Den Games Network Forums (DGNF) - RADEN, CNCDEN
Den Games Network Forums
Edit Personal Options Register Free Forum Calendar List All Members Frequently Asked Questions Forum Statistics Search Forum Index Page Logout  

Den Games Network Forums : Powered by vBulletin version 2.3.0 Den Games Network Forums > Let Freedom Ring! > Fan Fiction > Da RPG Forum > RPG : Gear, Background and useless info.
Last Thread | Next Thread Forum Rules
Post New Thread Post A Reply
 
Old Post 04-29-2003 06:49 PM
RPG : Gear, Background and useless info.(post #1)
virtualoctopus
Legolette of Mirkwood


Moderator

Joined: 29 Mar 2003
Location: East of Eden
Style: MODDEN Scheme 2

I thought it was time to start a new background thread, and may as well ressurect the guns n gear thread too. New background will pop up here.

For a start, here's what Mary was typing at the very beginning of the prologue, before Crystal introduced herself to her. It's also a little background on what datajacks actually are, as BT didn't seem to know.

quote:

Mum, Dad,

Hi there! It’s me, Mary! I’m in Geneva now, settling into the apartment that’s provided. I dunno why they chose here for the research, this place is just like Britsprawl, but cleaner, and without the Royal Police Guards on every street corner. The genetics lab I was meant to visit here is closed – I wasn’t told before, which is really annoying, and would be even more if it all wasn’t paid for by wherever Mr. Hackle is getting the nuyen from. I’ll be coming home in a few days, all I’ve got to do is file an official report on my trip while I’m here – stupid procedure, huh? – and contact someone for Max, a guy called Nicholas Alexeiv. I’m a little apprehensive – from what Naomi said, he has some crazy connection with the ‘runners in Geneva, but I know Naomi’s a bit of a gossip anyhow.

Have you heard about inbuilt datajacks? They’re brilliant, works just like a normal one, but you don’t have to have an annoying centimetre-wide chip on you skin, to plug a cable into, and into the cyberdeck. Instead, all you have to do is hold your hand over the special mouse, or the deck itself and the invisible chip under my skin relays information to and from the ‘deck. It’s great, and really useful for using the matrix quickly, and not just for illegal deckers, anyone who wants to access the full potential of the matrix without a screen for their cyberdeck should get one (they work like normal 'jacks and convert electrical signals into neural messages to the brain). I have no idea how much one of these would cost on the open market, probably a small fortune in nuyen, but the instititute’s back on the government funding list again or something, so the money’s rolling in, and Max has promised a bundle of these to any staff who want them, he thinks it will increase our productivity or something. :P . Apparently they also work like a credit implant, so you don’t need to carry many credsticks around any more. I’m thinking of signing up for one of them, but don’t worry, I won’t turn up one your doorstep with robotic arms and eyes one day. :P. I’m still thinking it over, but I’ll let you know.

Anyhow, I’ve prattled on like a little girl about a new toy, or a Transys cyberwear salesman for far to long, so I’m going to go soon, I need to mail max before I do anyth…



“I’ve seen the future, and the future’s dark…
But then I took me shades off”



If a giant, dinosaur-killing asteroid was on collision course for earth, would you be campaigning to let it just to rid the world of
Sniper Alert Forums?


quote:
Originally posted by Toxic10x
we just need another war to remind us political people are the ones that matter.


Last edited by virtualoctopus on 04-29-2003 at 06:52 PM

Report Post | IP: Logged | Forward this post to another member

Posts: 579
virtualoctopus is offline Click Here to See the Profile for virtualoctopus Click here to Send virtualoctopus a Private Message Find more posts by virtualoctopus Add virtualoctopus to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 04-29-2003 07:26 PM
(post #2)
BlueThunder
Miss Thunder


Member

Joined: 29 Mar 2003
Age: 100
Location:
Style: MODDEN Scheme 2

Taken from the writings of Michael Sez Al-Ralaf, which was recently sent to an unknown address.


quote:
My Glorious Revolutionary,
As per request, here are the files you asked for, this documentation contains all information about our past, present and future. Do not let this fall into the wrong hands my friend.....


A report from the BBC, date unknown.
"The Goblins of the night are a controversial group of Goblin Freedom Fighters/terrorists (BAH! They know nothing of us! Ignore this propaganda) who fight for Goblin rights. They do this by employing tactics such as using explosives, mass rioting and on rare occasions Assassinations and bribes. The Goblins are lead by a mysterious figure known as The Revolutionary (Your grand self, or in most cases doubles), this brown skinned Goblin is a terrible figure to almost every single Ork (MAKE THEM PAY!) and corporate figure on the planet, his commanding voice and stern leadership pull even his most undevoted followers though the hardest times, his devotion being a shining beacon to all other Goblins. He was last seen near Moscow. Another important figure is Mr. Michael Sez El-Ralaf (Your humble service, braving the dangers in your name!), the Goblin who runs the secret underground radio station that has become a hive of anti Ork propaganda (They see not that it is the truth!). This man will deny or exaggerate any situation and is of great value to the Revolutionary in the propaganda war.

As for the Goblins themselves, they are split into three groups. Special Force Teams, Ralliers and Rioters.

Special force teams are a highly trained unit of six Goblins, all skilled in a certain field. They usually consist of A leader, A Decker, A Magic user, A Rigger, An Arms/Explosives Expert and An Assassin (just in case ). These teams are the most skilled Goblins on the planet (And they all bow to your will!), there being about 40 to 50 of these teams world wide. They are sent in to do the large scale operations, such as rigging explosives, assassinations, killing off large groups of enemies and destroying Corps from the inside. The problem with these groups is that there is often infighting among them (Absolute rubbish! Your servants know not this word "Infighting! We are loyal and devoted to you, 100%!), and only the Revolutionaries hardest Generals can bring these Gobboz together.

