Keegah Administrator Your Humble Administrator member is offline
LEROOOYYYYY JEEENNKINSSSS!!!!
Joined: Jul 2007 Gender: Male Posts: 24 Location: Hutchinson Island, Florida
Bestiary « Result #1 on Dec 6, 2007, 3:53pm »
There are a few creatures that are hostile to everyone, mostly former residents of Xen. Mostly without exception, the creatures that follow are hostile to rebels and Combine soldiers.
Headcrab- Headcrabs are small blobs of four-legged flesh that subsist by coupling with hosts via launching onto their heads and embedding their legs and beaks into the host's skull... directly tapping into their nervous system. This allows the headcrab to control the host. The standard headcrab attacks by simply launching itself at a potential host, aiming for the skull but usually just cutting the victim with its legs and beak. They're either colored dark-tan or dark-orange, depends on your viewpoint really. Headcrab Zombie- When a headcrab seizes control of a host, the victim undergoes horrific mutations... the end result being what can only be called a "zombie". Ripping open a large cavity extending from the top of the breast to the top of the groin, zombies use this gaping maw to eat... since the mouth is obstructed for obvious reasons. If the upper body is not damaged too much, a headcrab zombie can survive even when its torso is separated from its waist and legs. Headcrab zombies appear to be aware of their condition to some degree, evidence by their constant horrified screams of agony and fear. Some people have even been able to make out extraordinarily disturbing cries for help amidst the unintelligible yelps. There are four variations of headcrabs, and five variations of zombies, not counting the variations that occur when headcrabs couple with non-human and sub-human hosts, such as Vortigaunts and Combine. Standard zombies shamble around at a fairly slow pace, but they are very powerful and can easily decapitate a person with one good swipe from their deformed hands. Fast Headcrab- The fast headcrab is a variation that sports much longer, thinner legs... which enable it to sprint across the world at a blinding speed. Its absence of a beak is substituted with razor-sharp barbs at the end of each limb... which the headcrab embeds in the host's chest and back to keep itself in place. Fast Zombies- The product of fast headcrab hosts stripped of nearly all their flesh so they appear as gaunt, nearly-skeletal figures. These zombies run at frighteningly high speeds on all fours, and can leap incredible distances. Poison Headcrab- A black-ish variation of the headcrab with jointed legs that sport a white band at each 'knee'. Poison headcrabs inject an incredibly potent neurotoxin when attacking, which will almost certainly kill anyone not wearing an HEV suit. They are known for their wide range of sinister vocalizations, ranging from rattle-snake like hisses, to mocking-bird esque chirps. Poison Zombies- Bloated monstrosities that are unique in that they carry several poison headcrabs at once, which they fling at their targets to attack. The venom from their headcrabs has inflicted severe necrosis on their bodies, giving their skin dark-blue, dark-purple, or black tinges. Water Headcrab- The water headcrab is a somewhat rare variation that sports wider legs and more powerful biceps, as well as thin webs between their legs and beaks. Water headcrabs cannot breathe water, as that would require a complete rewriting of their biological make-up. However, after constant exposure to the oceans they have developed the ability to powerfully stroke through water, using their widened legs and webs as fins. They have been observed diving shallow distances, but only the most powerful can do this. Water headcrabs latch onto hosts via inward-pointing barbs within their legs. They are colored pale-blue. Water Zombie- Water zombies are unique in that they do not experience severe appearance mutation. Indeed, the only external modification made to their bodies is slightly webbed fingers and pale-blue skin. The headcrab latches itself to its host by embedding its two front legs in the roof of the host's mouth... exposing the chin and lower jaw. However, internally, massive changes are made. The water zombie gains the ability to essentially vomit up underdeveloped water headcrabs... which is the main reason its mouth is left unobstructed. This method of reproduction is unique, as other headcrabs are born from the Gonarch. Gonome- The final stage of a headcrab zombie. Gonomes are more developed in virtually every aspect. They are more intelligent, stronger and faster. The hosts lose nearly all their consciousness, allowing the headcrabs complete and total control of their now heavily deformed host. Gonomes can generate an acidic saliva from within their chest cavity, which they throw at victims to paralyze them for easy consumption. The gonome's preferred habitat are man-made structures... since at this stage, gonomes need to create 'lairs' from their saliva