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Deviance: The Uprising

Group Information (The Other Guys)

a part of “Deviance: The Uprising”, a fictional universe by Temperance.

Humans that posses magical powers have now made themselves known in society, though not everyone accepts their presence. If the chaos from the circles of mages was not enough, mages are now being hunted or left for dead. (Open/Accepting)

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This conversation is an Out Of Character (OOC) part of the roleplay, “Deviance: The Uprising”.
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Group Information (The Other Guys)

Tips: 0.00 INK Postby Temperance on Tue Dec 10, 2013 11:15 pm

Group Information


Here you will find information about the other groups in Deviance, this information is a general guideline/or briefing, and you are welcome to come up with ideas for the roleplay on your own. Information here is subject to change throughout the roleplay.
(To be edited)

Hunters Society:

TBE

Religious Group:

The following group has posed as nothing but loyal members to the church, some have also hidden underground with the rest of the hunters society. This group is against all mages and the very existence of them. They believe them to be evil and not children of god but creatures of the devil, and thus are seeking to purge them to rid them of this evil. Their purging routine is still in testing, but it seems to require various injections to mages on a strict time period to take away their power and thus the devil inside them. Routines also seem to require religious ceremony.

Government Group:

A branch of the government seems to have taken interest in the outbreak of mages, and has created a smaller group within the government. They are behind the small group of disappearing mages in the passed few weeks.

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Re: Group Information (The Other Guys)

Tips: 0.00 INK Postby No-one-special on Wed Dec 18, 2013 10:25 pm

EDITED: Ok. I feel a lot better today and I fixed this whole thing up. It should be far better than it was originally. Sorry for the total lack of quality and little clarity it had before but hopefully its a lot less painful now.


Religious/ Independent Group


Name: Mortal Movement



Stated Goals: The elimination of separate magical governments, councils and systems from the human system. Destruction of isolating magic population both in body, mind an law from humanity. Privately owned magic circles that are granted and governed outside of human nations(meaning you can do the same thing if the human nations allowed it in your private clubs, just not with only other mages laws/authorities monitoring it)

Morphed Goals: Subjugation and elimination of magical folk. The original goal seekers and the morphed are currently in dispute over this which risks to escalate into fighting.


Brief Summary: The Mortal Movement is a humanist group that uses violence to meet their ends of anti-establishment, primarily anti-magic establishments as they believe that simply letting the mages wander off to do their own thing under the guidance of more mages creates a line between human society and mage society when the two should be one and the same. The group while not bearing any ill will towards magic folk does use violence against mages in authority and routinely try to set aflame, destroy or raid buildings under the mages council ownership including schools but generally try to keep casualties of bystanders both human and any other low.

The group while debatable on their ethics were no discrimination group but are funded by various religions and bigoted sources anyway, the original founding of the movement was by a lone hunter who shared specific tech with his disciples. Death by old age of its hunter master, threat of loss of funding by religions and great loss of members in a brief inside war forced the troops to let in more religious figures to appease pack size and supporters, the same ones achieved authority, numbers and have been slowly degrading the movement integrity since.



Background:

Originally founded by Gregory “Ghost” an assassin with an ability to infiltrate places and disappear from sight with little issue, the only recorded instances of his appearance are when he went to meet contracts. The Ghost was very picky about his jobs and by no means singled any group out although he made it a point to not kill innocent people which limited alot his work to combat jobs in foreign lands. It was after a 26 year long career and the rises of mages again that he quit and seemingly dropped out of the world for a brief moment. When the magical folk started to organize their own circles and be governed by nothing but their own kind that he reappeared and formed the Mortal Movement; an investment of his elder years that he handled with scrutiny and cynicism, ensuring the quality of his underlings.

To begin with the group exclusively went after the mage council, harassing their employees, destroying property they owned and even out right killing or beating up certain higher up staff members who held any power within their structural system. The council did fight back but due to the groups advantage of being just as elusive as their teacher and free running in an urban environment they seldom caught and if caught seldom harmed or kept in jail for long. The group at this point didn't use dogs but as the movement observed the teachers own Tibetan Mastiff they decided to all get their own pets in emulation which became a part of the hunt on their teachers wishes. The breed used typically are: Tibetan Mastiffs, American Pitbulls, Great Danes and Staffordshire bull terriers all outfitted with the same phasing technology.


