Post by v on Mar 18, 2006 17:31:48 GMT -5
NOTE: You may be part of Austins resistance as shown in my first post if you wish, if you do, you will probably be well equipped....but be prepared to have to run in return for this.
2892: The Astrox Company now controls most of the earth. At first, they plunged into the human genome, modifying it, to remove the effects of genetic diseases. This made them considerable money. However, this wasn't a sustainable income, once introduced to the gene pool, they were simply there. When rumours of a strange creature entombed in the ice in the arctic reached them, the lure was too great. Scientists, geologists, huge laboratories were hauled up to the strange stone structure the creature in ice could be found in. It looked something akin to a temple, two hundred meters high, yet unadorned, save for that strange red and black chitnous form, frozen in its center.
It was a demon, the beliefs of the middle ages were true. Though maybe not as supernatural as was once believed. No one is completly sure what happened there. After three months, the structure was collapsed, and a new head of the company emerged. The Chief directed the Astrox company, allowing them to make huge advances in genetic technology, in five years, they had learned what without his leadership, would have taken well over nine thousand years. On the surface, the operation was clean, a single company, employing only the best, leading the way in genetic therapies. No one noticed as Astrox gradually began buying out smaller companies, ten years later, they controlled all businesses. Governments crummbled away, soon the Astrox Company owned all. However, all was not well. The Chief was beginning to lose his mind. Everyone was 'out to get him'. He began ordering creatures to be created, creatures to kill his foes....
2899: The world is post apocalyptic. The 'Purging' has left the worlds economy in ruins, millions of people starving, and weird creatures prowling the wastelands that once were cities. Still The Chief is convinced his work is not done. He orders his troops out every day, killing, burning, tearing down the tiny sliver of civilisation that remains outside of his control. Those obeying him enjoy a life of luxury and prosperity. However, not everything is quite going to plan. A small resistance faction now somehow exsists, the one thing he feared that didnt exsist, quite ironically, by his actions, has come into being.
2901: The Resistance has been destroyed. Astrox brought the combined might of its armies down on the town of Vreeport to crush the Resistances biggest supporter in a massive show of its power. It was at this 'final' battle that the Resistances leader, Vahalior, the half man, was killed as he struggled to subdue to Maevka, a bastardised creation of angel and demon, from slaughtering the few brave souls who had stayed with to die with him rather than flee.
2909: Nothing remains outside of Astroxes power. Practically all resistance is crushed, and those to afraid, or too sickened to join with Astrox live semi-nomadic lives hiding from the patrols that hunt them, and the strange creations caused by years of meddling with the human genome.
2910: All resistance is crushed, ironically however, not by Astrox itself, but by its errant creations, the Ithkul. This creation however, is too strong, even for the armies of Astrox, and soon turns away from its intended destiny, and moves to forge its own.
2913: In a last ditch attempt to solve the Ithkul crisis, which threatens to overwhelm the huge armies of Astrox, the Chief authorizes the usage of nuclear and biological weaponary. Territory outside of the fortified cities is saturated with toxins, ruins of humanities once glorious civilisation atomized, desert sands turned to glass by the intense heat, and the land rendered inhospitable by the billions of micro-organisms that infest every inch of ground.
2915: The chief decrees that the surviving cities should turn into huge, self contained, metropolises, each capable of its own food, water, and production facilities in an attempt to save humanity from total extinction. The surviving cities are soon turned into enormous monstrocities, huge skyscrapers covered in gargoyles climbing above the thick smog generated from the industrial complexes, as if to pull the occupants away from this dead planet and towards the stars, sulphur lakes surrounding the poorer areas, life is short, life sucks, but its better than being outside the city walls. Astrox still maintains a large military presance in all cities. Direct employees, generals, high level scientists are permitted to live within huge biodomes, free from the smog, free from the stench of sulphur and burning metal. Other employees, such as the military and lower level scientists at least get air conditioned apartments. To allow between city trade, a huge rail system is constructed.
Additionally, 2915 saw the creation of the Nehroid//Global database. A massive, all consuming database, charged with allocating resources around the city and ensuring the smooth running of all operations. The system is almost perfect, save for one hacker, whom somehow managers to get inside Nehroid//Global and cause it to make mistakes, cause it to send infomation to the wrong people, or, in one occasion, cause Nehroid//Global to sing Elvis Presely songs to the workforce in a laser factory.
