Bᴜɴᴋᴇʀ 6 - dystopian sci-fi rp
Jan 3, 2017 20:08:58 GMT -5
𝓑𝐫𝐢𝐚𝐫 ♥, Brindleface, and 1 more like this
Post by Aphelyon on Jan 3, 2017 20:08:58 GMT -5
welcome
Your cell is small but familiar. The sounds of the air wooshing in the vents, the sound of doors in the distance opening and closing, the sound of footsteps on the stone floor are familiar. The sight of the doctors' and guards' faces as they walk past, a look of wonder and fear and curiosity and disdain, is familiar. The sound of screaming that echoes through the halls at regular intervals- that, too, is familiar.
This is the life you have always known, and you have no idea that anything else exists. You are as a caged animal, never seeking a way out because you do not know what hope is. You sit alone your cell, except when training or, one very rare occasion, when you have a moment of leisure where you are, as much as you have ever known, free. Or, when you go to.... the room. You shudder at the thought.
Welcome to Bunker 6.
history and origin
It is the year 2089 and the world is in the brink of war. Resources have become increasingly scarce, and political tensions between and within countries has risen to a critical level. In preparation for the inevitable war, the government has commissioned ten secret "bunkers" to be built across the country in order to research and develop military technology. Bunker 6 is one such place.
The purpose of this bunker is to develop cyborg super-soldiers. It seems silly when put like that, but essentially it is developing the technology of essentially melding robotic parts to a person, which they can control with their mind. In some cases, it adds to their body, while in other cases it replaces parts.
As is the case with most of the bunkers, the test subjects are human and unwilling. Most were taken as newborns from across the country, and covered up in various ways- they "died" along with their parents in a car accident, or their parents were told that they died at birth, or they were abandoned and simply "disappeared" out of the system. Either way, they ended up here. The reason they are raised from children is because if they never know what freedom is, if they never know that there is the option for a different life, they will never try to escape.
At Bunker 6, there are 26 such test subjects, their ages now ranging from about 12 to 22. Each has been raised from two years or younger, and each is fitted with various cybernetic enhancements to provide different functionalities. Many are modeled after animals, though this isn't always the case. All subjects have very minor genetic engineering done to them, though the specifics of that will be explained later.
The Bunker is a top-secret facility, and no one except the highest-ranking staff know exactly where it is. All staff live on the premises, and with the exception of the highest in rank, all are brought here not knowing its exact location. The Bunkers are all entirely underground to prevent them being seen with satellite, drones, or any other sort of flying or long-range scouting. The staff of Bunker 6 include scientist and roboticists that work on the test subjects, as well as guards who keep the subjects in line and keep the bunker safe. Simple tasks such as food preparation and cleaning are done entirely by simple robots.
bunker 6 layout
The Bunker consists of three layers, each with a different purpose.
The top layer, Floor 1, and the one closest to the surface is the one that serves as the living area for bunker staff. It consists of a comfortable common room with a fully-stocked kitchen and culinary robots, a nice bathroom and a small pool room and gym, and 10 bedrooms each with two beds and a dresser.
The second layer, Floor 2, is where the test subjects are held. It is the smallest floor, with a hallway that has 30 cells- each consisting of four concrete walls with a thick steel sheet inside, a cot, a shelf, a toilet and sink, and a door with a large window made of a nigh-unbreakable clear material. On each floor, there is a panic button that automatically locks down the second floor and releases all the cells. The subjects are trained that, when the siren goes off and they are released, to attack any person, robot, or creature that enters the second floor until the siren ends. Floor 2 also consists of two more rooms: the Yard and the Training Room. The Yard is a huge room similar in make to the cells, but with plenty of toys and interesting items for its occupants to play with. When subjects behave well, they are often allowed time in the Yard, where they are allowed to play with whatever they want and have treats such as ice cream or candy. The last room, the Training Room, is similar to the Yard, except it instead consists of a moveable obstacle course, and is used to develop the subjects' skills as well as test their abilities when their enhancements are added or upgraded.
