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Posted (edited)

To an uninvested future

Welcome to the Univested Future Organization. By proceeding with our recruitment process you have already agreed to our NDA. In case you are not already familiar here are the base requirements for becoming an agent of UFO:

1. You must give up all allegiances to any organization outside of UFO. You do not have to leave said organizations and are even encouraged to stay as an agent on the inside.

2. You may not have bonded to any invested entity such as a spren or aether. If you wish to proceed despite one of these bonds, we can help you break them with as little pain as possible.

3. If you have a genetic condition that allows you the ability to use investiture, you may still join but will have to agree to not use those abilities (see exceptions below).

If you have matched all requirements and signed all the paperwork (not included here) you are now an agent of UFO and have access to our resources. Congratulations.

——————————————————

UFO Agent creation guide:

Spoiler

To create a UFO agent please add UFO under guilds. Then put the name of your character in this thread. I will check your character and approve it or ask for certain changes or details. Also see requirements above.

Remember: this is not a separate character creation thread. Still get everything approved by a mod and make sure all changes are approved as well


UFO supplies:

Spoiler

High: enough to give to every agent
Medium: can only be given to active agents when they require them.
Low: reserved to hazekiller swat teams and very experienced agents 
Scarce: amount is must be listed
————————————————
_________Normal gear________
Small aluminum items: high
partial aluminum weapons: high
Partial aluminum armor: medium 
Small aluminum firearms: medium 
Aluminum bullets: high
Full aluminum riot gear: low
Aluminum rifles: low
Aluminum Gatling guns: scarce (3-5)
Aluminum helicopters: scarce (3)


IMP: investiture EMP
ISD: investiture spike detector
IED: invested entity detector
_______special gear________
Anti-tone cannons: medium 
Anti-tone IMPs: high
Leacher IMPs: medium 
ISDs: medium 
IEDs: medium 
Leacher tasers: scarce (8)

If you would like your character to have any gear provided by UFO please list it when requesting approval.


Special gear descriptions

Spoiler

Anti-tone cannon: a medium aluminum coated cylinder (two handed) what a shoulder strap. It has a handle on one side with a trigger that when pressed causes the cannon to send out a directional blast of an anti-tone (a set of switches controls if it is anti-stormlight, anti-voidlight, or anti-lifelight.)

anti-tone IMP: a small aluminum coated rolling speaker that can be adjusted to play different anti-tones at varying volumes.

Leacher IMP: a small aluminum coated cube designed after the Malwish allomancy grenade loaded with a small amount of Leacher charged harmonium big enough for one use. Should knock out the reserves of allomancers in a 10 foot radius.

ISD: the Investiture Spike Detector is camera like device that acts much like a heat camera but for detection of abnormal amounts of investiture based reactions. For example, an ISD could tell when someone is burning a metal or when a radiant is using a surge.

IED: the Invested Entity Detector is thermometer like device that detects abnormal concentrations of investiture a close range. an IED could tell how many breaths someone has or if something holds a spren/stormlight.

Leacher taser: the leacher taser is a small rectangular box with a rounded top (much like a deodorant stick. The outside is made of aluminum with a rubber grip going all around the side. When a button one the side is pressed the top slides open to reveal a decent chunk of Leacher charged harmonium. When pressed against an allomancer it drains their reserves like a Leacher would, but it has shown to also ba able to drain stormlight and even breaths on higher levels. Because of their scarcity only the leaders of UFO and its sects have access to them.


Agents

Spoiler

Sleeper agents: sleeper agents make up the majority of UFO agents. Sleeper agents have access to any supplies marks as low but are sometimes given special gear when activated.

Active agents: active agents have access to supplies marked as medium or low or any supply necessary for their task. Most active agents have hazekiller training.

Hazekiller swats: hazekiller swats are the most elite fighters in UFO. They have access to supplies marked as high, medium, or low. Hazekillers swats are deployed in groups of 5-10 with at least one Leacher each and are carried by full aluminum helicopters. Though they have a lot of power, Hazekillers swats are only released on big missions and spend most of their time inactive.

scientists: UFO scientists are agents that barely ever leave a UFO facility. They have access to any supplies that are important for their work.

leaders: there are seven leaders, two cofounders and one for each of the 5 sects. Each leader has a Leacher taser in case of emergency, but they are never actually deployed.


sects:

Spoiler

There are 5 sects in UFO. Sects are groups of people who are provided supplies and orders from UFO but technically operate separately, so an agent in a sect may have more leeway than an agent directly employed by UFO. Sects do not have hazekiller swats or scientists. Here are the 5 sects (ordered from most amount to least amount of agents):

  • Idrian Resistance Society 
  • Peoples of Ska Ancestry 
  • Alleyverse Reckoners #15 
  • Wanderers of Threnodite Forests 
  • Garrison of Inter-dimensional Fjordell 


Here is a recruitment post template:

Spoiler

Name:

requested supplies (put this in your merits as well):

agent type: 

sect (if any):

I can find all other details in your character creation post.