2926: The Chief is slowly dying. He is afflicted by a strange wasting disease, though no genetic or biological agent is located to cause it. At first he is able to move, if only short distances, and continue running Astrox, yet as the disease progressed, he simply sat inert, unable, or unwilling to speak. His final spoken words to his commanders were simple. "Bring me the Demon beneath the arctic. Bring it here."And with that, he sunk deep into a coma.
2927: The demon, encased in ice is brought back to the Astrox HQ, now a huge fortified golden pyramid structure in the captial city. It is set into the center of the building, at which point, all hell breaks loose. The Dark Brotherhood, Astroxes most loyal, and feared soldiers betrayed the Chief. Led by the Dark Commander, Austin, they fought their way into the HQ, wherein they demanded to speak with the Chief, for Austin had sensed what the Demon would do, should it awaken. Austin sensed the hungering maw that was the Chiefs soul, his mind truely lost to madness, his only purpose to awaken that Demon, to awaken his Master. Thousands of people lost their lives during the fight, yet the price of insubordination in Astrox is always the same.
Extermination of the Dark Brotherhood was the consequence.
Yet the fight had left the chief severely wounded, and when he emerged from the half demolished HQ, holding Austins broken form high above his head, the extent of his injuries could be seen. And the Chief knew it. He couldn't reawaken his Master in this weakened state. Calling together his best scientists, he ordered his mind to be removed and preserved, and a new body grown for him with which to awaken his master. When the dead were tallied, only one member of the Dark Brotherhood was unaccounted for, and his name was Austin.
2928: Presant day: The Chiefs new body is almost grown. No resistance has truely been formed against Astrox, any that has, has been swiftly destroyed. The damage from the Dark Brotherhoods betrayal has been repaired, and all seems well. In a few short weeks, the Chiefs mind will be transfered, and he can awaken the Demon, the world will be torn apart, and the dying earth will finally be permitted the oblivion it has for some long being denied. And yet almost no one knows about it, the Chief, and his commanders, have kept their intentions for the demons well masked.
Name:
Allias: (If needed)
Age:
Race:
Appearance:
Distinguishing Features:
Fighting style Close range, long range?
Magic (if you are either of these, say what you can do)
Psychic (if you are either of these, say what you can do)
History
Personality:
Speacial: Little gift or two for you character Something that they have speacial (e.g. a demon who can go into human form), that not everyone else will have. Everyone gets two of these, except normal humans who get 3.
Everyone will begin in the Astrox main city. The one with the HQ in.
*All these guys are presant inside the Astrox Capital City. Weather there exsistance their is sanctioned in anyway, or if they are hunted as vermin, varies from race to race. The few surving half breeds are sometimes put to work in factories.
Human: Humans were once the dominant race on Earth, until the Astrox company was paid to make their lives easier with genetic engineering. Then they had to mass produce Half breeds, Abominations, and Pures. Now the number of humans is low. Humans benefit from psychic abilites, and can heal any wound given time. Due to the fact they designed most of the technology, there is very little they cannot use. They are relatively frail however.
Normal Human: Normal humans are usually weak compared to everything else. They are best as Mechanics, and they are average Fighters. One advantage is that they are immune to the any of the side effects of EMP or red gas. They can also be psychic. Also they can be simply extraordinary in certain situations, surpassing all other classes. This occurs due the the random combination of genes (as does psychic ability). Genetic enhancement removes this random-ness, which can cause psychic abilities, and the ability of the human body to simply ignore certain situations to vanish. It should be noted that 'normal' humans are becoming low in number as of late. Most humans under the service of Astrox are genetically enhanced in some way.
Genetically Enhanced Humans: These are humans who use genetic technology to enhance certain traits, like speed, strength and sight,. Many are even able to become as strong as Pures. If you choose a GEH, you start out with one attribute that is high (e.g. speed). Remember, you are for all intents and purposes a human, just with one 'extra bit'. Disadvantage, another attribute will suffer slightly (e.g. massive speed boost, slight reduction in hearing, or any other similar combination.) and you cant be 'extraordinary', and psychic abilities are weakened somewhat.
