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 The Puppeteers

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FreelanceZero
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FreelanceZero


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PostSubject: The Puppeteers   The Puppeteers Icon_minitime1Wed Apr 01, 2015 7:34 pm

This specific post details the Puppeteers as a whole; individual factions within the race will be posted below.


Racial Summery

-Psi-Ratings-
Average Psi-Rating: 10
Lowest Psi-Rating: 8
Highest Psi-Rating: 16

-Physical Strength-
Average Muscle Strength: 0.8 times that of a human
Lowest Muscle Strength: 0.5 times that of a human
Highest Muscle Strength: 1.3 times that of a human

-Personality Traits- ("Big Five" Personality Traits)
Openness to Experience: Neutral
Conscientiousness: Efficient & Organized
Extraverted: Solitary & Reserved
Agreeableness: Analytical & Detatched
Neuroticism: Secure & Emotionless

-Special Note-
Puppeteer psionics are extremely unusual. True to their name, the Puppeteers are capable of using a special form of telekinetic control to manipulate a "puppet" (exact definition below), with the ability of control dependent on the proximity of the controller from the puppet, and the maximum distance of the control reliant on the psi-rating of the controller. It is very important to note that, despite their psionic power, they are incapable of any other form of psionics unless retrained.

At maximum, a "legendary" (p-16) controller can control a puppet fluidly from anywhere on a planet to anywhere on the planet, while at minimum (p-Cool the controller can only manipulate a puppet fluidly within a distance of five meters, and be capable of puppet control within a distance of forty meters.

A "puppet", suitable for standard control, has to have (or lack) the following qualities: (Edits: 0)
~Must not be composed of animal cells
~Must have a "head" that retains at least 40% of its original mass.
~Must have a "head" of at least 5kg
~Must weigh below 50 tons in total
~All parts and joints must be "directly" connected in one form of another (hinges, chains, etc)
(Potentially more points to come)

It should be noted that the abovementioned list does not apply to Puppeteers that have undergone specialist psionic training; for instance, the dreaded Necromaton Corps Special Ops Unit are capable of "reanimating" the corpses of their enemies, though they can still easily relegate the "head" to the chest of the corpse, making terminating extra-difficult. Other forms of Specialist Puppeteering includes standard telekinesis, telepathy, increased control, or increased range. (The last two points involve sacrificing their significant other in the process, as expected)


History

Circa 800,000 years before present day.
The "Super-Dreadnought" Leviathan-Class Worldship crashes in the Zones due to engine failure, rendering its on-board population of 6 billion stranded. Most damage is on the port side of the ship, which was the first to come into contact with the surface.

The Puppeteers Sample26
Figure 1: Puppeteer Leviathan-Class Worldships [Approved]
Dimensions: 30,000km x 5,000km x 500km (Length x Height x Width)


WIP


Last edited by FreelanceZero on Wed Apr 01, 2015 10:04 pm; edited 1 time in total
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FreelanceZero
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FreelanceZero


Posts : 1367
Random Points Counter : 12341
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Join date : 2009-08-24
Age : 28
Location : Slinking around.

The Puppeteers Empty
PostSubject: Re: The Puppeteers   The Puppeteers Icon_minitime1Wed Apr 01, 2015 7:58 pm

Groups


Leviathan Core Group

Initial Military: 60
Initial Economy: 120
Initial Corruption: 60

Current Military: 60
Current Economy: 120
Current Corruption: 60

The 'original' Puppeteer group, the Leviathan Core Group has complete control of the crashed Leviathan Worldship. This has given them an extreme advantage in their military, their resource gathering and their industrial capacity. The Leviathan Group seeks to unite or exterminate the Puppeteers at any cost, and have stretched their military force across a massive area within the Zones.


Enlightened Group

Initial Military: 20
Initial Economy: 60
Initial Corruption: 50

Current Military: 20
Current Economy: 60
Current Corruption: 50

The second splinter faction of the Puppeteers, the Enlightened Group disagrees with the aggressive policies of the Leviathan Group and have broken off in search of lost knowledge. While their military is somewhat considerable in numbers, the lack of quality production facilities have greatly decreased the quality of their armaments, vehicles, and ships, and is regularly bullied around by the military of the Leviathan Group; however, when push comes to shove, the Enlightened can bring out capable technology that rivals the Leviathan Group.


Outcast Group

Initial Military: 5
Initial Economy: 130
Initial Corruption: 15

Current Military: 5
Current Economy: 130
Current Corruption: 15

The final splinter faction of the Puppeteers, the Outcast Group is by far the most sparse of the three Puppeteer groups. They make up for this in their sheer reach and influence; through denizens and various mundanes, their extensive network of resources and intelligence their sheer power is feared by both the Leviathan and Enlightened Groups, who seek to assimilate those who are deemed "capable of re-integration" into their respective factions, and exterminate those who aren't. Elusive and secretive, the Outcasts have survived as a powerful Group by making absolutely sure that they find you before you find them, and planning five steps ahead of their potential allies and enemies.
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