to survive. Gonarch- Gonarchs are the last stage of a headcrab. They have four heavily armored legs, and a soft, bulbous sac under its main carapace. All headcrabs, with the exception of the water headcrab, are born from a gonarch's sac. Very, very, very few headcrabs reach this stage. So far, there have only been two sighted gonarchs. One was killed by Dr. Gordon Freeman. The other roams the Artic Region, residing in a roomy cave. The Combine have managed to retrieve the sac from the previous gonarch, the one Freeman killed, and now house it deep in the Citadel... where it constantly pumps out headcrabs with the help of life-supportive machinery. Antlion- Antlions are four-legged Xenian insects, known for their extremely xenophobic behavior. If anything and anyone steps on an antlion's territory during spawning season, swarms of antlions will erupt from their tunnels and proceed to maul, rip and maim to Hell the unfortunate intruder. They have flimsy wings, guarded by flaps of exoskeleton, but it is rather simple to ground an antlion. Simply fire a concentration of bullets at the wings, and they'll fall right off. Similarly, you can decapitate or sever limbs by focusing fire on the body. Antlions attack with their front two legs, which are extremely sharp, and occasionally their rudimentary teeth. They may be controlled to some extent with a pheromone pod, a soft organ which can only be retrieved from a myrmidont. Myrmidont- Myrmidonts are a different form of antlion far stronger and faster than drones, towering above them with their monstrous armored head and carapace. They sport lines of razor-sharp teeth under their head, and blue attenae on their back. Myrmidonts act as guards in an antlion colony, commanding drones with the pheropod buried within its body, directly between the lungs. Myrmidonts generally attack by charging at an opponent, butting at its target with its gigantic skull. Antlion Queen- Antlion queens are the core of an antlion colony society. It's the mother of each and every antlion in that colony. An antlion queen is relatively defenseless, as it needs to remain constantly still to successfully process and lay eggs. In appearance, antlion queens are identical to ordinary antlions other than their greater size, and the fact that their carapace sort of morphs into a large, dark-brown egg-sac... from which it lays thousands of fist-size eggs at a time. An antlion queen is constantly guarded over by a large number of myrmidonts. Antlion Worker- Antlion workers are the backbone of an antlion colony... building the tunnels and nursing the larvae. They appear as small creatures with an antlion's carapace, and an ant's head. They have a pair of small wings on their back, and they glow with a dull neon-green. Far from calm laborers, Workers will fiercely attack intruders with its venom-coated mandibles, as well as flinging a conglomeration of saliva and poison at its targets. Antlion Larva- Antlion larva are infant antlions... individuals who have grown out of their incubation stage and have escaped their eggs, but are still too underdeveloped to move. They appear as neon-green glowing larva, about the length of your arm going from the elbow and as wide as your leg. Though they're technically harmless, if you damage or even touch a larva, the entire colony will be fully aware of your position and presence. Poison Antlion- Poison antlions are venomous variations used by the colony to paralyze future food-sources. They implement a neurotoxin similar in chemical makeup to the poison headcrab's venom. It is likely to kill anyone not wearing an HEV suit or something similar to it within . Bullsquid- Armed with barbed tentacles and an almost absurdly powerful tail, which ends in a fearsome-looking sickle, bullsquids are feared by Combine and Rebels alike. Known for their reputedly delicious tentacles, bullsquids are notorious for their apparently genocidal hatred of headcrabs. Bullsquids were, for reasons that are under investigation by a few Rebel scientists, largely overlooked by the Portal Storms... and thus are quite rare in the world. Alien Grunt- Alien Grunts were previously the backbone of the Xenian military, and were instrumental in the initial assault on Black Mesa so many years ago. However, with the Nihilanth dead, they can be occasionally be found wandering the countryside with their own personal motives. According to most vortigaunts, it would be extremely unwise to attempt communication with them, so they are usually left to their devices. Surprisingly, Grunts are reasonably docile, only attacking in defense most of the time. They attack through the use of a synthetic weapon that fires wasp-like entities. These organic projectiles, previously controlled by the Nihilanth telepathically, now are extremely inefficient... rendering the Grunts much weaker and less dangerous than they once were. However, their pincered hands are still perfectly capable of impaling a human body with the effort it takes to swat a fly.
