TheLoneRook
Death's Secretary
Welcome, CI9 operative. I'm Jimmy, the Intel Officer here at ECHO, and this is the EchoChamber. This is where the magic happens. Here we'll teach you what you need to know to be an effective operative, and all the ins and outs and little formalities you'll have to follow. It's just paperwork, we all do it, so no whining, you hear me?
All right, here's how it works.
Alright, there are four generalized "types" of mutants that we have on record. None of the shit's set in stone, but here's what we DO know.
Class 1, Naturals
Naturals are the ones who took the Genesis Bullet like they were supposed to. No problems, no accidents, everything going according to plan. They're typically perfectly fine, mentally stable and all that, though the mutations they undergo are incredibly....well, effective. This leaves them looking a little less than human. Save for having a humanoid figure, they undergo a lot of very impressive changes, stuff you can't really hide away with makeup and good lighting. That being said, naturals also don't have any need for additional augmentation. They're ready to go just the way they came out of the box, no extra bits or pieces needed. Batteries included, all that jazz. Their capabilities are typically physically oriented, they're strong and durable, but we typically arm them with a few weapons, just in case they need a little extra pizzazz, yknow? Pretty straightforward.
Class 2, Harnessers
Harnessers come out a little rough around the edges. As we've observed, a harnesser is a mutant that's just a little premature, like an undercooked steak, still nice and juicy but just a little too much yknow? As a result, their body doesn't do a very good job of sealing in all that extra power they pack. They have a tendency to leak out pure energy. I've seen some that leak heat, some that leak electric charges, even one guy who leaked radiation. As a result of all that leakage, we typically give them some minimal augmentation, stuff that they can use to harness their power. Hence the name, duh. These guys tend to do a lot of harm to the baddies, but they aren't as heavily armored as Naturals, due to being all...unfinished. They're also not the best at blending in either yknow, with the whole oozing energy and wearing a bunch of tech shit to keep it all from goin all over the place.
Class 3, Augmented
Augmented are the runts of the litter. The bullet put them back together, but that was about it. Still technically better then the average human, but not a lot of added perks besides maybe silky smooth hair and no signs of acne. That being said, they still completed the test. They took the bullet and survived, so they've earned a spot with the team. The Augmented are also useful because they look completely normal. They can go in public without anyone batting an eye, slip through a crowd eezy peezy. Normally you'd think that wouldn't be very useful, but it's almost necessary in our line of work. To compensate for their lack of mutations, Augmented are given heavy duty augmentation. We're talking power suits, high tech gadgets, weaponry, the works. It's all personalized for the user too, no standard default shit for the special snowflakes here at CI9, no sir. However, the only problem is that Augmented aren't allowed to have permanent fixtures. Mostly because it ruins their ability to look normal, if they can't take off their super suits and stuff. They get whatever they want for the most part, but they gotta be able to take it off from time to time.
Class 4, Overgrown
These one are interesting. You know how Harnessers and Augmented got the short end of the mutation stick? Well these guys went overboard. Their bodies took the bullet and then some, and boy did they go to town. A lot of them grow to massive sizes, and they're all ridiculously strong. On the other hand, they have a tendency to come out a little off in the head, they don't think so good. So it's a bit of a sacrifice for them. They're arguably the toughest kids on the baseball team, but they can't do arithmetic for their lives. That or they're batshit crazy, one of the two typically.
The first number in the Storage Passcode is 9.
Alright, so I know I might be a buzzkill by sayin' this but the club has rules. ECHO dictates that each class of mutants has certain "limitations" to keep you guys under control. This is supposedly for our safety, so if you punks go rogue you won't be too tough to put down. Not that we're worried about that...
Naturals:
-No augmentations. Designing augmentation for Harnessers and Augmented is easy since they aren't so....different. You guys, not so much.
-Two weapons only. This is mostly thanks to a guy back in CI7 named Jerry. Jerry wanted to carry 9 different kinds of explosives with him on a mission, then he ruined it for the rest of you. So thanks, Jerry.
-No harnessing capacity. There have been a few batches of mutants that came out technically Natural, but could still utilize their excess power like Harnessers. These guys get put down, they're considered too dangerous to be trusted. Naturals get enough physical-based powers anyways, what should it matter to you guys?
-No "clean" Naturals. This isn't even a limitation, this is just an impossibility. Naturals do not come out looking normal, they just don't. Harnessers sometimes can pass off as normal from afar, but they glow and ooze and all that. You guys just aren't built to look like people anymore, it's just a matter of fact.
