Number (WIP)
Sept 2, 2014 15:22:01 GMT -7
Post by Abigail Gunn on Sept 2, 2014 15:22:01 GMT -7
NUMBER
NAME Number ALIAS Crazy [expletive], where [expletive] varies from person to person and sometimes across languages AGE 24 DATE OF BIRTH 01/01/2558 GENDER Female | PLAY BY Actor/Actress SEXUAL ORIENTATION Heterosexual, doesn't really come up AFFILIATION None (soon to be Peerless crew) OCCUPATION Crazy [expletive], where [expletive] varies from person to person and sometimes across languages PLACE OF BIRTH Lennox science outpost |
HEIGHT
5'5
WEIGHT
130
HAIR
Blond, about halfway down her back
EYE COLOR
Hazel blue and greenPHYSICAL BUILD
Petite, tone
DISTINGUISHING MARKS
She has scars from a few nicks and scrapes on her arms, nothing really of note
GENERAL APPEARANCE
Generally has a pleasant, lackadaisical expression regardless of what's going on around her
CLOTHING STYLE
Number is almost as likely to come out wearing nothing as she is to don a uniform... if not, perhaps, for behavioral conditioning on the part of the Peerless crew.
LIKES
| STRENGTHS
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OVERALL PERSONALITY
At the heart of Number, there is only curiosity and a desire to understand herself and her surroundings. She is protective of herself in that she avoids harm and sets her course for the future as the one she finds most enjoyable, but beyond her own self-preservation and continued enjoyment and exploration of the 'Verse, she has no real goals. She tends to gravitate toward people with strong emotions because she feels vicariously through them, and as a being with no real ideals to uphold, she enjoys sharing in those emotions. She has no true deep-seated loyalty to anyone or anything, but a strangely pleasant (or eerie, depending on how you see it) way of taking an interest in other people. She has yet to decide what her existence means for herself as well as others, but in the mean time, she has taken an interest in the Peerless and its crew, particularly those with the strongest emotional pulls for her--Gunn and Vitale.
FATHER None MOTHER None SIBLINGS The "Twins" OTHER NOTABLE RELATIVES None | SIGNIFICANT OTHER None CHILDREN None OTHER SIGNIFICANT PERSONS Dr. Gaetjens, project leader PETS Peerless crew |
BACKSTORYProject Code Black, White, Red, and Blue were projects carried out by by the Xuan Wu Empire. Their aim was to create and control agents with psionic abilities once their methods were refined. Each project consisted of genetically pure specimens---no birth defects or other health issues.
The three infants who began in the Code Black project were cloned from the DNA of the project leader, Dr. Gaetjens.
Code White consisted of three orphaned children under the guise of adopting them. This gave them variable DNA, and because they were all age 2 when taken, they had early memories.
Code Blue was composed of three babies who were not clones but who were the products of artificial insemination and tank-grown rather than mothered. These were modified to be female.
Code Red was created in the same method using samples from the same individuals as Code Blue, but these three were modified to be male.
The objective of each of these projects were different.
Code Black was to focus on psionic neutrals – that is, the clones were conditioned not to feel and thus not to show strong emotions. To avoid the pitfalls of attachment disorder, such as neediness or insecurity, they were given agents to boost cognitive functioning and inhibit fear.
Code White was to focus on psionic normals – that is, the children (all aged 2) had already developed their demeanor and temperaments normally. They had formed attachments to the orphanage caretakers which would be transferred to a cybernetic human replica female named Addison – so named for for Dr. Gaetjen's deceased daughter.
Code Red was to focus on psionic negatives – that is, the participants were all induced to anger, envy, and malice
Code Blue was the opposite, the participants were conditioned to feel joy, pleasure, and curiosity.
The project colors are kept segregated, IE, Code Black are together with each other but separate from Code White. The children are raised and trained by staff with the exception of Code White, who are interacted with via the Addison robot. By age 6, the progression was as follows:
Code Black: the children, two male one female, all show curiosity and an affinity for solving puzzles and performing activities. They don't really show a need for discipline, as they self-correct or have an interest in performing things correctly. They each sleep a normal amount of hours. The female seems to have, or remember, more dreams than the males. They don't appear to have nightmares.
Code White: the children, two female one male, develop normally. They show above average abilities, and must be disciplined by Addison when showing adverse behaviors. They have nightmares at what is a somewhat above average rate, attributed to the lost attachment of prior orphanage caregivers. They all show affection and an interest in pleasing the Addison robot.
Code Red: the children (3, all male) often scowl and show expressions of displeasure, and fighting amongst each other is encouraged. They do not respond well to discipline, but have been trained to participate in activities. They show much more affinity for activities when in competition, and do not work together cooperatively with much effectiveness.
Code Blue: the children (3, all female) are all genuinely interested in activities and participate in groups. They tend to prefer each others company and show teamwork to complete objectives.
By age 10, the progression is as follows:
Code Black: the males can be seen spending their time together. They play together, complete tasks together, and often one will speak for both of them to seeming agreement. They often spend time alongside each other, showing a sort of twin bond. Brain scans show activity in Broca's area of the projects (deemed “The Twins”), indicating that communication is taking place between the two. The female often spends time alone, not participating in any activities. Brain scans show activity in the Parietal and temporal lobes. The participants give reports on their own development. The female reports experiencing lucid dreams, and lucid dreams appear predictive of events that are planned in which she is involved. So far, she has accurately predicted the menu planned for them up to two days in advance, including changes made which she was not told about.
Code White: the females and male are all obedient to the Addison robot. They work well together and separately. They help each other, and plan and coordinate together. Separately, the male (nicknamed the Tinkerer) can put together even intricate electronic devices with no instructions. The females excel at memory, able to paint renditions of images they've seen only briefly in perfect detail.
Code Red: the subjects are highly aggressive. They really hate each other. They sometimes accost the staff. We have nicknamed one Panic, as he seems to be able to invoke that emotion in staff and make them run away in fear. One of them we have nicknamed Pain, as when angry, he is able to bring about feelings of pain in others. The last we named Misery, as he drove a staff member to commit suicide when he was denied his way. Of the three, Misery has the strongest brain activity.
Code Blue: the subjects do everything together. They all speak at once and in unison, and they don't perform as well separately. We have taken to calling them the Hive. Brain scans reveal that activity in one's brain mirrors activity in the other two. They are developing as one entity.Age 10-16
Between ages 10 and 16, combat training was introduced. They spar each other in hand-to-hand combat and have engaged in weapons training, although they have not begun using live weapons against each other. After age 16, mock missions will begin. The progression is as follows:
Code Black: as previously suggested, the twins are able to communicate through psionics. They can communicate images, sounds, and messages across a long distance. The twins refuse to spar each other, or to spar separately. When sparring the female in a set up course, the female is always able to best them when she tries. She appears to be able to determine their actions and can usually anticipate where they are and what they're doing. She has a “lag” time in beginning each round. She says this is her fighting in her mind until she wins. She sometimes disengages before the match has been officially ended by staff, when she simply decides she wants to do something else. She loses matches either when she loses focus or loses interest. We have taken to calling her the Oracle.
Code White: the male fashions weapons out of things found on the obstacle course. The females acclimate to any environment extremely rapidly. The three decline to spar each other, but will complete tasks and coordinate to destroy targets given them by Addison. They are extremely obedient, and work well as a task force. We've taken to calling them the Family.
Code Red: Panic is able to best Pain if he is able to engage his psionics first. If Pain engages first, Panic cannot focus. Misery has not been pitted against the other two. Currently Misery is taught and interacted with via robot, as he has become so hostile that staff refuse to approach him. Of the three, Misery is the strongest and most violent. The trio will not work in tandem with each other. They obey instructions when presented with orders gently, so as to keep tempers from flaring. It was deemed unwise to point out mission failures.
