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Silentium
||BACKSTORY||
With the conclusion of the Underground War, now named the Great Silentian War, the New Union government, comprised of a mixture between former Free Silentians and newly elected officials, began to restabilize the various territories affected by the war. Massive job programs were initiated to rebuild the war-torn planets, and the economy began to pick up its pace once more. Trade revitalized between the Outer Territories and Core Worlds, bolstering the economy further. Peace ensued, and the New Union saw no need to maintain such a large military force. Most military assets were sold or converted to civilian use, while the New Union maintained a new security division, named the Silentian Corps, comprised of former Zeta Corps and Free Silentain soldiers. Meanwhile, in the year 2380 CE, reports of a strange creatures lurked about among the Outer Territories.
Out of nowhere, simultaneous attacks on the various Core Worlds triggered distress signals all over the Sigma Sector. The Silentian Corps was caught off guard, and subsequent attempts to defend against the invaders all fell apart. The attacks had begun with the invasion of Potenza in the year 2383 CE, and eventually even the capital, New Krona, fell into the enemy’s hands by the year 2385 CE. It wasn’t a conventional army, but a massive influx of strange creatures, dubbed Ghouls, that managed to throw the entire Sigma Sector into chaos and turmoil. Billions of lives were lost, while most of the Core Worlds were lost by the year 2386 CE. The New Union retreated to the Outer Worlds shortly after.
All hope seems lost, but the New Union’s own Silentians provided an answer. From the limited amount of information regarding the Ghouls, they were found out to be susceptible to an obscure Silentian ability. These Ghouls were successful in their attacks because of their I-Fields that regenerated their wounds extremely quickly, effectively granting them immortality. Silentians, for unexplained reasons, are able to Sync to the Ghouls’ I-Fields and render them useless. Troop morale increased significantly, and the New Union planned for the reconquest of the lost Core Worlds.
The year is 2390 CE, 7 years since the start of the Terminus War. The New Union is planning a massive retaliatory attack against the Ghouls, intending to take back the capital, New Krona. The Silentian Corps is now leading the reformed New Union Armed Forces against the Ghouls in pursuit of this task. Will you, as a Silentian, determine the fate of the Sigma Sector? Ready up soldier, we’re going in!
1. Factions
2. Ghouls
3. ARMSYS
4. Roles/Equipment
5. Background
6. Locations
7. Character Sheet (CS)
8. Starting Info
9. Rules
||FACTIONS||
Silentian Corps
- The proud descendants of former Free Silentians and Zeta Corps soldiers, the Silentian Corps is a very selective military branch tasked with the defence of the New Union of the Sigma Sector (New Union). All Silentians born into the New Union must undergo strict training as part of the Silentian Corps when they reach the age of 18, and must serve for a minimum of 5 years before being released. With the beginning of the Terminus War, more and more Silentians began to be conscripted into the Silentian Corps despite being under-trained, reducing the overall quality of the Corps. Nevertheless, the Silentian Corps remains one of the most prestigious military branches, and will continue to be the epitome of the New Union Armed Forces.
Lone Wolves
- The Lone Wolves are Silentians that chose not to stay within the Silentian Corps after graduation, instead taking upon mercenary jobs offered by individuals. With the establishment of the 2nd Lone Wolf Network, the Lone Wolves now enjoy the protections and the latest military gear that the Silentian Corps receives. While previously lacking a centralized organization, the Lone Wolves now work within the Lone Wolf Network for joint protection and support from the central organization. Lone Wolves are the hired guns in the Sigma Sector, whether that be for personal security, armed intrusions, or other jobs that are only suitable for mercenaries. Of course, there are numerous Lone Wolves that also work outside the Network, preferring to keep to themselves and keep all the profits. The Lone Wolves within the Network are provided with the latest tech from the Union’s RnD centers, and are also issued the ARMSYS armor for their needs.
||GHOULS||
- Their origins are unknown, but their ferocity and savagery are quite unforgettable. The Ghouls were first discovered on Portus, a desert farming world, where they proceeded to drive the Silentian Corps out and infested the planet. Most Ghouls share a common appearance of blank, circular eyes and a vaguely humanoid body shape. In addition, their heads often resemble human skulls, installing fear into their prey. The Ghouls have been successful in defeating the Union because of their unique ability: the I-Field. This I-Field is a regenerative field created by each, individual Ghoul to encompass the entire battlefield, which heals the Ghouls rapidly from any sort of injury. From the limited information gathered about the Ghouls, they work together as a hive mind, led by an as of yet unknown organism. As of now, there are four types of Ghouls known to the New Union, with each variant providing a specific role on the battlefield.