It was at this point due to the distinctively terrorizing way that they tracked down and killed their targets that they became a much more well known group of power and it was becoming apparent that they were in no rush to simply go away. The Mortal Movement however had their own problems, the use of their animalistic, Adrenaline pumped and almost hedonist methods of execution of victims meant many of the members were starting to regress into brutal and savage murderers with various motivations of bigotry to outright thirst for blood. The Ghost knew very well that these young upstarts had to been dominated and made it a point to lock them in with the dogs and live as they do, beatings were also a standard precursor.

The motto was “if you are going to act like an animal then live like an animal” which quickly re-organized their groups from any sadistic downward paths, the filtering of their group remained strong again and those punished soon were allowed to live normally after a few weeks The Ghost however was wise, agree or not with his ideas and this wisdom was gathered by old age, an old age that simply caught up to him despite all of his stealth, this sad moment in the pack brought on a struggle for dominance and leadership which led to many disorganized arguments in the grieving period which only intensified when the group were faced with a ultimatum by their various religious forces.

"The Ghost was a man worth funding on his own, now that he is gone we find our incentives limited. To ensure that our desires are retained we would like to introduce management of our own selection into your movement"

A divide quickly formed over accepting these terms and those wishing to show the same scrutiny to who they let inside in any manner as their passed founder. A small inside war broke out which left a lot of the younger and some older members dead, with little money now and less men they made a deal to let in religious members as disciples if the funding continue and the religions agreed. This is where it all went downhill. The religious group rarely punished their own men for killing innocents, the authorities still loyal to the ghost were hesitant to punish them in the traditional way as they might lose funding and the growing number of religious infantry and higher rank units were transforming the group into one of pure magical bigotry.


For now things are stable, but the Mortal Movement is a bomb waiting to go off behind the scenes. Arguments are constant, debates almost always on going and even out right splitting off and doing separate goals and then arguing about how they conflict with either the new or old desired results are typical. A war is doomed to break out again soon.



Infantry: Phase(All units): Phasing is the term for the use of an device that allows the wearer to pass through matter, the act of phasing is harmless but stressful to the system and thus can only be used twice every minute otherwise they risk the chance of it overheating. Dogs have an autolock for their phasing power limit. This skill can't be used to bypass bullets or magical attacks due to the immense stress it puts the system over which leads to the fighter falling through the floor or phasing back in as the attack is still passing through their body, killing them instantly.

(All units beside hounds)All troops have notable free running skills, Martial Art skills and stamina. Gasmasks they wear grant them immunity to strong smells, smoke, sprays, house hold products and solvents used as weapons, most standard none weaponized chemicals. They are vulnerable to sleeping gas, flash bangs, tear gas and higher grade hazards though.

As a rule these guys hunt in packs of humans of 6 at least, when with dogs they tend to have at the very least 4. Dogs don't always accompany hunters. If there are no dogs then there should be no hound master in the group.

Hounds: Tibetan Mastiffs, staffordshire bull terriers, Great Danes and American Pitbull make up the general stock all with their own benefits and negatives to their breed but all are fast and deadly. The dogs have the power to shift based on an small camera like monitor on their heads that points a laser at their target, when they spot the prey it lets off a beeping sound into its ear which tells them to pursue the target despite obstacles, this lets them know that the phaser is functional, when the beeping stops the dogs know they cannot phase by conditioning. The phaser also automatically activates when it meets an obstacle such as trash cans.

Skills: Noise Pollution: the Hunting Hound are trained to be constantly barking as loud as they can when they are on a hunt, the idea is that this barking not only alerts the pack of humans and dogs to the targets whereabouts but also helps to ruin the concentration of mages using spells, especially spells that need to be held. Barking also helps troopers snap out of low level hallucinations and manipulations as it makes more external factors that need to be covered up by the illusionist.

Smell: Dogs can locate a prey without sight or hearing for miles on end when they catch a scent (this only applies if the target has been hit by a hound master)

Cons: The Hounds as a rule do not hunt on the roofs due to danger of them falling, thus are trained strictly to pursue prey in hallways and the ground thus limiting their pursuit range.