Harnessers:
-No enhanced durability/physical powers. This is the same reasoning we have for Naturals. A harnesser with the endurance of a Natural would be considered too dangerous and would be destroyed before it could remember its own birthday.
-1 melee weapon plus your Harnesser Augment. The idea for this rule was that Harnessers don't NEED weapons, if anything we give them to 'em to make 'em feel better.
-No "clean" Harnessers. Self explanatory, you get the drill.
Augmented:
-Limited to one set of Augmentations. There's only enough tech for everyone to have one nice little box for themselves. If we gave one guy 3 suits we'd be using 3 times the funding for 1/3 of the usefulness. That's just economics.....or was it accounting?
-Augmentations must be removable/detachable. Some folks get little biotech implants for quick assembly, but the point is you guys are supposed to be the ones who can pass off as human. We need you to keep it that way. TRUST ME IT'S IMPORTANT.
-No mental augmentation. Dr. Leumas has a very strict "No Mindfucking" policy. We don't do brain stuff. None of that telepathy business, that's going into uncharted territory. The most we do is sensory enhancement, and that's where we draw the line. End of story.
Overgrown-Really? I have to read this to them? They probably don't even know what I'm saying.....alright ALRIIIGHT fine....
-No weapons. If this rule doesn't make sense to you, imagine a 11ft 3 ton 6 eyed demon of a mutant coming at you with an 11ft 3 ton sized weapon. It's just overkill at that point.
-No Harnessing capacity. We haven't seen it happen yet, but the protocol is that if we do, we gotta kill the thing. Way too dangerous, especially considering how unstable they a-QUIT LICKIN ME.
-No intelligent specimen. I guess the reason they made this rule is because Overgrown are naturally juuust stupid enough to follow orders. Most can speak in simple sentences and understand commands, but if they ever get particularly clever, or at least clever enough to decide they wanna stop following orders, then we have a very, VERY large liability to deal with.
The second number in the Storage Passcode is 1
Just the standard rules of IC roleplay. Please at least read to where you can understand them.
-Understand that someone being rude or insulting to your character is not doing so directly to you. Don't take any interactions between characters overly personally.
-No godmodding.
-No metagaming.
-No autohits (Mods do not have to follow this rule, if we feel you are out of line we will put you down IC, and if you do not respond then, we will put you down OOC, which could result in you being banned from the RP)
-Ask questions if you're confused about something, don't just make an assumption and keep going.
-Follow site rules of course.
-I don't give a single fuck what kind of foulmouthed language you decide to use here. Not a one.
-Be nice, have fun, all that jazz.
-The third number of the Storage Passcode is 4. You need 4 numbers to have your CS accepted.
Alright, here you go. Fill this out and you'll be all set. Just make sure you read the fine print (or else we may or may not be allowed to empty your old bank accounts for funding purposes)
(Feel free to include images in the CS, but always have a description. You don't have to have an image, but you must have a description.)
Counter Initiative 9 Unit Intelligence Report
Pre-Bullet Name: (What your name was before you got shot, duh)
Unit Alias: (What CI9 calls you, it can be a name they gave you or something you created for yourself)
Unit Age:
Unit Gender:
Mutant Classification: (Natural, Harnesser, Augmented, Overgrown)
Physical Description: (duh)
Mutant Capabilities: (Only applies to Natural, Harnesser, and Overgrown)
Augmentations: (Only applies to Harnessers and Augmented. Feel free to be creative, anything that doesn't work I will personally help you to make it more feasible for the rp. Full suits and body augments are only for Augmented)
Armaments: (Weapons, any non-standard/high tech weapons are Augmented only. Harnesser augments do not count as weapons.)
Interview Debrief: (This is an account on the interview your family members went through on account of your character's death. Should there be no family, the information entered would be based on what investigators found out about you. This is considered your History, so add only what you feel is necessary.)
Unit Behavior: (This is your character's personality. Be as brief or detailed as you feel necessary.)
Information Storage Unit Passcode: (If you've read everything you need to read, you'll be able to fill this in. If you don't fill this in properly, your CS will not be accepted until you do)
Miscellaneous Information: "Other"
IMPORTANT NOTE, PLEASE READ:
You will begin in the rp with any augments and assorted items lying next to you, with instructions that will lead you to ECHO's headquarters. That being said, your Intelligence Form should not include any information about you after you wake up, because the idea was that the form was written before you did. Please remember to write your form as such.