 

Disclaimer: this process is still a work in progress. Things may change to make character creation happen smoother. Questions and suggestions are appreciated.

Edited by Stormlightsong
Posted
On 10/19/2024 at 9:21 PM, Stormlightsong said:

To an uninvested future

Welcome to the Univested Future Organization. By proceeding with our recruitment process you have already agreed to our NDA. In case you are not already familiar here are the base requirements for becoming an agent of UFO:

1. You must give up all allegiances to any organization outside of UFO. You do not have to leave said organizations and are even encouraged to stay as an agent on the inside.

2. You may not have bonded to any invested entity such as a spren or aether. If you wish to proceed despite one of these bonds, we can help you break them with as little pain as possible.

3. If you have a genetic condition that allows you the ability to use investiture, you may still join but will have to agree to not use those abilities (see exceptions below).

If you have matched all requirements and signed all the paperwork (not included here) you are now an agent of UFO and have access to our resources. Congratulations.

——————————————————

UFO Agent creation guide:

  Reveal hidden contents

To create a UFO agent please add UFO under guilds. Then put the name of your character in this thread. I will check your character and approve it or ask for certain changes or details. Also see requirements above.

Remember: this is not a separate character creation thread. Still get everything approved by a mod and make sure all changes are approved as well


UFO supplies:

  Hide contents

High: enough to give to every agent
Medium: can only be given to active agents when they require them.
Low: reserved to hazekiller swat teams and very experienced agents 
Scarce: amount is must be listed
————————————————
_________Normal gear________
Small aluminum items: high
partial aluminum weapons: high
Partial aluminum armor: medium 
Small aluminum firearms: medium 
Aluminum bullets: high
Full aluminum riot gear: low
Aluminum rifles: low
Aluminum Gatling guns: scarce (3-5)
Aluminum helicopters: scarce (3)


IMP: investiture EMP
ISD: investiture spike detector
IED: invested entity detector
_______special gear________
Anti-tone cannons: high
Anti-tone IMPs: high
Leacher IMPs: medium 
ISDs: medium 
IEDs: medium 
Leacher tasers: scarce (8)

If you would like your character to have any gear provided by UFO please list it when requesting approval.

 

Agents

  Hide contents

Sleeper agents: sleeper agents make up the majority of UFO agents. Sleeper agents have access to any supplies marks as low but are sometimes given special gear when activated.

Active agents: active agents have access to supplies marked as medium or low or any supply necessary for their task. Most active agents have hazekiller training.

Hazekiller swats: hazekiller swats are the most elite fighters in UFO. They have access to supplies marked as high, medium, or low. Hazekillers swats are deployed in groups of 5-10 with at least one Leacher each and are carried by full aluminum helicopters. Though they have a lot of power, Hazekillers swats are only released on big missions and spend most of their time inactive.

scientists: UFO scientists are agents that barely ever leave a UFO facility. They have access to any supplies that are important for their work.

leaders: there are seven leaders, two cofounders and one for each of the 5 sects. Each leader has a Leacher taser in case of emergency, but they are never actually deployed.


sects:

  Hide contents

There are 5 sects in UFO. Sects are groups of people who are provided supplies and orders from UFO but technically operate separately, so an agent in a sect may have more leeway than an agent directly employed by UFO. Sects do not have hazekiller swats or scientists. Here are the 5 sects (ordered from most amount to least amount of agents):

  • Idrian Resistance Society 
  • Peoples of Ska Ancestry 
  • Alleyverse Reckoners #15 
  • Wanderers of Threnodite Forests 
  • Garrison of Inter-dimensional Fjordell 


Here is a recruitment post template:

  Hide contents

Name:

requested supplies (put this in your merits as well):

agent type: 

sect (if any):

I can find all other details in your character creation post.

 

Disclaimer: this process is still a work in progress. Things may change to make character creation happen smoother. Questions and suggestions are appreciated.

Would you allow an Anti Investiture mad scientist? [don’t know if that counts as use of investiture, but judging by the supplies, I don’t think it does] (I’ve waited to flesh it out until I get a confirmation that this concept would be appropriate for a UFO agent. {probably a scientist type agent, but could also be like a field scientist that actively uses their inventions})

Posted
3 hours ago, SpiritOfWrath said:

Would you allow an Anti Investiture mad scientist? [don’t know if that counts as use of investiture, but judging by the supplies, I don’t think it does] (I’ve waited to flesh it out until I get a confirmation that this concept would be appropriate for a UFO agent. {probably a scientist type agent, but could also be like a field scientist that actively uses their inventions})

We can definitely make that work! I’ll look it over once the actual character creation is made.

