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SCI-FI | POST-APOC | COMBAT
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. . . loading cache>long ago, humanity dwelled on the surface. the true sun powered life as we know it, in equilibrium with the earth.>a great calamity struck the world, its culprit none other than our own human race. the ground was rendered unlivable, the sun punched holes in the sky, and nearly all terrestrial life perished.>the first great architects fled into the underground, salvaging the remains of their surface life. they constructed the second sun, the source of our salvation.>three-hundred years later, the second sun malfunctioned. its power reserves had gone dry. mechanical beasts laid waste to the undercity, and humanity fell into chaos. thus, ADVENT corp was established.>following great efforts from the corporation, the second sun regained power and humanity was saved.>today, ADVENT aims to pave the way to the surface once more, fueled by noble explorers from the underground.glory to mankind. may the sun ever shine.
HISTORY
THE AGE OF THE TRUE SUN
Humanity's original era on the surface. Most Undercity dwellers know it only through salvaged photographs and ADVENT education initiatives. It is recognized as an era of prosperity where mankind walked freely under the True Sun.THE CALAMITY
A lesson in hubris. The surface was rendered uninhabitable. 90% of humanity was wiped out, with even less survivors escaping to the underground.THE FIRST ARCHITECTS
Proto-ADVENT. The Architects were gods amongst men, champions of the salvation of the human race. Using technology we can only dream of understanding, they established the Second Sun and constructed the undercity around it. The Architects disappeared decades after their arrival, leaving no apprentices behind.THE DIMMING
Three hundred years after the Second Sun's construction, its power banks ran dry. The Undercity was plunged into darkness, and mechanical constructs seiged humanity. Amid this near-extinction event, ADVENT corp was born, replacing the leaders that had failed to maintain humanity's last hope.THE RELIGHTING
Following its conception, ADVENT restored the Second Sun and became the undisputed governing power. Today, ADVENT maintains the Second Sun with the help of its brave expeditioners and invaluable employees, using highly volatile cores from the Constructs found in Dis to power the Undercity.
WORLD INFO & TERMS
DIS
The labyrinthine cave network lying beyond the undercity. Hundreds of miles of tunnels bar the way to the surface. Despite over three centuries of expeditions, no progress has been made on humanity's emergence from the underground.THE SECOND SUN
A manufactured reactor, built by the First Architects to replace the true sun on the surface. Modern ADVENT maintains it using strict protocol; much of the First Architects' original knowledge did not survive intact. The Second Sun is the heart of the undercity; it powers all life, ranging from maintaining stable temperatures to keeping electronics powered.ADVENT CORP
Founded in the chaos of the Dimming, ADVENT is equal parts engineering institution, military authority, and governing body. It inherited command of the undercity following the repair of the Second Sun, and it now is recognized as the main authority of the undercity. ADVENT is responsible for modern infrastructure and society in the underground.
THE UNDERCITY
A mechanical megastructure, built layer upon layer in the centuries since the flight to the Underground. Humanity's entire world; every district, every street, every life lived within its walls. Organic features and life are sparse here.THE GNOSIS
A white ring-like structure encircling the Second Sun itself. Seat of ADVENT's Board, its Engineering Corps, and its Chip Registry. It is the closest thing the undercity has to a capital, built in the shape of a shining halo.THE WORK
The district nearest the Second Sun, given over entirely to manual labor and production. None dwell here. Those who work the Work commute in from elsewhere, and few stay a shift longer than they have to.MERIDIAN
The undercity's proper living quarter and the closest thing left to what the surface must once have felt like. Surface flora is grown in protected areas, rivers of purified water flow, and life proceeds as normally as it can. Most denizens of the underground live here.THE OUTSCAPES
A sparse, cramped outer bounds of the Undercity. Towers spire up at odd angles over construction that never quite got finished. Opportunity is thin here, and many families of the outscapes conscript their children into ADVENT for hope of gaining sanctuary in Meridian.FORT LITHIA
ADVENT's primary exploration hub. All training, deployment, and expedition logistics run through Lithia. The base itself is a sprawling network of hubs and tunnels, with the central gathering ground built around the gate to Dis. None may enter or exit without ADVENT clearance.