Evolved Human: No one is completly sure who made these odd creatures. Under normal circumstances, three hundred thousand years down the line, we would be these. A considerably larger brain structure allowing highly potent psychic powers, similar body and bone strength to a normal human. However, digestive system is extremely simple, meaning they can't get nurtients from all foods. While they can hear, they lack vocal cords, obviously, this prevents them from talking, though they can communicate psychicly. Their nervous systems are incredibly sensitive to tempreature changes, and a sudden increase or decrease in tempreature will send them into shock. They can't sweat. They heal markedly faster than humans, but feel pain more than humans aswell, this again is due to the highly sensitive and evolved nervous system needed to allow the brain psychic powers.
In the Middles: These are a combination of a normal human 'base' and either robotic parts, of Pure
Demon DNA. These classes cover anything that isnt entirely a normal human, or entirely a robot/demon. It should be noted that you cannot take the strengths of the Human classes, and use it to remove the weakpoints of one of the inhuman classes.
Cyborg: Cyborgs are humans that receive mechanicanical parts to enhance themselves, or to replace failed organs/limbs, however, most people would rather die than have visible cybernetic implant. Cybernetic implants are harder to do than genetic enhancements because the implants have to replace something and get it to work properly. You can have as many cybernetic 'bits' as you want. But the more you have, the more vunerable you are to EMP and computer viruses. You can keep going despite enormous damage, but heavily damaged limbs may require a new one to be fitted and replaced. Human parts behave in the appropriate way. Cybernetic parts, for some reason, tend to interfere with any latent psychic abilites, meaning the more cybernetic parts you have, the harder it is to perform psychic attacks. This also affects attacks upon you.
Half Breed: Artifically created in a laboratory. 'Half Breed' is a bit inaccurate. It applies to anything that isn't fully demon or human due to genetic modification of the human geneome. All of the first batch created by Astrox have been rounded up and killed, however a few of the children of the first generation of Half Breeds are still around. The more demonic you are, the more vunerable you are to 'red gas' and going into an uncontrollable rage. However, you will also benefit from fast healing and increased strength.
NOTE: YOU CANT JUST TAKE THE ADVANTAGES FROM PURE DEMONS AND NEGLIGIGATE THE WEAKNESSES WITH A HUMAN BASE. So no 'part demon, part human, the weaknesses of neither' jobs.
Inhuman: Exactly what the name suggests. These guys aint human. Weaknesses and strengths will be wildly different. They probably dont think much like humans either.
Abomination: Sorry creatures these are, so much so they don't really belong in any other class. These were supposed to be the apex, a Half Breed Cyborg. However, a pain known as the 'Seering Agony' was presant in every abomination created (the Demonic nerves cannot interface with cybernetic parts easily). This made them relatively useless fighters, as using their bodies in anyway except extremely sedatly caused the Agony to become unbearable. The problem was solved by the invention of a Centeral Nervous System Chip (lobo-chip). The Lobo-chip worked by hi-jacking control of the brain and making the Abomination do what it was told, it could simply administer more pain than fighting did. Most of these guys simply end their own lives when the chip burns out. The few that live are literal walking slaughter houses. Fast healing from demons, robotic armour, ability to use most weapons. Shame they are exactly what the name says, almost mindless (some semblance of humanity still remains), afraid, inhuman abominations. Most Abominations are aware of exactly what they have lost (their humanity), depression amongst their number is common, as are uncontrollable rages.
Robots: Big, heavily armoured, slow, and usually relying heavily on long range weapons. Theres not really much you can do to hurt these guys. Bullets usually bounce off, they dont short circuit, and they dont crash too much. The more human looking ones suffer a reduction in armour and weaponary, though will be more than a match for even a mighty human. The easiest way to kill one is via EMP, or for the fool hardy, physically jacking in and implanting a computer virus. If heavily damaged they are capable of limited self repair (e.g. getting a smashed knee working again until someone can find the correct part), though if the damaged part is heavily damaged, a replacement is required. They are powered by electricity, though have an onboard reactor so won't run out unless this is damged. Additionaly, major damage can cause them to not simply lose the appropriate limb, but other sub-systems as they 'bleed' off power, and other linked systems get damaged by the feed back.