Morts (Comestores mortuis)
- The most common Ghoul encountered in battle, the Morts are the general cannon fodder of the Ghouls. They do not possess any special abilities and attack with only their sharp fangs and claws. Swarm tactics are often used, directed by the hive mind. They appear to be thin, emaciated skeletons with a grey hide covering the frames. As with most Ghouls, Morts can generate an I-Field.
Vis (Vis plenae)
- The supporting branch of the Ghouls, the Vis provides long-range attack capabilities through their extensive use of energy-arcing arms. Their energy attacks are extremely corrosive and disruptive, capable of shorting out most electronic equipment. In addition to long-ranged energy attacks, the Vis also provides the largest I-Field coverage for the Ghouls, bolstering their supportive roles. The Vis possesses unhinged jaws and extremely sharp fangs for close-quarters combat, and also possesses large, arcing skeletal structures along the back. In addition, a Vis possesses numerous glowing crystals along its back, which arc with energy-bolts.
Fury (Furibundis implevit)
- The tank-analogue of the Ghouls, the Fury can withstand an immense amount of damage and deal back almost twice the amount of damage. In comparison to the Vis and the Mort, the Fury is a much rarer sight on the battlefield, but the distinct roar it gives before a charge is enough to strike fear into its prey. The Fury is covered with red, glowing veins over its tremendously muscular, top-heavy body. It’s eyes remain vacantly white as with other Ghouls, and possesses red colored crystals on its back. The Fury is unable to produce as large an I-Field as the Vis and the Mort, and thus relies on other Ghoul units for defense.
Infectors (Infectiones flagellum)
- A Ghoul variant that is not typically deployed in combat, the Infectors serve as a clean-up crew of sorts for the Ghouls. Their main purpose is to spread Ghoul infections throughout a planet’s local flora and fauna in order to induce conditions favorable to Ghoul proliferation. In addition, they spread Ghoul spores, resulting in the creation of more Ghouls. When threatened, Infectors often use their numerous tentacles to strangle the aggressor or use their pincers to cut and hack, even if their main purpose is not combat. Along with other Ghouls, Infectors provide a sizeable I-Field to nearby Ghouls. Continuing a trend among more specialized Ghoul types, Infectors are commonly seen with vacant, white eyes, yellow glowing veins, yellow pulsating crystals lined along the back, tentacles laced with spikes, and sizeable pincers.
||ARMSYS||
- The ultimate evolution of the older HAVOK and HYDRA exo-skeleton armor, the ARMSYS armor provides the Silentian Corps with the most advanced armor system within the Sigma Sector. Improving upon the older suits, the ARMSYS armor enhances the individual abilities of a Silentian Corps soldier, and bolsters their reflexes tenfold compared to the previous HYDRA armor of the Zeta Corps.
Features
- Customizable armor pieces for each Silentian Corps soldier, allowing for individuality to be preserved
- The Variable E-Shield System (VESS): an improvement upon the older HAVOK armor’s E-Shield, the VESS provides instantaneous protection from enemy fire through the projection of a Silentium-powered energy shield. There is no need to manually activate the VESS, as the ARMSYS suit automatically designates threats to which the VESS angles the E-Shield to deflect the shots. Manual activation is still present, causing the E-Shield to form on the forearms of the ARMSYS armor.
