enhanced strength and speed to give him an edge against his foes, he's not so fast that he can challenge Sonic or shadow in running but he is capable of running across walls and even roof tops for a short time and his strength is enough that with a strong enough leap he could dive through a concrete wall if he wanted not just punch through it of course.
Elemental core - Lightning: Arthur was given the Elemental core of lightning making him even more effective in close to mid range combat, he can generate lightning at will but is not allowed to use it in water for it'll damage him aswell as his enemies if he isn't careful.
Power armour type: Average
I would also like to mention that you are allowed to keep and use the character in future rp's you have my permission to do so.
This roleplay is by invite only and only myself and Alkira will be allowed to invite, if you think you are literate enough to sit among the advanced roleplayers you are welcome to send me a private message requesting an invitation, I will then proceed to look at any other forum rp's you have been in and I will decide whether you are worthy.
I also ask that everyone who is invited should read the entire post to fully understand, those who arn't joining and just lurking, feel free to read anyway.
Also here is some music which I thought would fit as the theme for the Ascension project
The Ascension project was first requested by the human government shortly after first contact with the Mobians were made 25 years ago the project was started to create an army of super soldiers that could be deployed for missions ranging from front-line combat to top secret black ops operations, only mobians were capable of this for the human government wished not to use humans as test subjects for the risks that the technology held and thus they used the minorities of the Mobians as test subjects, kidnapping eight year old children to be taken to a secret facility where they were experimented on to create the perfect soldier.
Many children died in the first years of experimentation but those that survived were given cybernetic augmentation and performance enhancing chemicals that pushed them far beyond the limits of normality, the first generation survivors were given code-names from the alphabet (Alpha, Beta, Delta ect.) there were only 26 of the 200 subjects who survived the augmentation, they were nine years old when they began their black ops training, a training regime which is illegal in the real military with a 90% death rate but with the augmentations and chemical enhancers, the 26 subjects were able to finish the training and testing continued and specialised power armour were given to the subjects to increase their survivability on combat and to keep up with their augmentation.
However the first generation was not perfect enough, the augmentation and the chemicals made the first generation subject larger than regular mobians making the largest of them stand near five feet in height, much taller than the average mobian.
The first generation subjects were 17 years old when the second generation began, the technology and methods to augment the eight year old subjects were more refined and thus fifty of the two hundred subjects survived and they were given code names of American states (Texas, Utah, Alabama ect...) and went through the same training phase as the first generation, these subjects excelled more better and were of average mobian height and bulk hiding the signs of augmentation but these were more expensive to make, and the government needed a cheaper super soldier.
The first generation subjects were 20 years old and the second generation 12 years old when the third generation was made using methods to create cheaper super soldiers a total of 52 subjects survived the augmentation out of 100 total, they were given code-names from playing cards (Six of hearts, ace of spades ect..) they were not of the same level of skill however as the first and second generations and were instead seen as more likely to be used in front-line combat.
The first generation was 23 years old, the second generation 15 and the third generation 11 years old when the fourth and final generation was made, these were the perfect soldiers, cheap and guarunteed to be as skilful as the second generation, this generation was to be the mass production generation and their subjects were given the codenames of planets (Earth, Mars ect...)
Two years have passed since the beginning of the fourth generation
Generation one - Age - 23-25 - Code names - Alphabet letters (Alpha Beta ect...)
Generation two - Age - 15-17 - Code names - American states (Alabama, Texas ect...)
Generation three - Age - 11-13 - Code names - Playing cards (Six of hearts, Ace of space ect...)
Generation four - Age - 8-10 - Code names - Planets (Earth, Mars ect...)
Standard Enhancements (Everyone has these)
Infra-red & Night vision Eyes (Ascension project subjects always glow lightly)
Increased strength and speed (non-standard enhancements are above the averaged increased strength and speed)
The speciality of each subject varies, every subject can perform any necessary task in the field (Demolitions, Assassination, Sniping ect..) But every subject excels in a specific field, a better assassin, a better sniper, a better demolitions expert.
Enhancements are usually upgrades to the augments of a subject, every subject has increased strength, speed, agility and stamina but these enhancements make it so that they are above the average subject in that field, some enhancements can reflect upon the speciality of the subject such as an active camoflauge for the assassin, or harder skin for the brute or eyes with an in-built zoom for snipers there are however 'elemental cores' which are a prototype technology that allows the subject to use elemental abilities such as lightning, fire, water ect.
Power armour was introduced during the first generation and has been used in all proceeding generations, there are generally three types of power armour, Light, Average and Heavy.
Light armour is generally used by the quickest and the most stealthy of the subjects, those specialising in stealth and assassination, this Armour offers little protection but it allows the subject to activate active camouflage.
Average armour is standard issue and offers normal protection and can activate active camouflage but has the user appear as a light shimmer.
Heavy Armour are given to the heavy weapons experts and those who are generally more intimidating, to help draw fire away from their team mates, it offers the most protection but cannot activate active camouflage and is generally bulky and hard to move in.
This roleplay will require you to create a new character and will be required to post their character sheet within this thread.
Name:
Age: (Must be within the age accordance of their generation)
Species:
Gender:
Generation: (Generations are explained above)
Code-Name: (Must be within the accordance of their generation, Code names Texas and Utah are taken)
Speciality: (Speciality's are explained above)
Enhancement: (Enhancements are explained above)
Power armour type: (Power Armour is explained above)
Here is a quick example of the character I am going to use
Name: Arthur Hawktalon II
Age: 17
Species: Hedgehog
Gender: Male
Generation: second generation
Code-Name: Utah
Speciality:
Close combat: Arthur is near unbeatable in close combat, where Martial arts, swordsmanship and knife-fighting are concerned, he carries with him on his armour a combat knife attached to the front of his armour and on the back of his armour an addition was added for a katana blade to be sheathed, this was allowed by the scientists as Arthur was given special lessons in the art of kenjutsu by one of the trainers of japanese descent
Tactical mind: Arthur was the top of his class in team tactics and tactical combat, one of the training exercises being that a small team of subjects were to breach a location, and eliminate some 'terrorists' the terrorists being examiners using live rounds while the subjects were unarmed, Arthur not only disabled the examiners (most being sent to hospital with broken bones and concussions) but not a shot was fired by the examiners.
Assault: Though Arthur is a capable sniper he prefers to be up close to the combat and thus is armed with an assault rifle and a pistol.
Enhancement:
Enhanced Strength and speed: because of Arthurs disposition to be up close and personal with his combat he was given enhanced strength and speed to give him an edge against his foes, he's not so fast that he can challenge Sonic or shadow in running but he is capable of running across walls and even roof tops for a short time and his strength is enough that with a strong enough leap he could dive through a concrete wall if he wanted not just punch through it of course.
Elemental core - Lightning: Arthur was given the Elemental core of lightning making him even more effective in close to mid range combat, he can generate lightning at will but is not allowed to use it in water for it'll damage him aswell as his enemies if he isn't careful.
Power armour type: Average
I would also like to mention that you are allowed to keep and use the character in future rp's you have my permission to do so.