Posted

Character:

Spoiler

Name: Tulen Hental

Appearance: Drab. Has a generally jittery air, short. Mousy look, spectacles. Looks solely due to his drab state older, tired. Though he is 30, he looks 40 or so. He has blonde hair, brown eyes. 

Affiliations: UFO

Personality: Hates those who use investiture, especially Awakeners. Is against all forms of investiture, including awakened technology. He is a generally depressing character, and is often hateful. Slow to trust, but very smart.

Concept: Revengeful Drab Scientist

Motivation (Short & long term goal): Wishes to pull down investiture use, is one of the most radical of UFO. Motivated by revenge, but also wishes that what happened to him doesn’t happen to anyone else. Is haunted by his shorter lifespan, so he wants to make a difference while he can. 

Merits: MiM: 1) He has a general knowledge of the known form of investiture, able to identify them with relative ease 2) He takes notes with relative ease, using his own system 3) Notices little details NM: 1) he is very smart 2) is okay at the making of modern-ish weapons or traps MaM: Is a high up scientist in UFO, has access to resources from them. The main thing he does with this is create anti-investiture weapons.

Flaws: Is overly hateful of investiture, especially Awakeners. He has a shortened life span from being a Drab, so his weak in physical combat, and he also, though he notices small things when able, has lowered senses. 

Relationships (Eg. Family and Friends): He doesn’t have a family. His friends are those in UFO.

Home Planet: Nalthis

Current Residence: I’ll look at the locations, decide this. Imma need to re-edit this. (Is there any homebase of UFO? If so, then there)

Backstory: Grew up in poverty in Nalthis. He was one of the devout, willingly gave his Breath to a Returned. For years, he believed that he had made a sacrifice for the good of society, and took pride in it. However, he accidentally slipped into the Alleys after some time. He appeared in the Mistwarrens (those were the slums, if I remember correctly.), where he spent some time continuing in poverty. He saved up money, food, etc to eventually go venture to the Nalthian section of the Alleys, but was accosted by a Returned, who took what little he had, and also taunted him by telling him of his reduced life span, and then left in the street. This enraged him, and he dedicated his shorter life to making things “fairer” and to rid the Alleys of their dependence on investiture. He at some point joined UFO to do this, becoming an Anti-Investiture scientist.

Loose ends (What is unfinished in their life?): Wants to, maybe not kill all invested beings, but really get rid of their dependency on them and bring his “justice” to those he believes to be corrupt or evil.

Possessions: As long as all this is okay, I was thinking an Anti-Investiture IMP, and maybe a weaker, smaller Anti-Investiture Cannon, an Anti-Investiture Hand Cannon, maybe. As a scientist, I think it's safe to say I would have some prototypes, I was thinking something like Anti-Tone boosted aluminum alloy batons to supply to assassins (The aluminum would vibrate to the antitone). Aluminum bullets, for protection.

Agent type: scientist

 

Posted
2 hours ago, SpiritOfWrath said:

Character:

  Hide contents

Name: Tulen Hental

Appearance: Drab. Has a generally jittery air, short. Mousy look, spectacles. Looks solely due to his drab state older, tired. Though he is 30, he looks 40 or so. He has blonde hair, brown eyes. 

Affiliations: UFO

Personality: Hates those who use investiture, especially Awakeners. Is against all forms of investiture, including awakened technology. He is a generally depressing character, and is often hateful. Slow to trust, but very smart.

Concept: Revengeful Drab Scientist

Motivation (Short & long term goal): Wishes to pull down investiture use, is one of the most radical of UFO. Motivated by revenge, but also wishes that what happened to him doesn’t happen to anyone else. Is haunted by his shorter lifespan, so he wants to make a difference while he can. 

Merits: MiM: 1) He has a general knowledge of the known form of investiture, able to identify them with relative ease 2) He takes notes with relative ease, using his own system 3) Notices little details NM: 1) he is very smart 2) is okay at the making of modern-ish weapons or traps MaM: Is a high up scientist in UFO, has access to resources from them. The main thing he does with this is create anti-investiture weapons.

Flaws: Is overly hateful of investiture, especially Awakeners. He has a shortened life span from being a Drab, so his weak in physical combat, and he also, though he notices small things when able, has lowered senses. 

Relationships (Eg. Family and Friends): He doesn’t have a family. His friends are those in UFO.