*You can have close combat robots. They just aren't really suited to it, just like a Pure isnt suited to long range fighting, they can do it, just not brilliantly.*
Pure Demons: At first, no one could make a Pure Demon, so they made Half Breeds instead. There are VERY few Pure Demons around, the few that do exsist are truely frightening foes. While a robot is big and clanking, and causes serious shit with its heavy weaponry, that comes to nought when a demon simply plucks its head off with a single claw. Demons come in all sizes, are obviously inhuman, heal almost as fast as you hurt them, and generally are all bad ass. As if that wasn't enough, their bone structure covers all internal organs, and is about as strong as re-inforced steal. To round it all off, they have huge claws, acidic glands (so they can spit acid at people), a grasp of magic, and horns. But all this power comes at a price. The 'Pure Demon' DNA isn't quite complete. This was deliberate. They cannot endure sustained activity, and suffer hallucinations if exposed to the 'red gas'. They have short tempers (if you havent guessed) and reguarly fly into rages, where, though they will target foes first, if no foes are available..... As a side note, they possess blood, so can be bled to death over time. The regeneration applies more so to flesh wounds, bones heal considerably slower (though many times faster than a human.)
A note on the red gas. This is utilized as a gas grenade. The idea is to make the demon attack its hallucinations until it becomes tired and therefore easier to kill or subdue. Pure demons are affected massively by it and have no defence. Half Breeds and Abominations experiance less violent hallucinations and they may be able to tell the difference between illusion and reality, a Pure under the effect of the Red Gas cannot.
Parasite: Another Astrox superweapon gone awry, the Parasites were created to render hostile populations docile and therefore easier to defeat. The Parasite organism itself resembles a large chitonous vaguely egg shaped form with millions of tiny feet and various feeder tentacles. Around 1 foot in length, this stage of the Parasites life cycle is known as the Pod phase. Incapable of rapid movement, Pods are scavangers/herbivores that move around in a manner similar to cows. Should the Pod locate a suitable host however, a rapid change occurs. Its chitonous form breaks open revealing tens of serrated black legs, these dig into the unwilling hosts chest and wrap around the heart, while others dig futher and take control of the spine. The Pod then 'disolves' around the host creating a layer of armour around the hosts chest area and shoulders. While the spine is left, the Parasite will then disolve the hosts brain and replace it with a pseudo-brain. The brain presant in the Pod, greatly enlarged and blessed with some risidual memories from the host. Once this has occured, the Parsite takes over the body completly and cannot leave it. Over the next few days the Parasite seeks a cold damp place (usually the sewers or abandoned buildings) where it can morph the body in something more suitable to its purpose. This involves adding extra limbs (formed of chitin) to and other modifications to the hosts body. A Parasite can consume a similar vessel to its host to enhance its healing process. To get this ability to work however the Parsite must feed.
*!Newly Playable!* Infinity Child: No one is really sure what to make of these, and Astrox likes to claim they don't exsist. Resembling human children lacking any physical signs of gender and always wearing long flowing robes, the Infinity Children have been sighted wandering areas outside the city with no physical damage or injury. More rarely, they may chose to enter the city. There eyes are extremely large and completly yellow, no pupil is visible yet they are not blind. Their skin is usually perfect white, or at its darkest slightly grey. Mischevious and always up for making some other individuals life miserable. Infinity Children utilize their immense psychic powers in highly immature and annoying ways. No one has ever attacked one, always overcome by an overwhelming sense of guilt when they try to do so. .
Neutral/Wild Life
Naura: A strange creature that doesnt, unless it so choses, posess a physical body. It consists of a large brain like structure, a mixture of reds and yellows in colour, and a vestigal body. Its frail and useless body simply hangs off the brain which can levitate. Nauras cannot create psychic energy on their own, so, when a psychic human passes by, they latch onto their aura and follow them around as a source of food. Nauras remain dormant until this occurs. Once 'attatched' to a humans aura, they float around the human (still without a body) and no one is really aware that they are there. However, should the human be threatened, the Naura will become physical for a time and defend its host in anyway it can. Usually by using stored psychic energy to attack anyone who threatens its source of food. As it uses psychic energy, it will shrink. When no energy remains, a Naura is about the size of a one cent piece. When fully charged they are roughly the size of a newborn baby.
Gibberling: Resembling a small cat sized human with no legs and an overly large toothless mouth, gibberlings are so named because of the strange noises they make when scared of excited. Primarily scavangers, there is little that a Gibberling cannot eat. However, in groups Gibberlings undergo slight changes in their anatomy. In small groups, the thin boney arms aquire additional layers of muscle, while small blunt teeth appear in the Gibberlings mouth. In larger packs, these teeth become sharp and elongated, while the nails form into long sturdy claws. Large groups of Gibberlings are extremely aggressive and sometimes pull down humans to eat. They are something of a major pest in the slum areas of the cities.
