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Thread: Some Faction Thread

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    Some Faction Thread





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    Last edited by Several Zombies; 12-25-2012 at 01:12 AM.

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    Introduction



    HISTORY AND OVERVIEW



    Since the dawn of man, there have been those who transcend the plane of the living, and catch a glimpse into the afterlife. Every culture in every country has a different name for these beings; Shamans, Oracles, Witches, Lunatics...

    These enigmatic beings who walk in the realm of both the living and the dead, are for the most part regarded as superstition or lunacy in the modern day and age. Still, within the recesses of society, there have always been those who are savvy to certain information regarding these individuals, and know the truth behind their claims.

    In 1923, a fringe group of investors approached International Criminal Police Commission, the precursor to modern-day Interpol with the goal of creating a paranormal investigation unit. Though the details on the formation of this unit are shrouded in mystery, Interpol immediately started seeing results following the team's inception.

    Originally expecting ludicrous tales of Bigfoot and UFO sightings, the ICPC was shocked to see homicide rates drop drastically in every area they placed a paranormal agent. Governments from around the world began funding the mysterious branch in exchange for their services.

    In modern times, funding was sent to the organization with little or no knowledge of where the money is going or what it was being used for. Governments simply paid knowing that it kept crime rates down. There are very few individuals who were aware of this mysterious organization, and even fewer that were savvy to what the branch actually did.

    The Orpheus Initiative, often times called simply Orpheus, was a contingent of individuals from around the world, selected for their unnatural perception into the world of the dead. These agents were trained to harness their senses and combat the bestial inhabitants of the afterlife: Hollows.

    These monstrous beings were well-documented by the Initiative, and had been sighted in almost every conceivable place on the planet. Hostile by nature, these creatures, dubbed Demons by Orpheus, were the primary target of the organizations efforts. Still, despite the creature's abundance, their existence remains both enigmatic and mysterious.

    More recently, however, the tension between Initiative Orpheus and other government agencies had been rising. Pressure had been put on Interpol by public authorities and civil groups who contested the Initiative's motives. As such, the relationship between Orpheus and the regional governments who funded it began to degrade, forcing the organization to relocate its headquarters several times, before finally ending up in Japan. It was here, however, that the Initiative would be dealt the most severe blow of all.

    After series of brutal encounters with not only Hollows, but other entities drawn to the spiritual hot spot that is Tokyo, the organization's resources were spread thin. With it's benefactors slowly cutting their support, despite the ever-increasing demand on the Initiative, everything was bound to come crumbling down.

    On that fateful day in Tokyo, the world finally bared witness to what was apparently the end of Initiative Orpheus. The city was suddenly and violently overrun by Hollow hordes. Despite being warned about the impending attack, the cabinet members of the organization dismissed the claims, and failed to act until it was too late. As chaos spread throughout the urban metropolis, Orpheus found itself dragged into the conflict with no direction or leadership.

    Shortly after the battle began, Orpheus headquarters was razed and its board of directors as well as many other high-ranking officials were slaughtered or devoured by Hollow hordes at the command of the Arrancar, Melusina. When the dust settled, the Initiative was in shambles.

    After the Tokyo incident, regional governments and international bodies alike seemed to severr their ties with the organization and cut funding entirely, citing the Initiative's inability to prevent the conflict in Tokyo as monumental failure. Orpheus' remaining assets were liquidated, leaving nothing left of the formerly-grand Initiative.

    As such, survivors of the Tokyo incident were left high and dry. With no place to return, no livelihood, and no purpose, the remaining agents disbanded, for the most part. Unbeknownst to any of the organizations former business partners, a select group of agents remained active, functioning in an underground fashion. Despite the lack of any clear-cut leadership, the survivors proved to be incredibly resilient and resourceful; carrying out their mission statement even without the Initiative.

    However, despite the tragedy that befell Tokyo and Orpheus, for some the Initiative's fall from grace couldn't have come soon enough. A dissident group within the organization had its eyes on Orpheus' throne. Those in command of the Initiative's Northern branch had devised in utmost secrecy a plan to usurp Orpheus' board of directors of their power and take control of the organization. Covertly, they began to draw in those sympathetic to their cause -- criminals, rouges, other dissident agents -- anyone who would take up arms in the pursuit of power. The plan they had set in motion was intended to defer control of the organization to the Northern branch should the Initiative's main stronghold in Tokyo fall; all they needed to do waspush. An all out war between this rising force and Orpheus was avoided only do to the Inititative's destruction by outside forces. A tragedy for Orpheus, but a godsend for their unknown nemesis.