Home Planet: Nalthis

Current Residence: I’ll look at the locations, decide this. Imma need to re-edit this. (Is there any homebase of UFO? If so, then there)

Backstory: Grew up in poverty in Nalthis. He was one of the devout, willingly gave his Breath to a Returned. For years, he believed that he had made a sacrifice for the good of society, and took pride in it. However, he accidentally slipped into the Alleys after some time. He appeared in the Mistwarrens (those were the slums, if I remember correctly.), where he spent some time continuing in poverty. He saved up money, food, etc to eventually go venture to the Nalthian section of the Alleys, but was accosted by a Returned, who took what little he had, and also taunted him by telling him of his reduced life span, and then left in the street. This enraged him, and he dedicated his shorter life to making things “fairer” and to rid the Alleys of their dependence on investiture. He at some point joined UFO to do this, becoming an Anti-Investiture scientist.

Loose ends (What is unfinished in their life?): Wants to, maybe not kill all invested beings, but really get rid of their dependency on them and bring his “justice” to those he believes to be corrupt or evil.

Possessions: As long as all this is okay, I was thinking an Anti-Investiture IMP, and maybe a weaker, smaller Anti-Investiture Cannon, an Anti-Investiture Hand Cannon, maybe. As a scientist, I think it's safe to say I would have some prototypes, I was thinking something like Anti-Tone boosted aluminum alloy batons to supply to assassins (The aluminum would vibrate to the antitone). Aluminum bullets, for protection.

Agent type: scientist

 

I like your idea for the baton tho it’s a little underwhelming compared to the anti-tone cannon. Also what do you mean by “anti-investiture” weaponry? if you look at the list of supplies, you can see that the anti-investiture gear is very specialized (except for one universal IMP that only the head scientist has access to, hence why it is not on the list, but I digress). 

Posted

What is the chance of having a UFO affiliated character without being fully committed? I’m working on a character that would be an uninvested weaponsmith, his goals somewhat align with the the UFOs and would be willing to work with them but also still wants the option to make invested weapons and work with invested customers. So what would be the option to make him somewhat able to work with them without being fully in? 

Posted
On 1/2/2025 at 4:09 PM, Wits instant noodles said:

What is the chance of having a UFO affiliated character without being fully committed? I’m working on a character that would be an uninvested weaponsmith, his goals somewhat align with the the UFOs and would be willing to work with them but also still wants the option to make invested weapons and work with invested customers. So what would be the option to make him somewhat able to work with them without being fully in? 

Y’know UFO is a secret organization that doesn’t affiliate with anyone outside of UFO unless it’s necessary and also they have scientists and engineers who work for them to make the hazekiller gear that no one else will sell you.

Posted
On 12/29/2024 at 9:32 PM, Stormlightsong said:

I like your idea for the baton tho it’s a little underwhelming compared to the anti-tone cannon. Also what do you mean by “anti-investiture” weaponry? if you look at the list of supplies, you can see that the anti-investiture gear is very specialized (except for one universal IMP that only the head scientist has access to, hence why it is not on the list, but I digress). 

Weaponry was what I put b4 i knew what would be available…

It is what I put down in the possessions section.

Being more specific, the IMP would be an anti-Stormlight IMP, as that seems to have the most myriad use.

The thing about the baton is that it is much more discrete than a canon. An assassin’s weapon, lighter and more mobile. Perhaps the Baron, for most effectiveness, would be something like a jagged/hooked blade instead of a baton. Rid them of their investiture and then deal the most damage possible. (I know it’s a bit strange that my character would have that, but my idea rn is that this stems from his rage against those who most misuse their powers, people who would be much too protected to just bust in for an all-out assault.)

Posted
1 hour ago, SpiritOfWrath said:

Weaponry was what I put b4 i knew what would be available…

It is what I put down in the possessions section.

Being more specific, the IMP would be an anti-Stormlight IMP, as that seems to have the most myriad use.

The thing about the baton is that it is much more discrete than a canon. An assassin’s weapon, lighter and more mobile. Perhaps the Baron, for most effectiveness, would be something like a jagged/hooked blade instead of a baton. Rid them of their investiture and then deal the most damage possible. (I know it’s a bit strange that my character would have that, but my idea rn is that this stems from his rage against those who most misuse their powers, people who would be much too protected to just bust in for an all-out assault.)

I think that is reasonable. You probably won’t have any very expensive and powerful equipment but an aluminum handgun and anti-tone tech is perfectly reasonable.

  • 2 weeks later...
Posted (edited)
Spoiler

Name: Palava Maves

requested supplies (put this in your merits as well): small aluminum firearms, ISD.

agent type: Active agent.

sect (if any): None.

 

Edited by Steel Speedster
Posted
On 1/16/2025 at 8:06 AM, Steel Speedster said:
  Hide contents

Name: Palava Maves

requested supplies (put this in your merits as well): small aluminum firearms, ISD.

agent type: Active agent.

sect (if any): None.

 

Good to go!

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