Interdimensional Managers (
interdimanagers) wrote2015-08-22 11:38 pm
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RESCUE TEAM
☆RESCUE TEAM The rescuers have arrived, and they are indeed cruising in a guitar shaped shape ship. What are the rescuers exactly, though? Characters apped in as rescuers are people from across the multiverse that have been recruited by the other rebels to help liberate those souls taken captive and brainwashed by Pride Records and Virgo Entertainment. In many cases this will be because someone of particular value to them has been captured and ripped from their home timeline - other times, recruits will simply be those that are altruistic at heart, opposed to interdimensional bullies or, for lack of a better word, just bored. The reasons may vary, but the missions is only one. This motley crew will have to band together if they intend on bringing down the corporate giants that have been been trafficking the lives of other beings for centuries. ![]() Pew pew pew. Check out the first of our test drives to see some specific examples of how recruitment has gone down in the past. The man who started this all, and the captain of the guitar-shaped vessel, is a blue alien named Shep whose motivations are not yet fully known. He hasn't explained how he managed to set up his spaceship to dimension hop like this, but he seems genuine, if not a little bit overwhelmed by the sudden responsibilities of leadership. He has the enthusiasm and equipment more than he has plans, and members of the recruited rebellion may have to step up and aid him in paving the way if this rescue mission is to be a success. ☆REBEL GEAR Not everyone comes equipped with super powers, and those that do will find that their powers have been dampened by the transition between dimensions. This happens to everyone, or so it's explained, but their powers can theoretically be rebuilt with time as they learn to balance the energies of this universe. For those that are just plain normal (he sympathizes - he's just a normal guy himself!) Shep has spent a few years now stockpiling weapons and equipment. All of it is in limited supply, of course, and so it will only be supplied to crew members they don't already have powers to aid them, based on availability. Check out the Rescuer Application for more details.► Jet Pack (30): A relatively small flying device that can be concealed beneath a heavy jacket or cloak. The controls are build to line up with a bipedal species arms, so that it can be steered with triggers that rest in the subject's palms. It runs on what is functionally electricity - it must be recharged for every half hour or so of flight, and can only go as fast as your average car. Can only bear the weight of approximately one human. ► Laser Gun (30): Bog standard space gun. It shoots photon bullets that only run out after around one thousand shots. Capable of piercing/melting metal, but wouldn't be functional for cutting lines or anything of the like. Recharges on electricity. ► Laser Weapons (30): Various melee laser weapons that are like regular weapons except made of laser. Includes swords, whips, pairs of daggers, and spears. Can handle about an hour of sustained activation before requiring electrical recharge. Can slowly cut through thick metal if applied to the task long enough, and can slash through thinner metal. ► Cloaking Device (30): A relatively small device that's worn on the back and must be on the exterior of any clothing to be functional. It can bend light around a subject so that they cannot be seen via visual observation, though it does not conceal sound or scent. Must be recharged with electricity for ever half hour of usage. ► Grappling Hook (30): A gun with a fancy hook claw on the end that sticks to stuff like Spiderman. The chord will automatically rewind and tow loads if set to the task. Comes with attachable harness if you don't trust your grip. Needs to be recharged with electricity for every half hour of "sticking". Can bear the weight of approximately three individuals. ► Bubble Shield (30): A shield projector worn on the forearm. It can project a half bubble worth of shield that is capable of blocking small arms fire and normal melee weapons. It can also block other energy weapons, but the more powerful they are the faster it will train its battery. Can handle roughly a half hour of continuous usage, provided it's not drained by other energy weapons. ► Smoke Bombs (15): They make smoke when they explode and can completely obfuscate vision in a room the size of your average living room for about one minute. They make you blind too, of course. This shit ain't rocket science. ► Fancy Goggles (15): Includes night vision, heat vision, and a few mysterious settings that try to pick up things like 'ether' and 'ghosts'. It's not clear whether those latter ones work or not. ► Jump Boots (15): Like rocket boots but less good. Enables a wearer to jump about ten feet into the air and land without breaking their ankles. Can run for a few hours without needing charging. ► Special Bandaids (15): Scifi bandages that can be wrapped around injuries. The fabric then flexibly solidifies and acts like a sort of impromptu cast that speeds the healing of wounds and stabilizes broken bones. Not so good for more complicated internal injuries. ► Bullet Proof Vest (15): A vest that is bullet proof. Roughly the thickness of a heavy t-shirt and can be concealed under most clothing. Can do whatever Kevlar does, but a little bit better. ► Bullet Proof Pants (15): The same as above except pants. Note that technological and magical weapons brought along by characters are subject to the same dampening that biological powers are. Tools brought from a character's home world should be judges as the effective "power" they give the player. Anything that could be relatively easily acquired on on earth doesn't need to be paid for to bring along, including things like normal swords and small pets. |