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| 12 Apr 2012 03:12 PM |
A thousand years into the future, humanity had made their first spacestation in Arctus Cluster; the station was almost as big an planet, it was majorly for SCIENCE that was not going to harm the colonized planets, such as Earth; Mars and Jupiter. The Scientist 'Kleg Okeer', began bio-engineering a genetic serum to ressurect the dead, in an attempt to bring his long-dead father back to life; he made a breakthrough, restarting the brain and the basic instincts. However, the result was terrifying, flesh-raving, monsters. He strapped his experiment to a table, along with a mouth guard to stop it biting; and began to try and re-activate several other instincts.. He managed to activate the driving instincts. He sent his 'experiment' down to the Lower Wards, and let it infect enough people for him to take one; and edit it further. He made 'The Running Kleg.' This was simply fancy for him, as it could run; but was weaker... however its hunger for flesh had increased dramatically... He continued to experiment, eventually curing his 'raving' Father; making him 'human' or in better terms a ghoul; who no longer hungered for flesh but wasn't truely alive.
Unfortunately, he accidentally opened the Lower Ward's exits, and with the intelligence of operating Elevators; they spread upwards. He barricaded his officer, a food supply area and a bedroom with sophiscated forcefields; preventing the undead from accessing him..
Almost immediatly, he invented another experiment; making the hivemind. It took control, saddened by his failure. He tried to wipe them out, but the hivemind prevented him.. The infection overwhelmed the blockades, and only the LE. Wards remained. The infection took over the hangers, and tried to ride out on shuttles; however. Their disconnection with the hivemind killed them. The infection cannot leave, but no-one knew the station had been infected, thus they kept landing and being infected, self destructed soon after. Because of this, when the ships landed; the survivors of the station took supplies from the ship. Completely disregarding the ships crew. Once they lock, they cannot leave.
[Hideouts]
Home's Lance - The largest of the Hideouts, its practically the entire LE ward; and contains a population of about 49,550. This section is completely un-harmed, has a large security personal and a system of turrets. Power works in here too. It consists off one Alpha-Class Hanger bay, but all ships are in a state of dis-repair; about five medium size food bays capable of feeding the population for 7 years. Eighteen residental quarters, scientific labs, Security Headquarters and finally the sealed Dr. Klegs housing. Infected only face a risk in large swarms. Its leader is the Head Of Security Denson Michaels
Devari's Refuge - A quite large hideout settled in the Lower Wards, it has minimal turret protection; desperate guards and heavy walls protecting it. It consists of five residental quarters, two food bays and a security outpost. It's population is a minority of 7,600; which in this case is actually quite large. Its leader is Devari, who is immune to infection and over-eager to save his people.
Samuels Pit House - A small hideout settled in the Upper Wards, it has higher than normal turret protection; heavy turrets and an armed squadron of Guards. It has a population of 400 and consists of three food bays, six residental areas, the armory and the medical bay. It was originally led by Samuel, however he was infected and was soon led out of camp. It is currently led by Cameron.
{Hostile Hideouts}
Calm Perch - A small raiding base that is controlled by the Yellow Haveneers, armed with simple weaponry cobbled together with parts. They don't pose much of a threat, have light armor and majorly are over-confident, it consists of one residental area, and an half empty Food Cache.
Haven - A fake place where survivors are lured, killed and eaten by the crazed Yellow Haveneers. It consists of three Food caches, a slum town that makes it easy to stand on roofs away from the infected and an medical bay. It is heavily guarded by heavy gunners, Haveneers of all castes and a complex mine system. Its HQ lays at the very back, it is the bane of survivors because of its easily defendable position, but the crazed haveneers who lay inside threaten those who go near it.
Coyote's Nest - A large raiding base controlled by the Yellow Haveneers, it consists of seven food caches, and alot of turrets; it makes occassional food drop-offs to Haven and Calm Perch, making it a heavily defended place.
Daliens Flesh Strike - A medium sized base, controlled by the Daliens; not much is known about it; since it is a recent addition.
-As ships dock and get overwhelmed, more hideouts will become avaliable.-
'Gangs' Formed: 2048 Yellow Haveneers - The most common Gang, it is large and effective; and has a large amount of bases scattered around the station. They are known for being relentless and almost endless, however they are sane; but are too driven to survive. Yellow Haveneers Castes
Flesh Chopper - The most basic rank, they wear a simple yellow jacket with YELLOW HAVENEERS crudely enscribed onto it, and anything else they had, but the jacket is the most noticeable thing about them. They don't pose much fof a threat alone, commonly using COBBLED PISTOLS or COBBLED SUB MACHINE GUNS. Higher-ranked Choppers wear goggles or small metal helmets to protect themselves from head bites.