Programming nowadays is essentially a competition between nature and programmers... with programmers striving to build bigger and better pieces of software, and nature trying to build bigger and better idiots.
Programming nowadays is essentially a competition between nature and programmers... with programmers striving to build bigger and better pieces of software, and nature trying to build bigger and better idiots.
Keegah Administrator Your Humble Administrator member is offline
LEROOOYYYYY JEEENNKINSSSS!!!!
Joined: Jul 2007 Gender: Male Posts: 24 Location: Hutchinson Island, Florida
Combine Information « Result #4 on Sept 1, 2007, 7:38pm »
Something that has always irritated me with Half-Life 2 RPGs, is when Combine characters 'defect' to the Rebellion. Guess what folks? That's impossible. There's a reason Combine soldiers have all those mechanics in their pale bodies. In addition to strengthening them, to giving them inhuman agility, essentially making them super-soldiers... they ensure their complete and utter loyalty to the Combine Overwatch. This does not destroy their personalities, this remains intact... but not in the way you probably think. While they remain largely the same in terms of persona, their memories have been completely and totally altered to whatever the Combine wish that particular unit to recall. As well as ensuring their total and complete loyalty to the Universal Union, the mechanics in Combine soldier bodies render it impossible for them to 'defect', or otherwise go against the wishes of the Combine. Though it is never explicitly stated how this is accomplished, for the purposes of the RPG we'll say Combine soldiers are kept under the Combine's will by a small chip in their cerebrum. Removing this chip could, in theory, retrieve a soldier's or otherwise assimilated person's free-will.... though they would still have nothing left of their memory. Keep this in mind, I don't want to see Combine defecting to the Rebellion left and right.
Programming nowadays is essentially a competition between nature and programmers... with programmers striving to build bigger and better pieces of software, and nature trying to build bigger and better idiots.
Keegah Administrator Your Humble Administrator member is offline
LEROOOYYYYY JEEENNKINSSSS!!!!
Joined: Jul 2007 Gender: Male Posts: 24 Location: Hutchinson Island, Florida
The Storyline « Result #5 on Sept 1, 2007, 7:11pm »
In 2002, two years after the infamous Black Mesa Incident, the world was torn apart by the so-called "Portal Storms"... a term used when referring to the hundreds of portals that opened all across Earth, spewing ravenous creatures from the Xen borderworld. Bullsquids, Headcrabs and Antlions ran through the world... slaughtering the defenseless citizens and obliterating the inappropriately-armed military forces of the world. The people of Earth were immediately herded into the largest and most secure cities, which ideally worked as gigantic 'safe-houses' from the monstrous aliens. Then, when Earth was sufficiently weakened by the constant onslaught, the mysterious and largely faceless empire that called itself the "Universal Union" revealed itself as the true source of the Portal Storms. Arriving in huge numbers, with armies composed of bizarre mechanized units and assimilated lifeforms kept prisoner by the numerous mechanical and biological augmentations covering their bodies... it took only a matter of hours for them to completely and utterly obliterate the military forces of the world. After 7 hours of vicious and bloody fighting, Earth was surrendered by Dr. Wallace Breen, former administrator of Black Mesa, now the self-appointed representative of mankind. The Universal Union, which came to be known as the "Combine" for their modus operandi of combining biological lifeforms with cold metal to produce subservient super-soldiers, accepted Earth's surrender... ending the hopeless war and appointing Dr. Breen as the political leader of the Combine forces remaining on Earth. A sexual suppression field was set up that not only takes away the hormonal urge to procreate, but also biologically renders it impossible. This ensures that no new citizens would ever be born, as Earth is slowly picked to the bone. To sweeten the deal, the Combine kill off every child in the world early-on... ensuring that there is no chance of a second generation under the Combine's rule. To further prepare for... whatever the Combine intend to do with Earth, the oceans are slowly yet steadily being drained. So far, the "Universal Union" has not had much of an impact on the oceans. City 17: Revisited starts in year 2012, eight full years before Dr. Gordon Freeman's return. The Underground Railroad is in full operation, Rebellion bases and strongholds lay scattered along the hostile coastlines and forests, and Ravenholm is still a safe mining-town for escaped citizens... and a relaxing retreat for off-duty rebels. Teleportation experiments headed by Dr. Eli Vance and Dr. Issac Kleiner continue on, however success still lies far out of reach.
