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Everything posted by Mist

  1. OOC Name: Misty IC Name: Sarai Mizriah Character Division: Medical- Trauma Surgeon / Aux Instructor Steam ID: STEAM_0:0:0 Off Duty: Size of Imported Assets: 6 MB
  2. Sure. I can do that, I can change the makeup sometime anyways - Its just a holdover from the object's texture. I'll downsize the walkman, that's fair that it's a bit massive. I can try to have it attached to the belt, if possible.
  3. I'll probably do something more complicated later but I just wanted a simple headhack port
  4. OOC Name: Misty IC Name: FLt. Emilija Levitsky Character Division: Fleet - VIKING Pilot Steam ID: STEAM_0:0:0 On Duty: Off Duty: Walkman: Size of Imported Assets: 5MB
  5. Name: Starship Troopers RP: The Klendathu Era | sstrp.net Server IP: TBA Forums: http://sstrp.net (I hope you know this one.) Discord: https://discord.gg/sstrp Wiki: http://wiki.sstrp.net (Being rebuilt) Content Pack: TBA
  6. Pathfinders Rank & Responsibilities As per SICON-OSW regulations and documentation LAA: DEC21 2301 Corporal ---- Corporals are newly inducted Pathfinders. These people have yet to pass through the Yukon, the final test in Pathfinder training and are still considered to be learning. Sergeant ---- Sergeant is the standard rank allotted to Pathfinders after they’ve completed their training in the Yukon. These are full Pathfinders, they are the bread and butter of the OSW. Technical Sergeant ---- Technical Sergeants within the OSW fulfill a variety of different, specialized roles depending on their group. They make up a small cadre of experienced Pathfinders, who've chosen to decline leading on the field. They train newer Pathfinders and excel at their speciality traditionally. Staff Sergeant ---- Staff Sergeants act as squad leaders within the OSW’s elite teams. They’re veteran Pathfinders and are entrusted with leading, both on the field, and off the field by representing the culture of their Pathfinder Group. Master Sergeant ---- Master Sergeants operate on a squad-wide level within a Pathfinder group. They’re directly responsible for the lives of 12 Pathfinders beneath them and managing their team leaders. Lieutenant ---- Overall commander of a Pathfinder platoon, they’re low in numbers due to the extreme standards of the OSW. While often seen on the field, their concerns lay mainly in ensuring the health of each Pathfinder in their platoon. Warrant Officer ---- Warrant Officers are rare within the OSW. They’re one of two breeds: Retired officers, who’ve since then resigned their commissions, or experienced SNCOs who've denied a commission. Warrant Officers act in an advisory level with the Master Sergeant and Lieutenant, looking over the health of a platoon.
  7. Pathfinders – SF A Comprehensive Guide What are special forces? "Soldiers that exceed the average trooper's capabilities, and that are used in clandestine operations to achieve previsionary goals." Special Forces, in essence, are exactly what was listed in quotes. But, they're much, much more than just that. There are three main things to discuss when talking about the creation of an SF character. Ethics Rules, and Knowledge -=- Ethics Arguably one of the most important aspects of this document should be teaching the ethics that should be practiced in SFs characters. Teaching the goals of a unit, and the purpose of them is vital in creating a cohesive unit that plays off one another, as well as other units. Things to note are the following: - Special Forces are not psychopaths. They receive extensive psych evals in order to stay at the top of their game. - Special Forces are not invincible, and are arguably more likely to die in the field than your average trooper. - Special Forces have years of experience, and have learned much over this time. They know when to be quiet, and when to listen when the officer is talking. - Special Forces are, more times than not, more humble than most infantrymen you’ll come across. In the Federation, each infantryman must serve two years before applying to become a Pathfinder – They aren’t going to pick on grunts when they’ve been in their position. Proper Ethics is something that is vital to playing out a good SF character. Without ethics, we run into many pitfalls that are ultimately the reason why PFs are seen as a joke by some. -=- Rules Simple, basic things. Guidelines that can’t be violated without resulting in removal. Can’s - Give advice to non-SF, so long as no information they give is classified. - Offer to train non-SF, but cannot order them to undergo a training. A simple hand-to-hand combat training can not only spark roleplay, but also encourage those not in SF to strive to roleplay at a higher quality, like yourself. - Do cool Special Forces events, and show off high-quality roleplay! Cant’s - Commit crimes on and off the field because they’re ‘valuable assets’. - Indirectly or directly undermine command of another branch such as the M.I, or those of a non-SF standing. - Belittle those of another branch for the sole standing of them not being SF, and feeling the need to compensate. - Deploy with the M.I outside of rare, XA approved circumstances. - Metagame by ass-pulling technology or information. What you know ICly is what you know, and what you have in your kit is all you have. You have the environment, but sometimes, you can fuck up. Yes, even a special forces person can fuck up. -=- Knowledge Perhaps the most extensive of the categories, the knowledge of a special forces is split into two parts. Their specialization, and their baseline knowledge. Their specialization is what they are top-tier at. They may not be able to be the best at everything, but this one thing is something they can nearly never mess up on, and perform well above average at. Their baseline knowledge, however, envelops a large portion of certifications, such as: - Combat Life Saver Course (Secure Area, Call, Stop Bleeding, Stabilize) - Mapping & Compass Usage - Basic Non-Standard Firearm Usage (Non-standard issue firearms) - Basic Standard Firearm Usage (Snipers, Rocket Launchers, GL’s) - Proficient Standard Firearm Usage (Moritas DMR’s, SMG’s, Shotguns Handguns) - Wilderness Survival (Staying warm, staying dry, [sometimes] staying hidden) - Basic Reconnaissance (Know what to look for, what to write down, how to stay undetected) - SERE (Distract yourself, make friends, stay discreet) - Security Clearances Any new Pathfinder should be thinking about what specialization they want to take up! There’s plenty of unique opportunities within SF, such as technical specialists, translators. Think beyond a trigger, you should be looking for something that brings unique opportunities for roleplay! There’s more training to SF than can be explained through a doc, going through it all would take weeks. Use common sense and always think, “what does this add to roleplay?” CREDIT TO @Nyx