    With this development, the burgeoning agency gained control of the Initiative's resources, as well as it's position of power in international government. Known as The Order of the White Horse, this group claimed-- at least on the surface -- to work towards the same good as its predecessor. Unfortunately, their true aims were far from noble. Claiming that the remaining members of the now-defunct Orpheus were both a threat to the government as well as the safety of Japan, they quickly went to work hunting down and eliminating any survivors they could find. Any survivor could pose a threat to their new found seat of power. They had to be culled.

    But this is not, however, the end of Orpheus' story.

    The rebellious lieutenant Aragon Tenbanto stepped up to take control of the Orpheus Underground movement. Having been on the front lines during the massacre at Headquarters, Tenbanto was spared the fate that befell so many others that night. Drawing the survivors to him, the organization that was thought destroyed began to take shape. Though lacking both the funding and numbers that they had boasted prior to the Tokyo Event, the Lieutenant and his comrades proved most resourceful; managing to keep the remaining agents well-equipped and well-looked after while they prepared for the coming battle.

    This was not a battle of pride, nor duty, nor revenge. It was a battle for survival. They were being hunted, but it was due time they turned the tables. Just as their predecessors before them had taken up arms against the bestial Hollows, they too would turn the hunters into thehunted.Gathering up all the resources they could despite their dwindling numbers, the survivors once again established a base of operations in Tokyo and struck back against the Order. After countless skirmishes between Orpheus and their antitheses, a devastating blow was finally dealt when a task force spearheaded by Aragon Tenbato and his then second in command Masato Fujikawa razed the Order's stronghold in Russia.

    Hostilities ceased for the time being, and the survivors of Orpheus redoubled theirs efforts to rebuild the once grand organization. Still, the Order remained, and with the Initiative unable to route out the group in its entirety, they began to swing back. Allying themselves with numerous rogue Advent groups, the Order staged an attack on Tokyo to put an end to Orpheus once and for all. In the bloody battle that followed, many lives were lost, and the conflict grew to be so grave that the Shinigami themselves intervened. During the bout, the Order displayed technology that was well beyond theirs, or even Orpheus' grasp -- masterful feats of bio-mechanical engineering that used the very Hollows Orpheus had sworn to destroy as their lifeblood. With the help of the Shinigami however, Orpheus and its allies were able to drive the Order back -- decimating what remained of their army and leaving them in shambles.

    In a final, climactic battle, Orpheus' commander Aragon Tenbato -- the man who had pulled the Initiative back from the brink of oblivion and lead it to victory -- brought down the leaders of the Order, seemingly at the cost of his own life. With their chain of command shattered and their forces crushed, The Order of the White Horse dissolved.

    Still, many questions still remained. The machinations the Order had used to decimate Tokyo were unlike anything that had been seen before -- something far beyond their capabilities. An outside force had to have been involved.

    With the possibility of a new enemy lurking in the shadows Orpheus has returned to its seat of power. As conflicts on earth grow even more violent, the Initiative stands vigilant, waiting for the moment when this enigmatic new threat finally shows its face.




    EMPLOYMENT



    Agents employed by the Initiative are generally recruited on a case-by-case basis. Though the UN has many screening procedures in place for bringing potential agents into the Initiatve from other areas of law enforcement, any individual deemed a potential benefit to Orpheus can potentially be recruited -- though they are often subject to even more rigorous screening to ensure they are fit for duty.

    Every agent receives modest compensation for their services in the form of credits. As the Initiative's jurisdiction spans boarders, paying agents in any one currency is impossible, and as such every member, along with their badge and basic equipment, receive what amounts to a credit card without boarders that is capable of making purchases regardless of location or currency. Each agent on active duty receives a sum of 1,000₢ for their work, though more funds may be procured for completing funded missions or dispatching high priority targets.

    An Orpheus member must write at least 1,000 words in a week to claim their pay.

    In addition to this basic funding, new recruits may also claim their basic gear package from the Initiative's armory. Each package includes the following;

    Spoiler for Item Pack:

    [S.I.R.E.N.] - 傾城

    The Sonic Intermittent Reiatsu Emitting Nodule (or S.I.R.E.N. for short) is Orpheus’ primary mode of communication between agents. As opposed to standard radios or cell phones, a S.I.R.E.N. functions on a highly encrypted channel and uses ambient reiatsu as a medium for transmission rather than far-easier-to-intercept radio waves. Otherwise, these compact, over-the-ear communicators offer much of the same functionality as any other short-wave radio. The only difference is range -- as any sizable source of reiatsu may act as a relay -- allowing most agents to stay in contact even over large distances.