2892: The Astrox Company now controls most of the earth. At first, they plunged into the human genome, modifying it, to remove the effects of genetic diseases. This made them considerable money. However, this wasn't a sustainable income, once introduced to the gene pool, they were simply there. When rumours of a strange creature entombed in the ice in the arctic reached them, the lure was too great. Scientists, geologists, huge laboratories were hauled up to the strange stone structure the creature in ice could be found in. It looked something akin to a temple, two hundred meters high, yet unadorned, save for that strange red and black chitnous form, frozen in its center.
It was a demon, the beliefs of the middle ages were true. Though maybe not as supernatural as was once believed. No one is completly sure what happened there. After three months, the structure was collapsed, and a new head of the company emerged. The Chief directed the Astrox company, allowing them to make huge advances in genetic technology, in five years, they had learned what without his leadership, would have taken well over nine thousand years. On the surface, the operation was clean, a single company, employing only the best, leading the way in genetic therapies. No one noticed as Astrox gradually began buying out smaller companies, ten years later, they controlled all businesses. Governments crummbled away, soon the Astrox Company owned all. However, all was not well. The Chief was beginning to lose his mind. Everyone was 'out to get him'. He began ordering creatures to be created, creatures to kill his foes....
2899: The world is post apocalyptic. The 'Purging' has left the worlds economy in ruins, millions of people starving, and weird creatures prowling the wastelands that once were cities. Still The Chief is convinced his work is not done. He orders his troops out every day, killing, burning, tearing down the tiny sliver of civilisation that remains outside of his control. Those obeying him enjoy a life of luxury and prosperity. However, not everything is quite going to plan. A small resistance faction now somehow exsists, the one thing he feared that didnt exsist, quite ironically, by his actions, has come into being.
2901: The Resistance has been destroyed. Astrox brought the combined might of its armies down on the town of Vreeport to crush the Resistances biggest supporter in a massive show of its power. It was at this 'final' battle that the Resistances leader, Vahalior, the half man, was killed as he struggled to subdue to Maevka, a bastardised creation of angel and demon, from slaughtering the few brave souls who had stayed with to die with him rather than flee.
2909: Nothing remains outside of Astroxes power. Practically all resistance is crushed, and those to afraid, or too sickened to join with Astrox live semi-nomadic lives hiding from the patrols that hunt them, and the strange creations caused by years of meddling with the human genome.
2910: All resistance is crushed, ironically however, not by Astrox itself, but by its errant creations, the Ithkul. This creation however, is too strong, even for the armies of Astrox, and soon turns away from its intended destiny, and moves to forge its own.
2913: In a last ditch attempt to solve the Ithkul crisis, which threatens to overwhelm the huge armies of Astrox, the Chief authorizes the usage of nuclear and biological weaponary. Territory outside of the fortified cities is saturated with toxins, ruins of humanities once glorious civilisation atomized, desert sands turned to glass by the intense heat, and the land rendered inhospitable by the billions of micro-organisms that infest every inch of ground.
2915: The chief decrees that the surviving cities should turn into huge, self contained, metropolises, each capable of its own food, water, and production facilities in an attempt to save humanity from total extinction. The surviving cities are soon turned into enormous monstrocities, huge skyscrapers covered in gargoyles climbing above the thick smog generated from the industrial complexes, as if to pull the occupants away from this dead planet and towards the stars, sulphur lakes surrounding the poorer areas, life is short, life sucks, but its better than being outside the city walls. Astrox still maintains a large military presance in all cities. Direct employees, generals, high level scientists are permitted to live within huge biodomes, free from the smog, free from the stench of sulphur and burning metal. Other employees, such as the military and lower level scientists at least get air conditioned apartments. To allow between city trade, a huge rail system is constructed.
Additionally, 2915 saw the creation of the Nehroid//Global database. A massive, all consuming database, charged with allocating resources around the city and ensuring the smooth running of all operations. The system is almost perfect, save for one hacker, whom somehow managers to get inside Nehroid//Global and cause it to make mistakes, cause it to send infomation to the wrong people, or, in one occasion, cause Nehroid//Global to sing Elvis Presely songs to the workforce in a laser factory.