  8. CREDIT TO ARCHER, I DID NOT MAKE THIS The presence of Arachnids on a planet is classified by SICON with the Arachnid Infestation Index (AII). There are three levels of Arachnid planetary infestation, which defines how long the Arachnid presence has been expanding across the planet – they are divided into Infected, Compromised and Bug Central. Infected A planet is considered ‘Infected’ when there are one or more Arachnid colonies on its surface and they are just starting to expand. Native species, if any, are still dominant on the world and the presence of Arachnids may still be undetected. Phase One: Arachnid infestation of a planet begins here. Spore capsules or a transport bug arrives on the planet’s surface and the Arachnids begin to expand their areas of control. Detailed analysis of the planet’s surface can detect the presence of bugs by discovering small patches of devastation near their landing site. However, it can be quite hard to find the Arachnid presence and much harder to locate their small colonies. Phase Two: The first couple of colonies have matured and begun to spread their influence, aiming to expand quickly before the world is alerted to their presence. The first Arachnid warriors and workers are already making increasingly daring raids on the environment, identifying the dangers in the ecosystem, including rivals among indigenous life. The first brain bugs appear, their individual growth closely linked to everything they learn and assimilate from the surrounding environment. If a dangerous life form is identified, its habits, strength and weaknesses are assessed and studied by the brainbugs, so measures can be taken to reduce their power (such as attacking their food sources or giving specialised abilities to future warrior bug swarms). Phase Three: The presence of the Arachnids becomes more perceptible. The most dangerous native species has been identified and systematically slaughtered. Wholly devastated ecosystems become more evident in small areas, which is primarily what makes the presence of Arachnids more obvious. Compromised A planet is considered ‘Compromised’ when several colonies are present, to the point the Arachnid presence cannot be ignored any longer. The colonies have begun to breed specialised orevolved sub-species and environmental damage can be seen from space. All of the Arachnids’ main contenders in the food chain have become a target for constant harassment, to the point of extermination. Phase One: At this point, colonies are capable of expanding very rapidly. Attacks on other life forms have multiplied and the planet’s ecosystem has been irreparably altered. Phase Two: Now comes the last onslaught on the planet’s strongest species, after which the Arachnids can proliferate freely without interference. Devastated areas have extended so much that entrances to Arachnid colonies can be found with relatively little effort. Bug Central ‘Bug Central’ is a planet completely dominated by Arachnids, its natural ecosystems virtually eliminated and its landmasses occupied by colonies. Phase One: Most other life forms have been eliminated from the planet’s surfaces. Devastated zones are becoming larger than non-infested areas. Phase Two: The majority of the planet’s surface is devastated, merging into a single ever-growing Arachnid colony, resembling Klendathu more as time passes. Phase Three: The surface of the planet is a wasteland. Nothing remains of the original ecology and the only organic landscape features are Arachnid colonies and swarms of bugs on the land and in the sky. By the end of phase three, there is effectively just one giant colony, all others having merged into this one.This colony is a single, immense network of underground passages connecting the entire planet. At least one queen bug will almost certainly have beenbred by this time. After phase three has been achieved, spores and transport bugs are sent to nearby planets, which continues the process of Arachnid expansion across space.
  9. Psychic Growth - A Brief Introduction As per the Ministry of Paranormal Warfare’s regulations. What is ‘Psychic Growth’, and how does it work? As a young child grows into adolescence, a psychic does the same. The growth of a psychic is split between five parts. Juvenile, Minor, Medial, Major, Proficient. Each of these phases have their own identity of sorts, and are each incredibly important to the development of a psychic and their abilities. Each part is measured in three areas. Control, Capacity, and Fortitude. Control is the self-control in which a psychic has on both its ability to filter out what it receives psychically, as well as what it sends out. This is also coined as accuracy by most psychic handlers. Capacity is the raw power level that a psychic holds. The more trained, and older a psychic, the larger capacity for psychic power and intuition they hold. Fortitude is the measure of which a psychic can withstand not only exterior psychic stimuli, but also the amount a psychic can dish out before hitting their limit. --- Juvenile -- I Those psychics listed as ‘Juvenile’ are almost always children who have just been found. Rarely are adults listed under this category, as most psychics who go undetected until their adulthood are usually able to transition out of this phase naturally, albeit taking far longer than someone under correct supervision. Control: Very Low - Juveniles hold next to no control over their powers, making them rather unstable, and prone to hurt themselves in mostly non-fatal ways. Capacity: Low - With no experience nor age to add, Juveniles hold a very low power ceiling. Fortitude: Very Low - Juveniles are incredibly prone to psychic influence (moreso than your average human), and can’t last very long at all in their own influences. --- Minor -- II Those listed as a ‘Minor Psychic’ are what most civilian-service psychics are. Most are either adolescents, or scarred MIPOD operatives, too battered psychically and physically to work under MIPOD anymore. They exhibit moderate levels of control, paired with their rather punitive capacity; that is just enough to make themselves ‘safe’ to both others, as well as themselves. Typically defines 3SPC, 2SPC, and early SPC. Control: Medium/Low - Still struggling to fully recognize the range and shortcomings of their own abilities, Minor psychics are still prone to nosebleeds, migraines, and loss of consciousness even on successful usages of abilities. Capacity: Medium - Whilst still lacking complete control, a Minor psychic will learn and retain the most psychic growth during this period of time. Some minor psychics can have a higher power ceiling; however this -always- comes with harsher side effects to ability usage. Fortitude: Low - Minor psychics are rather incapable of challenging much in the way of psychic influence, with some of the scarred MIPOD operatives being closer to a Juvenile in this category more than others. ---- Medial -- III Those listed as ‘Medial’ psychics are those who have lasted longer than most psychics, avoiding both death and burnout for long enough to begin taming their own mind. Typically seen as veteran SPCs and SSPCs, a Medial Psychic is a highly useful asset to whomever they’re attached to. Control: Medium/High - Capacity: Medium - Fortitude: Medium/Low - Still vulnerable to the attacks from nearly all alien psychic sources, Medial psychics are able to at least power through low-grade psychic assault; whilst still facing pain and disorientation, they’re less likely to faint at any sign of psychic assault. --- Major -- IV Those listed as ‘Major’ psychics are those who have received sufficient training to be stable enough to handle other psychics and their upbringing. Typically made up of the most senior of MIPOD, most stronger Major Psychics will work in PsyOps as officers. The weaker end of Majors will be MSPCs on the lowest end, and many MIPOD leaders. Control: Medium/High - Capacity: Medium/High - Fortitude: Medium - They can repel attacks from untrained Skinnies but are still prey to the Arachnid Hivemind and trained Skinny Warriors. --- Proficient -- V Those listed as ‘Proficient’ psychics are the best of the best– Members of PsyOps High Command and OSW. At its peak, Carl Jenkins is considered the strongest of all Proficient psychics. These psychics; whilst pale in power when compared to most alien races' highest psychic individuals; can hold their own against most medium-tier alien psychic assaults. Control: High - Capacity: High - Fortitude: Medium/High - Able to withstand the mental pressure of most Skinnies and their attacks, as well as shielding from low-tier Progenitor and Human assaults, Proficient Psychics are capable of holding their ground through higher levels of mental pain when compared to the average psychic. (Credit to Nyx)
  10. Mist

    Psychic -- Roster

    | -://...ACCESSING-UCFDFARMY-UNIT-DIRECTORY -| | -://...ACCESSING-MOBCOM/SEC12-UNIT-DATABSE -| [LAST-ACCESS-12-27-2301:0200-BY-'EDIMITRIJEVIC'] /..\ | -://...SEARCHING-7POG-27CSC-217D- -| | -://...LOADING-7POG-27CSC-217D--| |-://...MBS-LOADED - | -://...DISPLAYING-7POG-217CSC-217D-| 7th Psychic Operation Group, 27th Combat Support Center, 217th Mobile Infantry Psychic Operations Detachment Command Staff: 2Lt. Eluta Kontaveit [ @LoFiSuicide -- Telepath-- IV] TSgt. Adriana Kyung-Mi [ @LoFiSuicide Memory Man -- III] Handlers: MSpc. Eliza Keper [ @Lit Senser/M.M -- III ] MSpc. John Doe [Vacant] Detachment Staff: Spc. John Doe [Vacant] Spc. John Doe [Vacant] Spc. Sofie Bishop [ @Gr4Ss -- Memory Man -- II ] 2Spc. Ardi Kontaveit [@Dimov -- Memory Man -- II] 3Spc. Rebecca Friedman [@chihuaua kisser -- Telepath -- I] 3Spc. Erasyl Omalov [ @Valkrae -- Memory Man -- I] (These follow a template of forum name, specialization, power level and handler. Psychic Handlers are still able to train those who are not billeted as their students.)
  11. Mist

    Psychic Backlash

    Psychic Backlash Backlash is common among human Psychics. It is the negative reaction from overstraining one's self while utilizing Psychic abilities. This is not entirely mental, or physical, but rather a mix of both. These injuries are organized by severity from Green to Black within a color coded system. Minor Presenting Symptoms (GREEN): Irritability (Lack of empathy, annoyed, temperamental.) Migraines (Throbbing pain in the head. Pressure in the skull) Sensitivity with bright lights or loud noises. (Light and loud noises further exacerbate irritability. Natural light can seem blinding.) Nausea (Disorientation. Feeling like you need to throw up. General weakness of the body.) Presenting Symptoms (YELLOW): Haemolacria, hematidrosis, hemotympanum, epistaxis (Blood vessels are bursting as a result of overexertion. This leads to blood flowing from the nose, seeping into and out of the eardrums. Alongside ichor-stained tears and sweat.) Inability To Regulate Body Temperature (Extreme sweating. Passing out, irregular pulse, fatigue, high blood pressure.) Numbness Vomiting Moderate Symptoms (ORANGE): Delirium (Mental confusion, unable to sleep, think, eat. Remembering where the trigger on your rifle is feels impossible.) Retrograde Amnesia (Fading of recently formed memories. Confusion of where you’re at, and why. Older memories can fade if overexertion continues.) Transient Ischemic Attack (Slurred speech, paralysis of the body. Experiencing a stroke, it eventually fades away after several minutes.) Subconjunctival Hemorrhage (The exploding of a blood vessel within the eyes. Feels scratchy and like you can’t see.) Severe Symptoms (RED): Ischemic Stroke, Hemorrhagic Stroke (Slurred speech, convulsions, paralysis permanent or temporarily. Brain clots and risk of permanent damage if not MEDEVACed) Extreme Vomiting Muscle Spasms Hypotension (Pale skin, irregular breathing and pulse. Usually accompanied by blood-pressure induced shock which further worsen symptoms.) Increased Intracranial Pressure (Vomiting, possibility of passing out, confusion, lack of energy) Psychic Burnout (BLACK): Psychic Burnout is a complete inability for one to tap into their Psychic abilities. This can last for a couple of hours, or be permanent. Usually, this results in a death for the Psychic. It is one of the primary risks from using Lithium or LP, as it can cause Burnout and permanently damage a Psychic's connection to their abilities. (Do not use burnout except for as a PK)
  12. Mobile Infantry Psychic Operations Division, Handlers & Support Staff As per SICON-MPW regulations and documentation. LAA: OCT24 2301 Psychic Handlers ---- Purpose & Function Within A Detachment Psychic Handlers at a position of billet, rather than rank. It is expected every Psychic who reaches Master Specialist and any rank over it will be trained on how to function as a Handler and function as one for at least a year. Officers as well can and do serve as Handlers; Psychics embedded within Pathfinder units in particular find their handlers being derived only from PSIOP's numbers. But what does a Handler do? A Handler is a Psychic who holds significant capabilities over one or more Psychic specialization - Such as Memory Men, Telepathy or Sensery. They are subjected to limited psychology classes and CLS classes for the purposes of mentoring new Psychics found within M.I.P.O.D. The connection between a Psychic and their Handler is very strong; It only is surpassed by the natural Psychic links that exist from familial connections. Handlers will be assigned Psychics who they will then oversee. It is their responsibility to see that these Psychics grow with their abilities. Additionally, they monitor Psychics and ensure they are in good health. These Handlers will report the growth of their Psychics to their detachment NCOIC and CO, they can make or break the careers of upcoming personnel. Despite the rank inherited by most Handlers, they are unable to give out orders within a combat environments.