    [Compliance Shackle] - 追従裾

    Distributed in pairs, these gunmetal gray bangles function as Orpheus’ standard restraint method when dealing with humanoid targets. Placed on the wrists of any detainee, each cuff emits a radial beam of reishi that links it to its counterpart -- allowing for more versatility in use. Still, should the cuffs become separated, each bangle houses a global positioning chip that allows its wearer to be tracked. Should the detainee move beyond thirty meters from their designated confinement area or handler, the shackle will emit a signal designed to stimulate nociceptors in the wearer -- thereby causing them extreme pain and pacifying them until they can be collected.


    Additionally, each Item Pack comes with twelve (12) Standard/Basic Rounds (about two clips) and a stock Gravekeeper II Standard Issue firearm.
    Last edited by Several Zombies; 12-07-2012 at 01:45 AM.

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    Bounty Board

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    Last edited by Several Zombies; 12-07-2012 at 01:49 AM.

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    Agent Dossier





    Hideo Ueda -Initiative Orpheus - Commander-in-Chief
    (RPer: ???)

    Hideo Ueda was the corrupt head of Orpheus' Intelligence and Internal Affairs bureau prior to the fall of the organization's headquarters during the attack on Tokyo. A cold and calculating man, his greed and desire for power knew no bounds. Manipulative and business oriented; Hideo almost always had some ulterior motive or hidden agenda to further his own plans. Having green-lit the infamous "Operation Ragnarok", the opinion of Hideo within Orpheus was not favorable, and the board of directors was actively looking to remove him from his position of power prior to the tragedy in Tokyo. His fate following the fall of headquarters is unknown, but it was thought that he had suffered the same fate as the rest of the board of directors until his reemergence following the latest attack on Tokyo -- appointed by Orpheus' recently reinstated governing body at the United Nations to lead the organization in Aragon Tenbanto's absence.







    Masato Fujikawa –Initiative Orpheus - General
    (RPer: Several Zombies)

    An agent with a quick wit to match his trigger finger, Masato Fujukawa is the 'gunslinger'personified. A man with a seemingly gruff and cold personality to match his rugged appearance, one might misjudge Masato at a glance. In reality, he is an exceedingly kindhearted person, with a virtuous, philanthropic outlook on life, and a strong sense of justice. Masato is very much the 'company-man'; dedicated to his work with the Initiative. In his off time, he can usually be found at the bar "Shangri-la" in the Ginza district.







    Roland Jacquez -Initiative Orpheus - Lieutenant
    (RPer: Voice of Cthulhu)

    The oldest man still in Orpheus, as well as one of the few people in the organization who made it to retirement. However, some unkown mission has brought him back, and though his body is failing him, his spirit is willing and ready. The man never refuses a direct order, and can be seen as rude and abrasive to some, but will always try to find a way to get his job done.







    Ewan Phillips Jr. -Initiative Orpheus - Corporal
    (RPer: tminus31)

    Despite being one of the youngest members of the Initiative, Ewan is probably one of the most experienced people of all when it comes to dealing with Hollows, having joined Orpheus from the infamous Tokyo Nishi Koutougakkou (via an insurance company). Having had some ‘dodgy’ encounters with both Orpheus and Cerberus (to name but two), he opted to join Orpheus mostly because they seemed the lesser of two evils, as well as the fact that Major Fujikawa seemed to show more interest and passion for the events of the terrible Hollow attack on the school than Shihara Zakki, despite being someone Ewan will admit to being closer to.







    Mouko Nenshou -Initiative Orpheus - Major, Cerberus Liaison
    (RPer: Seraph)

    Though not always the most outgoing person, Mouko displays an unusual resilience when it comes to those she cares about. Her mannerisms often betray the image of a typically optimistic girl with a healthy dose of acquired sarcasm and a dash of fatalism, courtesy of her time at Cerberus. In most other cases, she's rather approachable and by all accounts enjoys the company of others. It is to be noted that she is still rather naïve to the goings on of the world, sometimes wilfully retaining ignorance to preserve what happiness she can find. Another downside of her sociable nature often leads to her trusting people too quickly, and befriending them almost as fast. However, as her time as an Advent Human continues and she experiences the world, she's beginning to mature into a more professional outlook on life, taking words with a grain of salt and not allowing her emotions to get the better of her as often.







    Markus Broahn -Initiative Orpheus - Lieutenant, APACHE Technician
    (RPer: Tenchra)

    An Ex- American Military sniper who was discharged from service and resided in Tokyo. After joining Orpheus he found a new purpose in his life and has devoted his life and skills to the will of the Initiative. Markus is an easily approachable man who will do his all for his fellow agents to enhance the family feel within the ranks. Often he can either be found in the shooting range or the labs tinkering with guns.







    Takenawa Kiyoko -Initiative Orpheus - Corporal (Honorably Discharged)
    (RPer: TheSilentWings)

    The newest member of the Initiative, Kiyoko has a lot to learn about herself, her colleagues, and the entity that is Orpheus. Specializing in healing and support, Kiyoko's role -- at least at the moment -- is far away from the front lines. Despite this, however, Kiyoko is kind-hearted and fiercely loyal -- she wouldn't think twice about rushing into a hailstorm of hell fire and even the wrath of heaven itself to aid an ally.







    Kojima Ayako –Initiative Orpheus - Lieutenant (Honorably Discharged)
    (RPer: Thanatyr)

    Still new to the initiative, Ayako is learning quickly about the ins and outs. She looks to her comrades as family and treats them as such while honoring rank and experience. This young medic is often more emotional then not and yet can keep a cool head during rough situations. In her off time she has expanding her knowledge by studying medical textbooks at Tokyo University.







    Xavier King Jr. -Initiative Orpheus - Corporal (Missing in Action)
    (RPer: Hase the Storm)

    A know-it-all wise guy with a penchant for technology, Xavier has come to Japan in order to search for his missing brother, Mason King. His search has obviously lead him to Orpheus' doorstep -- his absent sibling's last known employer. Siding with them in his quest for answers, Mason only hopes his mouth doesn't ruin his chances of finding his missing brother.







    Daisetsu Rafa -Initiative Orpheus - Lieutenant (Missing in Action)
    (RPer: Nanocarp)

    A rumor man as ubiquitous as Tokyo itself, Rafa has returned to the organization only after a couple years of assumed demise -- he calls it an unpaid vacation. He's a bit less concerned with the frivolities that surround a position like his, and doesn't vest too much into intangible things like "good" or "evil". Regardless of the direction his moral compass points, Rafa's a staunch agent who, in his return, hasn't missed a beat.







    Aragon Tenbanto -Initiative Orpheus - General (Missing in Action)
    (RPer: Kehengto)

    His unassuming appearance makes him the unrealized leader of Orpheus. Calculating and headstrong, he deals with his foes on a case by case setting. Aragon is quick to form an impression of someone based on his gut, but will tailor it based on experience in dealing with the person. Always looking out for his men’s best interest, Aragon is not above getting grit under his fingers when it comes to field work. Matching his sense of leadership is his brand of vigilante justice which he is never shy to act on.

    Last edited by Several Zombies; 09-10-2013 at 09:38 PM.

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    Techniques

    [Tantei] - 探偵
    "Gumshoe"

    A fact often drowned out by the paramilitary nature of the organization is that Orpheus agents are skilled detectives. Though in recent times the organization has been characterized by significantly more vicious encounters, it is at its heart an agency designed for the explicit purpose of investigating paranormal phenomena as well as combating spiritual threats. Using the faintest traces of reiatsu and the smallest clues, an astute agent can gain invaluable insight into any situation. Passively, this ability reduces the efficacy of illusionary abilities, as the user can detect even the slightest of inconsistencies that might give the ability away. This does not allow the user to see through illusions, only make them aware of the ability. Practically speaking, these same traits are used by agents to hunt their spiritual quarry and bring them to justice. As such, a character trained in this technique may track anything that has gone by within a week regardless of cloaking or misdirection abilities. Again, this does not allow them to see through the actual ability, but they will always be on the trail.



    [Ryoshi Kyoukan] - 猟師凶漢
    “Hunter-Killer”

    When hunting spiritual game, an agent’s most valuable asset, apart from their weapons, is their eyes. Being able to detect and react to the most cunning of prey can mean the difference between life and death for an agent of the Initiative. As such, maintaining focus on an enemy in the most challenging conditions has always been a cornerstone of Orpheus’ modus operandi. Drawing on Initiative techniques such as Takagan, Ryoushi Kyoukan pushes the envelope even further, allowing agents to greatly improve their visual abilities for a brief period of time.

    By spending 5% of their reiatsu, practitioners of Ryoushi Kyoukan gain vastly enhanced vision for three turns following activation. While this technique is active, enemies within a thirty meter radius around the agent are highlighted, with recently attacked foes appearing brighter and in clearer focus. This effect only applies to targets that have already been seen or detected. Targets highlighted by Ryoushi Kyoukan can be seen through most physical obstructions (stealth techniques are not dispelled by this ability), although those in cover will appear duller and less bright. Additionally, this ability confers an increase in accuracy (reflected as an increase to Combat proportional to the cost, for aiming purposes only) to any target highlighted by the ability.

    Ryoushi Kyoukan can activated one time per chapter or collab, as well as one additional use for every 5k in Combat, to a maximum of five. Multiple instances Ryoushi Kyoukan cannot be activated within two rounds of one another.



    [Hayauchi] - 早撃ち
    “Quick Draw”

    Agents of the Initiative, by virtue of their training, rely heavily on their superior range and quick reflexes in combat. Taking advantage of the smallest openings, the most miniscule lapses in an enemies actions, Orpheus agents prefer to create a combat advantage during these decisive moments rather than recklessly engaging an opponent.

    It was for moments such as these that Hayauchi was created. Combining diligent training with an Advent’s post-human reflexes, this technique allows an agent to quickly react to any openings in an opponent’s defense with devastating force.

    Practically speaking, this means practitioners of Hayauchi are always afforded the first attacking turn of any fight or collaboration. If priority is claimed with Hayauchi, the user has up to three rounds following the start of any encounter to initiate combat. If opponent(s) take any combative actions during this time frame, the user may immediately retaliate, attacking the offending target and gaining a 15% buff to any damage dealt. If this time passes without the user taking offensive action, the effect of Hayauchi is forfeit and all participants in the encounter may move freely.



    [Senkoutaihou Kata] - 閃光大砲型
    “Flash Cannon Style”

    A style of gunplay learned only through intense physical training and conditioning, Senkoutaihou Kata is more akin to a martial art than anything. The style emphasizes fluid attacks - its series of complex stances and maneuvers are strung together in order to maximize a firearm's field of fire while keeping an agent clear of statistically traditional vectors of counter attack. With Senkoutaihou Kata very little motion is wasted during attacks, making it possible for agents to quickly shift from offense to defense, stance to stance, and to quickly adapt to a variety of battlefield scenarios. While its main focus is the use of standard side arms in combat, any available firearm can be potent in the hands of a Kata user. In practical terms, this technique increases one's spatial awareness, as well as the agents accuracy and reaction time whilst handling firearms. Simply put, the premise of the style is to shoot where the enemy ought to be, and not to be where the foe ought to shoot.

    Upon dodging an attack from an enemy, the user may immediately counter attack, dealing damage equal to the output of a single equipped firearm (reiatsu is still paid for this attack), plus an additional 1% of their reiatsu.
    Last edited by Several Zombies; 09-10-2013 at 09:38 PM.

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    The Armory




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    Last edited by Several Zombies; 12-25-2012 at 01:15 AM.

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    Mechanics

    The Armory of weapons and equipment -- at least the portion available to all operatives -- can be classed into three categories.

    Firearms are the first and most important consideration for any operative. There are a number of different firearms to select, from the tried and true Grave-keepeR III to the legendary SCAR-S. Each weapon is designed to fire specially crafted ammunition capable of damaging and killing supernatural beings. This comes at a cost, however, as the impetus for firing this ammunition is drawn from the user's own spiritual power.

    Ammunition comes in several different flavors. All operatives are expected to carry, at the very least, the standard-issue spirit-busting ammunition. However, operatives may also use some of their salary to upgrade ammunition and select from several specially-developed classes. Each type of ammunition has a version for all firearm types. In all cases, operatives are trained to carry enough ammunition to see them through most firefights.

    Gear encompasses a variety of other tools and equipment that an operative may find useful or even essential on assignments. This includes old favorites like flashbangs and grenades. It also includes some new and at times experimental gear, like the XM-3 Takagan and the rapid-deployment resonance shield.


    Operatives may carry any equipment allowed by their Paygrade, whether that means one big gun for several smaller ones, or even a bag of grenades. Players should be realistic about storing or concealing their gear, however.

    Each gun has an effective range, after which the accuracy dips dramatically and the reiatsu charge on the ammunition fades. Ammunition does not run out, and if an agent upgrades their ammunition, all of their ammo is (or can be) the upgraded type. A weapon's damage rating refers to how much damage it can do in a round, whether the gun fires semi-auto, burst-fire, full auto, or shotgun spread.

    Many of the firearms have special traits which make them useful in different situations. Be sure to select the best weapon for the job.
    Last edited by Several Zombies; 03-19-2013 at 02:09 PM.

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    Firearms


    Firearms



    [Grave-keepeR III]
    The third model in this storied line of Orpheus firearms, the Grave-keepeR III maintains the brand's reputation for quality, reliability and functionality. Featuring semi-automatic, delayed blowback operation, rampless box feed, and rugged polycarbonate-over-steel construction, the Grave-keepeR III is truly the ideal sidearm for any aspiring Initiative agent.

    Effect:
    A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 50 Reiatsu worth of damage per turn. Effective range of ten to fifteen meters.


    Cost: 3,000₢

    [Revenant AUG]
    The Revenant "Armee-Universal-Gewehr" - or "Universal Army Rifle" is a relatively new addition to Orpheus' stock. Having been designed by the Initiative's German branch in conjunction with civilian subcontractors, the Revenant AUG offers agents a degree of power normally reserved for much larger firearms, while maintaining a compact, modular construction. This locked-bolt, bullpup rifle also features dual firing modes, allowing agents to quickly adapt to a variety of combat situations.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 100 Reiatsu worth of damage per turn. Effective range of twenty to twenty-five meters.

    Cost: 3,500₢

    [Spectre .50]
    The spiritual successor to some of Orpheus' most prodigious firearms, the Spectre is a large-bore gas-operated semi-automatic handgun. While boasting greater range than other weapons of its class, due to the nature of its firing mechanism, it suffers from reduced clip size and an increased weight. Constructed of a specially-formulated steel alloy, the weapon is incredibly durable, though not the most overt due to the material's reflective silver sheen. A black, grooved grip and detachable box magazine complete the weapons assembly. As with all standard-issue handguns, the Spectre features slots for attaching various accessories.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 150 Reiatsu worth of damage per turn. Effective range of twenty to twenty-five meters. Damage dealt by this weapon is doubled when attacking barriers or armored targets.

    Cost: 5,000₢

    [LICH M2 Tactical]
    The LICH M2 Tactical is only the second shotgun to grace the Initiative's armory, following in the footsteps of the fabled "King Richard" Assault Shotgun. Featuring a patented inertial recoil system, the M2 boasts a shockingly high firing rate for a weapon of this class, as well as unrivaled stopping power. Indeed, its only drawback is the weapons relatively short range, which often puts agents far too close to danger than is comfortable.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 400 Reiatsu worth of damage per turn. Effective range of five to ten meters. Fires in a one meter wide cone, dealing damage over a small area.

    Cost: 8,000₢

    [Wraith SB2K]
    The Wraith Sub-2000, or SB2K as its listed, is a super-compact, semi-automatic, blowback-operated, pistol-caliber carbine that is powerful enough to take down large game, while being small enough for an agent to hold with one hand. This bizarre addition to the armory was engineered based on similar civilian models designed to bridge the gap between available sidearms and rifles without skimping on stopping power -- something that's always at a premium when fighting Hollows.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 500 Reiatsu worth of damage per turn. Effective range of ten to twenty-five meters. If attacking between 20-25m, this weapon’s output is increased to 750.

    Cost: 12,000₢

    [Épitaphe SAA]
    The Épitaphe Single Action Army is living proof that some things are better left unchanged. There are very little differences between this gun and the very first of its line, the famously powerful Oathbreaker SAA, simply because you needn't fix what isn't broken. The Épitaphe is deceivingly unassuming, sporting a plain, stainless steel body and a black polymer hand grip - bland characteristics that hide the gun's true strength. Behind that exterior however is one simple fact: this gun is one of the strongest the armory has to offer in terms of raw power. Of course, since this is an older and particularly no-nonsense type of firearm, the Épitaphe lacks the high customization and "gimmicks" of the newer weapons available to Orpheus agents, including of course, an auto-loading mechanism. Instead, this revolver can only make use of the most basic upgrades, but the elite agents granted access to a gun of this caliber don't seem to mind the lack of flexibility - which the Épitaphe makes up for in sheer strength.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 750 Reiatsu worth of damage per turn. Effective range of twenty to twenty-five meters. Enemies struck by this weapon are stunned in place for at least 3 seconds.

    Cost: 16,000₢

    [SCAR-S]
    The Special Forces Combat Assault Rifle – Spiritual Variant is nothing short of a weapon of all out war. This full sized assault rifle boasts the stopping power of nothing shy of the Noblesse in the Orpheus armory. It is compact enough for close quarters combat while sacrificing very little in terms of ranged accuracy. Fully modular, it is compatible with any and all upgrades an agent could ever need.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 1000 Reiatsu worth of damage per turn. Effective range of ten to fifteen meters. The incredibly high rate of fire allows the user to hit up to three targets clustered within 5m of each other.

    Cost: 30,000₢

    [Noblesse AS50]
    The Noblesse is Orpheus' resident anti-matériel/personnel rifle. Generally it's used for missions that require the agent be a considerable distance from their target, for reasons such as stealth and covering-fire. The Noblesse really shines at these ranges. Resembling a cut down fifty-caliber, semi-automatic rifle, the weapon itself is constructed in two sections that can be disassembled for ease of transport. A unique recoil-dampening and suppression system is already in place on the weapon's stock variant. Finished in a matte-black, ablative coating that refracts light, the Noblesse is ideal for nighttime operations. Outfitted with a low-light scope or similar upgrade, this weapon is deadly in the hands of an expert. Its rotating-bolt design is complemented by a box-feed clip to facilitate faster firing speed.

