• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Deadman S.W.A.T Lore

Main
Here
OOC
Here
Characters
Here
Other
Here

EccentricFantasy

The mind is a fearsome thing, don't tread on it.
I will add more as needed, but this is it for now. Do not post here!! Post all questions in OOC.

The Creation of Deadmen and Clear Minds
There is little known about the Deadmen Phenomenon. No one knows why it happens or what specifically leads to the reanimation process. Just as well, it seems that the development of a Clear Mind Deadman seems totally random. That being said, there are a set number of conditions that must be met to create a Deadman.
  1. The body of the deceased person must be fully in tact. Small missing pieces are not of consequence. Limbs, major bodily organs and important pieces of the body must still be in tact. Injuries, such as broken bones or dead organs, will be healed in the reanimation process.​
  2. The reanimated individual will have died in a brutal, violent or tragic manner. Most cases of Deadman Phenomena are in young murder victims ranging in ages from 16 - 35 years of age.​
  3. The victim must not have any sort of illness at the time of death. Even the slightest cold will prevent the phenomena.​
Apart from those specific conditions, there is no other indicator to what causes the Deadman Phenomenon or the Clear Mind off set. However, there is a way for the Clear Mind variety to turn full feral Deadman. It was noted that when confronted with their past, a Clear Mind could start to regain details of their death and go full Deadman. It is because of this that scientists describe Clear Mind Deadmen as living in a state of repression, much like how a child's mind will lock away a painful memory, knowing that it is too much for the child to handle. Ergo, it is better to let the memories be sealed away for good.

Deadman S.W.A.T Code of Conduct
As a government funded project, there are rules and codes for Clear Minds to follow. These are to ensure that S.W.A.T members remain Clear Minds, keep families separated from the family of their previous life and make their new life as pleasant as possible. Any violations of these codes will result in immediate termination and punishment.
  1. When on missions, all S.W.A.T members will actively hide their face from all unauthorized personnel.​
  2. Members will have fingerprints removed upon joining the team.​
  3. All records of a Clear Minds past life will be sealed away without their knowledge, giving them no past to remember.​
  4. Members must only leave the base on the designated day and only with the rest of their team.​
  5. While outside, S.W.A.T members may not talk with civilians other that waiter/waitresses, hosts/hostesses or other such service workers.​
 
W.I.P​

(This is subject to editing along the way.)

Afterlife Athlete's Organization
Rules and Events

As only the second internationally recognized athlete and sports centered competition, the AAO is proud to give the exraordinary Deadmen something to look forward to in this their second chance at life.

As a sports centered organization, we put the practice of sportsman conduct above all. With that in mind we also focus on letting the competitors use their abilities in a fair and sportsman like way. As this is a sports league comprised of supernatural or magically gifted individuals, there are rules specific to the entirety of the events:

  1. All powers and abilities are allowed in competition. However, each ability will be looked at individually and given restrictions to even out the competition.
    1. Before each even day, competitors will take an Ability/Power Examination. All gifts and abilities will be scored, ranked and limited accordingly.
  2. Any ability enhancing drugs or technology are completely off limits. This list is different from game to game.
    1. Things such as comes or specific ammunition can be illegal in small group competitions, but completely legal in team competitions.
    2. All leathel ammon and weapos are completely off limits. Only non lethal rounds are allowed outside of sharpshooter competitions.
    3. Non-lethal ammunition, also called less-lethal rounds, less-than-lethal ammunition, non-deadly ammunition, compliance ammunition, or pain-inducing weapons are weapons intended to be less likely to kill a living target than conventional weapons such as knives and firearms.
    4. Non-leathal rounds include rubber bullets, rubber buckshot, soft polymer rounds, wax bullets, plastic bullets, beanbag rounds, sponge grenades, ring airfoil projectiles (both kinetic and tear gas projectiles), chalk rounds and paint rounds. Teams and competitors may use whichever ammunition they so choose.
Events
Single Competitor Event's:
Infantry Combat Course-
This event is where a single competitor will infiltrate and complete a pre-made course using whatever legal equipment they wish. They will be timed and the shortest time wins. There will be guards, traps, locked doors and hostages. For each hostage lost, 10 seconds will be added. For each uncleared room, 20 seconds will be added.

Cross Country Sharpshooting- An event for long range shooters. This is an event that looks at time and accuracy. Competitor's will start at the starting line and make their way to five specified locations, seperated by 10 miles of random terrain. At each location there are 5 targets at 10, 30, 60, 140 and 200 yards out. Once at each specified location the competitors will take one shot at each target. Standard taget scoring system. Each targets points will double what the last target was. If you miss a shot, you lose any possible points that target may have earned you. Points are worth more than time, but time is still able to win the game.

Brawl- Hand to hand combat. Powers and abilities are allowed, but ranged abilities are illegal. Only close combat abilites are allowed.

Small Groups (2-4 members depending on event) Events:
Infantry Combat Course- A longer version of the single competitor event.

Capture the Flag- A four member group event that is a basic capture the flag event that takes place on a 30 meter by 50 meter combat zone with a spawn zone at each end. It has a respond system. If you are shot you must return to the spawn zone. Once in the spawn zone you may return after one minute unless your team finds a respond flare. If multiple people are in the spawn, the one who has been in the longest will come out. This game is first to 10 wins. If you are carrying the flag, you may only use your sidearm as the flag is treated as a rescued hostage. If you are shot while carrying the flag, the flag will stay dropped at your spot and must be brought back to its original spot.

Assault- In a football field sized combat zone, this is an even where it is simple. You get shot, your out. You win by eliminating all other competitors.

Free the Hostage- Much like capture the flag, except it is best of 3. Each round a person will be selected from each team to be the hostage. The field is the size of two football fields. If you are shot, it is the same respawn time and rules. The goal.is to get the hostage safely to the rescue zone witch is picked randomly each round. If the hostage is shot, they are returned to the hostage containment.

Full Team Events:
Capture the Flag- Same as small group event, but on a 1 kilometer by 2 kilometer battlefield.

Assault- A much larger scale version with a 5 kilometer by 10 kilometer battlefield. In this event the teams are allowed all vehicles, communications, drones and abilities.

Free the Hostage- The same as the small group version, but with a four football field size combat zone.
 

Users who are viewing this thread

Back
Top