  13. Mobile Infantry Psychic Operations Detachment, Rank & Responsibilities As per SICON-MPW regulations and documentation LAA: DEC21 2301 Third Specialist ---- Fresh from the Academy, these Psychics have just arrived at their unit. They are being monitored by a Handler for sufficient growth and are still heavily, heavily learning how to utilize their skills. (Starter rank. At 3Spc., someone is on probation within M.I.P.O.D and is being tested.) Second Specialist ---- Observed to grow with their abilities, these Psychics are the lucky who don't stagnate with their progression and are able to withstand the pressure applied onto Combat Psychics. At this stage, they are now learning general abilities alongside their classification. Specialist ---- Held by those who’ve proven themselves within a unit. These Specialists have sufficient capabilities with their born Psychic specialization and are able to comfortably perform Psychic abilities. They will continue to learn the intricacies of their specialization. Specialists make up the majority of M.I.P.O.D Senior Specialist ---- A mark of veterancy; These Psychics have lasted long in a combat unit and hold a superior understanding over their specialization. Now is held the additional responsibility of helping teach inexperienced Psychics, however their primary role is still acting as a Combat Psychic. Master Specialist ---- Master Specialists are artisans of their perspective Psychic field and are often crosstrained into another field for the purposes of training. Additionally, they undergo medical training and psychology training to allow them to supervise a trainee. Their primary purpose is now as an instructor; although they are able to deploy. These MSpcs. are allotted to manage training for their born Psychic specialization within a detachment. Technical Sergeant ---- The NCOIC of a MIPOD. A TSgt. manages the day-to-day running of a detachment. They work closely with the Master Specialists and advise them, they additionally will act as an instructor where needed. When a WO. sets policy, a TSgt. ensures its being carried out. Warrant Officer ---- A Warrant Officer manages Psychic personnel onboard a specific vessel or base. It is their responsibility to ensure their unit runs smoothly. They act as Handlers where needed and ensure other elements within a unit know how to utilize Psychics.
  14. Psychic Upbringing: Psychics hold a more normal upbringing than most would imagine. None are whisked away to any academies. Instead, upon being discovered as a developing psychic special modifications are made to their education. There is no Federation wide standard for this education, however Colonies are directed to make their best efforts at accommodating these individuals and per SICON regulation all psychics must be reported for a Federation registry. This divide in accommodations has led to their general existing two different kinds of breeds of psychics. Inner Colony psychics, such as those from the Capital and its outlying systems tend to be well adjusted. Fresh psychics from Iskandar for example are assigned an agent from PSYOPs to monitor their progression. Additionally, they're put through an extra course within standard Federal schooling on the different kinds of psychics and controlling their abilities. Then, on the other end of the spectrum, many outer colonies lacks any resources for upcoming psychics. They are left out with little understanding of their abilities, little monitoring and little aid. These outer colonials tend to make up the majority of the psychic population, and surly, they are a stronger part of the view on psychics. Many times, the people are mistakenly diagnosed with mental disorders, or otherwise growth these disorders out of struggles with their developing tether to the paranormal world. However good the teaching these civilians receive is, that is all it is. Teaching. It is strictly illegal for civilian psychics to be taught advanced disciplines with their power. The only option to learn to master their powers is through the Federation, either in the combat arms of M.I.P.O.D or in a noncombatant role within the Office of Special Services. Citizen Services: If a psychic does not qualify for traditional military service then often times they are shoved into 'citizen' services. This encompasses a wide range of roles. Burnt out memory men, who still possess advanced calculus skills are often put into this classification of work as beancounters or astronavigation agents. Other psychics, simply not born strong enough to harness their powers may end up assigned to police departments and roles within the medical world. After five years of working within one of these roles a psychic may go before a SICON board and plead their case for citizenship. If it is denied, per the Federation Oath they will continue their service. Acceptance is rare, as a whole, in these trying times within the 3rd Bug War SICON finds itself unwilling to let go of many psychic assets. Those who are dismissed still maintain an abstract relationship with SICON-- Often times they'll be monitored by PSYOPs on their reintegration into society. Psychics who earn their franchise are entitled to starting up their own services related to their abilities. That is their business, and SICON cares little beyond two ground rules. 1: No Citizen Psychic may train another Civilian Psychic. 2: No Citizen Psychic may provide Paranormal services to anyone who themselves is not a Citizen. This is a privilege as apart of the Federal Franchise. 3: Citizen Psychics working in the corporate sector of the United Citizens Federation may only work for organizations that are owned and managed by Citizens who have completed two or more years of Federal service. These rules are apart of the many ways the Federation grooms Psychics towards working for Enlisted Services. Restrictions on Psychics: Psychics are certainly viewed as an asset for all the unique roles they can fill; A Psychic may be able to solve cases that have been cold for decades, perform Search and Rescue in unfamiliar environments and map out the farthest reaches of the Galaxy. Despite their uses, restrictions are imposed on them lest they go astray and to satiate the appetite of the many who hold an inherent mistrust of Psychics. The most notable, and by far controversial is the inability for any registered Psychic to hold public office and or otherwise hold Executive or Legislative Authority. This means they cannot be a Planetary Governor for example. Additionally, they are barred from entering casinos and participating in gamblings or investing within the Federal Stock Exchange. Public Perception: Psychics retain a nebulous position within society. Many simply do not trust Psychics, others hold a more aggressive malcontent towards them. As a result, they are closely monitored and anyone who threatens the stability of this fragile relationship is dutifully taken care of. When left to sizzle these tensions have simmered before into violence, especially in the far stretches of the Outer Colonies. Others don't believe Psychics exist at all. An easy belief to hold as a majority of civilians never meet a Psychic. The only solace for these individuals is within the Enlisted Services. Reception is often warmer due to the meritorious basis of these organizations and the use these individuals provide.
