Post by Adam on Mar 7, 2016 11:55:36 GMT
Origins: The Hunters have had a long history of fighting supernatural threats where they rise up. Originally founded during the Crusades, the Hunters initially began as a sect of a family known as Gallagher, in which the men of said family each signed on to the Crusades for the Holy Land. It was during the first Crusades, that the men were met with a group of werewolves, who massacred most of the men, save for the Patriarch of the family, Seamus Gallagher and a few of his sons. After that night, the family began training and preparing to fight the werewolves head on, before eventually discovering more paranormal threats to the world. Over time, the group grew beyond just the original family, and by modern times, was a multinational paramilitary organization that officially did not exist. Heavily and privately funded by governments from around the world, the Hunters have invested countless years in conducting research to combat the paranormal with scientific research, and enhanced training and cybernetic upgrades. People that are recruited into the Hunters undergo grueling training to become the most efficient human force against any threat to their world that they perceive unnatural.
Operation: Many of today’s Hunters were born into the “way of life” as they call it, and make it a family tradition, as the Gallagher family has for generations. Those that were not born into the organization are often recruited when having experienced something supernatural by having fighting back against it and showing some effective promise against it. They also check background and mental disposition, but through a series of screenings, they approach the ones that know what they have experienced and want to simply be believed and offer them a chance to join the outfit in an attempt to prevent others from experiencing what they experienced. Often, athletic recruits are drafted as soldiers and endure grueling physical and mental punishments to ensure that they are ready to become Hunters. Some do not survive the training, while others rise from it and earn the title. Whereas, the more intelligent outfit are often sent to the science departments, or engineering labs to develop weaponry. Although varying, every Hunter has had some form of training, and the Super Shot (explained below) upon completion of their training, to further enhance their already developed abilities to maximum performance.
The footsoldiers of Hunters operate in plain sight. Many stay dressed in civilian clothing, often acting as lookouts for potential targets, and as semi-sleeper agents assigned to a specific location and sometimes with fellow agents acting alongside them in the field as either friends, family, roommate, whatever was needed for the specific occasion. When assignment is complete, they report to the local base from which they’re debriefed of assignment, and then placed on a new assignment somewhere else under a new identity and alias. Often, these assignments could last months, years, or even decades at a time, depending upon how many targets they’re assigned to eliminate and how they’re instructed to proceed. Often, there exists an elite team of assault squadrons, that act as the primary force behind many raids that call for heavy armor and heavy firepower to ensure the job is taken care of, and all evidence is removed.
Many other Hunters act as technicians, scientists, and often work in the Sanctuary of their local bases, operating on an assortment of projects throughout the day. The Sanctuary, as it is called, is often a massive mobile base, usually a ship, while one or two bases exist deep underground, protected by various technological means used to combat magical infiltration.
The “Super Shot”: Simply put, the Super Shot is a new serum created by scientists within the Hunter Organization. Derived from unknown compounds as a surprising result from Projects Seraphim and Archangel, the serum enhances a soldier’s overall performance to peak human condition. This serum also allows the human mind to process information ten times faster than the normal brain, and allow Hunters access to memories that they may not have known, or remembered they had in order to assist with complex situation. This picture perfect memory allows Hunters to also specifically detail a combat situation to better assist in battle. Once administered, the effects remain permanently within the subject’s system, and adapts their entire molecular chemistry into a stronger, denser subject. On par with a werewolf in human form, but able to think as efficiently as a vampire.
Paraphernalia: In order to complete their missions, most Hunters wear two types of scent-neutralizing undergarments, so as to keep any vampires or werewolves picking up any potential strong emotions of fear, or distress in the air. Their specialized gear is designed to keep movement vibrations and sounds at a minimum. The suit is made out of a lightweight special titanium thread/diamond thread weave, coated in atomized silver, with the armor plating etched in holy wardings. The helmet and facial cover acts as a 360 degree viewpoint, with a built-in sophisticated computer, designed to track movement around the wearer. Its infrared vision allows for Hunters to specifically distinguish between werewolves, vampire and some fae due to body temperature and spectrum disturbances. The visor is all but useless against warlocks and witches, as they read essentially as humans, and only emit a disturbance in the electromagnetic spectrum if magic is performed.
Although issued specific weapons, that fire a range of bullets from UV rounds to Silver Nitrate rounds, each Hunter often volunteers to use weapons developed by the Engineering block to test on the field against specific targets. Every weapon issued is designed to automatically reload when necessary from the ammo cartridges kept within the braces on a Hunter’s forearms. The braces are able to interchange between ammunition when necessary, are lightweight and are able to hold massive amounts of ammunition in a condensed space without weighing down the wearer’s arms, thanks to a special molecular compression design that was built into the bracers. The European branch is already testing for a modified variant of the bracers, that will allow users to use the bracers themselves as wrist-mounted machine guns, with the visors upgraded with a built-in targeting system, but tests still remain inconclusive.