- Grappling Hook: a magnetic, barbed hook based launcher, the grappling hook provides faster means of travel for a Silentian Corps soldier. In certain situations, the sheer force of the grappling hook allows it to be used as a weapon to quickly draw in enemies
- Booster Pack: a set of maneuvering jets attached to the ARMSYS armor’s power-pack, behind the soldier. Enhances maneuverability significantly, and allows for rapid positional switching to confuse the enemy and to dodge incoming attacks. Can be used to hover for a limited time.
- S-Node: the most important part of the ARMSYS armor suit, the S-Node boosts significantly the production of Silentium for a Silentian Corps soldier. The S-Node also provides the main power to the ARMSYS suit, while a backup fusion generator stands by in case of the S-Node’s failure.
- Custom Modules: There are two slots in the ARMSYS armor that allows for custom built modules to be placed by each Silentian Corps soldier. This is entirely optional, and most custom modules serve to provide an additional boost to the soldier that requires it. On occasion, a custom module may be a storage place for a custom weapon for a Silentian Corps soldier.
Variants
- ARMSYS Alpha:
The fastest ARMSYS suit offered by the New Union, the Alpha armor is preferred by users for its fast speed and ease of maneuverability compared to the other ARMSYS suits. The drawback to the relative movement freedom offered by the Alpha armor is that the armor lacks the durability and defense capabilities of the other armors, with the weakest armor strength. The Alpha suit makes up for this through its speed, designed to dodge incoming enemy fire rather than absorb damage.
- ARMSYS Beta:
A perfect balance of speed and defense, the ARMSYS Beta suit is the most preferred variant of the ARMSYS armors. All Silentian Corps soldiers are trained first in the usage of the Beta armor, considering its rather ease of use. While the Beta suit is a balance of speed and balance, it is excellent in neither of those aspects. The Beta armor is the most normal ARMSYS suit offered by the New Union.
- ARMSYS Gamma:
Designed to take huge amounts of punishment, the ARMSYS Gamma suit is the most heavily armored and slowest suit offered by the New Union. The armor plates of the Gamma suit are designed to survive numerous direct heavy-holo-bolts even without the VESS. Unfortunately, the sheer defensive-focus of the Gamma suit severely limits its speed and maneuverability. The Gamma suit is the favored suit of the Silentian Corps. Goliaths.
||ROLES/EQUIPMENT||
Scouts:
The main reconnaissance unit of the New Union, the Scouts are trained in tracking enemy formations and long-range sniping to provide sniper support to advancing allied forces.
- Type-45A6 HoloSniper: A bolt-action sniper that utilizes holographic rounds as ammunition. A conventional rifle type, with the magazine in front of the action. The Type-45 holds 10 rounds in the magazine, and comes with x10 scope.
- Type-3A1 HoloPistol: A semi-automatic pistol, designed during the days of the Federation, the HoloPistol continues to serve as a reliable secondary weapon for the Silentian Corps. The HoloPistol holds 12 holographic-rounds in its magazine.
- Binoculars: A 15x pair of zoom lens. Can mark enemy positions and transfer the data to portable tablets for reconnaissance purposes.
- Long-range Communications Equipment: Allows for communication across planetary distances. Mostly used to report in enemy troop movement or status updates. Can be linked with portable tablets for data transmission.
- Harmonics Grenade: A special sensor in a grenade package, the Harmonics Grenade reads the frequency of the I-Fields and sends the information to the Silentian user. Using the frequency data, a Silentian is able to perform a Sync.
Operative:
The most common unit in the Silentian Corps, Operatives are tasked with securing land offensives and taking part in large operations. Generally speaking, Operatives ares considered the general infantry of the Silentian Corps, but in truth Operatives are extremely skilled soldiers capable to doing the most difficult missions. Most Operatives wear the ARMSYS Beta armor, but Operatives are free to choose.
- Type-50A4 HoloRifle: A 30-round holographic-cartridge rifle, the Type-50A4 remains of the most reliable rifles that the New Union has produced. Continuing an old Federation design, the Type-50A4 is a bullpup design, where the magazine is located behind the trigger action. The rifle is capable of 4 modes of fire: safe, semi, burst, auto.