Programming nowadays is essentially a competition between nature and programmers... with programmers striving to build bigger and better pieces of software, and nature trying to build bigger and better idiots.
Joined: Sept 2007 Gender: Male Posts: 34 Location: Baltimore, MD
Alexander McDermott « Result #6 on Sept 1, 2007, 5:08pm »
This was a hit rushed. I'm all out of creative juice, need to go to the old black dude behind McDonalds and buy some more. Until then, you get this.
Name: Alexander J. McDermott
Nickname / Alias: Zander, AJ. Gender: Male
Age: 27
Height: 5'10
Weight: 190
Allegiance: Rebellion
Occupation: Zander is a Rifleman / Soldier in the Rebellion with minor knowledge of unlocking and engineering. Just don't get him near too many electrical sockets. Remember, kids, sticking your wet finger in those sockets doesn't grant super-human powers.
Appearance: Zander's Rebellion attire consists of a long-sleeve dark blue shirt with the sleeve rolled up to his elbows. He wears black khakis with lighter-gray shoes and a dark-brown belt/chest strap combo which looks like suspenders connected to his belt. Usually his light brown hair is styled in the front, though sometimes he doesn't bother to fix it up. He wears a faded silver crucifix on a chain of the same color around his neck and a black wristband on both of his wrists. Zander has dark blue eyes with a small bit of green sprinkled in with the blue coloring. He keeps a small stubble from his sideburns, around his chin and to the other side of his head. Zander keeps a small hand-held radio with his Rebel gear, along with a flashlight and a set of keys which open things Zander does no know about. Outside of the Rebel gear, Zander usually wears blue pants, a white undershirt, his normal black shoes and a gray sweater, or when it's warmer, just a light blazer. Personality: Zander is pretty outgoing, usually likes to be friendly, but can be pretty judgmental sometimes. Others sometimes have a tendency to not see his way, like when he once said that he felt sorry for the Combine, yet he now keeps most of those thoughts to himself. He'll crack a joke or two once in awhile, but for the most part, his life is covered in grieving. The Combine killed what little family he had left - his wife and child - which he told no one about. Everyday it plagues his mind, so his cheery attitude and friendly demeanor is only a cover-up for the true man inside the shell. Sometimes, Zander will break out and grow furious for no apparent reason, begin to cry and just flat-out become angry, though he's learned to control it a bit in the previous days.
Likes: Strawberry ice-cream, animals, taking walks, Chinese food, a good drink once in awhile, the calm serenity of night, winter, and ever since his run in with a cereal box twelve years ago, Zander has always loved the phrase "Crunchy Bear". No one knows why outside of his mind.
Dislikes: "Soggy Snakes", the red-headed stepson cereal to "Crunchy Bear", people who see little evil in the world, Valley Girls, Breen's hairpiece ("Come on, are you serious? That can't be natural. I'd know if it's natural. I'd know, damnit."), seafood, sailing, and of course, as apparently every single rebel that will be made here will say, Zander dislikes - can you figure it out? - the Combine... 's Masks. They MUST chafe the wearer.