Ralliers throw the fuels of hate onto the Goblins, another tool in the propaganda war (once again, belive not these fools!). They fuel the mass riots that the revolutionary loves so much, they turn normal Goblins into hate driven revolutionaries and it is THEY that are the most devoted to the cause. Nobody knows how many of these their are in the world, but it's been guessed that there is one in every community, waiting for the Revolutionaries call. Most famous of these is Al-Ralaf, known as the "Silver tonged Gobbo", he is the most valued of all Ralliers, and most dangerous.

Rioters can be ANY goblin, no matter how high or low classed, no matter how normal or abnormal, member of the GOTN or no. Rioters are inspired by the hateful, yet passionate rantings of the ralliers. They are the ones responsible for the mass riots the Revolutionary loves so much, from average goblin to angry rioter in a few words!

Needless to say Orks have a deep hatred for the goblins, as do Goblin Oppressing Corps, and the hate is shared by the Goblins. Normal Goblin uniform is a long black robe with red trim and a hood to cover faces, although assassins are an exception to this rule, usually wearing skin tight jump suits.

As for symbolism, the GOTN have one symbol that is very hard to spot. It is a small knife like shape, that can be drawn by anyone in a few seconds with almost any material. Many Goblins of the Order have this symbol somewhere on their person. The Goblins have also been known to cry "Vive la Revolution" (Even on the sound of this pathetic Human woman it stirs the soul!), this is the feared call of suicidalists, rioters and passionate generals alike.

In conclusion, although the Ork's and corps are constantly calling for this group of radicals to be wiped out, many don't see them as a threat and personally, I think goblins are juts too cute to do it. (You'll see you fool of a woman! VIVE LA REVOLUTION!), until next time, this is good bye from me and the team."

This should be all you need to know to carry out "Operation Highlands" your grandness! But if there is anything else you require, do not hesitate to ask it of me.

Your Loyal Servant,

Michael Sez Al-Ralaf



Teh l33t3st test on teh Planet!!!!!

The Future's bright, The future's Transys.

Report Post | IP: Logged | Forward this post to another member

Posts: 908
BlueThunder is offline Click Here to See the Profile for BlueThunder Click here to Send BlueThunder a Private Message Click Here to Email BlueThunder Find more posts by BlueThunder Add BlueThunder to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 04-29-2003 11:31 PM
(post #3)
Wesforce
DGNF Sexy Barmaid


Moderator

Joined: 01 Apr 2003
Age: 22
Location: Atlantic Accelerator
Style: MODDEN Scheme 1

Guide to the Transys Arcology

(Nice Thread VO )

(GM Note: If you have any ideas for specific floors, bars, clubs, anything like that or you want to add a 'Decker Comment', drop me a line. Floor Guide to come later. Is that it? I thinks so. SYSTEM OFF!)

quote:
Transys Neuronet Welcomes You to Your New Home!

Welcome to the Transys Arcology, the habitat of the future!

Situated in Eastern Scotsprawl, the arcology is a 300 storey tall work of art. Its three towers are visible all over the Sprawl, giving you, the Scottish people new hope and promise in your daily lives - Homes, Shopping Centres, Amusement Parks, Factories all in the same building. And what's more - Its entirely Scottish!

Where else in the world can you find such a social, economic and architectural marvel? Not in England, thats for sure!

Let this interactive guide show you through the arcology, level by level. Don't worry if you feel lost at first, you will soon start to know your new home like the back of your hand.



-->Don't be taken in by the hype. Transys, like any other Megacorp, see themselves as being above any nation, they just like to play the Scottish Nationalism card a bit from time to time. Apparently this huge tower of junk is built on the site of a major Edinburgh conurbation. The battle to get planning permission was legendary, and took corruption to a grand scale. And what happened to the original residents? Some say they live under the sea...<---(Vurt Fly)

What is the VOES?

I'm glad you asked!

The Virtual Octopus Expert System is the pride and joy of Transys Neuronet's Programming divisions. As the Arcoogy itself is to buildings, the VOES is to programs - SOTA, and a work of art. Taking a whole division almost three years to complete, the VOES is most certainly the most advanced program of its kind anywhere in the world. And it needs to be - Running the entire arcology takes more computing power than has ever been dreamed of. Controlling every aspect from transport, environmental control and outer surface polarization right the way through to shiftavators, security, air-traffic control and of course - Matrix connections.

Get to know the VOES well - You'll feel safe in his hands

Getting In and Around

As befits the habitat of the future, we have installed for your convenience, every possible transport link.

Land vehicles, including road trains, enter the huge underground car park on level sub-1 via the loading docks at the base of each of the three main towers. There is also a secondary bay on the mid-section disc, at floor 150, gained by driving on the approach skyroad. I'm sure you'll find parking both convenient and cheap

-->Screw that. I tried to get in once using my *customized* Hyundai AirSpeed750 Sporter. The Fragger's noticed my lack of a legit vehicle chip and zapper-stripped me on the apporach road, killing my engine like that. I was lucky not to come off the skyroad, spiralling out of control. I was only trying to get in for ID0. Where's the fragging JUSTICE!?!<--(Cylinder Head)

-->No fragging justice 'round 'ere, umie. Not if ya's a gobbo...<--(Grind Storm)

Parallel to the Roads, there is a maglev train terminal at ground-level, and a monorial termianl at floor 150, both connecting to both ScotRail for getting to Scotsprawl, and RoyalRail for England, should you want to go there.

-->I should tell you, as well as the Zap-strips Cy mentioned, there are pretty heavy blast doors on all the access ports too - Thery could seal the whole place off in an instant. Careful with the monorail line too, we had a few drunk ScotKids get out there once. A monorail came along, and the slipstream alone sucked 'em off. Hmm, maybe that was a poor choice of words...<--(Vurt Fly)

And of course, you can get in by air, whether bye the mid-section disc or top-disc VTOL Porst. Transys Arcology accepts LAVs, Helicopters and Tilt-Wing aircraft. We will ave pur STOL Roof retractable runway finished by2065, for those who want to arrive in style!