The fourth number in the Storage Passcode is 6.
All right, here's how it works.
Alright, there are four generalized "types" of mutants that we have on record. None of the shit's set in stone, but here's what we DO know.
Class 1, Naturals
Naturals are the ones who took the Genesis Bullet like they were supposed to. No problems, no accidents, everything going according to plan. They're typically perfectly fine, mentally stable and all that, though the mutations they undergo are incredibly....well, effective. This leaves them looking a little less than human. Save for having a humanoid figure, they undergo a lot of very impressive changes, stuff you can't really hide away with makeup and good lighting. That being said, naturals also don't have any need for additional augmentation. They're ready to go just the way they came out of the box, no extra bits or pieces needed. Batteries included, all that jazz. Their capabilities are typically physically oriented, they're strong and durable, but we typically arm them with a few weapons, just in case they need a little extra pizzazz, yknow? Pretty straightforward.
Class 2, Harnessers
Harnessers come out a little rough around the edges. As we've observed, a harnesser is a mutant that's just a little premature, like an undercooked steak, still nice and juicy but just a little too much yknow? As a result, their body doesn't do a very good job of sealing in all that extra power they pack. They have a tendency to leak out pure energy. I've seen some that leak heat, some that leak electric charges, even one guy who leaked radiation. As a result of all that leakage, we typically give them some minimal augmentation, stuff that they can use to harness their power. Hence the name, duh. These guys tend to do a lot of harm to the baddies, but they aren't as heavily armored as Naturals, due to being all...unfinished. They're also not the best at blending in either yknow, with the whole oozing energy and wearing a bunch of tech shit to keep it all from goin all over the place.
Class 3, Augmented
Augmented are the runts of the litter. The bullet put them back together, but that was about it. Still technically better then the average human, but not a lot of added perks besides maybe silky smooth hair and no signs of acne. That being said, they still completed the test. They took the bullet and survived, so they've earned a spot with the team. The Augmented are also useful because they look completely normal. They can go in public without anyone batting an eye, slip through a crowd eezy peezy. Normally you'd think that wouldn't be very useful, but it's almost necessary in our line of work. To compensate for their lack of mutations, Augmented are given heavy duty augmentation. We're talking power suits, high tech gadgets, weaponry, the works. It's all personalized for the user too, no standard default shit for the special snowflakes here at CI9, no sir. However, the only problem is that Augmented aren't allowed to have permanent fixtures. Mostly because it ruins their ability to look normal, if they can't take off their super suits and stuff. They get whatever they want for the most part, but they gotta be able to take it off from time to time.
Class 4, Overgrown
These one are interesting. You know how Harnessers and Augmented got the short end of the mutation stick? Well these guys went overboard. Their bodies took the bullet and then some, and boy did they go to town. A lot of them grow to massive sizes, and they're all ridiculously strong. On the other hand, they have a tendency to come out a little off in the head, they don't think so good. So it's a bit of a sacrifice for them. They're arguably the toughest kids on the baseball team, but they can't do arithmetic for their lives. That or they're batshit crazy, one of the two typically.
The first number in the Storage Passcode is 9.
Alright, so I know I might be a buzzkill by sayin' this but the club has rules. ECHO dictates that each class of mutants has certain "limitations" to keep you guys under control. This is supposedly for our safety, so if you punks go rogue you won't be too tough to put down. Not that we're worried about that...
Naturals:
-No augmentations. Designing augmentation for Harnessers and Augmented is easy since they aren't so....different. You guys, not so much.
-Two weapons only. This is mostly thanks to a guy back in CI7 named Jerry. Jerry wanted to carry 9 different kinds of explosives with him on a mission, then he ruined it for the rest of you. So thanks, Jerry.
-No harnessing capacity. There have been a few batches of mutants that came out technically Natural, but could still utilize their excess power like Harnessers. These guys get put down, they're considered too dangerous to be trusted. Naturals get enough physical-based powers anyways, what should it matter to you guys?
-No "clean" Naturals. This isn't even a limitation, this is just an impossibility. Naturals do not come out looking normal, they just don't. Harnessers sometimes can pass off as normal from afar, but they glow and ooze and all that. You guys just aren't built to look like people anymore, it's just a matter of fact.