    Effect: A basic weapon capable of firing Orpheus' spiritually imbued ammunition. Can deal 1500 Reiatsu worth of damage per turn. Effective range of thirty to forty meters. This weapon comes equipped with a high-precision scope, allowing the user to view a target at maximum range as if it was one meter away. This is represented by a 2,000 point boost to Combat in terms of accuracy only.

    Cost: 35,000₢
    Last edited by Several Zombies; 12-25-2012 at 12:51 AM.

  9. #9
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    Ammunition Modifiers


    Ammunition



    [Pyre Rounds]
    Manufactured alongside Ice Rounds in a project created to try and mimic Shinigami Demon Magic, Fire rounds encase a positively explosive cocktail of combustible ingredients and reiatsu. Upon impact, a flare of reiatsu erupts from the casing to scorch, sear, and smolder anything they come in contact with.

    Effect: Imbues ammunition with incendiary properties. Increases base weapon damage by 20. Ignites flammable targets.

    Cost: 2,000₢


    [Cryo Rounds]
    One of the more volatile creations to come from Orpheus' Research and Development branch, this classification of rounds are capped with a small device that encapsulates a concentrated chemical brew, containing among other things, liquid nitrogen. On impact, these rounds cause extreme cooling and pain, freezing anything the chemical comes into contact with.

    Effect: Imbues ammunition with a powerful freezing agent. Increases base weapon damage by 30.Flash-freezes struck targets.

    Cost: 3,000₢


    [Tesla Rounds]
    Initially developed for instances when agents need to subdue spiritual threats without killing them, Lightning rounds are composed of lightweight ferric compounds and house a specially-designed piezoelectric node as opposed to a lead slug. These tiny devices are activated by the pressure created when they strike their targets, releasing a surge of electric energy intended to interrupt voluntary muscle control – functioning similarly to a taser. While intended to be non-lethal, higher voltage rounds used for larger game are fully capable of delivering a deadly shock to smaller targets and should be used with caution.

    Effect: Imbues ammunition with a powerful electrical charge. Increases base weapon damage by 50.Shocks any target struck, dealing electrical damage.

    Cost: 5,000₢


    [Lawbringer Rounds]
    Representing the apex of technological advancement achieved by the Initiative following its renewed partnership with international agencies, the Lawbringer round is an extremely powerful, purpose built armament designed to facilitate one, and only one function; utter annihilation. The result of a project undertaken by APACHE, codenamed “Yamikiru” or more literally, “god slayer”, the purpose of these advanced munitions is to counteract the extreme resilience and speed of most other spiritual beings. They might be fast, but nothing’s faster than light. Consisting of lens, capacitor and heatsink as opposed to a bullet, casing and primer, these compact ordinance work by converting the users reiatsu into a tangible energy source -- and then focusing that energy to produce photon emission -- or in laymen’s terms, create a freakin’ laser. The beam produced by each firing is capable of traveling the full length of the weapon’s range almost instantly, making the evasive maneuvers employed by spiritual game largely useless. Additionally, the sheer penetrating power of the laser can cut through even the most hardy of defenses with ease. The incredible heat produced by each firing is absorbed by the cartridge heatsink, which is then ejected from the weapon like a normal bullet.

    Effect: Replaces ammunition with a high-powered laser diode. Increases base weapon damage by 250. Shot can penetrate multiple targets along its line of fire.

    Cost: 12,500₢

    [Zanpakutou-core Rounds]
    As their name would suggest, these highly-coveted slugs are produced using alloys from Shinigami Zanpakutou. This gives the rounds unique properties and incredible damage potential. The source material, however, is quite scarce since generally speaking Shinigami do not part with their weapons willingly. The Initiative maintains a stock of these bizarre armaments from ‘first contact’ -- as they are not openly engaged in hostilities with the Shinigami, these munitions are prohibitively expensive.

    Effect: Increases base weapon damage by 500. This effect is doubled when attacking Hollows, Vizards or Arrancar. Purifies target if killed.

    Cost: 1,000 Kan/1 round. Additional rounds may be forged free of cost by obtaining a Zanpakutou from another player-character. A single Zanpakutou yields enough alloy for three rounds.
    Last edited by Several Zombies; 12-25-2012 at 12:52 AM.

  10. #10
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    General Items


    General Items


    [Multi-purpose Flare]
    A simple type of pyrotechnic that illuminates greatly without an explosion or intense heat. These are made of a particularly powerful compound, and are able to illuminate large areas.

    Effect: 15 meter radius of illumination from point of detonation.

    Cost: 1000₢ each


    [Flash Bang]
    Resembling Orpheus standard-issue high-explosive grenades, these small charges instead let out a blinding flash upon detonation, designed to greatly reduce visibility for all who witness it.

    Effect: Blinds everyone in a 10 meter radius of the contact point for one turn, and has lingering effects for one turn.

    Cost: 2000₢ each


    [H-E Grenade]
    Sometimes bullets just don't get a point across... and that's when a highly explosive grenade comes in handy. It works just like you’d expect; pull the pin and throw! Just make sure it's not near you.

    Effect: Fires a high-explosive grenade at a target, dealing 1000 Reiatsu worth damage over a fifteen meter radius.

    Cost: 2,500₢ each


    [Battlefield Illuminator]
    An accessory that allows for better vision in low light areas, total darkness and in situations where the user’s vision is impaired due to extreme brightness (eg; fallout from a flash grenade). Usable for both in and outdoor operations, this tool is available as both a monocular as well as a gun-top attachment. Features three vision modes; night vision, infrared and polarized view. Specially designed reiatsu capacitors mean that this accessory doesn’t require batteries, as it works via the user’s spiritual energy!

    Effect: Night vision allows the user to see in low-light. Infrared allows the user to see heat signatures. Polarized vision allows the user to see in extremely bright environments. Only one viewing mode may be active at any given time. Costs 50 Reiatsu per turn for each turn active.

    Cost: 4,000₢


    [Concussion Lance]
    An accessory heavily rooted in the principles of thermodynamics -- enhanced with a spiritual twist -- this odd, tubular device uses small, reiatsu-infused charges to generate a dense, high-pressure blast of air laden with spirit particles. While rather unassuming in description, the pressure wave is powerful enough to knock back and disorient large Hollows and other spiritual game -- speaking volumes to the amount of force produced by this accessory. While initially designed as a tool for suppression, agents have gotten creative with the device, using it to cushion falls and other such off-label applications.

    Effect: Generates a spiritually-imbued pressure wave designed to knockback foes. Costs the user 250 Reiatsu per use with a range of up to 10 meters, once per turn.

    Cost: 6,000₢ each (5 charges)


    [Net Snare]
    A simple and effective addition to Orpheus’ Armory, this accessory consists of spiritually-imbued, five-sided steel net composed of the same alloy used to make the Initiative’s firearms, along with a sharp metal stake at each corner. The net is fired from a pressurized canister at high velocity -- designed to trap targets by both ensnaring them in the net and pinning them to a surface using the steel piles. Though fairly sizable, this accessory is unsuited for larger prey items.

    Effect: Fires a two-meter wide, five-sided net designed to ensnare enemies as well as pin them down using the attached spikes. Each use costs 1,000 Reiatsu.

    Cost: 8,000₢ each


    [Resonance Shield]
    The first in a line of highly experimental upgrades released for field use by APACHE, the Resonance Shield is a "compact, rapid-deployment, high-energy buffer," or in layman's terms a quick-use reiatsu shield. Consisting of an oblong canister placed where the user would like the shield to appear, the device uses high-frequency pulse generators to condense ambient reishi into a dense film of energy that can repel attacks. Unfortunately, there are still some kinks in the design that need to be worked out, as the reiatsu capacitors burn out after two uses and must be replaced.

    Effect: User pays 1,000 reiatsu to create a rectangular barrier roughly three meters tall by two meters wide directly in front of them. The durability of this barrier is equal to the reiatsu paid for its use. Two round cooldown.

    Cost: 10,000₢ each


    [Riot Canister]
    A small smoke grenade used for distraction or suppression, this device releases a thick cloud of Reishi-laden fog designed to disorient enemies caught in its plume. The errant spirit particles contained within the fog leave those caught in its radius unable to properly detect reiatsu, as the particulated reishi seems to reflect spiritual energy, thus creating false signatures. Each activation generates a cloud roughly twenty meters in diameter around the device. This plume lingers for three turns after activation.

    Effect: Releases a noxious gas that reduces visibility inside its area of effect, as well as hampering Reiatsu detection. Effect lasts for three turns.

    Cost: 12,000₢ each


    [XM-3 Takagan]
    A novel use for several pieces of reconnaissance technology salvaged and reverse-engineered from Order machinery recovered from the battles in Tokyo -- the XM-3 Takagan is an advanced tool used for long range, covert scouting operations. The Takagan consists of two parts -- a scope-like attachment containing a small screen instead of lenses, and a miniature, disk-shaped aerial drone housing a high-resolution camera. After being launched from the main body of the accessory, the drone rapidly ascends to heights of up to one mile -- its smart-linked camera allowing the agent on the ground a bird’s-eye-view of the battlefield.

    Effect: Fires a small camera high into the air, allowing the user to view the battlefield from above via the included screen. Video taken by this tool can be recorded for later viewing.

    Cost: 15,000₢
    Last edited by Several Zombies; 12-25-2012 at 12:52 AM.

  11. #11
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