- Type-4A1 AutoPistol: An automatic version of the Type-3A1 HoloPistol, the AutoPistol holds 15 rounds in the magazine. In order to control its excessive recoil, stronger recoil-springs and a large muzzle brake is designed into the AutoPistol’s barrel. There are 3 modes of fire available: safe, semi, auto. Its magazine hold 15 holo-cartridges.
- Disintegration Grenade Mk.3: An improved version of the older Disintegration Grenade, the Mk.3 provides a larger lethal radius of 7 meters, although there is no wounding radius considering the mechanics of the grenade. Unlike older fragmentation grenades, the Mk.3 unleashed a sphere of energy with a 7 meter radius that, as its name suggests, disintegrates targets within the sphere. Each Operative is given 3 grenades for a mission.
- Field Medical Kit: Each Silentian Corps Operative is given combat medic training, allowing them to provide an effective front-line medical care. Each Medical Kit provides field dressings, anesthetics, compresses, stitches, and other medical supplies.
- Harmonics Grenade: A special sensor in a grenade package, the Harmonics Grenade reads the frequency of the I-Fields and sends the information to the Silentian user. Using the frequency data, a Silentian is able to perform a Sync.
Heavy Trooper:
The heavy-weapons specialist of the Silentian Corps, Heavy Troopers provide the bulk of the supporting fire for their fellow soldiers. Trained to advance even under extreme enemy fire, the Heavy Troopers prefer to use ARMSYS Gamma armor.
- Type-40A3 Holo-LMG: A 200-round holo-cartridge fed LMG designed for heavy-sustained fire. A conventional design, where the magazine is situated in front of the trigger action. A built-in bipod helps to mitigate the recoil, which is already significantly reduced by a muzzle brake.
- Type-12 Grenade Launcher: A standalone grenade launcher, unlike a HoloRifle mounted on, the Type-12 can hold six grenades in its revolving chamber. Its grenades have a safe distance of 40 meters, where its the 40mm holo-charged grenade will not explode.
- Mk.5 Mortar: An old design from the Federation days, the Mk.5 continues to serve the Union without fail. It takes 60mm holo-charged mortar rounds, and has a maximum firing range of 4500 meters.
- Harmonics Grenade: A special sensor in a grenade package, the Harmonics Grenade reads the frequency of the I-Fields and sends the information to the Silentian user. Using the frequency data, a Silentian is able to perform a Sync.
Lone Wolves: Lone Wolves have access to all weapons, and can customize them to their liking.
Primary Weapons
- Type-45A6 HoloSniper: A bolt-action sniper that utilizes holographic rounds as ammunition. A conventional rifle type, with the magazine in front of the action. The Type-45 holds 10 rounds in the magazine, and comes with x10 scope.
- Type-50A4 HoloRifle: A 30-round holographic-cartridge rifle, the Type-50A4 remains of the most reliable rifles that the New Union have. Continuing an old Federation design, the Type-50A4 is a bullpup design, where the magazine is located behind the trigger action. The rifle is capable of 4 modes of fire: safe, semi, burst, auto.
- Type-40A3 Holo-LMG: A 200-round holo-cartridge fed LMG designed for heavy-sustained fire. A conventional design, where the magazine is situated in front of the trigger action. A built-in bipod helps to mitigate the recoil, which is already significantly reduced by a muzzle brake.
Secondary Weapons
- Type-3A1 HoloPistol: A semi-automatic pistol, designed during the days of the Federation, the HoloPistol continues to serve as a reliable secondary weapon for the Silentian Corps. The HoloPistol holds 12 holographic-rounds in its magazine.
- Type-4A1 AutoPistol: An automatic version of the Type-3A1 HoloPistol, the AutoPistol holds 15 rounds in the magazine. In order to control its excessive recoil, stronger recoil-springs and a large muzzle brake is designed into the AutoPistol’s barrel. There are 3 modes of fire available: safe, semi, auto. Its magazine hold 15 holo-cartridges.