  15. Judicial Articles & Modifications Surrounding Psychics As per SICON-INSEC regulations and documentation LAA: MAR21 2301 ---- A psychic consistently clashes verbally with infantry causing discourse. The psychic must be spoken to by their handler and the infantrymen by an NCO to follow Federal protocol. ---- A psychic engages in a physical altercation with a Federal Servicemember. A demotion in pay grade or other non-judicial-punishment must occur to follow Federal protocol. ---- A psychic unintentionally psychically assaults a Civilian, Federal Citizen, Federal Servicemember. Summary Court Martial must occur to follow Federal protocol. ---- A psychic possesses a controlled substance without a legal prescription. A minimum of 10 lashings must occur, with greater punishment decided by a General Court Martial. ---- A psychic intentionally psychically assaults a Civilian, Federal Citizen, Federal Servicemember. Punishment via a General Court Martial must occur to follow Federal protocol. ---- A psychic intentionally ends the life of a Civilian, Federal Citizen, Federal Servicemember through conventional means. Punishment via a General Court Martial must occur to follow Federal protocol. ---- A psychic intentionally ends the life of a Civilian, Federal Citizen, Federal Servicemember through paranormal means. Punishment via a General Court Martial must occur to follow Federal protocol (Due to their inherently more unstable nature Psychics are held to higher degrees of accountability and watch by the Federation.)
  16. Psychic Classification Type D Lucky Man What is a Lucky Man? The mere existence of ‘Lucky Men’ is completely in question, but we know that they do exist. With the capabilities of probability control, these gifted individuals harness a power we have yet to fully understand. What exactly can a Lucky Man do? Say an operative flips a coin. You say heads, and they say tails. It was never a fair way of deciding things, seeing as they can cause it to land on tails -every- single time. Now, this is far more than it might seem on the surface. This means that the operative has the potential to escape death, even if the chances are slim. With these slim chances, they can change the reality around them to cater to this ‘altered’ probability. In addition to this, Lucky Men have the ability to not only save themselves, but even the skin of others as well. The slightest change in the trajectory of a round can mean life or death for someone, and for a Lucky Man, that trajectory is whatever they want it to be. Not too much is understood, as Lucky Men are the most rare form of an already rare group of individuals. (Credit to Nyx. OOC Notice: Luckymen are non-playable characters.)
  17. Psychic Classification Type C Memory Man What is a Memory Man? Memory Men are the ones who see into the past of an object, or into the thoughts of any man. They remember everything, and forget nothing. These operatives specialize in Psychometry. What exactly can a Memory Man do? This classification of psychic is a professional in the realm of psychometry. This is the ability to sense impressions and images from objects due to the psychic energies left behind on them. Now, this is far more than it might seem on the surface. This means that the operative can ‘feel’ the history of an object, and how it might have been used, or perhaps, how it may have lived and died. In addition to this, Memory Men make some of the best interrogation experts in the galaxy. With their ability to retrieve information from a subject's mind second to none, this is incredibly useful to the Federation when Citizen’s lives count on precious Intel. Adding onto this incredible list of feats, most Memory Men have eidetic memory. Now, what this means is that an operative has perfect memory. One might read a manual, and be able to tell you every single detail of the manual, from entire paragraphs, to a simple stain or tear, or the slightest imperfection they might notice. This vast expanse of knowledge comes at a cost, however, as this inability to forget can drive a Memory Man mad. And to top this, Memory Men are, in essence, human supercomputers. They can take calculations and equations that might make Einstein himself pull out the pen and paper, and solve it in their minds in mere moments. (Credit Nyx) Memory Man Skills & Levels Touch of Truth: An innate ability for memory men, they hold a natural mastery over recognizing body language. This compounds with the ability to sense through direct contact if someone is lying. Psychometry: Ability to ‘feel’ out the psychic energies left on an object through direct skin connection with the object and recall memories from the object. 1/4 - You can ‘feel’ out memories pertaining to objects with short histories. Psychics will often experience nosebleeds and headaches trying to locate precise memories. Worse effects depending on the level of psionic energies embedded with the object they’re ‘connecting’ with. 2/4 - You can ‘connect’ with objects and pull memories from sentient beings. At this stage, a memory man can sloppily pull memories from sentient beings, with risk of damaging the mind being read. At this level, reading objects has been refined into a precision movement. 3/4 - You’ve learnt mental illusions and how they can aid in psychic dives with both objects and beings, you are altogether more experienced with sensing memories. ( + 5 to rolls on objects, + 10 to rolls on sentient beings.) 4/4 - With the aid of mental illusions throughout dives you’re able to more precisely maneuver a psychic dive. You can interface with the mind of a human, and pull precise memories. Xeno Psychometry: Ability to ‘feel’ out psychic energies embedded into the minds of non-human species to put together a history. 1/3 - At this level, it’s an extremely painful endeavor. You can ascertain rough memories, though they’re barely legible and often time don’t make much, if any sense. 2/3 - You can translate memories from an alien mind, although it is heavily taxing. Reading aliens is no longer seeing emotions and rough experiences, it's now refined to the point of making out snippets of precise details from a scene. 3/3 - You can navigate a foriegn mind with precision now. While all may not make sense, it is now possible to read complete memories from an alien mind instead of the previous snippets. Geospatial Psychometry Ability to ‘feel’ out memories in a large area through direct contact; While a normal dive may be looking at a stroke of the brush, this is looking at the whole canvas. 1/3 - You’re able through physical contact to read the collective memories of an area! This comes at a risk of backlash, and details stream in with less precision. (25 Meters) 2/3 - You’re more practiced with the ability and are able to compartmentalize sects of information as it flows in. You can pull more accurate information from these dives now. 3/3 - It’s now possible to pull memories from a wider area than before, although the chance of backlash still hangs as a serious risk. (30 meters.) Memory Alteration: Ability to alter memories as they are perceived by a sentient being through direct skin connections. 1//3 - You can change how a sentient being recalls details from a rough time period. Severe migraines are common alongside ORANGE tier backlash as the subject is learnt. 2/3 - At this level, you’re acting more efficiently in isolating specific memories for alteration. Although, it is still straining to alter how they’re recalled. 3/3 - Holding a greater level of discipline, larger scale edits can be made to the particular memory of an individual. Blotting out, or changing entire details, whereas before they could only be tweaked. Memory Removal: The ability to remove particular memories from an individual living being. A useful tool, if particularly taxing on both the psychic and subject. 1/3 - A rough tool, you can remove memories from an individual, however little, if any control is possessed. Wiping out other memories on accident is common, and the toll it takes on a subject is heavy. 2/3 - You’re honing the skill to be more precise. At this level, you can remove rough time periods such as a particular day, and the toll it takes on a subject is eased. 3/3 - It’s possible to isolate precise memories, minutes from a day’s worth of operation and remove them as needed. Psychic Masking: Ability to alter the psychic energies connected to an object and make it impossible for another psychic to read them. 1/1 - You can alter recent psychic energies connected to an object(s) and make it harder, to impossible for another psychic to uncover any events from them. It can be relatively simple to strenuous on the psychic depending on how recent the energies are. Physical Senses: An ability wherein a memory man can understand physical aspects about a sentient being like their heart rate, height, bleeding and total fluids. 1/3 - You can, through direct contact, interact with a soldier’s psychic energies and read from them information about their physical status, heartbeat. This is a rough ‘outline’ of the individual. 2/3 - A more precise outline is possible. Effectively, a memory man is able to serve the function of a medical scanner in lieu of one. 3/3 - A rough projection is possible to be ascertained on non-human creatures' core vitals. Without a sufficient understanding of xenobiology the information gleaned is still confusing to the human reader. Memory Projection: Ability to project one subject’s memories onto another subject. 1/3 - You can copy the psychic energies of an object and replicate it onto another object. This is a strenuous task to perform, as you must first find the exact energies and events, then like a cartographer, map them onto an object. 2/3 - You can mimic the psychic energies, the thoughts of a sentient being and then move them onto another object. Copying the energies of an object onto another object is far easier at this stage. 3/3 - You can project events as experienced by an individual, or your own experiences to another individual. Memory Implantation: Ability to create, and implant a foriegn memory into the mind of another sentient being. 1/5 - You’re taking baby steps into memory implantation. At tier one, even creating a memory to implant into a mind is taxing. Moving it through a psychic connection from one mind to another is another story, and is usually a failure. 2/5 - Creating a simplistic memory is more achievable now. Now, the focus is shifting onto the connection between two minds and creating a timeline on when to implant the memory. 3/5 - You’ve disciplined creating a false memory to the point that it’s no longer the main concern; Instead now you work on transporting the memory from one mind to another. Oftentimes it causes a severe toll on the being receiving the memory. 4/5 - Legibility is no longer an issue, it’s now possible to maneuver a memory from one mind into another. These are simplistic at best. 5/5 - More well-thought out memories can be implanted into the mind of another being. While still heavily taxing, it’s now possible to use this skill to suggest a bond, or even ideas to another being. (OOC Note: These are guidelines. Some psychics develop uniquely and may possess psychic talents individual to them. Some may be attuned better with projecting memories to other minds, but be unable to implant memories.)