TECHNOLOGY
Within the underground, technological advancements are overall stunted to the level of the surface world during the 1980s. While ADVENT possesses advanced technologies such as holographic picturing and high-resolution video surveillance/radar, technologies such as phones and consumer internet have not been reacquired. ADVENT-specific technologies are documented below.
DIVE-SUIT
Standard-issue protective gear for anyone entering Dis. Shields the wearer against radiation exposure levels that would otherwise be fatal within hours. No explorer is permitted to remove theirs until they're back within undercity walls. Dive-suits must cover at least 90% of the wearer's body and all vital organs, including the brain.FATE
Weapons forged from salvaged Construct parts. A Fate may be carried free-moving or wired directly into a dive-suit for integrated use. Every Fate carries a trace of what it was cut from, and no two are quite alike.RECALL CHIP
Implanted in every dive-suit, the recall chip initiates consciousness transfer the instant its wearer suffers fatal damage, pulling them out of a dying body and into a new one before Dis can claim them for good. Chips can also be triggered manually, for explorers who'd rather not wait to find out if a wound is fatal. Deepsouls, notably, don't need one.
. . . the mechanics of consciousness transfer are a closely guarded ADVENT secret. once consciousness transfer is completed, the user will awake in a vessel identical to their old one.
CONSTRUCTS
Remnants of technology, warped by radiation and animated by an unknown force. Neither fully alive nor automated. They are categorized by power in ranks going from D-S. Constructs appear in all sorts of forms, from perversions of surface fauna to humanoid androids. ADVENT expeditions harvest their radioactive cores, a resource critical to augments, the Second Sun, and command chip transfer alike.
FERAL
Beasts closest to their origin equipment: twitching remnants and animalic strays that hunt by instinct, territory, or pack. Low-rank encounters, but never harmless; in numbers, they turn any tunnel into a killing floor. Feral Constructs commonly take the form of carnivores and insects.HUMANOID
Constructs that exhibit human posture, gait, and fragments of behavior long after their equipment origins have been consumed. Despite resembling humans, Humanoid Constructs are not intelligent and merely imitate human behavior. They primarily scavenge their parts from fallen bodies of Augmented. Whether their behavior is learned or inherited is unknown.TITAN
Reserved for A-rank and above. Constructs with varying and unique forms, exhibiting some level of higher intelligence or great power. Only one Titan has been slain, and thirty personnel were slain following recall chip malfunction.
DENIZENS OF THE UNDERCITY
DEEPSOULS
Elf-eared, yellow/purple-eyed, 25% RAD resistance, -15 starting health, no augment compatibility, no command chip needed for consciousness transfer. They are born at random.HUMANS
Baseline, no bonuses/penalties, augment-eligible at any time. Humans can become Deepsouls through exposure to quarantined zones within Dis. The most common race.AUGMENTED
-20% RAD resistance, +20 health, +2 to any chosen stat. Mechanically augmented humans are more susceptible to radiation, though their natural bodily capabilities are enhanced. ADVENT suggests augmentation for most human employees. Augmented humans can be anywhere from 30-70% comprised of mechanical parts.
EXPEDITIONER CLASSES
KNIGHTS
ADVENT's frontline attackers. Knights close distance and take hits so the rest of an expedition team doesn't have to. Recruitment draws disproportionately from the Augmented, whose bonus health and stats are tailored to the role, though Deepsouls and Humans have excelled in this class as well. Commonly wield melee Fates.ARCHITECTS
Battlefield engineers, named in honor of the First Architects. Architects support the fight with deployable turrets, field drones, and on-site equipment repairs. Architects are nessecary to extract Rad Cores, as they study the mechanical workings of Constructs. Commonly wield ranged Fates.AUXILLARY
A catch-all support role: medics, cartographers, and communicators. Some embark into Dis with their exploration party, others stay at ADVENT command and monitor vitals and Construct activity. Less glamorized than Knights or Architects, but no expedition returns without them. Commonly wield defensive and ranged Fates.
CREATION NOTES
- Although the primary character base for ADVENT will be fresh recruits, you are welcome to create characters with prior experience on expeditions.- The underground is located in Central Asia, with many denizens having heritage from the region and its surrounding countries. That being said, characters from all nationalities are welcome and will not affect chances of acceptance.- More information on Fates will be released in the character creation doc and combat doc. For the purpose of reserves sheets, Fates are commonly modeled after real-life weapons.