-->Transys maintain a flight of Attack helicopters and several Panzers there too, ostensibly for 'Defence'. Between you and me, I don't think the IWS Copter crash in the Glasgow Barrowlands was an accident...There are also SAM and cannon turrets well-concealed in the tops of the three towers, perfect for causing a few more 'accidental crashes', like the one a month ago that was blamed on 'Shadowrunners'<--(Vurt Fly)

Getting in is half the fun - Getting around is all of it. You'll want to use our patented - 'shiftavator; system - Elevators that move vertically and horizontally, allowing easy access up and down the floors, as well as from tower to tower. There are 10 seperate shafts running up and down each of the towers, all tied in to building control at the VOES headquarters, which enures that no accidents take place. I am pleased to inform you there have been no fatal accidents so far, despite almost 90% shiftavator usage!

Attractions

Where can you see FIVE WHOLE LEVELS of Shopping mall, the world's largest indoor roll-o-coaster, the world's largest indoor aquarium, A wild animal and paranimal park full of lush REAL TREES alongside Sim-Parlours by the dozen?

-->I'll get this one. U-P Y-O-U-R A-R-S-E?<--(McNugget O'Data)

Yes, that's right! The Transys Arcology!

Here in the mall you'll find every shop imaginable - All the major chain stores, and the not-so-majors too. Its true almost all the shops are owned and run by Transys Subsidiaries, but hey - You're here, and you don't want anything less, right?

-->Wrong. But I deleted a bunch of crap here and left only the stuff you want to know, right? Pay me later <--(Vurt Fly)

Clubs
Bad Gravity - A seething den of delinquents, bad drinks and even worse music. Transys Security is investigating this 'establishment', and it is likely to not be here next year. Recommended you avoid at all costs .

-->Which means its perfect for us! The only place worth going in the whole building if you ask me. We play the latest grindcore, deathcore, fragcore... damn, we play all the 'cores. Be real nice and I might not piss in the drinks, and might ask my mate Grind-Storm to fix you up with some good guns and cars... and stuff.<--(McManus)

-->Now eveyone knows. Thanks a fraggin' lot <--(Grind Storm)


Deep Red - A pub/club popular with off-shift Transys Employees. The music is electronic, and loud, and seems to go down well with those in the Transys Programming divisions. Note: Under investigation due to the suspicious-looking Communistic symbols factored into the decorations. Hosts gigs by big bands frequently. :/


Bars

Elf-Only Bar - A bar sure to appeal to our visitors from the Elven lands! The Owner, Lord Elfric, is a happy sort sure to appeal to the hearts and minds of anyone who should drop by!

-->I beg to differ: A darkened hovel of a bar. It looked twice as small on the inside than the outside. The walls are a patchy shade of pastel blue, the bar is chipped wood-veneer plastic, as are the stools and chairs, and thats just the furniture...
Lord Elfric is an arrogant frag-brain, refusing to even talk to anyone who isn't an Elf. He isn't held back by the fact that few of his customers are. The only beer they have is 'Swiftriver's Finest Elven Ale'(tm) (made in Transys Arcology Aqualogy #13), and that's centaur-piss, just like it sounds. The place is a known meeting-point for Elf-Poser gangs. Avoid <---(Razor)


Restaurants

-->Nothing but the usual trashy McBurgerKongs, A Pizza Slut and a few of those Frech/Ork crossover jobs. Go to 'The Taste of the Tir' if you want Elf waitresses. Thats about it. Move along people.<--(McNugget O'Data)

Security
For your safety and convenience, you'll find every corridor and section of open ground is connected into our central security system by 3DTV cameras with the latest in autorecognitionsoft, movement detection and infrared capability. We make full use of pressure pads and alarms to make sure you go where you want to
If you get lost, just ask our friendly security staff, or the Elite Blackwatch guards in their ceremonial dress.

-->Thats the security on the lower levels. You don't want to know whats on the higher levels... But if you do: Monowire traps, High-Capacitance lasers that could cut you in half, Armed drones, like the Transys Janus... And I've only been up to 225...
Normal guards are your usual corp-fodder - Minimal cyberware, handguns, stun rods and SMGs mostly, a few Mages. You don't want to screw with the Blackwatch though - These ex-army psychos are cybered to the limit and come running at any sign of alarm. They can outdistance Track-runners and hit a pea at 500yards. They pack Rifles and Autoshotguns and wear the best kevlarIII protection, all painted shiny black. Don't laugh at their kilts either, or they'll REALLY kill you.
And don't think Magic will help much - The whole building is warded against astral intrusion, with secondary wards around the sensitive sites. They also have Shamans on staff to get the building's natural Spirits on their side (yes, even a place like this counts as 'nature :rolleyes).<--(Vurt Fly and Mako)



LONG LIVE THE FIGHTERS!

RPG = Blue Hair IS the Future, y'know

You Are not Your YinYang Coffee Table


The Author is VARY lazy

"All good things will come
to the faint of heart
with patience rewarded
Just say what you mean
and I might forgive
in God's good service"
- Toni Halliday


Last edited by Wesforce on 05-14-2003 at 05:20 AM

Report Post | IP: Logged | Forward this post to another member

Posts: 798
Wesforce is offline Click Here to See the Profile for Wesforce Click here to Send Wesforce a Private Message Click Here to Email Wesforce Find more posts by Wesforce Add Wesforce to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 04-30-2003 12:15 AM
(post #4)
Nyerguds
Colonel


Member

Joined: 29 Mar 2003
Age: 19
Location: Flanders (Belgium)
Style: MODDEN Scheme 1

Woah... kewl.

BTW Wes, I don't know what you did with those tags, but you'd better edit that a bit.


Oh, and can someone send me these texts WITH the forum tags?
Quotes have the nasty habit to just disappear when you open a quote reply page, and I suppose it's better to add them to the compilation too

(Why yes I can, Nyerguds... btw, how are the tags now
Oh, and I'm editing your post because I don't want to spam this board up. Hows that? )


Hah. You sent me the unfixed version



We are the Feds in Black.