  18. Psychic Classification Type B Sensor What is a Senser Sensors are the cartographers of the new age. They can map out any tunnel underneath them, and even see things from systems away. They ‘get a feel’ for the land like no other, and be the guide into the unknown. They are the eyes of MIPOD. What can a senser do? This classification of psychic is extremely proficient in the field of mapping, as their abilities make them naturals at locating objects of importance, mapping out tunnels, bunkers, and virtually anything. While a sensor might not be what one might think of when they think ‘Psychic’, but that doesn’t make them any less of one. Their traits are highly sought after by both Infantry, Intelligence, and Fleet alike. For the infantry, they can help locate, and guide the squad to the objective with relative ease. For Intelligence, they can locate anything of significant value on a planet, whilst safely away from the action. As for Fleet, they can be used for locating enemy fleets, regardless of cloaking technology. Or, they can help locate a vessel gone dark, and map out it’s inside before it is boarded. As the Federation pushes forwards in it's research, so does our knowledge of psychics. And in this knowledge, we find ways to improve. To adapt. And to overcome any obstacles we might face. (Sensers are currently not available as a psychic; However in the future they will be allowed as a cross discipline.) (Credit: Orwell, Nyx)
  19. Psychic Classification Type A Telepath What IS a telepath? Telepaths are the most common type of psychic found among humanity, and they hold the ability to manipulate minds. This ranges from emotions, vision, perception of the world around them, feeling, to physical suggestions. What exactly can a telepath do? Telepaths are extremely proficient in the field of therapy; Doubly so when working in tandem with Class C type psychics. They are valued both in combat, and out of combat for their skills. Telepaths are the most versatile psychics and are found commonly within combat assignments. They can perform a variety of feats, from knocking out an HVT, to searching throughout psychically for life signs during search and rescue. While they have a core baseline of skills, no two psychics are ever the same, and some can develop uniquely. Telepath Skills Skinless Contact - Ability to use psychic abilities without the need for skin contact 1/2 - You can start to psychically interact with people without the need for skin on skin contact only with those who have already interacted on more than one occasion with the psychic, but this will put a lot more fatigue onto you as it requires a lot more energy, and will increase the negative effects of using psychic abilities due to this cost. 2/2 - The process of psionic affliction without contact has been more refined by this point, allowing the operative to afflict anyone, regardless if there is a psychic link present (Although, this link will make things far more easier). Telepathic Communication - Ability to send verbal thoughts to someone through the mind 1/3 - You can send a few words at a time, high probability of contracting a headache or nosebleed because of the lack of training in the area. 2/3 - You can start to speak clearer and for longer within someone’s mind, up to a single sentence, a headache or nosebleed is still a possibility and still a large one. 3/3 - You can speak to people through their mind as if it was second nature, depending on your overall psychic level you may still get negative side effects but your’ skill at communication is now at a good level. Lie Detection - Ability to psychically determine whether an individual is lying through intrusion and study 1/2 - You can determine whether an individual is lying by monitoring their various exterior thoughts and feelings, this is relatively low risk but you may still suffer headaches or nosebleeds. Weaker psychics may also be unreliable with this ability so training with it extensively is advised if you wish to use it for benefit to the MI. 2/2 - Like part one, but you’re just better. With skin-on-skin contact, no rolls needed. Thought Reading - Ability to read someone’s surface thoughts 1/3 - You can start to gauge at someone’s surface thoughts, though at a starting level you will be largely weak in this aspect, as there is a possibility you may misinterpret and get wrong information along with contracting the negative side effects of headaches or nose bleeds. 2/3 - You can now get a more accurate depiction of someone’s thoughts, you still have the possibility of reading them wrong but the chance is lower, although the probability of negative effects is lowered, they are still possible. 3/3 - you can start to accurately read people’s thoughts, with a small chance of misreading. You also have a low chance of having a negative effect happen, possibly only extent is a small nosebleed at this point in training. Emotion Manipulation - Ability to alter people’s emotions to make them feel better or worse 1/3 - You can influence people’s emotions to a small extent, only being able to make them feel hints of what you feel like, such as a bit happier or sadder, complex emotions will be unable to be influenced and strong enough emotions may block out what you try to inhibit. High probability for headaches, nosebleeds or more severe ailments such as passing out or backfires. 2/3 - You can start to inhibit stronger emotions within people and are less likely to be drowned out by people’s own emotion, though you’re still not powerful enough in the aspect to completely override someone’s emotion and still have to resort to suggestions. You are still likely to get negatives such as the aforementioned, though the risks are lower than previously. 3/3 - You are well versed in emotional manipulation at this point, able to inhibit specific emotions within people that can alter their mood or feelings, as this is still a field which is difficult to use, negative side effects will still be common such as headaches and nosebleeds, but the risks of passing out and backfires should subside slightly. Sensory Manipulation - Ability to alter people’s sensory feelings, such as auditory or visual. (Making them hear or see things) 1/3 - You can inhibit short term and albeit weak sensory feelings, this can include small visual and auditory hallucinations. This is another somewhat high risk skill and can often end in negative effects, up to and including a knockout or backfire. 2/3 - You can start to make larger, yet not clear or complex sensory stimuli, such as the visual and auditory, along with being able to alter more senses, such as feelings on the skin and within the body (You cannot alter bodily functions), there is also an added ability to make people feel pains in the head (Headaches) and around the body. The risk of negative effects is still high at this level and you may still have them occur often. 3/3 - You can start to make people have clear visual hallucinations, you can inhibit painful inner brain headaches in people and alter other primary senses. You still have high risk of negative effects but the possibility of passing out from psychic fatigue should be minimised at this point. Premonition - Can determine when a hostile action is being taken against you or by someone in the area 1/3 - You can often detect when you are in the danger, for example if a sniper is aiming at you and about to fire you will recognise this and be able to avoid it if you have the reactions. 2/3 - You can start to detect the dangers in a larger radius around you, not just for yourself, though it will only apply to the room you are in most likely, depending on the size. 3/3 - You can start to detect the dangers present to a larger area and in a more accurate way, being able to predict and sense the danger present to your squad mates in the general surrounding area. Lifesign Detection - Ability to detect lifesigns in a large radius, active ability not passive detection. 1/3 - You can actively focus to scan for a number of lifesigns in the small surrounding area, this will be an unreliable ability to begin with, and the strain of it may cause a major headache, nosebleed, vomiting or a pass out. Though is incredibly useful to some operations. 2/3 - You start to become more accurate in your detection, able to pick up on the lifesigns of various alien species to a good degree of precision, you are still liable to the various negative effects but they are less likely and less severe from this point. 3/3 - You can accurately and precisely get a number of the number and severity of the surrounding life forms present in the general area, you should be fairly well versed in your detection so the possibility of severe negative effects should be subsided but they are still highly present but in a smaller degree. Psychic Detection - Ability to detect psychic individuals from a longer distance 1/2 - You can start to be able to detect psychic individuals in the area, able to pick them out from a large group of people or through terrain or obstructions by sensing their psychic energy. Your’ detection may start off ‘fuzzy’ but with training it will become more precise and acute. 2/2 - Like part 1, but better. Longer range, less kickback for failure. Psychic Therapy - Ability to repair people’s mental state through emotional and sensory stimuli. 1/3 - You are able to offer people mental respite at this level, calming their brain and briefly cleansing them of negative thought and painful feelings, at this level you may not be trained thoroughly in therapy, so there is a large chance you will feel the backfire of this which would be that their negative emotion gets passed to you, with the trade off that they will be better. 2/3 - You can start to get more thorough in your therapy, instead of just offering a short term solution to people’s mental issues, you can start to delve further into people’s minds and get to the root of their issues in order to actually repair them mentally, using your’ psychic ability to offer them closure, respite or acceptance for whatever their problem may be, this kind of thing is not for the faint of heart and requires a strong spirit from the psychic to perform, as the backfire may be severe with this. 3/3 - Your’ ability with psychic therapy has exceeded to the point at which you can start to create visual landscapes and situations within the mind in order to help with the psychic therapy, carefully plucking at the person's senses to make them feel something different, so that you can really start to help them in a comfortable and safe way. Suggestion/ Control - Ability to suggest someone’s actions via their mind in order to make them do as you wish 1/3 - You can start to mildly influence people’s actions and suggest their actions psychically, though it can be resisted with some willpower you should be able to make people perform simple actions if they’re mentally unoccupied, or if they’re consenting in order for you to train. This is a very mentally straining task, so the outcome of it will often end in a strong headache, nose bleed or at worst passing out or backfire. 2/3 - You can start to make people with a higher mental fortitude to perform the action that you wish, though the actions you can make them perform is still simple and there is still a large chance of the negative effects occurring, though they may not hit as hard at this level and are still random. 3/3 - You can start to make people perform more complex actions, akin to more mind control, due to the immobility you go under when you focus on controlling an entity, you will get an extreme fatigue along with the general negative effects, though the larger effects may be lowered in severity. (Credit to Nyx, Orwell & Jinny.) (OOC Note: These skills are a guideline. All psychics develop uniquely and may find some abilities easier, while others are near impossible. Some fortunate ones may have abilities are entirely unique to themselves.)