The visors that cover the Hunters face and provide visual augmentation to assist in tracking down the supernatural are linked to a series of high-powered satellites, which can track Hunter movement at any given point in time, and also provide radio feedback for communications. The back of these suits also contain a built-in miniature pressure system, designed to allow Hunters to leap at distances of twenty yards in the air. The pressure system takes a few seconds to recharge, but is powered by an efficient, solar powered, rechargeable power source.
Operation: Many of today’s Hunters were born into the “way of life” as they call it, and make it a family tradition, as the Gallagher family has for generations. Those that were not born into the organization are often recruited when having experienced something supernatural by having fighting back against it and showing some effective promise against it. They also check background and mental disposition, but through a series of screenings, they approach the ones that know what they have experienced and want to simply be believed and offer them a chance to join the outfit in an attempt to prevent others from experiencing what they experienced. Often, athletic recruits are drafted as soldiers and endure grueling physical and mental punishments to ensure that they are ready to become Hunters. Some do not survive the training, while others rise from it and earn the title. Whereas, the more intelligent outfit are often sent to the science departments, or engineering labs to develop weaponry. Although varying, every Hunter has had some form of training, and the Super Shot (explained below) upon completion of their training, to further enhance their already developed abilities to maximum performance.
The footsoldiers of Hunters operate in plain sight. Many stay dressed in civilian clothing, often acting as lookouts for potential targets, and as semi-sleeper agents assigned to a specific location and sometimes with fellow agents acting alongside them in the field as either friends, family, roommate, whatever was needed for the specific occasion. When assignment is complete, they report to the local base from which they’re debriefed of assignment, and then placed on a new assignment somewhere else under a new identity and alias. Often, these assignments could last months, years, or even decades at a time, depending upon how many targets they’re assigned to eliminate and how they’re instructed to proceed. Often, there exists an elite team of assault squadrons, that act as the primary force behind many raids that call for heavy armor and heavy firepower to ensure the job is taken care of, and all evidence is removed.
Many other Hunters act as technicians, scientists, and often work in the Sanctuary of their local bases, operating on an assortment of projects throughout the day. The Sanctuary, as it is called, is often a massive mobile base, usually a ship, while one or two bases exist deep underground, protected by various technological means used to combat magical infiltration.
The “Super Shot”: Simply put, the Super Shot is a new serum created by scientists within the Hunter Organization. Derived from unknown compounds as a surprising result from Projects Seraphim and Archangel, the serum enhances a soldier’s overall performance to peak human condition. This serum also allows the human mind to process information ten times faster than the normal brain, and allow Hunters access to memories that they may not have known, or remembered they had in order to assist with complex situation. This picture perfect memory allows Hunters to also specifically detail a combat situation to better assist in battle. Once administered, the effects remain permanently within the subject’s system, and adapts their entire molecular chemistry into a stronger, denser subject. On par with a werewolf in human form, but able to think as efficiently as a vampire.
Paraphernalia: In order to complete their missions, most Hunters wear two types of scent-neutralizing undergarments, so as to keep any vampires or werewolves picking up any potential strong emotions of fear, or distress in the air. Their specialized gear is designed to keep movement vibrations and sounds at a minimum. The suit is made out of a lightweight special titanium thread/diamond thread weave, coated in atomized silver, with the armor plating etched in holy wardings. The helmet and facial cover acts as a 360 degree viewpoint, with a built-in sophisticated computer, designed to track movement around the wearer. Its infrared vision allows for Hunters to specifically distinguish between werewolves, vampire and some fae due to body temperature and spectrum disturbances. The visor is all but useless against warlocks and witches, as they read essentially as humans, and only emit a disturbance in the electromagnetic spectrum if magic is performed.
Although issued specific weapons, that fire a range of bullets from UV rounds to Silver Nitrate rounds, each Hunter often volunteers to use weapons developed by the Engineering block to test on the field against specific targets. Every weapon issued is designed to automatically reload when necessary from the ammo cartridges kept within the braces on a Hunter’s forearms. The braces are able to interchange between ammunition when necessary, are lightweight and are able to hold massive amounts of ammunition in a condensed space without weighing down the wearer’s arms, thanks to a special molecular compression design that was built into the bracers. The European branch is already testing for a modified variant of the bracers, that will allow users to use the bracers themselves as wrist-mounted machine guns, with the visors upgraded with a built-in targeting system, but tests still remain inconclusive.
The visors that cover the Hunters face and provide visual augmentation to assist in tracking down the supernatural are linked to a series of high-powered satellites, which can track Hunter movement at any given point in time, and also provide radio feedback for communications. The back of these suits also contain a built-in miniature pressure system, designed to allow Hunters to leap at distances of twenty yards in the air. The pressure system takes a few seconds to recharge, but is powered by an efficient, solar powered, rechargeable power source.