Code Blue: the girls don't recognize each other as separate entities, thus sparring becomes a moot point. When pitted against a robotic target with live weapons, they're able to repel bullets and use telekinesis to dismantle the robots. They obey instructions, and pre-empt them with telepathy. Their psionic ability is developing rapidly. They prove unable or unwilling to use weapons individually, but rather move together as a cluster and use psionic abilities for everything.Age 16-18
Between ages 16 and 18, mock missions began. These missions were extraction missions, in which the goal is to retrieve a target, and destruction missions, in which the goal is to destroy a target. These missions showed the projects' abilities to work with each other as a team, and mark the first time these segregated targets came into contact with each other. The defense for the objective was auto-turrets with live ammunition.
Code Black pairings:
Code White: The Family coordinates well together. When paired with the Code Black twins, the twins communicated verbally with the Family and psionically with each other. The Family made tactical plans and used one of the Twins for reconnaissance, keeping the other back to relay the information. Eventually, they'd use both Twins for reconnaissance in different directions. The Twins are able to communicate psionically with the other participants as well as each other, giving images and sounds mentally to the Family up to 100 yards away. Uncertain of the range with each other; that range has yet to be exceeded. The Oracle was was consulted to determine which point of entry was optimal. The Oracle's predictions were met with mixed results. On 3 of 10 missions, she left the group of her own volition and carried out the mission alone, showing an uncanny ability to pass by the turret's sensors when the devices were rotating away from her. She destroyed the objective without any shots fired. One of these missions, the objective was in fact to rescue the target. On 3 of 10 missions, she accurately instructed the Family and Twins on a correct point of entry. On 4 of 10 missions, she was unwilling or unable to participate.
Code Red: As predicted, the three males' psionics prove largely ineffective against auto turrets. The Oracle aligned herself with Misery early on. Pain and Panic would work with the twins individually. In combat situations, all three of the males appear able to show feats of inordinate strength and agility, and in fact broke the turrets. The Twins preferred acting as scouts, but the Code Red participants only started listening to feedback after activating the auto-turrets. On future missions, the Code Red participants started hanging back and planning, self-correcting in an aversion to pain and failure. The Oracle follows and aids Misery. On 6/10 missions, she actively participated with him. On the other 4/10, she offered no feedback, but still followed and assisted.
Code Blue: The girls are oblivious to the Twins, but when paired with the Oracle, they act as a conduit. The Oracle becomes lethargic and acts as one with the group in their presence. Together, the four of them walked passed the turrets, only dismantling ones right before they would have fired. The girls all walk with their mouths open, constantly humming a single tone. The Oracle mimics them in their presence. Brain scans show that her brain begins to show activity resonating with the Hive girls. The Oracle is separated from them to recuperate.
Code White pairings:
Code Red: The Family manipulates the code Red males by relaying their plans and instructions in such a way as the males reach the same conclusions. The family utilizes the Red's tendencies to become berserkers. It has been noted that the Red males have withstood gunfire with minimal damage and seem to be impervious to pain when enraged. The male from the Family knows how to reprogram the turrets. The females are able to instantly memorize long lists of information and relay information or coordinates in the field. When given the layouts of buildings beforehand, they memorize them instantly.
Code Blue: When pairing the Family and the Hive, the Hive reprograms turrets from a distance and the Family carries out the objective unhindered. The Hive apparently forms a conduit for the Tinkerer's abilities.
Code Red pairing:
Code Blue: When attempting to pair Pain with the Hive, all of them suffered tremendously until Pain was removed by robot, as no staff could approach without suffering. The other Code Reds are assumed to have the same effect. Misery is especially kept away from the Hive.Age 18-22
After age 18, the projects were introduced in the field. They were monitored alongside agents to see how efficient they were in the field. The progression was as follows:
Code Black: the Twins specialize in reconnaissance with a squadron. The Oracle was placed with the same squadron. She is able to correctly predict whether skirmishes will take place, although she is not always able to say whether the missions will be a success in favor of the corporation. She is able to accurately predict her own future, thus proving useful when she is specifically in action. She started addressing herself as a number after her first live battle in which there were casualties.