Brief History: As stated before, Zander doesn't talk about his past much, but when he does, he mentions the good times he spend with his father when he was a little boy, a father-figure was the only one present growing up. They'd go fishing, hiking, exercising together, and all around, Zander's father was a great and noble man who loved his sun like fish love the water. When the Combine came, Zander being 25 and married with one child at the time, both father, son and family were moved to City 17. Zander's child was murdered first, and soon after, his wife. Luckily, Zander's father has yet to be targeted, keeping immunity from the Combine by working for the MetroPolice as an assistant, a job that requires no street-work.
Anything Else: Zander carries a flashlight, ring of strange keys, picture of his family and bottle opener with him at all times. When in his Rebel gear, his firearms consist of a Heckler and Koch MP5 9mm Submachine Gun - Stock and Reflex Scope attachments - a HKP8 Combat Pistol, and a standard issue combat knife with "STEELE" carved into the handle.
RP Sample: If you'd like to make a call, please hang up and try again.
Joined: Sept 2007 Gender: Male Posts: 34 Location: Baltimore, MD
Character Profile Outlines « Result #7 on Sept 1, 2007, 3:46pm »
All character profiles must include the filled out version of this form. Please note the extra details at the bottom of this post for other topics to fill out for Combine characters. Rebellion Character Profile Outline
Name: (Full name, middle optional.)
(Optional)Nickname / Aliases: (What do others call him / what does she go by?)
Gender: Allegiances: (Rebellion or Neutral.)
Height:
Weight: (Optional)Occupation: (For Neutral citizens or Metrocops only. Rebels may include their position in the Rebellion, such as Engineer or Medic.)
Appearance: (Appearance is everything; please be descriptive. What does your character look like? Is he a tall athlete or a frumpy pig? Does his strength show or could you bowl him over? What does he wear on a regular basis? Pictures accepted, not required.)
Personality: (What is your character like inside? How does he/she project himself/herself towards others?)
Likes: (At least three, list as many as you feel the need to.)
Dislikes: (Once again, only three needed, yet list as many as you want. Not too many, though, please.)
Brief History: (Where was your character before the Combine came to Earth? Anything important that happened to you as a child? Any family members we should know about?)
Anything Else: (Does your character carry around anything with him or her? A ring, perhaps, or some other jewelry. Did he pull an Indiana Jones and bring rope and a whip, for some reason?)
RP Sample: (Just a short sample, a paragraph at most, of your roleplaying abilities. Not required of admins - we know how you roleplay. Could be about anything, but nothing involving the Half-Life story too much.)
Combine Character Profile Outline Name: (Their name before Combine surgery.)
Serial Number: (Any combination of numbers your character is classified as, the most being six or seven. Fairly trivial information.)
Callsign: (What does your character go by instead of his/her Human name or Serial number. This is essentially the name of your character.)
Rank: (Examples would be Private, Sergeant, Corporal. Any other rank, besides the highest ranking officials, will do. Try not to control everyone.)
Class / Position: (What is your job specialization? Soldier, Engineer, Sniper, Medic. Try not to stay inside the box.)
Appearance: (What does your character wear on his suit? Anything special? What does he wear outside his uniform, if he even takes it off at all? What did he look like before surgery / under his uniform after surgery?)
Background: (Who is he / she? Why is she part of the Combine? What was his life like before all of this started?)
Personality: (Everyone one, be they Human or otherwise, has their own personality. How is he towards citizens? How is she near her fellow soldiers?)
Likes: (At least three, as many as needed.)
Dislikes: (At least three, as many as needed.)
Special Characteristics: (Usually gained during surgery or through the placement of a chip of some sort. Does he throw a mean left hook? Did surgery rebuild the tissue in his ankle? Absolutely no God-Modding - explained in rules. You aren't invincible, so don't play as someone who is.)
Anything Else: (Anything else we should know about your character?)
RP Sample: (Just a short sample, a paragraph at most, of your roleplaying abilities. Not required of admins - we know how you roleplay. Could be about anything, but nothing involving the Half-Life story too much.)