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Jul. 21st, 2015


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Joining


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The standard rp rules apply here: no controlling of another's character, maturity, activity, and so on. If you can't be active for an extended period, please just check in to let everyone know you're still interested and to avoid removal.

In order to join, please plot with us first. This post was created specifically for that purpose. You must have one or more connections to join, and plotting with as many characters as possible is preferred, as these characters all live in close quarters and would know one another. The application requirements are minimal; try to include the information you see listed here or here, as examples. Then request membership to the community.

Activity can take place in journals, or in the community. Group threads belong in the community, but others can be posted in journals, at the players' discretion. If you have any questions, you may ask them here or in the plotting thread.

Members are encouraged to track the plotting post for the sake of those looking for lines, though this is optional.

Jul. 18th, 2015


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Plotting


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For those who are not a member of [info]opsec and who need a connection or invitation, comment below to plot with a current player and/or request to join. Current players may also post wanted lines here for anyone to fill, or generally plot.

Jul. 17th, 2015


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Supers and Handlers


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Superhumans
Accidentally created in the last century as a byproduct of nuclear and biochemical testing and warfare, superhumans (or supers) have existed since the first few were born in the last 1940s and have been on the rise since then. They were originally born of parents who were exposed to lingering chemicals and radiation, even in passing, but more recent generations were born from a set of parents where even just one possessed modified genetics.

There are three ways to be identified as a super: a display of powers, detection by a super with the appropriate ability, or genetic testing. Since testing for the genetic markers takes more time, is more expensive, and is more recent, the tests are reserved for those who are already suspected of being a super for confirmation purposes. Most are identified through the other two methods.

Most identified supers are given the choice of spending their lives in a black site prison, or serving the US government as secret agents of Alloy Agency. Those who choose to work for the government are heavily monitored, but equipped for all manner of missions. They are given codenames or allowed to choose their own, and assigned to a handler and a room in the honeycombs. They're given uniforms that are specially adapted for their particular set of powers, but which are a standard dark gray flight suit. These are only to be worn on missions, and may be customized slightly by the wearer so long as it maintains its color and functionality.

Supers are not allowed to leave The Hive without being monitored. Sometimes this means they must be accompanied by a handler in person, while other times it could be a tracking device. They are not permitted to contact their family or other individuals from their previous life, nor are they allowed to reveal anything about the AA to outsiders.

When supers join together as temporary teams for missions, one is designated as the field leader by the handler in charge, but must report to that lead handler, regardless of whose handler they may be.

(Supers may have multiple powers, and of most varieties, but nothing too godlike. Don't get crazy.)

Handlers
Considered superior agents of AA, most handlers are regular humans with top secret security clearance and a proven track record. Some, however, are also supers with low level or very discreet powers, such as the handler with the ability to detect other superhumans. Those particular handlers have eyes even on them as supers, in case they've managed to hide an extra power from the government or conspire with supers to break free or rebel.

Handlers are responsible for the superhumans assigned to them, both for missions and on a personal level. They arrange for the super's training, make sure that they have suitable accommodations and uniforms, and watch them should they ever leave The Hive. Handlers are trained operatives themselves, certified in multiple weapons usage and field operations, even though their primary responsibility is in the honeycombs of The Hive. Though it is not unheard of, handlers rarely join their supers on missions.

One handler may handle one or more supers, depending on the super they've been assigned. Those with more difficult charges have less of them, while those with the easier supers may handle several. A super's difficulty level is determined by the types of powers they possess, as well as the risk they prevent in escape or disobedience.

When supers join together as temporary teams for missions, one handler is assigned to be in charge for the duration, regardless of who else is involved. This changes from mission to mission.

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Premise


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It all began during the second World War, with the rise of nuclear and biological weaponry. The intent was for destruction and death, but they also had a secondary effect, one which lingered in the genetics of those even barely touched by the right radiation or chemicals. Though that first generation saw no noticeable changes, their children and children's children were affected differently. As an unintended consequence of the previous generation's need to cause harm, superhumans--or supers, as they would come to be known--were born.

It took some time for these supers to be noticed. At first there were scattered, isolated events, but these became more frequent as the supers began to age. Some were accidents, some were attacks, but the result was a growing chaos and destruction. Anger and fear went on the rise worldwild, until it all came to a head in the 1980s. Politicians in the US, fed up with the loss of lives and money, were able to push a bill through Congress. Dubbed the Debility Act, it criminalized the possession and use of superpowers, effectively making outlaws out of citizens over their genetics--something beyond their control.

Concerned members of the public, friends, and even family began reporting their superhuman loved ones to the government. They were taken to various black sites across the country, which were specially constructed to withstand most identified abilities. Some were taken even before they had a chance to say their goodbyes and set their affairs in order. Not long after these arrests began, however, the government privately unveiled its secondary purpose for the Debility Act: living weapons.

Imprisoned supers were given a choice: they could spend their days rotting in a secret prison where they would never again see the outside world, or they could work as federal agents in the newly established Alloy Agency. They would do the tasks other agencies couldn't, using whatever powers at their disposal. To the general public's knowledge, this agency would not exist, nor would the people in it. But many jumped at the opportunity to free themselves from their cells at the chance for even a taste of freedom.

OPSEC follows the lives of those involved in one branch of the AA, those handlers and supers situated at The Hive near Palmyra, Illinois.

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The Hive


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On the surface, The Hive looks like a busy warehouse situated just outside the small town of Palmyra, Illinois, toward Otter Lake. To anyone who asks, they store a variety of chemicals, and that must be why security is so tight. But underneath that warehouse front--which does keep empty chemical containers stocked, to keep up appearances--is an extensive basement system housing one of the government's best and most secret projects.

The basements are laid out in honeycomb-shaped floors comprised of seven "cells" each, and connected by an elevator, which also reaches the surface. Use of the elevator, which is monitored, requires a special access badge usually only given to supers and handlers. The elevator opens up to an entry, which sometimes contains a guard at a desk, and which is connected to the rest of the floor by a secured walkway. Access to the walkway again requires the security badge, as well as a biometrics scan.

Groceries and other supplies are brought in weekly, but supers may be allowed to go shopping as needed with the proper authorizations. There is no official bar-type situation in the Hive, but supers are permitted to possess alcohol as well as to purchase some to keep on hand during supervised outings.

In descending order:

First floor (basement): offices for handlers. This is a heavily monitored area and always secured by armed guards. In the center is the mission control and debriefing room. Each cell can be divided in half to accommodate a higher number of handlers, up to 12. Vending machines and coffee are located in the debriefing area.

Second through sixth floors (sub-basements): living quarters for supers. Each team gets their own floor, named after the team. (For example, floor Alpha houses Alpha team.) Two supers share a bedroom, complete with private bathroom, walk-in closet, queen-sized bunk bed, and a small television. Each living area contains a set of couches and televisions. Dining rooms have tables equipped to seat eight, with a small side room of one couch and a few chairs for extra guests, and there is additional seating in the kitchen. Uniforms are kept in the storage area, along with weapons, which must be secured in the steel alloy safe.
Rooming Assignments (from left to right, according to the diagram above)
Alpha: Backlash/Blitz; Botanist/Psyche; Lullaby/Foxglove
Bravo: Cyborg/Medic; Repeat/Livewire; Who/Newton
Charlie: Steel/TBD; Ghost/Ink; Osiris/Frostbite
Delta: TBD
Lima: Motherboard/Reaper; Muse/Shortcut

Seventh floor (sub-basement): technology. Computers, cameras, microphones, headsets, goggles, radios, phones, and all sorts of other technologies which may be necessary for a mission can be found here. All outgoing communications are heavily monitored, and may be shut down if a super does something they aren't meant to do.

Eighth floor (sub-basement): pool, sauna, hot tub, locker rooms, community bathrooms.

Ninth floor (sub-basement): gymnasium, similar in function to the X-Men's Danger Room or Star Trek's Holodeck. It spans the entire floor and includes various obstacles, both real and holographic, which can be altered to fit the needs of the training. Most are adapted to withstand or challenge a super's powers. Most must be replaced within weeks, tops. It houses a powerful computer in the control room accessible only by handlers, team leaders, and tech-specific supers, which is capable of producing holographs so real they can be touched.

Tenth floor (sub-basement): Laboratory, clinic, and morgue.

Eleventh floor (sub-basement): garage. This houses the various vehicles which team members may use for operations. Exiting the basement with a vehicle requires a handler's authentication, as supers are not allowed to leave on their own. The garage opens into a tunnel which leads directly to the surface, but the door is next to impossible to open without the right authorization.