2926: The Chief is slowly dying. He is afflicted by a strange wasting disease, though no genetic or biological agent is located to cause it. At first he is able to move, if only short distances, and continue running Astrox, yet as the disease progressed, he simply sat inert, unable, or unwilling to speak. His final spoken words to his commanders were simple. "Bring me the Demon beneath the arctic. Bring it here."And with that, he sunk deep into a coma.
2927: The demon, encased in ice is brought back to the Astrox HQ, now a huge fortified golden pyramid structure in the captial city. It is set into the center of the building, at which point, all hell breaks loose. The Dark Brotherhood, Astroxes most loyal, and feared soldiers betrayed the Chief. Led by the Dark Commander, Austin, they fought their way into the HQ, wherein they demanded to speak with the Chief, for Austin had sensed what the Demon would do, should it awaken. Austin sensed the hungering maw that was the Chiefs soul, his mind truely lost to madness, his only purpose to awaken that Demon, to awaken his Master. Thousands of people lost their lives during the fight, yet the price of insubordination in Astrox is always the same.
Extermination of the Dark Brotherhood was the consequence.
Yet the fight had left the chief severely wounded, and when he emerged from the half demolished HQ, holding Austins broken form high above his head, the extent of his injuries could be seen. And the Chief knew it. He couldn't reawaken his Master in this weakened state. Calling together his best scientists, he ordered his mind to be removed and preserved, and a new body grown for him with which to awaken his master. When the dead were tallied, only one member of the Dark Brotherhood was unaccounted for, and his name was Austin.
2928: Presant day: The Chiefs new body is almost grown. No resistance has truely been formed against Astrox, any that has, has been swiftly destroyed. The damage from the Dark Brotherhoods betrayal has been repaired, and all seems well. In a few short weeks, the Chiefs mind will be transfered, and he can awaken the Demon, the world will be torn apart, and the dying earth will finally be permitted the oblivion it has for some long being denied. And yet almost no one knows about it, the Chief, and his commanders, have kept their intentions for the demons well masked.
Name:
Allias: (If needed)
Age:
Race:
Appearance:
Distinguishing Features:
Fighting style Close range, long range?
Magic (if you are either of these, say what you can do)
Psychic (if you are either of these, say what you can do)
History
Personality:
Speacial: Little gift or two for you character Something that they have speacial (e.g. a demon who can go into human form), that not everyone else will have. Everyone gets two of these, except normal humans who get 3.
Everyone will begin in the Astrox main city. The one with the HQ in.
*All these guys are presant inside the Astrox Capital City. Weather there exsistance their is sanctioned in anyway, or if they are hunted as vermin, varies from race to race. The few surving half breeds are sometimes put to work in factories.
Human: Humans were once the dominant race on Earth, until the Astrox company was paid to make their lives easier with genetic engineering. Then they had to mass produce Half breeds, Abominations, and Pures. Now the number of humans is low. Humans benefit from psychic abilites, and can heal any wound given time. Due to the fact they designed most of the technology, there is very little they cannot use. They are relatively frail however.
Normal Human: Normal humans are usually weak compared to everything else. They are best as Mechanics, and they are average Fighters. One advantage is that they are immune to the any of the side effects of EMP or red gas. They can also be psychic. Also they can be simply extraordinary in certain situations, surpassing all other classes. This occurs due the the random combination of genes (as does psychic ability). Genetic enhancement removes this random-ness, which can cause psychic abilities, and the ability of the human body to simply ignore certain situations to vanish. It should be noted that 'normal' humans are becoming low in number as of late. Most humans under the service of Astrox are genetically enhanced in some way.
Genetically Enhanced Humans: These are humans who use genetic technology to enhance certain traits, like speed, strength and sight,. Many are even able to become as strong as Pures. If you choose a GEH, you start out with one attribute that is high (e.g. speed). Remember, you are for all intents and purposes a human, just with one 'extra bit'. Disadvantage, another attribute will suffer slightly (e.g. massive speed boost, slight reduction in hearing, or any other similar combination.) and you cant be 'extraordinary', and psychic abilities are weakened somewhat.
Evolved Human: No one is completly sure who made these odd creatures. Under normal circumstances, three hundred thousand years down the line, we would be these. A considerably larger brain structure allowing highly potent psychic powers, similar body and bone strength to a normal human. However, digestive system is extremely simple, meaning they can't get nurtients from all foods. While they can hear, they lack vocal cords, obviously, this prevents them from talking, though they can communicate psychicly. Their nervous systems are incredibly sensitive to tempreature changes, and a sudden increase or decrease in tempreature will send them into shock. They can't sweat. They heal markedly faster than humans, but feel pain more than humans aswell, this again is due to the highly sensitive and evolved nervous system needed to allow the brain psychic powers.