Yellow Chopper - An advanced form of a standard chopper, they wear metal armor under their jackets; and appear visually identical. But can take more hits and deal more out, Their eyes are all cybernetically augumented, being replaced with a small red circle to improve accuracy alittle.
Yellow Sniper - Yellow snipers do not wear their yellow jackets, but instead wear yellow-t-shirts with it enscribed on instead. Increased mobility. Their eyes are cybernetic and it greatly increases their accuracy. They wear a metal cap around their head, meaning they can survive a headshot. They use SEMI-AUTO-RIFLEs. And take less hits than a Flesh Chopper.
Dedicated - Dedicated are Haveneers who do not wear shirts, but paint their bodies yellow; and carve YELLOW HAVENEERS into their back. Despite their weak looking appearance, they can take more damage than a yellow chopper, due to their dedication. They wear metal facemasks, reducing headshots effectiveness. Higher ranked Dedicated have their entire head encased in metal.
Yellow Gunner - Yellow gunners wear an almost complete set of heavy armor, making them slow but almost immune to bites due their thick armor. They are the elite of the Haveneers, and defend Haven with their lives. Only using COBBLED ASSAULT RIFLES or SEMI-AUTO RIFLES, although the occassional SHOTGUN appears. Higher ranked Gunners can run, and have yellow helmets rather than the standard.
Delians Formed: 2049 The Delians are a well-equipped but small-time gang, in combat they are efficent, deadly and hostile. They are considered insane, due to their laughter whilst harming survivors. They commonly engage in firefights with the Klegs or more commonly; the Yellow Haveneers. They are entrenched in a unknown HQ in a recently docked Colony ship. Delians Castes
Trooper - Troopers wear standard issue light kelvar bodysuits, oxygen masks and generally appear to be similiar to a 21st century army member. They generally use P215 Sub Machine guns, and use D39 pistols as a sidearm.
Pros/Cons? I started making this a while back, but it has been 'updated' with Formed Dates.
I'm still making the RP, I just want to see if anyones interested.
\'Peace is a Lie'/ |
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| 12 Apr 2012 03:21 PM |
New Delian Castes
Marine - Marines wear identical gear to Troopers, except they wear armored gasmasks; preventing headshots. They use P215 Sub Machine guns with a STF1 scope, D39 Pistols, but they have heavy rounds near the end of the clip. They can survive no oxygen enviroments thank to their gasmasks.
Sky Terrors = Zero-G experts, flying experts molded into one. They wear light armor suits, which lets them move fast and unhindered; wielding dual pistols. Not much information of now. |
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| 12 Apr 2012 03:32 PM |
More stewf?
Security Guards/Military The core of what's left of the original Security and Military personal, they are only encountered in the L.E. sectors, and call survivors of the lower levels scum, and will attack if they are not guarding a settlement, or in the L.E. Sectors. They are best equipped enemies out there AT THE MOMENT. Security Castes Security Trooper = They wear blue shirts, dark-blue pants and a small security cap; wearing a dark blue tie. Their shirt has 'SECURITY' on it. They use D39 pistols. They come in pairs or groups of four, increasing lethality. Their D39 pistols don't do much damage, meaning alone they will usually fall prey to their attacker. Lethality = Medium in groups, low alone. |
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| 12 Apr 2012 03:41 PM |
I'm going to continue to update. :3
Riot Security - Security troopers wearing dark blue riot gear, with a riot helmet. On their back is SECURITY, in bold white letters. On their helmet is SECURITY, identical to the one on the back. They use P215 Sub Machine Guns, Riot shields with SECURITY on the middle and Talon Shotguns. They come in pairs, and can easily overwhelm weaker Kleg, Haveneers and the occasional Dalien. Lethality = Medium Security Sniper - They wear identical clothes to Security Troopers, but with a pair of NV goggles; they use Vein Sniper rifles which can destroy lighter targets with ease. They are usually guarded by a few Security Troopers or an occasional Riot Security. Lethality = Extremely high, can cause severe injuries.. |
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| 12 Apr 2012 03:55 PM |
| Mind.. eh.. posting? I knows its long.. but seriously I WORKED ON THIS. |
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| 12 Apr 2012 04:03 PM |
More stuff.
