Difference between revisions of "Enforcers Of The World"
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Revision as of 19:31, 9 November 2013
Contents
OOC Notes
The Enforcers of the World is a top secret government-directed black-ops squad consisting of government operatives, superheroes, mercenaries and even supercriminals brought together for the purpose of dealing with threats to American national security before they become issues of public concern. Operating under a clandestine branch of the US Government, the Enforcers act as their nation's heavy and forceful hand when no other option is available. In equal parts a black-ops team, a first response unit, a hit squad and a covert supergroup, the Enforcers of work in the shadows to insure that the problems of tomorrow don't become the tragedies of today.
The Enforcers of the World, despite the name, share no relation to the Protectors of the World.
Current Objectives
History
The Bunker
Concealed deep within the wilderness of Valhalla, a small unpopulated tropical island off the coast of America, the Bunker acts as a garrison and base of operations to the Enforcers of the World. Previously the scientific facility responsible for the very first Project: Patriot back in 2002, the Bunker has since been converted, under the authority of Special Agent Kurt White, into a highly functional military base which hosts a variety of useful features which aid the Enforcers in their clandestine operations and is constantly manned by a handful of trusted operatives who ensure everything is kept in working order.
- Surface-level facility with five underground levels to maximise usage of space.
- Surface level acts as a hangar equipped with several transport and fighter aircrafts. The hangar leads out to the outer grounds but also has a runway leading through a nearby mountain for the rapid deployment of the Enforcers' main aircraft.
- The first level acts as a recreation area and has been divided into a few break rooms, a mess hall, a gymnasium and a laundromat. There the Enforcers and stationed crew are free to spend their periods of inactivity stimulating themselves.
- The second level acts as barracks for the Enforcers and the crew stationed at the Bunker. Though the barracks are relatively small and spartan, each operative gets their own and is free to personalise their space however they deem fit.
- The third level acts as an armory for both the Enforcers and the stationed crew. Though the crew are only allowed access to the armory's standard section and equipment, Enforcers have a more open access to the armory and are typically authorised to access its classified section.
- The fourth level acts as a mission control centre and is normally kept closed off from non-Enforcers, with the exception being a small handful of specialised personnel who keep it running. There, the Enforcers are briefed on their upcoming missions and debriefed on their completed ones. The mission control centre also operates as a surveillance, communication and information centre wherein personnel work to keep the Enforcers up-to-date.
- The fifth level is also closed off to non-Enforcers save for those assigned to guard it and acts as a containment facility, securing captured enemies in the interim before they are either transported to an official holding facility or tried and executed. The facility's most consistent occupant is the Enforcer known as Mindleech.
- The facility's grounds act as a land vehicle deployment site and has been outfitted with various security measures, such as roaming cameras and guard towers. In addition, the outer grounds also come outfitted with landing strips and helipads. On the lighter side, several of the stationed crew have used the outer grounds for recreational activities such as basketball and athletics.
- The perimeter of the facility is guarded by a powerful electric fence and unmanned sentry turrets. For additional security, patrols around the facility and the island as a whole are performed on a regular basis. In addition, there is a pier for naval based operations.
- The entire facility is controlled by an A.I system known as 'HANAH'. Arguably one of the most advanced A.Is at the government's disposal, HANAH ensures that any attempt at accessing facilities and data one has not been authorised to access, be it from the facility itself or from an outside source, ends in failure and prosecution.
The Squad
All-Star//:Agent Nate Carter
Role: Leader/Designated Marksman
Powers/Abilities: Hyperkinesis. Exceptional Marksman. Advanced Military Training.
Psychological Evaluation:
Words Go Here
Riptide//:Agent Avakai Ty'lori
Role: Heavy Weapons
Powers/Abilities: Voltexi Physiology. Alien Tech Proficiency. Skilled Mercenary and Bounty Hunter.
Psychological Evaluation:
Words Go Here
Bruno McLeod//:Agent Bruno McLeod
Role: Powered Support
Powers/Abilities: Cryokinesis. Enhanced Regeneration. SAS Training.
Psychological Evaluation:
Words Go Here
Expedite//:Agent Buckley Sanford
Role: Scout/Infiltration
Powers/Abilities: Superhuman Speed. Enhanced Condition. Accelerated Biology.
Psychological Evaluation:
Words Go Here
Dire//:Agent Lilian Dawson
Role: Powered Assault
Powers/Abilities: Superhuman Strength. Superhuman Durability. Healing Factor.
Psychological Evaluation:
Words Go Here
Doomsdame//:Alpha Series
Role: Hyper-Lethal Asset
Powers/Abilities: Enhanced Condition. Killing Instinct. Programmed Combat Skills.
Psychological Evaluation:
Words Go Here
Mindleech//:Emily Demarche
Role: Psionic Support
Powers/Abilities: Telekinesis. Telepathy. Psionic 'Leeching'.
Psychological Evaluation:
Words Go Here
The Support
The Director//:Special Agent Kurt White
Role: Director
Powers/Abilities: N/A
Psychological Evaluation:
Words Go Here
The Chauffeur//:Lt Col Donald O'Duffy
Role: Transport
Powers/Abilities: Vehicular Intuition. USAF Training.
Psychological Evaluation:
Words Go Here
Notable Missions
Director Special Agent Kurt White | ||
Squad Leader: Agent Nate Carter | ||
Squad Members: Agent Avakai Ty'lori • Agent Bruno McLeod • Agent Buckley Sanford Prisoner #582: Emily Demarche |