The Hounds only utilize phasing when in hot pursuit. This means that they generally won't use it to look into things or buildings, closed doors and so on but if they see you and start to give chase then they will.


Witch Slayer: A slayer uniform is a grey jumpsuit although it is typical for them to wear a manner of different coats when out in crowds for any period of time while they try to sneak up on people. Primarily aerial dynamic in nature they travel light, only have a holster strap that goes over their shoulder and chest which hold a knife but in rare cases a hand gun depending on the hunter. The gloves they wear have a harder outer shell on their knuckles making their punches even more intense than normal while their shoes are all designed for speed rather than grip. A thin layer lies over their back that glows a gentle blue with this same skin covering their palms and soles, allowing them to phase and climb objects, the shoes making sure the Slayers do not fall through floors. Standard half gas mask are worn by the group.



Cons: can't use fire arms above a handgun.

While very physically fit most of the group are slim and light weight.




Hound Master: A hound Master wears a bright yellow track suit with blue stripes on his shoulders and thighs. His head is hidden by a respirator half mask which is normally painted black while a belt hugs his waist and a harness goes over his chest all of them holstering various canisters, sprays, guns and ammo.

Skills: The Hound Master Make use of a special hand-cannon that has to be reloaded after each individual shot, this weapon upon impact will leave a bright green mark on its target and produce a strong smell which is capable of disorienting the victim due to its strength but ultimately does no damage. The weapon upon impact will immediately alert all dogs, even if they are a great distances away and will stay on the target until they wash the odor off.


The spray has the same effect as the hand cannon although it may blind or cause coughing- mild breathing issues if it hits in the face.

Smell Bomb: This bomb does no damage to those hit but will drip bright green liquid and evoke the dogs smell ability despite distance, the dripping goo will also leave a visible trail for human hunters. This liquid can also be a little slippery.

Cons: The Hound Master is a none-lethal class, while still free runners they are slightly slower and largely a lot less effective in terms of un-armed and armed combat although still dangerous they are the easiest trooper to fight directly.


Witch Slayer( ELITE): The elite Witch Slayer is the second highest authority in the group next to the master pact. These warriors tend to lead standard infantry but in special missions and high value targets they may form teams of nothing but elites like themselves. These veteran members has a special all red jumpsuits with green light weight armor which resembles padding over their shoulders, elbows, wrists, knees, chest, groin and shins. This padding greatly reduces blunt trauma as well as limiting the effects of fire and electricity attacks. The Elite carry both a knife along with a Hound Masters Hand-cannon. The mask they wear is a standard half mask the others have although it is completed with a full face pure black screen to cover their eyes and forehead which ties itself neatly around the user with straps.


There are only 50 elites total in the group so fighting a pack of these guys is rare but extremely deadly.

Skills: Improved general standard skills and attributes. While they do not have handguns equipped they all know how to use one.


Acrobatics: The elites acrobatic skills allows them to move at a much faster pace, jump larger gaps between buildings, perform back flips, front flips, cart wheels and various stunts with little risk of failing, slowing down or bumping into anything.


MIRACLE MOVE: When an elite is aware of an attacker they may auto-dodge any single attack as long as they do not meet these conditions:

1: the shots fired exceed 2 within 1 second. Even if they dodge they get hit by the rapid fire spray.

2: The attack effectively take up a meter or more of a zone. The dimension or the area of the attack don't matter, as long as the character is effecting the zone they were standing in originally they will still get hit mid or after dodge (example give: You cast a rotting effect on the ground he stands, it effects a meter or more, there not really anything he can visibly dodge so he is hit if he stays there)

3: Multiple people attack at him at the same time. The number of attackers must exceed two.


So wait. Are you saying I can't hit this guys without these rigid conditions in place?

Yes and no. Generally yes but I'm not saying that you have to write that these guys dodge every attack you do when you fight them. Your attacks may hit but managing to hit these guys should be an achievement for your character, as a rule they should not fall to things out of those stated conditions most of the time- like 85% of the time at least they shouldn't.
Last edited by No-one-special on Sat Dec 21, 2013 10:12 am, edited 17 times in total.

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Re: Group Information (The Other Guys)

Tips: 0.00 INK Postby LostRiver on Thu Dec 19, 2013 1:02 am

Posted this in the wrong OOC section... Sorry!

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