Security Officer - Basically, weaker but more accurate Security Troopers. They wear balaclavas instead of the Security Cap, and only use D39 Pistols with a scope. They are found higher up in the Security Checkpoints, normally leading them. Lethality = Low to Medium Army Trooper - They wear green fatigues, a bulletproof vest, complicated helmets with built in air-filters; and an even more complicated mask to operate in no oxygen enviroments. They use G69 assault rifles, with scopes to do alot of damage. They come in groups of five, operating in squads to terminate Kleg and survivors alike. They have been used as the fist to expand into the Upper Sectors. NOT CURRENTLY AVALIABLE TO FIGHT. Lethality = Medium M71 Assault Turret - Immobile assault turrets normall added to Troop trucks, they can mow down both Kleg and survivors alike, they are manned by an Army trooper; however if they are to be killed without destroying the turret, it can be used against their allies. NOT CURRENTLY AVALIABLE TO FIGHT. Lethality = Medium Army Rocket Trooper = They wear almost identical gear to the Army trooper, except their helmet is a sandy color and they have numerous rockets strapped to them instead of Bullet packets. They use SG11 rocket launchers, and when they are too close to fire a rocket, they will take out a D39 pistol to try and terminate the suspect. They are known to cause exterior glass to break, and let the vaccum in. However defense energy shields will activate, so unless they blow a piece of the structure away. They won't be a major threat unless you're driving a scrap vehicle. NOT CURRENTLY AVALIABLE TO FIGHT. Lethality = High The Special Operations And Weaponry Assault Battalion [SOWAB] They are the fist of Earth, they have been sent to annhilate all signs of their 'job' and all survivors, and Kleg. They wish to escort 'Kleg Okeer' out of the station, they are extremely hostile and agile. |
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| 12 Apr 2012 04:13 PM |
| I'm confused, you can view but you can't post? =/ |
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shadowi83
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| Joined: 26 May 2008 |
| Total Posts: 17947 |
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| 12 Apr 2012 04:24 PM |
| Thanks, I originally worked on it two months back, but I'm moving back to it. I think I'm done, but the name I have to think off. |
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shadowi83
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| Joined: 26 May 2008 |
| Total Posts: 17947 |
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| 12 Apr 2012 04:30 PM |
| Guess so, you have more experience in the ROBLOX forums... |
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| 12 Apr 2012 04:31 PM |
Random Update.
SpecOps = They wear black armor versions of Army troopers, use SM91 assault rifles and grenades, and come in teams of three, when they are sent in. They will attack all sectors besides L.E. until they are weakened enough to assault. Lethality = High Sniper = They wear Black Armor, optical scopes and use Vein Sniper rifles. When engaged in close quarters they will use SM91 assault rifles. Lethality = Extremely High. Kleg Infection Types Walker = Standard, they will only use claws to attack or the occasional bite. They are extremely weak, but come in high numbers. Lethality = Low. Runner = Less than common standard, they attack very quickly, and run in to get their target. They are less decayed than a Walker, and have VERY low health. Lethality = Low Dragger = Appropirately named, they will grab their victim; and drag them to the floor; they will then let hordes of Walkers devour whoever they dragged down. Lethality = High, but they require Walkers, without any walkers around them. They will just drag their victim around.
=Rules= No romance, I can't be more clear. Sp3k li3k t1s and 1 w1ll 4ut0 d3cl1n3. No trolling. Put 'Kleg's will' at the bottom of your CS if you have read ALL of this. No godmodding. What I say, GOES... You cannot control Gang members, only I can. Kleg you can, as they are sterotypical zombies. 'Well it isn't in the rules. Forty five degree face' isn't going to work, I'll just ban you from roleplay. You need the okay of another RPer to kill their character. No Mary/Gary sue's... Use proper grammar... A bite in the wrist will turn you in 35 hours, A bite in the leg will turn in 41. A bite in the chest will turn in 33 hours. Neck will turn in 15, and head in 6. [Faster access to the brain, a bite to the leg would take the virus to reach the brain considerably longer; whilst a bite to the head means it has direct access and can start 'converting it']
Character Sheet Name: [Write your name, then Raja if you understand the story.] @g.e: [Under 11 is considered 'out of boundaries' and 60 is considered 'too old'] G3nd.3r: [I don't care if you write M or F.] Physical App3.arence: Clothes: Biography: Items: Weaknesses: Strengths: Other: |
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shadowi83
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| Joined: 26 May 2008 |
| Total Posts: 17947 |
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| 12 Apr 2012 04:38 PM |
| As in, the station is one massive cage that cannot be escaped? Yeah.. I like it.. |
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shadowi83
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| Joined: 26 May 2008 |
| Total Posts: 17947 |
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