Code White: The Family have joined with a squadron, with the Tinkerer taking lead. Orders are still relayed to them using the Addison robot. They prove themselves to be a fine a professional team.
Code Red: Pain, Panic, and Misery were each given to separate squadrons. They're handled with care due to their precarious emotional states, and are effective in causing organic enemies to disperse. Panic causes them to flee, Pain causes them to suffer, and Misery is able to clear the field without a single shot fired from our side.
Code Blue: the Hive are kept and used as a cohesive unit in situations where human combatants wouldn't normally be sent. They remain obedient, and constantly show psionic activity. Objects within a short radius of them levitate when they're at rest.Age 22-24
While the projects were successes in terms of psionic abilities, there still lay inefficiencies within the system. Namely, Pain, Panic, Misery, and the Oracle couldn't be relied upon to perform consistently. The Code Red participants had caused loss of personnel and property when enraged, and the Oracle disengages from missions of her own volition. It was decided that the four would be surgically given brain implants to make them more compliant.
The progression was as follows:
Code Red: the implants were a success in Misery and Panic. The two were back in action within a few months' time. There were complications in Pain's surgery, and that agent was rendered brain dead. His body was moved with the Hive and activity has begun resonating, suggesting they have integrated him into the collective.
Code Black: The Oracle had free reign within the base. Three days before she was intended to be captured for surgery, she left the base using her predictive abilities. She shot three guards on her way out.
Number (Twenty-three at the time) had seen her future if she stayed, and no permutation was acceptable to her under the Blue Sun Corporation. In some, she died, and in others, she was rendered incapable of exercising free will. For that reason, she decided to take her self-awareness into self-sufficiency. Twenty-three had always shown an interest in doing things properly, although the perspective on properly wasn't always in line with her creators, and in her mind, it was the proper time to take her leave.
The outpost on Lennox didn't have much going for it, but it did have a supply ship bound for Verbena. Twenty-three sneaked past guards and personnel to stow away aboard the ship.
Inspiration was drawn from The Hysteria Project, by Organizing_SecretsROLEPLAY SAMPLEFrom the ground, the ship would look as if it was hanging lazily in the air with a stream of jet fuel forming a white tail behind it. Hanging in the air, as if from a string... a string that she was fraying like a rodent gnawing at the fibers.
The string she was fraying came in the form of wires. Lots and lots of wires that did lots and lots of things for the electronics. So much depended on those wires, and she was unhooking them, breaking them, unfastening them from their electrical homes and ruining their functioning. Alarms screamed aboard the ship, until yet more wires silenced them.
When she felt she'd properly frayed the 'wires' fiber of the string, she set about lodging pieces of metal that formed tools into pieces of metal that formed moving parts of the engine. She'd seen these things, the things that severed the string,and once the string was severed, the ship would drop. Once the ship dropped, she would have some injuries to nurse, some fire to avoid, some crewmen to evade... and the men on the planet would pick off the men aboard the ship, all the while she stuck to the shadows and waited for the men she'd be leaving with.
The falling sensation could be felt like a liquifying of the stomach and other organs. It was good that the thrusters were busy trying to brace for impact. It was good because it would spare her life. The string holding the ship in the sky was burning now, and it was all for her greater purpose. It was all so she could meet the people in the belly of the Peerless, the people who would bring her aboard and thank their lucky stars that she liked their strings.
Player name/alias: Jules
Roleplay Experience: Various rps over the past decade
How You Found DoS: Onas!
Other Characters on the Site: Abigail Gunn
Preferred Method of Contact: Skype (ask in c-box)
Anything else: River Tam despite Roger's better judgment
Password: Kriybo