The third layer, or Floor 3, is where the "magic" happens. It is the most heavily protected layer, as it contains all tools and research done by the Bunker. It consists of four surgical rooms where enhancements are added to a subject, and four more mechanic rooms where enhancements are created before they are added. It also consists of the surveillance room, which monitors everything happening in the Bunker, and the database, which is a room where all research and information is kept, including the identities of its staff and everything they have learned from the enhancements.
roleplay rules
[don't break these]
- Follow all forum rules, as always. -
- No flaming, bashing, trolling, spotlighting, powerplaying, godmodding, etc. -
- No mary sues/"perfect"characters. Your character is almost never going to be the absolute best in the land at anything. Being very good at some things (not everything), however, is entirely acceptable. Your character will be bad at some things. They will have some flaws. They will lose sometimes. They're human. Similarly, though, please don't make your character so awful that they have no good aspects and are mopey and depressed and annoyingly flawed. Give them some space to develop and improve, but also let them develop and improve. -
- As always, keep things pg. So, no excessively graphic violence, language, or other inappropriateness. If you desire any of these things please take it to PM where it is legally out of my control. -
- Please try to be literate and original. Make your characters and their actions unique and meaningful rather than making them a cookie cutter with nothing personal going for them. Contribute to the plot and roleplay in a meaningful way that is enjoyable for everyone. Use good grammar, spelling, etc. At the same time, please don't write a novel every post. If you try to make things too long and complicated it gets boring and tedious. Find that comfortable middle where it's entertaining for you to write and entertaining for us to read. -
- As discussed in a previous section, keep your characters realistic. Being sci-fi, they don't have to be completely, 100% realistic, but keep it within the realm of possibility. Due to things like minor genetic engineering (which has been done to the test subjects in order to make the compatible with their enhancements), characters are allowed to have things like slightly abnormal hair colors (not like blue or green, but white, gray, russets, and things that are possible for mammals but not normally for humans are acceptable) and abnormal eye colors (same as hair rule), or unusually sharp teeth, or weird markings, or whatever. This also goes for behavior; keep your character's personality, backstory, and all that other stuff consistent and believable. Don't make their reactions wildly arbitrary- everyone has motives for what they do. This also goes for things like roleplay events. When your character attempts to do something, sometimes they'll fail. That's just how it is. You're character can't always be awesome and win at everything. It's not realistic. At the same time, don't make everything always completely awful for your character where they're always miserable and nothing good happens to them. That's just sad. -
- If you are gone for more than two weeks without prior warning, you will be suspended and your characters moved to the "inactive" slot. If you are gone for two weeks after this, your characters will be entirely removed. If you have any ranks- such as a noble of a kingdom or something- then that rank will be available for other people to fill. -
- I reserve the right to reject or remove people who are not literate enough, who do not contribute well to the roleplay, who are not active, who do not keep in the spirit of the roleplay, or who do not adequately follow the above rules. -
news
IN-CHARACTER
-
OUT-OF-CHARACTER
1-3-2017: Bunker 6 is created and opened for joining. Brindleface joins as El "Tailen" 6L2.
1-5-2017 Aphelyon adds De "Mockingbird" 6D1. ωιℓ∂ cнιℓ∂ joins as Via "Leopard" 6V1, Toro "Kirpi" 6T3, and Emery Peters.
1-6-2017 ValkoinenLeuka joins as Eie ""Krait" 6E3.
1-9-2017 alfred joins as Io "Acinonyx" 6I2 and Oway "Kali" 6O8.
1-10-2017 Aphelyon adds Bean "Leviathan" 6B3 and Captain Andrew Lewis.
1-11-2017 Rivermagic joins as Rei "Shieldmaiden" 6R3.
world info
DATE
June 1, 2089 - Wednesday
about the subjects
Quite a bit about the subjects has been mentioned above, but here is a more coherent guide to them.