Custom Attachments (Lone Wolf exclusive, and self-explanatory)
- Laser Sight
- 4x Zoom Scope
- Grip
- Red-dot Sight
- Extended Magazines (+10 rounds)
- Fast-Mags (reduce reload times)
- Silencer
- Range-extender (barrel attachment)
||BACKGROUND||
Sigma Sector:
The main setting of this RP, where Old Earth colonists initially colonized during the year 2170 CE. Consists of almost 50 different star systems, the Sigma Sector is one of the largest human-colonized areas of the Milky Way.
The New Union of the Sigma Sector (The New Union):
A reformed government that consists of both former Free Silentian and Legion of the Machinists members, the New Union is a constitutional republic, operating on similar principles as the old democratic Federation. No longer anti-Silentian, the New Union seeks to ease tensions between regular humans and Silentians, passing laws prohibiting discrimination.
Fractured War:
An inter-dimensional war waged between the Federation and the Empire of Terrarum. The Schism, a portal linking the two worlds, decayed in the year 2274 CE, stopping the war effectively.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=175596899)
Crepitus Event:
A catastrophic disaster that occurred in 2283 CE. Wiped out almost 2/3rd of the Sigma Sector’s population. The years that followed were filled with instability and rebellions. Officially reported to be a record solar flare.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=177477088&PageIndex=1)
Insurgency War:
An armed struggle during 2310 CE between the Union and rebel forces. Lots of lives were lost, but in the end the Union came out as the dominant government of the Sigma Sector.
Great Silentian War:
A war waged between the years 2315 CE and 2331 CE, the Great Silentian War was a struggle between the Free Silentians and the Union. The old, corrupt Union government mistreated and tortured Silentians in search for their power, and thus the Free Silentian resistance group formed and ended with the defeat of the Union and the formation of the New Union government.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=180459696&PageIndex=1)
Silentians:
The mutated portion of the Crepitus Event survivors. Capable of harnessing Silentium, a special element that manifests within their Silent Genes, the Silentians are a force to be reckoned with. More powerful than the old power-users of the AERIS Division, the Silentians caused alarm for the Union. As a result, many of them are hunted down by the Union and experimented to discover any weaknesses and special properties of Silentium. With the fall of the old, corrupt Union government, the new Union government created the Silentian Corps, where Silentians may serve with distinguishment, and passed laws to prevent any further abuse and discrimination. Humans still treat Silentians with distrust, despite the laws.
Sync:
A newly discovered Silentian ability, Sync allows Silentians to disable the Ghouls’ I-Fields in battle. There are two types of Syncs: Normal Sync and Deep Sync. Most of the time, Silentian Corps soldiers employ Normal Sync to deal with the Ghouls, but in dire situations, Deep Sync can be used to turn I-Fields into Ghoul-disintegrators. The problem with Deep Syncing is that it connects the minds of a Silentian and a Ghoul, forcing the Silentian to share the pain of the dying Ghouls. If a Silentian goes too Deep Sync, they can end up losing their minds and becoming a Ghoul themselves.
||LOCATIONS||
Core Worlds:
The richest planets within the Sigma Sector. The New Union government operates within here, along with most influential citizens living here. Mostly relying on the Outer Territories for imports, the Core Worlds did much to help rebuild the Outer Territories using their resources and wealth. The Core Worlds have been overrun by the Ghouls, with many planets falling to infestation.
- New Krona:
The capital of the New Union. All government branches are located here, along with a growing city around the administrative area. A temperate, Earth-like planet with 3 major oceans, New Krona is one of the most comfortable places to live in the Sigma Sector. Captured early on during the Terminus War, New Krona remains one of the most heavily infested Core Worlds.
- New Omsk:
An influential industrial planet with a heavy emphasis on weapons manufacturing and development. Formerly a lush jungle world, New Omsk is now covered with weapons foundries and factories. The conversion to clean nuclear fusion reactors allowed for the atmosphere to start becoming clean again, although it remains one of the most polluted atmospheres in the Sigma Sector. One of the few worlds in the Core Worlds that haven’t succumbed to the Ghoul threat.
- Potenza:
Devoted to shipbuilding, Potenza is rich with minerals used in construction. The entire planet is tasked with the creation of cruisers, destroyers, and carriers of the New Union Navy (space-based). An ocean world, the first colonists had to rely on artificial islands, which Potenza continues to maintain and create. Both orbital and ocean-based shipyards construct the various naval ships needed by the New Union. Excluding few pockets of resistance, Potenza is now controlled by the Ghouls, who have long since infested the oceans.
- Thorix:
The old capital planet of the Federation. The old capital city, Aurae City, is situated here. The Old Union took over some of the old administrative buildings to govern the Outer Territories. A somewhat temperate world, Thorix is a world where it constantly rains, with only occasional bits of sunshine. Even when not raining, Thorix continues to be covered in dull, grey clouds. With the Ghouls invasion, Thorix has since been lost to the New Union, although its citizens continue to survive throughout the planet-wide infestation.
Outer Territories:
Planets that are on the outskirts of civilized space, the Outer Territories has been mostly infested by the Ghouls during their initial invasion. There are a few planets that remain Ghoul-free, and the New Union has since moved into the few remaining non-infested planets.
- Portus:
The most outward planet in the entire Sigma Sector, the planet orbits a small red dwarf, which provides just enough energy for life to live. Primarily a desert world and houses a large population of simple farmers. Now an important agricultural world, with the importation of improved greenhouse tech from the Core Worlds, Portus remains one of the last strongholds against the Ghoul invasion.
- Cesena-01:
A small moon orbiting the gas giant Cesena. All access to the site has since been restricted, and drones have confirmed that the Ghouls have infested the planet entirely.
- Vaccaro:
A formerly temperate world, Vaccaro was the site of the largest battle during the Insurgency Wars, when several nuclear detonations caused a planet-wide nuclear winter to settle in. Without proper access to its orbiting star’s energy, Vaccaro soon turned into a snowy wasteland with pockets of lethal radiation still on the surface. The former HQ of the Free Silentians, Vaccaro was deemed the perfect place for a Silentian Corps base, as the Ghouls cannot thrive in extreme cold.
- Spera:
A backwater planet with a barren surface, Spera serves as a temporary New Union capital after the invasion of New Krona. One of the farthest planets from the Core Worlds, the sheer distance alone deterred the Ghouls from attempting to invade. Covered in massive canyons and mountains, Spera’s rough terrain made initial colonization efforts difficult, although not impossible. With a somewhat stable base, Spera remains a beacon of hope for the citizens of the New Union.
||CHARACTER SHEET (CS)||
(when writing the CS, erase the parenthesis text)
Name
Gender
Age
Appearance
Ability/Powers (One general ability, and 4 skills)
Weakness(s) (Minimum of 1, maximum of 3)
ARMSYS Variant (choose among the 3)
Appearance of ARMSYS Armor (try to be very descriptive here)
Faction (either Silentian Corps or Lone Wolves)
Role (if Silentian Corps)
Equipment (Lone Wolves can put their customized weapons here)
AI Name (AIs are companion NPCs)
Custom Module (Create a weapon/enhancement for your powers/armor in this slot if you want. 2 are allowed.)
Bio (optional)
Others/Extra
Note: Abilities must have 1 general power, Ice-Manipulation for example, and 4 skills that relate to your general ability, such as a Freezeing Ray, Ice Shard, etc. Also, it is easier to put limitations to your skills and powers in order to create weaknesses, rather than make unrelated weaknesses.
||STARTING INFO||
The first ARC starts off with the Silentian Corps soldiers en-route to retake New Krona. Detailed ARC instructions will be posted after the RP starts. Lone Wolves are to start off hired by the Union. Later on, after the New Kronan invasion, Lone Wolves may participate either in the main story or go off and do their own things.
||RULES||
1) No godmodding for obvious reasons.
2) No power-playing. Please, keep your writing to your own character
3) No harassment. We want a nice community here
4) If you have suggestions to improve the RP thread, send me a PM
5) Have fun!
6) Listen to all admins. They know the best
7) No romancing in RP. Respect ROBLOX rules.
8) Otherwise, have fun! I will drive the story with NPC interactions from time to time
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