In the Middles: These are a combination of a normal human 'base' and either robotic parts, of Pure
Demon DNA. These classes cover anything that isnt entirely a normal human, or entirely a robot/demon. It should be noted that you cannot take the strengths of the Human classes, and use it to remove the weakpoints of one of the inhuman classes.
Cyborg: Cyborgs are humans that receive mechanicanical parts to enhance themselves, or to replace failed organs/limbs, however, most people would rather die than have visible cybernetic implant. Cybernetic implants are harder to do than genetic enhancements because the implants have to replace something and get it to work properly. You can have as many cybernetic 'bits' as you want. But the more you have, the more vunerable you are to EMP and computer viruses. You can keep going despite enormous damage, but heavily damaged limbs may require a new one to be fitted and replaced. Human parts behave in the appropriate way. Cybernetic parts, for some reason, tend to interfere with any latent psychic abilites, meaning the more cybernetic parts you have, the harder it is to perform psychic attacks. This also affects attacks upon you.
Half Breed: Artifically created in a laboratory. 'Half Breed' is a bit inaccurate. It applies to anything that isn't fully demon or human due to genetic modification of the human geneome. All of the first batch created by Astrox have been rounded up and killed, however a few of the children of the first generation of Half Breeds are still around. The more demonic you are, the more vunerable you are to 'red gas' and going into an uncontrollable rage. However, you will also benefit from fast healing and increased strength.
NOTE: YOU CANT JUST TAKE THE ADVANTAGES FROM PURE DEMONS AND NEGLIGIGATE THE WEAKNESSES WITH A HUMAN BASE. So no 'part demon, part human, the weaknesses of neither' jobs.
Inhuman: Exactly what the name suggests. These guys aint human. Weaknesses and strengths will be wildly different. They probably dont think much like humans either.
Abomination: Sorry creatures these are, so much so they don't really belong in any other class. These were supposed to be the apex, a Half Breed Cyborg. However, a pain known as the 'Seering Agony' was presant in every abomination created (the Demonic nerves cannot interface with cybernetic parts easily). This made them relatively useless fighters, as using their bodies in anyway except extremely sedatly caused the Agony to become unbearable. The problem was solved by the invention of a Centeral Nervous System Chip (lobo-chip). The Lobo-chip worked by hi-jacking control of the brain and making the Abomination do what it was told, it could simply administer more pain than fighting did. Most of these guys simply end their own lives when the chip burns out. The few that live are literal walking slaughter houses. Fast healing from demons, robotic armour, ability to use most weapons. Shame they are exactly what the name says, almost mindless (some semblance of humanity still remains), afraid, inhuman abominations. Most Abominations are aware of exactly what they have lost (their humanity), depression amongst their number is common, as are uncontrollable rages.
Robots: Big, heavily armoured, slow, and usually relying heavily on long range weapons. Theres not really much you can do to hurt these guys. Bullets usually bounce off, they dont short circuit, and they dont crash too much. The more human looking ones suffer a reduction in armour and weaponary, though will be more than a match for even a mighty human. The easiest way to kill one is via EMP, or for the fool hardy, physically jacking in and implanting a computer virus. If heavily damaged they are capable of limited self repair (e.g. getting a smashed knee working again until someone can find the correct part), though if the damaged part is heavily damaged, a replacement is required. They are powered by electricity, though have an onboard reactor so won't run out unless this is damged. Additionaly, major damage can cause them to not simply lose the appropriate limb, but other sub-systems as they 'bleed' off power, and other linked systems get damaged by the feed back.
*You can have close combat robots. They just aren't really suited to it, just like a Pure isnt suited to long range fighting, they can do it, just not brilliantly.*
Pure Demons: At first, no one could make a Pure Demon, so they made Half Breeds instead. There are VERY few Pure Demons around, the few that do exsist are truely frightening foes. While a robot is big and clanking, and causes serious shit with its heavy weaponry, that comes to nought when a demon simply plucks its head off with a single claw. Demons come in all sizes, are obviously inhuman, heal almost as fast as you hurt them, and generally are all bad ass. As if that wasn't enough, their bone structure covers all internal organs, and is about as strong as re-inforced steal. To round it all off, they have huge claws, acidic glands (so they can spit acid at people), a grasp of magic, and horns. But all this power comes at a price. The 'Pure Demon' DNA isn't quite complete. This was deliberate. They cannot endure sustained activity, and suffer hallucinations if exposed to the 'red gas'. They have short tempers (if you havent guessed) and reguarly fly into rages, where, though they will target foes first, if no foes are available..... As a side note, they possess blood, so can be bled to death over time. The regeneration applies more so to flesh wounds, bones heal considerably slower (though many times faster than a human.)
A note on the red gas. This is utilized as a gas grenade. The idea is to make the demon attack its hallucinations until it becomes tired and therefore easier to kill or subdue. Pure demons are affected massively by it and have no defence. Half Breeds and Abominations experiance less violent hallucinations and they may be able to tell the difference between illusion and reality, a Pure under the effect of the Red Gas cannot.
Parasite: Another Astrox superweapon gone awry, the Parasites were created to render hostile populations docile and therefore easier to defeat. The Parasite organism itself resembles a large chitonous vaguely egg shaped form with millions of tiny feet and various feeder tentacles. Around 1 foot in length, this stage of the Parasites life cycle is known as the Pod phase. Incapable of rapid movement, Pods are scavangers/herbivores that move around in a manner similar to cows. Should the Pod locate a suitable host however, a rapid change occurs. Its chitonous form breaks open revealing tens of serrated black legs, these dig into the unwilling hosts chest and wrap around the heart, while others dig futher and take control of the spine. The Pod then 'disolves' around the host creating a layer of armour around the hosts chest area and shoulders. While the spine is left, the Parasite will then disolve the hosts brain and replace it with a pseudo-brain. The brain presant in the Pod, greatly enlarged and blessed with some risidual memories from the host. Once this has occured, the Parsite takes over the body completly and cannot leave it. Over the next few days the Parasite seeks a cold damp place (usually the sewers or abandoned buildings) where it can morph the body in something more suitable to its purpose. This involves adding extra limbs (formed of chitin) to and other modifications to the hosts body. A Parasite can consume a similar vessel to its host to enhance its healing process. To get this ability to work however the Parsite must feed.
*!Newly Playable!* Infinity Child: No one is really sure what to make of these, and Astrox likes to claim they don't exsist. Resembling human children lacking any physical signs of gender and always wearing long flowing robes, the Infinity Children have been sighted wandering areas outside the city with no physical damage or injury. More rarely, they may chose to enter the city. There eyes are extremely large and completly yellow, no pupil is visible yet they are not blind. Their skin is usually perfect white, or at its darkest slightly grey. Mischevious and always up for making some other individuals life miserable. Infinity Children utilize their immense psychic powers in highly immature and annoying ways. No one has ever attacked one, always overcome by an overwhelming sense of guilt when they try to do so. .
Neutral/Wild Life
Naura: A strange creature that doesnt, unless it so choses, posess a physical body. It consists of a large brain like structure, a mixture of reds and yellows in colour, and a vestigal body. Its frail and useless body simply hangs off the brain which can levitate. Nauras cannot create psychic energy on their own, so, when a psychic human passes by, they latch onto their aura and follow them around as a source of food. Nauras remain dormant until this occurs. Once 'attatched' to a humans aura, they float around the human (still without a body) and no one is really aware that they are there. However, should the human be threatened, the Naura will become physical for a time and defend its host in anyway it can. Usually by using stored psychic energy to attack anyone who threatens its source of food. As it uses psychic energy, it will shrink. When no energy remains, a Naura is about the size of a one cent piece. When fully charged they are roughly the size of a newborn baby.
Gibberling: Resembling a small cat sized human with no legs and an overly large toothless mouth, gibberlings are so named because of the strange noises they make when scared of excited. Primarily scavangers, there is little that a Gibberling cannot eat. However, in groups Gibberlings undergo slight changes in their anatomy. In small groups, the thin boney arms aquire additional layers of muscle, while small blunt teeth appear in the Gibberlings mouth. In larger packs, these teeth become sharp and elongated, while the nails form into long sturdy claws. Large groups of Gibberlings are extremely aggressive and sometimes pull down humans to eat. They are something of a major pest in the slum areas of the cities.