Subjects are never brought into the Bunkers after they are 2 years old; all were taken before their second birthday, many of them shortly after birth. Most are genetically manipulated to some degree, whether to tweak their metabolism or immune system, or to do more drastic things. Bunker 6 is not a genetic research facility, and so the genetic engineering done to its subjects is very minimal, mostly (as mentioned) done to improve their physical functions. All Bunker 6 subjects have a very balanced metabolism, a strong immune system, and genetic diseases have been removed. They have also been manipulated to need less sleep- about 6 hours a day on average- and to heal slightly faster than most normal people. In some cases, the genetic engineering has strange, unpredictable effects on the subject's mind or body, such as turning their hair white, discoloring their skin, making them sterile, or making them mentally ill in some way. Due to their genetic manipulation, an individually tailored diet, an rigorous training, all subjects are fairly muscular (though some more than others) and within the perfect healthy weight range for their age, size, and build.
Each test subject has three names: their designated number, which is in the database connecting all bunkers; their given name, in this case all named after letters of the alphabet; and their unofficial nickname, which is usually based on the creature that inspired their enhancements. Their designations are in the format of Bunker, subject letter, and subject number; for example, 6A1. Their alphabetical names are similar to the sound of the letter in their designation, though in some cases (such as A, I, or U) the name isn't just the letter itself, but something similar. For example, Ace, Io, or Uno. The rest will be the sound spelled out, such as Bee, Eff, Oh, or Kay. (you don't have to use these in particular, they're just examples).
Each subject at Bunker 6 has been fitted with a variety of mechanical enhancements. Some are standard across all of the subjects, while others vary between them. Most are inspired by an animal, and each subject may have a collection of enhancements from different animals, or all of their enhancements may follow a similar theme. Common, but not standard, enhancements include claws, tails, sharp teeth, spines, spikes, or horns, and replacement limbs that improve functionality (such as legs that can leap higher or arms that can punch really hard or have guns in them and such). A couple subjects have wings, but this is rare as wings are difficult to create, attach, maintain, and make work with the subject's brain. A few may also have eye implants of some kind, though this is also rare because if not done entirely perfectly, you risk losing the subject's sight entirely, rendering them useless.
Standard attachments are a tracker that is implanted into a subject's chest, near the lungs (to prevent it from being easily removed) and ear implements that act as a radio between the subject, it's controllers, and the other subjects if they are working together. Except when training, however, this is usually turned off so that subjects cannot just idly talk to each other.
Finally, each subject has its designation tattooed across the back of its neck, in black ink of pale-skinned, or white ink if dark-skinned. Unique to Bunker 6, each one also has its name tattooed above one of its eyes- left eye for males, right for females. The standard clothing for subjects are a white long-sleeved shirt, white pants, and plain white sneakers (unless they have robotic feet or enhancements that don't allow shoes to fit correctly). For some, modifications must be made to their clothing to allow them to work with their enhancements.
Though one might assume that subjects with higher letters are older, this is not necessarily the case. It's true that they are named alphabetically in the order they arrive, but in many cases, a subject is not the first of their letter. Sometimes a subject is brought in and reacts badly to genetic engineering, or is rendered useless by a failed enhancement, or some other problem occurs, and the subject must be disposed of. In those situations, the next subject brought in receives the highest available letter. This is why the age range of the subjects is so varied- it took approximately ten years from the first to successfully fill in all letters. (because of this, the last number in the unclaimed designations on the list is left as ?. I will fill this in when you join based on the age of your character. It indicates how many previous subjects of that letter there have been). Subjects are genetically manipulated as infants, but do not receive their first enhancement until ten years old. Their first few enhancements are simple: their ear implement, and usually something small that can be easily fixed as they grow older (for example, claws). Things like limb replacements will not occur until they are fully grown (around 16-18).
joining
SUBJECT
Name:
Nickname:
Designation: (choose an unclaimed one from the list)
Gender:
Age: (12-22)
Base Appearance:
Enhancements:
Personality:
Other:
STAFF
Name:
Role/Job: (guard, genetic engineer, mechanic, biologist, anything else you can think of that would work here)
Gender:
Age: (older than 26 at least, except for guards, who must be 24+)
Appearance:
Personality:
Other: