Chronos Legionnaire, let's make it exist so it never exists
Posted: Mon Oct 31, 2016 12:21 am
So we've got the Chronos Legionnaire listed under jobs but there's no page for it. So let's incorporate it into the game.
Background
One of the crew members is actually a syndicate agent, but not just yet. Somewhere down the road that crew member joined the syndicate and joined their Chrono division, an elite team of agents who travel back in time to sabotage Nanotrasen by ensuring people who end up being influential figures in the future never existed using specialized gear that completely erases them from time. Time is a fickle thing though so agents must use a bit of discretion when it comes to erasing people.
Your goal
So one of the crew members is about to make a huge breakthrough that could potentially cripple the syndicate. Your job is to make sure that doesn't happen. How? By making sure they never existed in the first place. You start aboard a shuttle similar to how the wizard starts with the same identity as one of the crew members (due to the fact that you're them from the future). Your goal is to locate your target and use a special weapon known as the time manipulation pack to erase their existence. Simple enough right? There's a catch though. You've also got a list of vital crew members who must not die, the number of which depends on server population. One or two of them dying isn't a big deal (because roundstart suicides would fuck that up) but if all of them are killed the syndicate will be very displeased with your performance and you'll find yourself ceasing to exist as the syndicate executes your future self. On top of that, erasing even one of these VIPs will also result in your execution as well. So don't get trigger happy with that pack. So your objective is two fold. Erase your target, protect the VIPs.
Care must also be taken around your past version as well. After some thorough study of the research documentary Time Cop and a bit of testing, syndicate researchers discovered that matter can not occupy the same space. Simply bumping into your past self or walking over his corpse will cause both of you to explode in a ludicrous shower of gibs. If you see your past self, it's best to steer clear of him.
Your gear
Chrono agents start with a couple of pieces of gear. Most of these are essential to completing their goal
> Chrono Hardsuit: A lightly armored hardsuit with minimal protection from hazardous environments (hardsuit or not, you really don't want to be exposed to radiation or fire in it). This suit also contains the ability to jaunt, although it's kind of finicky. After jaunting the agent will turn transparent and be stuck in place for several seconds. Makes for a decent escape tactic or a way of infiltrating a secure area but improper usage will leave them extremely vulnerable
> Time Manipulation Pack: The agent's bread and butter and their most important piece of equipment. Functions similar to a backpack sprayer in that it attaches to your back and you use it to equip the attached gun. When fired at someone, it'll freeze both the agent and the victim in place and start erasing the victim. The process takes 15 seconds and can be interrupted if either the victim or the agent is attacked or moved. During this time the victim is helpless to cry out. Be careful about who you use this on though, as improper usage can have dire consequences. Also comes with a very limited amount of space for holding stuff. You can fit four items in it max.
> Syringe gun: Just what it says. The agent starts with two boxes of syringes for it, specifically chloral hydrate and sleep toxin. Used to incapacitate people
> Thermals: For tracking down your target and keeping an eye out for VIPs.
> Medikit: Comes loaded with medipens similar to the miners' survival medipens. Use on yourself when injured or on a VIP if you see one down. Just make sure you're not around when they wake up. They might not be happy to see you.
Thoughts?
Background
One of the crew members is actually a syndicate agent, but not just yet. Somewhere down the road that crew member joined the syndicate and joined their Chrono division, an elite team of agents who travel back in time to sabotage Nanotrasen by ensuring people who end up being influential figures in the future never existed using specialized gear that completely erases them from time. Time is a fickle thing though so agents must use a bit of discretion when it comes to erasing people.
Your goal
So one of the crew members is about to make a huge breakthrough that could potentially cripple the syndicate. Your job is to make sure that doesn't happen. How? By making sure they never existed in the first place. You start aboard a shuttle similar to how the wizard starts with the same identity as one of the crew members (due to the fact that you're them from the future). Your goal is to locate your target and use a special weapon known as the time manipulation pack to erase their existence. Simple enough right? There's a catch though. You've also got a list of vital crew members who must not die, the number of which depends on server population. One or two of them dying isn't a big deal (because roundstart suicides would fuck that up) but if all of them are killed the syndicate will be very displeased with your performance and you'll find yourself ceasing to exist as the syndicate executes your future self. On top of that, erasing even one of these VIPs will also result in your execution as well. So don't get trigger happy with that pack. So your objective is two fold. Erase your target, protect the VIPs.
Care must also be taken around your past version as well. After some thorough study of the research documentary Time Cop and a bit of testing, syndicate researchers discovered that matter can not occupy the same space. Simply bumping into your past self or walking over his corpse will cause both of you to explode in a ludicrous shower of gibs. If you see your past self, it's best to steer clear of him.
Your gear
Chrono agents start with a couple of pieces of gear. Most of these are essential to completing their goal
> Chrono Hardsuit: A lightly armored hardsuit with minimal protection from hazardous environments (hardsuit or not, you really don't want to be exposed to radiation or fire in it). This suit also contains the ability to jaunt, although it's kind of finicky. After jaunting the agent will turn transparent and be stuck in place for several seconds. Makes for a decent escape tactic or a way of infiltrating a secure area but improper usage will leave them extremely vulnerable
> Time Manipulation Pack: The agent's bread and butter and their most important piece of equipment. Functions similar to a backpack sprayer in that it attaches to your back and you use it to equip the attached gun. When fired at someone, it'll freeze both the agent and the victim in place and start erasing the victim. The process takes 15 seconds and can be interrupted if either the victim or the agent is attacked or moved. During this time the victim is helpless to cry out. Be careful about who you use this on though, as improper usage can have dire consequences. Also comes with a very limited amount of space for holding stuff. You can fit four items in it max.
> Syringe gun: Just what it says. The agent starts with two boxes of syringes for it, specifically chloral hydrate and sleep toxin. Used to incapacitate people
> Thermals: For tracking down your target and keeping an eye out for VIPs.
> Medikit: Comes loaded with medipens similar to the miners' survival medipens. Use on yourself when injured or on a VIP if you see one down. Just make sure you're not around when they wake up. They might not be happy to see you.
Thoughts?