  20. Ministry of Paranormal Warfare The top dogs of Psychics within the Federation. They represent the most experinced psychics and report directly to SICON. At this level, very few personnel are involved, and their role is directing Psychic policy across the Federation. MPW is led by a single sitting minister, currently Carl Jenkins who has held the position for several decades. Rarely are they involved in any operations, although a vested interest is held by the Ministry of Paranormal Warfare into Psychic Xenobiology, alongside Paranormal Phenomena that occurs. PSYOPS PSYOPs is a small core of officers who belong directly to military intelligence and report directly to the Ministry of Paranormal Warfare. They offer direct advisement for the Mobile Infantry and OSW. Rarely do PSYOPs deploy, but they are occasionally tasked with investigating the matters MPW finds interest in. They are a rare sight across the Federation, and are fiercely loyal to its cause, those within represent decades of collected experience Mobile Infantry Psychic Operations Detachment Often shortened to MIPOD, and its members referred to as paddies MIPOD provides the bulk of combat services for Federation assets. It is an organization maintained underneath the Mobile Infantry, they first and foremost possess jurisdiction. They are organized like any other support division the Federation maintains and are the most numerous psychic organization. While the M.I have jurisdiction over them oversight is provided by PSYOPs who offer advisement on how to utilize these detachments and are assigned to supervise. Roles in M.I.P.O.D vary wildly, some are pure combatants who specialize in the offensive use of psychics, others are psychologists who are adept at comforting the troubled mind; Regardless of role, all are expected to fight. Office of Special Services The Office of Special Services provides a handful of niche tasks for the Federation, thus the name of Special Services. It's mostly made up of the more obscure psychic classifications who are less useful in a combat role; Luckymen, Sensors and Memory Men. They liaison from OSS to a variety of branches to provide their services; Fleet primarily makes good use of OSS. With memory men being particularly adept at calculating flight paths and sensors helping navigate through uncharted space. After the annihilation of Pathfinder Psychics from their organization following Op. Clean Sweep, the Office of Special Warfare has taken to requesting physically capable psychics from the OSS. The last service they provide is mostly menial. Many psychics who are cusping on retirement, but are unable to be let go by the Federation under the agreed Oath of The Federation are instead are transferred into the noncombatant roles of OSS. Clerks, astronavigation, civil law.
  21. Psychic Testing Psychic testing is administered officially by the United-Citizens-Federation every four years for individuals regardless of age. The first testing is done for infants, although this is usually rather inconclusive. The four year testing may be forgone in certain conditions; Spacer flotillas and colonies on the edge of Federal space oft do not have the resources to be able to conduct this testing, nor is it considered a high priority due to the exceptionally low number of human psychics. There are three methods of psychic testing that are accepted by the UCF, to be registered as a psychic you must mark as positive on two out of the three tests. - Playing Cards Test: The first psychic test ever thought of by the Federation. It is the cheapest and most commonly done test, almost everyone who's a civilian or citizen has done the test at least once. It probes for psychic instincts and anyone who scores a 90% on guessing cards is marked as having at least minuscule psychic potential. - MRI: Psychics have an increased limbic system, alongside other portions of their brain. This testing involves a simple scan being taken of an individual's brain and comparing it to other samples. There is no specific threshold, but a neurologist must sign off on an individual having psychic potential. - Telepathy Test: The most expensive test as it requires a psychic, specifically a telepath to conduct the test. This testing involves a trained psychic asking the tested several questions and forming a psychic connection between the two; they then probe their thoughts for reactions, looking for accidental usage of psychic abilities during the connection. Anyone who is found to be psychic is forced to undergo classes on the types of psychic and extremely limited control over their abilities. They are then registered under a list by SICON and encouraged heavily to earn their franchise. Latent Psychics Some still are missed by the UCF. Many colonials are unwilling to become registered and monitored by SICON, thus some purposely hide themselves during testing in an afford to simply be left alone. Many are found in mandatory testing done during the enlistment process for the Federation but still, a few handfuls skate by this and into units without being found. Latent psychics often trigger their abilities in the extreme stresses of combat. These individuals are feeble psychically, but still may grow into a capable psychic. As such, any latent psychic discovered are transferred to the jurisdiction of M.I.P.O.D, although usually they will be retained within their original units where possible. (OOC NOTICE: You are not a latent psychic without permission from myself, Orwell or Scout)
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