This is Desmond Jones, I'm a big cojones
Pagin' all my agents on their black cell phones

quote:
Originally posted by Time2ki1l
i think the crashes are a way of Lion getting rid of WTOL.
Lion doesn't want to hurt WC feelings, so Lion just makes the forums 'crash'


Last edited by Nyerguds on 05-01-2003 at 05:25 PM

Report Post | IP: Logged | Forward this post to another member

Posts: 458
Nyerguds is online now Click Here to See the Profile for Nyerguds Click here to Send Nyerguds a Private Message Visit Nyerguds's homepage! Find more posts by Nyerguds Add Nyerguds to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 04-30-2003 09:16 PM
(post #5)
virtualoctopus
Legolette of Mirkwood


Moderator

Joined: 29 Mar 2003
Location: East of Eden
Style: MODDEN Scheme 2

Now, some corporate brainwashing.

quote:

DECKING DECKING DECKING!!!!

2063 is the year of the decker, with the launch of brand new Transys Neuronet 2-A Inbuilt Datajack! Now, ANYONE will be able to use the matrix to the MAXIMUM LIMIT!!! This prestigious peice of implanted cyberwear allows a user to communicate without an ugly cable with any cyberdeck with a 2-A remotelink card!

TRANSYS TRANSYS TRANSYS!

Now, for a limited time only, YOU can get your hands on YOUR OWN Inbuilt 'jack, ONLY AT THE TRANSYS DECKING CONVENTION '63! These limited-edition implants will be limited to the private sector until LATE 2065, so GET THEM NOW! At the convention, there are also many other brilliant exhibits, and brilliant offers, including ex-grexxon, world-beating band, IDENTITY ZERO, playing LIVE!

DECKING DECKING DECKING
TRANSYS TRANSYS TRANSYS
BOOK NOW BOOK NOW BOOK NOW!


Transys Neuronet Internation 'Deckers Convention, 2063
Transys Convention Centre
3rd Floor
Transys MegaMall
Transys Arcology
Scotsprawl
Great Britain


1st Sepetember, 2063

TRANSYS NEURONET INTERNATIONAL 'DECKERS CONVENTION



For further information, contact information@transysneuronetconventions63.corp.uk

Offer limited to availability, and may be withdrawn at any time
Prices vary, please contact for details




“I’ve seen the future, and the future’s dark…
But then I took me shades off”



If a giant, dinosaur-killing asteroid was on collision course for earth, would you be campaigning to let it just to rid the world of
Sniper Alert Forums?


quote:
Originally posted by Toxic10x
we just need another war to remind us political people are the ones that matter.


Last edited by virtualoctopus on 04-30-2003 at 09:29 PM

Report Post | IP: Logged | Forward this post to another member

Posts: 579
virtualoctopus is offline Click Here to See the Profile for virtualoctopus Click here to Send virtualoctopus a Private Message Find more posts by virtualoctopus Add virtualoctopus to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-01-2003 05:26 PM
(post #6)
Nyerguds
Colonel


Member

Joined: 29 Mar 2003
Age: 19
Location: Flanders (Belgium)
Style: MODDEN Scheme 1

Oh my god... the spam of the future... just as brainless as the spam today


Should I post the entire history of the Iotui here? You kno... what I put on the ID0 board.



We are the Feds in Black.

This is Desmond Jones, I'm a big cojones
Pagin' all my agents on their black cell phones

quote:
Originally posted by Time2ki1l
i think the crashes are a way of Lion getting rid of WTOL.
Lion doesn't want to hurt WC feelings, so Lion just makes the forums 'crash'

Report Post | IP: Logged | Forward this post to another member

Posts: 458
Nyerguds is online now Click Here to See the Profile for Nyerguds Click here to Send Nyerguds a Private Message Visit Nyerguds's homepage! Find more posts by Nyerguds Add Nyerguds to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-01-2003 05:38 PM
(post #7)
BlueThunder
Miss Thunder


Member

Joined: 29 Mar 2003
Age: 100
Location:
Style: MODDEN Scheme 2

Seeing as I hardly know what the Iotui are, YES



Teh l33t3st test on teh Planet!!!!!

The Future's bright, The future's Transys.

Report Post | IP: Logged | Forward this post to another member

Posts: 908
BlueThunder is offline Click Here to See the Profile for BlueThunder Click here to Send BlueThunder a Private Message Click Here to Email BlueThunder Find more posts by BlueThunder Add BlueThunder to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-01-2003 10:45 PM
(post #8)
Nyerguds
Colonel


Member

Joined: 29 Mar 2003
Age: 19
Location: Flanders (Belgium)
Style: MODDEN Scheme 1

OK... it was originally TAG that introduced the Iotui, with this post (Ch3 Pg 2):

quote:
Following the breach made by the Red Knight and his companions, the Iotui crept forward into the darkness of Geneva.

First came the four hunters, sheathed in crustacean's armour and poisoned claws. Their right arms ended in a rough ball, resembling a crude club. They hissed at each other as they surveyed the ruined city.

Second came the flier, leathery wings beating at it's side, with talons and fangs gleaming in the moonlight.

Following it strode the warlock, a blood-red jewel hanging from on a chain on it's chest. It's spindly fingers hung limply at it's side, ready to perform the Dark Arts.

Close on the heels of the warlock, came the spy, shimmering darkly, it's hide rippling as it changed forms. Dark like the night, glassy like a pool of water.

Lastly came the leader, taller than the others, reaching the height of an adolescent dwarf, shrouded with a black cloak. It's lean form beguiling, it's eyes, hypnotic.

Eight were the Iotui, when they were first bred in the darkness of their enslavement. Singly, they were weak, and easy prey. Together, they formed a cohesive pack, capable of slaughtering all but the fiercest of Daemons. While captive, they were controlled only by the might of the Red Knight. Now, they roam the streets of the modern world.