Harnessers:
-No enhanced durability/physical powers. This is the same reasoning we have for Naturals. A harnesser with the endurance of a Natural would be considered too dangerous and would be destroyed before it could remember its own birthday.
-1 melee weapon plus your Harnesser Augment. The idea for this rule was that Harnessers don't NEED weapons, if anything we give them to 'em to make 'em feel better.
-No "clean" Harnessers. Self explanatory, you get the drill.
Augmented:
-Limited to one set of Augmentations. There's only enough tech for everyone to have one nice little box for themselves. If we gave one guy 3 suits we'd be using 3 times the funding for 1/3 of the usefulness. That's just economics.....or was it accounting?
-Augmentations must be removable/detachable. Some folks get little biotech implants for quick assembly, but the point is you guys are supposed to be the ones who can pass off as human. We need you to keep it that way. TRUST ME IT'S IMPORTANT.
-No mental augmentation. Dr. Leumas has a very strict "No Mindfucking" policy. We don't do brain stuff. None of that telepathy business, that's going into uncharted territory. The most we do is sensory enhancement, and that's where we draw the line. End of story.
Overgrown-Really? I have to read this to them? They probably don't even know what I'm saying.....alright ALRIIIGHT fine....
-No weapons. If this rule doesn't make sense to you, imagine a 11ft 3 ton 6 eyed demon of a mutant coming at you with an 11ft 3 ton sized weapon. It's just overkill at that point.
-No Harnessing capacity. We haven't seen it happen yet, but the protocol is that if we do, we gotta kill the thing. Way too dangerous, especially considering how unstable they a-QUIT LICKIN ME.
-No intelligent specimen. I guess the reason they made this rule is because Overgrown are naturally juuust stupid enough to follow orders. Most can speak in simple sentences and understand commands, but if they ever get particularly clever, or at least clever enough to decide they wanna stop following orders, then we have a very, VERY large liability to deal with.
The second number in the Storage Passcode is 1
Just the standard rules of IC roleplay. Please at least read to where you can understand them.
-Understand that someone being rude or insulting to your character is not doing so directly to you. Don't take any interactions between characters overly personally.
-No godmodding.
-No metagaming.
-No autohits (Mods do not have to follow this rule, if we feel you are out of line we will put you down IC, and if you do not respond then, we will put you down OOC, which could result in you being banned from the RP)
-Ask questions if you're confused about something, don't just make an assumption and keep going.
-Follow site rules of course.
-I don't give a single fuck what kind of foulmouthed language you decide to use here. Not a one.
-Be nice, have fun, all that jazz.
-The third number of the Storage Passcode is 4. You need 4 numbers to have your CS accepted.
Alright, here you go. Fill this out and you'll be all set. Just make sure you read the fine print (or else we may or may not be allowed to empty your old bank accounts for funding purposes)
(Feel free to include images in the CS, but always have a description. You don't have to have an image, but you must have a description.)
Counter Initiative 9 Unit Intelligence Report
Pre-Bullet Name: (What your name was before you got shot, duh)
Unit Alias: (What CI9 calls you, it can be a name they gave you or something you created for yourself)
Unit Age:
Unit Gender:
Mutant Classification: (Natural, Harnesser, Augmented, Overgrown)
Physical Description: (duh)
Mutant Capabilities: (Only applies to Natural, Harnesser, and Overgrown)
Augmentations: (Only applies to Harnessers and Augmented. Feel free to be creative, anything that doesn't work I will personally help you to make it more feasible for the rp. Full suits and body augments are only for Augmented)
Armaments: (Weapons, any non-standard/high tech weapons are Augmented only. Harnesser augments do not count as weapons.)
Interview Debrief: (This is an account on the interview your family members went through on account of your character's death. Should there be no family, the information entered would be based on what investigators found out about you. This is considered your History, so add only what you feel is necessary.)
Unit Behavior: (This is your character's personality. Be as brief or detailed as you feel necessary.)
Information Storage Unit Passcode: (If you've read everything you need to read, you'll be able to fill this in. If you don't fill this in properly, your CS will not be accepted until you do)
Miscellaneous Information: "Other"
Code:
IMPORTANT NOTE, PLEASE READ:
You will begin in the rp with any augments and assorted items lying next to you, with instructions that will lead you to ECHO's headquarters. That being said, your Intelligence Form should not include any information about you after you wake up, because the idea was that the form was written before you did. Please remember to write your form as such.
The fourth number in the Storage Passcode is 6.
Last edited by a moderator: