Well, I finaly figured out the pun in the name of the story and ot made me slap my forehead at how blind I was.
So Azrael is certainly shaping up to be an interesting character. Not a combat specialist, but I never though to use ESP like he does. He's forcing a very subtle mind merge onto enemy combatents to use ESP through their eyes, and also using it like Desmond did to detect psionic activity, in the sort of focused fashion you can only expect from a Humiliata.
Aha, the third Sam. Samson. I like him and his mannerisms. Got a chill down my spine when he was "threatening" to "ice" Isaac. And his snippiness with the Judge and Spectre was certainly entertaining. As always Tax proves to be a master of dialogue.
Sam... Er, Samantha's jealousy of Raider was entertaining as well. That combined with - oddly enough - the death sounds Tax comes up with show that he is constantly finding ways to give more meat to his writing. And that's always an inspiration (get it?) for me both in how I write and making me WANT to write. The latter i I really needed lately. So thank you, you Glorious Aussie Bastard.
Spectre was rightly terrifying. From his casual manner of killing punctuated by brief moments of comedy shifting seamlessly back into tension, right down to his laser weaponry. That's right. In an age of gauss, pusle, and plasma, Tax reminded you peashooter ballistics and lasers can still kill you dead.
Raider continued to prove that she is best girl by her excellent acting skills and takedown of the 007 bartender.
Noxious took more of a backseat this time but that's not a big deal. Hope to see a little more of him in the future if posssible without detracting from the main story.
It was definetly an interesting design choice to have the strongest, Banshee (that name is REALLY fucking meta for reasons Tax and co. will learn later) be taken out from the start. Nice to fight the middle of the ghost squad, refreshing change from traditional weakest to strongest progression. Gives me some ideas for how to do the royal guard's fights
Love that Isaac has held on to Sam 1's shotgun all this time.
And finally at the end, Sam 3 reminded us that this entire story is about a man seeking revenge for his family. No forgiveness bullshit, Isaac's going to potentially insane lengths to kill Lester. And I love it, as its another example pf how unconventional Judgement Day is being told.
On the weekend, my friend. On the weekend.Azazel*, not Azrael.
Glorious Aussie Bastard? What can I say, I have the gift of the G.A.B.
Fun fact, I've never seen a 007 movie. Never. I should probably fix that.
Noxious was never really a heavy combat guy (mind you, he got more kills than Samantha that time). He'll come more into use as the story progresses, don't worry.
As for Banshee... well.
Glad you liked it, though. I was fairly happy with how it turned out, even though I spent most of the time between chapters pseudo-writing certain other events that will happen later... there's a few encounters I'm pretty hype to do... hehehe...
I'm around a fair bit over the next couple of days (although I will have to disappear for one at some point) if anyone wanted to do something with me.
Or you could not.
That's fine too, I'll just dwell in my loneliness.
You can now have 3 "attachment" items and 3 "inventory" items. You're welcome.Gear: Players' characters' will be equipped with the following supplies:
- Primary Weapon: (Gauss or Pulse for normal operatives, Plasma for officers only) Some primary weapons are class-specific.
(Gauss Recoilless Rocket Launchers available for Rocketeers, Heavies, and Destroyers)
- SMG (All Classes)
- Carbine (All Classes)
- Rifle (All Classes)
- Heavy Rifle (Not for Snipers, Gunners, or Shadow Operatives)
- Marksman Rifle (Scout, Sniper, Shadow Operative, Paratrooper)
- Sniper Rifle (Sniper and Shadow Operative)
- Shotgun (Scouts, Assaults, Infantries, Engineers, Medics, Destroyers, and Paratroopers)
- SAW (Gunners, Heavies, Destroyers, Paratroopers)
- LMG (Gunners, Heavies, Destroyers)
- MEC Weapons (MEC Troopers)
- Secondary Weapon: (Gauss or Pulse for normal operatives, Plasma for officers only)
- Armor: Because of limited supplies, some armors are only available to specific classes.
- Pistol
- Heavy Pistol
- Truncated Shotgun
- Equipment: (Some items are class specific.)
- Banshee Armor (All Classes)
- Corsair Armor (All Classes)
- Aegis Armor (All Classes)
- Titan Armor (Limited to Scouts, Assaults, Gunners, and Heavies for now) 4 per mission
- Cleric Armor (All Classes)
- Seraph Armor (Limited to Snipers, Medics, Supports, and Paratroopers for now) 4 per mission
- Shadow Armor (Limited to Scouts and Shadow Operatives for now) 2 per mission
- Aurora Armor (Limited to a designated psion for now, potentially an officer) 1 per mission
- MEC Trooper Armor (MEC-1, MEC-2, MEC-3, and MEC-6 armors available for use)
One (1) of the following weapon attachments:
Weapon Upgrades - Extended Clip, Alloy Sharpener, Pulse Optics, Plasma Stellarator, Illuminator Gunsight (1 per mission)
One (1) of the following armor attachments:
Protective Devices - Alloy Plating, Reinforced Plating, Chitin Plating, Chameleon Suit (Scouts, Shadow Operatives, and Paratroopers)
One (1) of the following helmet attachments:
Protective Devices 2 - Mind Shield, Psi Screen (psions only), Neural Gunlink (psions only),
Two (2) of the following explosives:
Grenades - Plasma Grenade, Alloy Grenade, Chemical Grenade, Flashbang, Psi Grenade (Psions only), Smoke Grenade, Shadow Grenade (Shadow Operatives only)
Special Ammo - Rocket (Heavies, Rocketeers, and Destroyers), Anti-Armor Rocket (Heavies, Rocketeers, and Destroyers), Shredder Rocket (Heavies, Rocketeers, and Destroyers)
One (1) of the following miscellaneous items:
Handheld Items and Misc - Medkit, Combat Stims (Assaults and Destroyers), Arc Thrower, Alloy Bipod, Battle Scanner, Mimic Beacon, Combat Knife, Alloy Sword (Scouts, Assaults, Destroyers, and Shadow Operatives)
The following are dependent on the mechanical units design in regard to item slot number:
MEC Troopers and SHIVs - Holo-Targeter, HEAT Ammo, Adaptive Tracking Pod, Smartshell Pod, Battle Computer, Alloy Carbide Plating, Core Armoring, Damage Control Pod, Weapon Supercooler, (All MEC Trooper and SHIV only), Tactical Sensors (MEC Trooper only), Elerium Turbos (SHIV Only)
MEC Subsystems (MEC Trooper Only) - Kinetic Strike Module, Flamethrower, Grenade Launcher, Proximity Mine Launcher, Restorative Mist, Electropulse
Maybe something that lessens the effects of loud noises or sudden flashes of light (ei: flashbangs) by altering eyes and ears to adjust faster?If anyone has any gene mods ideas, pitch 'em here.
Genetic Modifications: Altered genes that give the subject superhuman abilities. Certain gene mods can't be mixed. Mostly ones that are in the same part of the body. (Undeveloped Gene Mod) indicates something we will discover later on, though if you have an idea for those or a different gene mod, feel free to suggest it if it’s reasonable. Asterisk by these mean we already have an idea for the missing modification.
Genetic Modifications: Altered genes that give the subject superhuman abilities. Certain gene mods can't be mixed. For example, you can only have 2/5 of the total eye modifications, and they can't be both of the light-spectrum visions. (Undeveloped Gene Mod) indicates something we will discover later on, though if you have an idea for those or a different gene mod, feel free to suggest it if it’s reasonable. Asterisk by these mean we already have an idea for the missing modification.
Nervous System
Eyes
PUPILS can have one of the following:
Hyper-Reactive Pupils - Confer a small bonus to aim after a miss. +1 perception
(Undeveloped Gene Mod)
IRISES can have one of the following:
Infrared Vision - User can see in the infrared spectrum. +1 perception
Ultraviolet Vision - User can see in the ultraviolet spectrum. +1 perception
OCCIPITAL LOBE can have one of the following:
Depth Perception - Allow a target to take better aim from the high ground. +1 perception
(Undeveloped Gene Mod)*
Brain
FRONTAL LOBE can have one of the following:
(Undeveloped Gene Mod)
(Undeveloped Gene Mod)
TEMPORAL LOBE can have one of the following:
Neural Feedback - Provides moderate defense against mental attack, and momentarily scrambles the thoughts of the attacker. (Slightly weakens psionics) +1 will
(Undeveloped Gene Mod)
PARIETAL LOBE can have one of the following:
(Undeveloped Gene Mod)
(Undeveloped Gene Mod)
CEREBELLUM can have one of the following:
Neural Dampening - Provides a potent defense against mental attack, and temporarily paralyzes the person with the gene mod if a mind control attempt is successful, canceling the control. (Cannot be combined with psionics) +3 will
(Undeveloped Gene Mod)
BRAIN STEM can have one of the following:
Smart Macrophages - Makes medkits have a slightly magnified effect, and confers immunity to some toxins. +1 constitution
(Undeveloped Gene Mod)
SPINE can have one of the following:
(Undeveloped Gene Mod)
(Undeveloped Gene Mod)
NERVE PATHWAYS can have one of the following:
Bioelectric Skin - Allows the user to sense electrical currents from nearby enemies, biological or mechanical. +2 perception
(Undeveloped Gene Mod)*
Circulatory System
HEART can have one of the following:
Secondary Heart - Adds a smaller heart to the side of the main one, slowing the rate of bleeding out if critical damage is sustained by the person with this gene mod. +2 constitution
(Undeveloped Gene Mod)*
BLOOD VESSELS can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
Respiratory System
LUNGS can have one of the following:
Aerobic Respiration Boost - Increases the capacity of the lungs, resulting in slightly increased speed and performance. +1 dexterity
(Undeveloped Gene Mod)
LIVER can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
SPLEEN can have one of the following:
(Undeveloped Gene Mod)*
Endocrine System
KIDNEYS can have one of the following:
(Undeveloped Gene Mod)*
ADRENAL GLANDS can have one of the following:
Adrenal Neurosympathy - Causes a kill to trigger a cloud of adrenaline pheromones, conferring a temporary bonus to aim, mobility, and will. Temporary +1 dexterity, +1 will
(Undeveloped Gene Mod)*
Muscular System
LEG MUSCLES can have one of the following:
Muscle Fiber Density - Borrowing from Reptilian genetics, allows the modded person to jump up 2-3 stories. +1 dexterity
(Undeveloped Gene Mod)*
ARM MUSCLES can have one of the following:
Magnified Bicep Structure - Increases upper arm strength. +2 strength
(Undeveloped Gene Mod)
GENERAL MUSCLES can have one of the following:
Dextrous Muscle Fibers - Significantly increases dexterity of the muscles. +2 dexterity
(Undeveloped Gene Mod)*
Skeletal System
BONE MARROW can have one of the following:
Adaptive Bone Marrow (Tissue Repair) - Harnesses the regenerative powers of the bone marrow for repairing tissue damage. +1 constitution
Adaptive Bone Marrow (Blood Regenesis) - Harnesses the regenerative powers of the bone marrow for quickened blood regeneration. +1 constitution
BONE STRUCTURE can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
Integumentary System
EPIDERMIS can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)
DERMIS can have one of the following:
Iron Skin - Allows the dermis to temporarily harden, which confers resistance to conventional bullets of normal calibers and slight resistance to other kinetic hits, except gauss. (In Game Terms – HP has a “Weak” protection against conventional weapons as opposed to a “Vulnerable” status. Does not affect armor)
Hydrothermic Skin - Implants small water-storage glands under the skin, which can push it to the surface, combined with Tz6 to become highly endothermic and resist heat. This confers moderate resistance against lasers and mild protection against pulse lasers. ((In Game Terms – HP has a “Weak” protection against lasers and a “Very Weak” protection against pulse.)
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
HYPODERMIS can have one of the following:
(Undeveloped Gene Mod)*
1. Possibly.Maybe something that lessens the effects of loud noises or sudden flashes of light (ei: flashbangs) by altering eyes and ears to adjust faster?
How about a mod that places non-conductive barriers at certain points around the nervous system, thus making soldiers immune to arc throwers or similar electrical stimuli aside from the body part struck? Although I'm not sure how to explain how body movements still go through since those are electrical based impulses too...
Genetic Modifications: Altered genes that give the subject superhuman abilities. Certain gene mods can't be mixed. Mostly ones that are in the same part of the body. (Undeveloped Gene Mod) indicates something we will discover later on, though if you have an idea for those or a different gene mod, feel free to suggest it if it’s reasonable. Asterisk by these mean we already have an idea for the missing modification.
Genetic Modifications: Altered genes that give the subject superhuman abilities. Certain gene mods can't be mixed. For example, you can only have 2/5 of the total eye modifications, and they can't be both of the light-spectrum visions. (Undeveloped Gene Mod) indicates something we will discover later on, though if you have an idea for those or a different gene mod, feel free to suggest it if it’s reasonable. Asterisk by these mean we already have an idea for the missing modification.
Nervous System
Eyes
PUPILS can have one of the following:
Hyper-Reactive Pupils - Confer a small bonus to aim after a miss. +1 perception
(Undeveloped Gene Mod)
IRISES can have one of the following:
Infrared Vision - User can see in the infrared spectrum. +1 perception
Ultraviolet Vision - User can see in the ultraviolet spectrum. +1 perception
OCCIPITAL LOBE can have one of the following:
Depth Perception - Allow a target to take better aim from the high ground. +1 perception
(Undeveloped Gene Mod)*
Brain
TEMPORAL LOBE can have one of the following:
Neural Feedback - Provides moderate defense against mental attack, and momentarily scrambles the thoughts of the attacker. Also prevents the target from being spied on by ESP, as the feedback will lash out at psionic ‘presences’ around the target. (Slightly weakens psionics) +1 will
(Undeveloped Gene Mod)*
CEREBELLUM can have one of the following:
Neural Dampening - Provides a potent defense against mental attack, and temporarily paralyzes the person with the gene mod if a mind control attempt is successful, canceling the control. (Cannot be combined with psionics) +3 will
BRAIN STEM can have one of the following:
Smart Macrophages - Makes medkits have a slightly magnified effect, and confers immunity to some toxins. +1 constitution
(Undeveloped Gene Mod)*
NERVE PATHWAYS can have one of the following:
Bioelectric Skin - Allows the user to sense electrical currents from nearby enemies, biological or mechanical. +2 perception
(Undeveloped Gene Mod)*
Circulatory System
HEART can have one of the following:
Secondary Heart - Adds a smaller heart to the side of the main one, slowing the rate of bleeding out if critical damage is sustained by the person with this gene mod. +2 constitution
(Undeveloped Gene Mod)*
BLOOD VESSELS can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
Respiratory System
LUNGS can have one of the following:
Aerobic Respiration Boost - Increases the capacity of the lungs, resulting in slightly increased speed and performance. +1 dexterity
(Undeveloped Gene Mod)
LIVER can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
SPLEEN can have one of the following:
(Undeveloped Gene Mod)*
Endocrine System
KIDNEYS can have one of the following:
(Undeveloped Gene Mod)*
ADRENAL GLANDS can have one of the following:
Adrenal Neurosympathy - Causes a kill to trigger a cloud of adrenaline pheromones, conferring a temporary bonus to aim, mobility, and will. Temporary +1 dexterity, +1 will
(Undeveloped Gene Mod)*
Muscular System
LEG MUSCLES can have one of the following:
Muscle Fiber Density - Borrowing from Reptilian genetics, allows the modded person to jump up 2-3 stories. +1 dexterity
(Undeveloped Gene Mod)*
ARM MUSCLES can have one of the following:
Magnified Bicep Structure - Increases upper arm strength. +2 strength
(Undeveloped Gene Mod)
GENERAL MUSCLES can have one of the following:
Dextrous Muscle Fibers - Significantly increases dexterity of the muscles. +2 dexterity
(Undeveloped Gene Mod)*
Skeletal System
BONE MARROW can have one of the following:
Adaptive Bone Marrow (Tissue Repair) - Harnesses the regenerative powers of the bone marrow for repairing tissue damage. +1 constitution
Adaptive Bone Marrow (Blood Regenesis) - Harnesses the regenerative powers of the bone marrow for quickened blood regeneration. +1 constitution
BONE STRUCTURE can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
Integumentary System
EPIDERMIS can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
DERMIS can have one of the following:
Iron Skin - Allows the dermis to temporarily harden, which confers resistance to conventional bullets of normal calibers and slight resistance to other kinetic hits, except gauss. (In Game Terms – HP has a “Weak” protection against conventional weapons as opposed to a “Vulnerable” status. Does not affect armor)
Hydrothermic Skin - Implants small water-storage glands under the skin, which can push it to the surface, combined with Tz6 to become highly endothermic and resist heat. This confers moderate resistance against lasers and mild protection against pulse lasers. ((In Game Terms – HP has a “Weak” protection against lasers and a “Very Weak” protection against pulse.)
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
HYPODERMIS can have one of the following:
(Undeveloped Gene Mod)*
(Undeveloped Gene Mod)*
PUPIL, LUNG, and ARM MUSCLE
Wonderful, thank you. Also, CON stacking is officially a thing. Right now I think the highest you can go if you're an average human with 6 CON is... +14 CON. So you can have 20 HP as a human if you minmax. Jesus, that's crazy. AND I'M KEEPING IT.Bioluminescent Pupils - When beginning to dilate, a pupil can begin illuminating a comfortable conical area around the owner.
Smart Lungs - The lungs can collate foreign chemicals easier and eject dense gasses, toxins, and carcinogens in moderate amounts.
Lattice Muscle Tissue - Under duress, the arm muscles can restructure to absorb impacts and deflect small projectiles and debris, and are difficult to disable. +1 Constitution
Gave a +1 STR bonus ontop of this since there weren't many things than enhanced strength.Lattice Muscle Tissue - Under duress, the arm muscles can restructure to absorb impacts and deflect small projectiles and debris, and are difficult to disable. +1 Constitution