This is the history of the NAN shamans in connection to the Manitous, as I wrote in the RPG (Ch3 Pg 6):

quote:
In the Fist Times, the Manitou's freely roamed this Earth. They rarely appeared in physical form, and were called Nightmare Creatures by many. But when the Comet passed for the first time, they got more strength. They appeared as physical forms, and started battling eachother for control of land. They needed the mana produced by the land to maintain their physical form.
The battles between the Manitou's raged on... and they created lesser spirits to collect mana for them. The Tribes were trapped in between the wars of the Manitou's, and would be destroyed if the Manitou's weren't stopped.

But then, the Manitou's noticed our people. Some of them tried to use them in their battles, while others fed on their life force like symbionts, sharing their knowledge for the mana they needed to stay in this world. Eventually, they didn't need a physical form anymore, since they could manifest themselves through the Shamans. They became the Spirit Manitou's.

But the Manitou's in the physical plane grew too strong. They had taken the forms of Daemons, the Emantui, to take over the Earth, and had used all Mana they could spare to create the Lower Daemons, the Iotui, and the Lesser Daemons, the Amatui.

But while the Amatui were created from the Emantui's own Darkness, the Iotui were not. They were made with the spirits of our own; human spirits, enslaved to obey them.

With the help of the ally spirits, the Shamans were able to free the Iotui from the Emantui, and persuaded them to turn against their former masters. While the Iotui made sure the Emantui couldn't reach them, the Shamans and ally spirits performed a ritual to banish the Emantui in the twilight zone between the Astral and the physical world, so that they would only be able to manifest in our dreams, and with little or no power.
But the spell was too powerful, and locked up all of them; the Emantui, the Iotui, the Amatui and even the Spirit Manitou's that allied with us.

Only years later, the Shamans were able to use the powers of Spirits of animal life around them. And it wasn't until the Great Awakening, now fifty years ago, that the Shamans could receive enough Mana from these spirits to actively perform magic again.



Now there are some mistakes in that, things the NAN Shamans simply didn't know.
This the whole history of the Manitous, Daemons and Iotui:

quote:
The Manitou's came to the earth through a rift caused by the fight between the 'divine' dragons Dark Dragon and Quetzalcoatl. They became normal inhabitants of the earth, and didn't notice the humans until MUCH later. It is then some of the spirits took the physical forms of Emantui (the greater Daemons), helped by the power of the comet Halley, and spawned Amatui (lesser daemons) to collect the mana of the earth

Then, they started becoming really brutal, and captured the spirits of humans to create the Iotui; warrior slaves. However, only eight of them survived. The other spirits were destroyed in the conversion process.

The Dragons knew about the Manitous, but they didn't know what they were doing with the humans. And they didn't want to interfere either, thinking it was none of their business.
So the North-American tribes managed to free the Iotui and send the Daemons back to their native plane without the help of the Dragons.
As you know, they accidently sent all of the Manitous and their creations (including the Iotui) with them, for which the Iotui felt betrayed.

Not so coincidentally, it was after this event that most religions based on the worshipping of animal spirits slowly disappeared.

Note that the North-American tribes never realized that they sent them back to their native plane... they never knew they were alien spirits, since they existed on earth as long as mankind did. The fact they were sent back to the plane they came from was due to the nature of the spell they used; a spell that their Manitou allies taught them.
So actually the humans weren't to blame at all about the 'mistake' of sending them all back...


Phew... that's all I guess.



We are the Feds in Black.

This is Desmond Jones, I'm a big cojones
Pagin' all my agents on their black cell phones

quote:
Originally posted by Time2ki1l
i think the crashes are a way of Lion getting rid of WTOL.
Lion doesn't want to hurt WC feelings, so Lion just makes the forums 'crash'


Last edited by Nyerguds on 05-03-2003 at 05:27 PM

Report Post | IP: Logged | Forward this post to another member

Posts: 458
Nyerguds is online now Click Here to See the Profile for Nyerguds Click here to Send Nyerguds a Private Message Visit Nyerguds's homepage! Find more posts by Nyerguds Add Nyerguds to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-08-2003 10:48 PM
Exclamation For everyone in Ch4... Important(post #9)
Wesforce
DGNF Sexy Barmaid


Moderator

Joined: 01 Apr 2003
Age: 22
Location: Atlantic Accelerator
Style: MODDEN Scheme 1

Transys Arcology Floorplan

Sub 26-30 – Fusion Plants

Sub 21-25 – Sub-zero Automated Mainframe computer production.

Sub 14-20 – Security Firing ranges, barracks and training floors.

Sub 13 – Security floor.

Sub 9-12 – Frozen Food Storage

Sub 4-8 – Completed product storage

Sub 1-3 - Car Parks and Transport Terminals.
Tower 1 Has the Mag-lev train terminal.
Tower 2 has the Road train Terminal.
Tower 3 has the Shipping Docks, and ship-building facilities.
The rest of the floors are taken up by car parks, loading/unloading docks for the goods in/out vehicles and freight elevators to bring them up to the factories in each of the three towers.

G-5 MegaMall - A huge open-plan multi-level shopping plex, with every kind of shop imaginable, selling legal goods, from camping supplies to software. Note: Guns are still illegal in Britsprawl, though there is an IWS place that sells gun accessories, and a Daisaka place that sells thermocuffs and stun batons, etc.
A huge multi-tier mag-lev rollercoaster winds itself through various parts of the shopping plex.
The Aquarium is on level 5, the sim-parlours are on level 4. Most of the pubs and clubs are on level 3-5, while the kiddies shops and food bins are on level 1-2, where there is also a stage used for concerts, displays, etc.
Each floor of the shopping plex is reachable by escalators, and you can see from on floor to the other, but there are huge transparent 3DTV ad-boards suspended in the air between them.
The Wild Animal park is on level two, amid the hydroponics plants. Animals are watched over by drone feeders, and carnivores are kept in computer-controlled cage-mazes.
Paranimals - Including Hellhounds, Cockatrices and even a Human-Tiger Shapeshifter, are kept secure with wards too, to stop them using their powers.

Note: from here on, the Building separates out into its three component towers - (1) Robot the Bruce Tower, (2) Rab C Nesbitt Tower, (3) Donald Dewar Tower

6-25 - Lower Class housing apartments. The Apartments here are simple and house 2-3 people, mainly blue-collar workers. There is a hospital on floor 25, in each of the three towers.

26 - Electronics Factories in each of the three towers. 1 and 2 produce basic computer and cyberdeck components, while 3 deals with drone components.

27-35 - Corporate offices. 27-30 Are leased to other corporations, while 31-35 are staffed by Transys administrators.[/b]

36-38 - Hydroponics Gardens. Much of the Arcology's food is derived from these areas.

39-51 - Lower-Class Housing for Transys Employees, hospital on floor 50, in tower 1.

52-64 - Offices.

65-68 - Hydroponics, Waste Collection and Aquaculture - Another important food-producer. The huge tanks here bear many types of fish, plankton and krill, all of which are refined for food.

69-73 - Offices. Used for lower-level programming in tower 1&2, and administration in tower 3.

74 - Medium Electronics Manufacture - Computer and Cyberware components. Production is largely automated, though there are human overseers. Not open to the public.

75-100 - Middle-class housing for corporate families. Hospitals on floor 75 in tower 2, and Floor 100 in tower 3.

101 - Cyberware R&D in Tower 1 and 2, Sim R&D in tower 3.

102 - 104 - Hydroponics, Aquaculture and Waste Disposal.

105-125 - Lower-Class Housing for Junior Grade Programmers and Administrators. Hospital in Tower 1, floor 125.

126-139 - Software R&D.

140-150 - The Mid-level ring connects all three towers.
At the lower levels of the ring are Main Aquaculture -( 140-143). This is home to the largest aquaculture tank in the Arcology.
And the power switching and relay centre (144). The mid-building 'control room'.
At the centre of the ring (145) are huge gyroscopic stabilizers, without which the building would crumble and fall.
Above that (146-147) Security and Air-Traffic Control.
At the top of the Ring (148-150) are the airport facilities - Refueling and repair shops for VTOL aircraft - Helicopters and Tilt-Wings. Panzers are banned from this section. The biggest hospital in the arc is also here, at the best place to deal with any aircraft-related casualties.

151-153 – Tower 1 and 2 – Mainframe Manufacture. Tower 3 – Software manufacture.

154-175 – Lower-Class Housing. Hospital on floor 175 in Tower 2

176-178 - Hydroponics, Aquaculture and Waste Disposal.

179-180 – Drone Manufacturing plants in each tower.

181-188 – Higher-Level Corporate Offices and Data Stores.

189-191 – Swimming Pool and fitness areas.

192-204 – Middle-Class Housing. Hospital on floor 200, Tower 3.

205-208 – Magical R&D Tower 1 &2. Weaponry R&D Tower 3.

209-211 – Magical R&D, Libraries and Mage Residences tower 1&2. Weaponry R&D Tower 3.

212-215 – Hydroponics, Aquaculture and Waste Disposal.

216-225 – High-Level housing. Hospital in Tower 1.

226-235 – Advanced Component manufacture Tower 1. Drones Tower 2. Weaponry Tower 3.

236-240 – Advanced R&D – Computers Tower 1, Drones Tower 2, Weaponry Tower 3.

241-246 - Transys University

247-249 – Aquaculture and Waste Disposal.

250-255 – High-level Housing. Advanced Hospital in tower 1.

255-260 – Microtronics and Advanced Assembly lines.

261-261 – Hydroponics, Aquaculture and Waste Disposal.

270-276 – The High-Level Ring - connects all three towers.
At the lower levels of the ring are Executive Food Storage -( 270-271).
And the power switching and relay centre (272). The high-building control room'
At the centre of the ring (273) Is Main Security and Air-Traffic Control.
At the top of the Ring (274-276) are the airport facilities - Refueling and repair shops for VTOL aircraft – Panzers, Helicopters and Tilt-Wings. The most advanced hospital in the arc is also here, at the best place to deal with Executives suffering injury
Also on 276, in a soundproofed, Warded and magically barrier-ed secure room with a beautifully crafted transparent Plasteel dome (with an emergency secure-dome made of titanium which can deploy in seconds), is the main Transys Neuronet Boardroom.

277-279 – High-Level Corporate Offices

280-285 – Executive Housing

286 - Executives’ Spa and Baths

287-292 – Luxury housing

293-294 - Luxury Spa and Baths[/b]

295 - Directors’ Security rooms, and roofpoint weapons controls.

296-300 – Director’s Penthouse Apartments

Roofpoints – Ornamental gardens, Turret AA Weapons Systems and Air-Surveillance systems.



LONG LIVE THE FIGHTERS!

RPG = Blue Hair IS the Future, y'know

You Are not Your YinYang Coffee Table


The Author is VARY lazy

"All good things will come
to the faint of heart
with patience rewarded
Just say what you mean
and I might forgive
in God's good service"
- Toni Halliday

Report Post | IP: Logged | Forward this post to another member

Posts: 798
Wesforce is offline Click Here to See the Profile for Wesforce Click here to Send Wesforce a Private Message Click Here to Email Wesforce Find more posts by Wesforce Add Wesforce to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-14-2003 05:12 AM
(post #10)
Wesforce
DGNF Sexy Barmaid


Moderator

Joined: 01 Apr 2003
Age: 22
Location: Atlantic Accelerator
Style: MODDEN Scheme 1

(GM: Update this with your gang descriptions. Also, I updated the 'Bars' section in the Arc guide)

quote:
Thorensson's Guide to Gangs 2063


Elf Posers - Often from rich backgrounds, these are Humans with cheap cosmetic surgery to give themselves pointed ears. Often bedecked in studded denims crudely drawn Elven Symbols, tattoos and the like.

The gang pride themselves on 'Elvishness', though any Elf (or other race, for that matter) should easily be able to see the difference with their own eyes. They are known to threaten or attack those they see as 'non-elven' - Humans, but mainly Orks, Goblins and Trolls. However, their most common enemies are Elves themselves, seeking to put down the upstarts.

Weaponry: Knives, chains, knuckles, Bats, maybe a pistol or two.

Threat Level: Negligible.

Robogoths - Rumored formed when Transys were looking for cheap test-beds for newly-developed cyberware. Gangs which had already been linked to the Corporation were given implants, so Transys could take data and make notes in the development. Many of the subjects suffered permanent injury or death, while others walked free. However, Transys implanted tracking devices, known as 'screamers', that induce sever pain upon the subject when it attempts to enter restricted areas, or leave the arcology, thereby dooming the subject to walk the corridors of the Arc together.

The gangs themselves take on the gothic appearance of mainly black, synth leathers and PVC clothing. Cyberware is held pride-of-place, and those with the most of it attain higher postions within the hierarchy. Interestingly, females seem much more dominant over the males, although it is not known whether this is because of the cyberware or existing gang culture. Gang members take on an atheltic fighting style.

Weaponry: Bladed weapons, often ornately carved. Spikes. BladeCuffs. Cyber-Implant weaponry.

Threat level: Medium.



LONG LIVE THE FIGHTERS!

RPG = Blue Hair IS the Future, y'know

You Are not Your YinYang Coffee Table


The Author is VARY lazy

"All good things will come
to the faint of heart
with patience rewarded
Just say what you mean
and I might forgive
in God's good service"
- Toni Halliday


Last edited by Wesforce on 05-14-2003 at 05:32 AM

Report Post | IP: Logged | Forward this post to another member

Posts: 798
Wesforce is offline Click Here to See the Profile for Wesforce Click here to Send Wesforce a Private Message Click Here to Email Wesforce Find more posts by Wesforce Add Wesforce to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-14-2003 02:02 PM
(post #11)
BlueThunder
Miss Thunder


Member

Joined: 29 Mar 2003
Age: 100
Location:
Style: MODDEN Scheme 2

quote:
Neo Soviet Union fanatics - Neo-SU fanatics are groups of people dressed in Neo-SU uniform. They usually go around in even numbers, with a equal amount of each race (So if their were 12, there would be 2 of each race within the gang). They can often be seen marching the corridors of Transys, looking imposing, but never actually doing much to the normal folk.

They are generally calm, cool and controlled. They despise Mimes, often fighting the "White and Black terrors" with their old Neo-SU weapons.

Weaponry: Usually outdated Neo-SU guns, sometimes they have smoke grenades and more then often knives.

Threat Level: Usually not a problem, unless your a Mime.

Mimes - Mimes are crazy criminals who dress up....AS MIMES! Their origin is unknown, but it is believed it was first started by a group of criminal's who wanted to hide their identity. Ever since this gang of crazed slobs has wandered Transys. Harassing, robbing and even kidnapping people. The gang are linked by head radio's, so they can communicate without saying a word. It's also common for them to "Play dead" when injured.

As for appearance, the Mimes usually dress in a black and white striped shirt, black trousers and Berets. They wear white face paint, have black hair and often wear black shades.

Weaponry: They often bluff with invisible weapons, or make you think they are bluffing then shoot you with a real gun/ throw a real knife at you.

Threat level: Medium/variable.


ADDED THE MIMES



Teh l33t3st test on teh Planet!!!!!

The Future's bright, The future's Transys.


Last edited by BlueThunder on 05-15-2003 at 10:31 AM

Report Post | IP: Logged | Forward this post to another member

Posts: 908
BlueThunder is offline Click Here to See the Profile for BlueThunder Click here to Send BlueThunder a Private Message Click Here to Email BlueThunder Find more posts by BlueThunder Add BlueThunder to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 05-15-2003 08:05 AM
(post #12)
red_Dawn
Lieutenant


Member

Joined: 30 Mar 2003
Age: 18
Location: Canberra, Australia.
Style: MODDEN Scheme 1

BAR15SE: Bullpup Assault Rifle-15-Special Edition.

Designed to be an assault rifle safe to use on trans-atmospheric craft (ie. Airbourne carriers and spacecraft) the BAR-15SE is a weapon that can be truly horrific when used correctly.

Calibre: 7.62mm.

Magazine size: 60.

Ammunition: Accepts: standard NATO 7.62mm AP rounds.
standard WARSAW 7.62mm rounds.
standard CorpSec 7.62mm rounds.
Special Issue 'Meat Grinder' rounds.

Essentially, the BAR-15SE is a standard assault rifle that accepts old school and modern 7.62mm ammunition. What makes the BAR-15SE special is it's ability to accept and fire 'Meat Grinder' rounds.

Meat Grinder ammunition: The BAR-15SE's special issue ammuntion is designed for use in scenarios where excessive penetrative force is unacceptable. This includes boarding actions on trans-atmospheric craft, in submarines and lower decks of ships, areas with potentially high collateral damage and so forth. MG rounds have little to no penetrative force, they are designed to 'pancake' on contact with hard substances, this includes the skulls of particulary dense creatures such as Trolls and some Orcs! The GM's true effectiveness is demonstated when it is used against 'soft' targets. After penetrating the skin tissue of an unarmoured target a GM round will pancake and shatter, throwing microshrapnel into the neighbouring tissue. Tests have shown that a simple three shot burst, well placed, will almost completely dissolve a human abdomen.

The BAR-15SE also features a small flashlight attached to the barrel, for use in darkened environments.

Optional modular additions include:

80mm Grenade launcher underneath the barrel (grenade types include Fragmentation, Smoke, Choking Gas and Nerve Gas).

4x magnification scope with Nightvision.

Flash suppressor with built in silencer.

Conclusion: A horrific but effective weapon against unarmoured targets such as the rioting civillians and so forth. Available to elite security forces and select 'interested purchasers'. This weapon should never be registered to civillians, any non-enlisted personnel wielding such a weapon should be treated with extreme caution and prejudice.



The Black wind blows....

I used to think I was GrumpyKlonoa but one morning I awoke to the frantic clawing of an enraged badger in my left nostril. It was then I realised I was living a lie....

I'm more fun than a giant, radioactive, maneating scorpion...but who isn't?

"Anyone wanna tell me where I can get citizenship to Lesbia? It's just that I've seen some many Lesbian women but never a man from Lesbia. They must be really desperate for men over there, I reckon I stand a good chance of getting laid!"

Report Post | IP: Logged | Forward this post to another member

Posts: 206
red_Dawn is offline Click Here to See the Profile for red_Dawn Click here to Send red_Dawn a Private Message Click Here to Email red_Dawn Visit red_Dawn's homepage! Find more posts by red_Dawn Add red_Dawn to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Old Post 06-01-2003 08:18 AM
Heavy dropship.(post #13)
red_Dawn
Lieutenant


Member

Joined: 30 Mar 2003
Age: 18
Location: Canberra, Australia.
Style: MODDEN Scheme 1

After OCU enterprises began developing the Mechanical Humanoid Battlesuit or 'Vanzer' it was decided that Vanzers would require transportation to and from combat zones. That is why the Albatross was designed.


OCU Albatross: Transport VTOL.

Crew: 4.

One Pilot.
One Communications officer/ Navigator. (Also copilot in emergency)
One Heavy gunner.
One Point defence gunner.

Height: 8 metres.
Width: 12 metres.
Length: 20 metres.

Weight: 4 metric tonnes when empty.
8 metric tonnes when full capacity.

Powerplant: Three Ivanovich/Neuwerke 180-AC multi-vector engines. Arranged in a reverse tri-cycle formation. ie. One mounted on each wing and one mounted between the two tail booms.

Armament: 6 ECM flares. 3 mounted in each tail boom. Designed to be dropped in pairs when the Albatross is under attack by guided weapons (read: guided missiles, automated gun positions, radar assisted weapons and heat seeking weapons.).

Twin turret mounted machine guns. Mounted on top of the fuselage the turret (manned by the point defence gunner) the turret is designed to engage lightly armoured targets (read: enemy aircraft, unarmoured human threats etc.). The machine guns are silenced and have flash suppressors so that firing the weapon does not distract the pilot or comms officer from their duties. Turret is mounted on top of the Albatross because the Albatross is generally a low flying dropship, most targets will be above the aircraft.

80mm recoiless cannon: Mounted below the cockpit the cannon is manned by the heavy gunner. Designed as a support weapon for the Vanzer squad it delivers into combat the 80mm cannon fires shaped charge rounds at heavily armoured targets (read: Tanks, walls, Panzers etc.). A low rate of fire and poor fire arc means the cannon must be fired while the Albatross is hovering perfectly still, leaving the Albatross vulnerable to AA fire (hence the ECM flares).

Sensors: Mounted beside the 80mm cannon the Albatrosses scanners are designed to recon the area immediately surrounding a Vanzer dust off point, providing a Vanzer squad with up to date and accurate information of their situation when they disenbark. Sensors include: Infrared. Radar. Starlight scopes. MAD (magnetic anomaly detector) scanner etc.

Special notes: Designed by OCU for Vanzer transport the Albatross has some interesting features.

1) Highly bouyant landing gear, allowing the Albatross to land and deploy Vanzers off shore. OCU operates in the pacific area meaning they require the ability to have amphibious units. The Albatross was designed with this in mind.

2) Capacity to carry light vehicles in lower fuselage. Behind the 80mm cannon is a compartment designed to carry light vehicles or supplies. These range from lightly armoured vehicles, zephyrs (small, lightly armoured boats), crates of ammunition, mobile command posts, bombs or limpet mines may be stored and dropped from here also. Modified Albatrosses may have the ability to carry cruise missiles deployed from this compartment.

3) Multiple egress bays. At times Vanzers may be required to deploy quickly and from multiple bays. That is why the Albatross has 4 egress points for Vanzer units.

1) General rear door, 4 metres wide.
2&3) Side mounted doors, each 2 metres wide.
4)Top hatch. Not recommended for general egress but available for emergency deployments.

General notes: OCU contracted Neuwerke GmbH to design an efficient and powerful engine designed to be used in a triad, reverse tricycle formation. The resultant contract provided the Albatross with very powerful engines. However, they don't allow the craft to change course quickly or accurately. The Albatross has high speed and power but is not agile, relying on it's ECM flares to avoid severe damage to core systems.

OCU's superb engineering skills and Neuwerkes expertise meant the designer's gave the albatross heavy armour. While this armour does lower the Albatrosses agility it means the Albatross can take a large amount of damage before being shot down. OCU felt that the compromise between armour and agility was fair because Vanzers are expensive to produce and it would be a shame to lose an entire squad due to a stray shell.

Due to the operational success of the Albatross, many other corporations and single 'interested' persons have expressed interest in purchasing the Albatross for themselves. OCU, taking the bull by the horns, has agreed to sell Albatrosses, albeit for massive profit, to rival corps.

Report Post | IP: Logged | Forward this post to another member

Posts: 206
red_Dawn is offline Click Here to See the Profile for red_Dawn Click here to Send red_Dawn a Private Message Click Here to Email red_Dawn Visit red_Dawn's homepage! Find more posts by red_Dawn Add red_Dawn to your buddy list Edit/Delete Message Quick reply to this message Reply w/Quote
Return To Top

Last Thread | Next Thread Forum Rules
Post New Thread Post A Reply
Quick Reply

Your Quick Message

[check message length]
Show Printable Version
Email this Page
Subscribe to this Thread
Download Thread
Rate This Thread:

Forum Jump:






Forum Rules:
You may post new threads
You may post replies
You may not post attachments
You may edit your posts
HTML code is OFF
vB code is ON
Smilies are ON
[IMG] code is ON
 
All times are GMT +1 hour. The time now is 11:49 AM.

The DGN Forums opened on May 2000.
Powered by: vBulletin Version 2.3.0; Copyright © 2000, 2001, Jelsoft Enterprises Limited. | Copyright © 1999-2003 Den Games Network