OPERATION: HELLSING

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Knight
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OPERATION: HELLSING

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UIG-CORPORATION CO-OP OPERATION ORDERS S-A-411666

Main Purpose of Operation: Eliminate Mutated Population of estimated 25,000, Arrest or Eliminate Subordinates of Key Characters in Mutated Population's Organization

Corporation Gemini has reported virus specimen that have escaped Facility [EXPUNGED] within the Bravo Subsector of Earth's space. Gemini's spokesman Dr. [REDACTED] has stated that the virus is known to have mutate a person heavily to the point of superhuman strength, endurance, and agility. This virus also modifies the brain activity of the experiments, allowing for greater psionics powers. The only reason this has not become a meta-human strain is some noticeable quirks of the virus such as an uncontrollable bloodlust and a mind far too strong to be controlled by a corporation. The infected individuals instead offer no subservience to any except their own. Due to their selfish minds and superior body makeup, it would only be a matter of time before Gemini's security failed.

Dr. [REDACTED] further reported that infection is quite limited. It requires a very specific genotype and and direct bite close to the brain in order to quickly infect the target before the autoimmune system killed it. This is, as she reports, a very specific failsafe to ensure the virus or their kind does not breed too quickly. Regardless, their superhuman ability and ability to breed, an outlawed process for all metahuman strains, still allows them to gain sizeable members. Their strong body and mind has ensure that a number of them have gained sizeable followings. They have been known to take over entire cut-off towns and cities.

For Corporation and UIG, a population that has split from both organizations is a threat we cannot have. There are already enough organizations in the world that use lies and terrorism in order to gain strong cult followings. One that is headed by those with superhuman strength is not one we can take lightly.

||||||||||||| NON-UIG OF RANK 5 OR LESS ARE STRICTILY FORBIDDEN FROM READING DOCUMENT APPENDIX-B |||||||||||||
Field Agent Stone -

"For the last two years I've hunted these motherfuckers. They're smart, strong, and have a small army to back them up. Why? Because they're vampires. No way around it. Even the codename for this OP is a dead fucking giveaway. Only reason we don't outright say that is because of the fear it would ensue. Imagine one day you're jacking off to some taboo-as-shit and get a call saying your father got killed by a vampire. You'll just laugh it up, but when the voice is deep and serious you may just question your whole world, question why you have some world organization watching over you when some dark-dwelling asshole can easily kill you, your entire family, and then everyone you know without breaking a sweat. Some might say that's no different from a Corpo's killteam, but they're not really vampires, are they?

They have a hierarchy, not that UIG would tell the poor bastards hunting them about. They call everyone who serves them "ghouls". No idea why. For Vampire ranks, you have Halfbloods, Fledglings, Fullbloods, Elders, and Ancients. I'll imagine you're smart enough to know the difference between these ranks seeing as you're allowed to read this far in the file. Halfbloods are real recent vampires. They span anywhere from a single day to two years. Fledglings are those who manage to survive without getting wiped out. After a few more years, dunno how exactly long, they become Fullbloods. They're the most common type you'll run into. Elders are in the double digit of years to even triple digits. Yeah, I've talked to Vamps that existed before the Corpo War. Ancients are old. They range from hundreds to thousands of years old. I've never ran into one, but I've heard that they're the nastiest. When you have hundreds of years of experience, you know everything humans do, I guess. Maybe if you're just batshit crazy enough, you'll get one on them.

Magic... magic is real to them. It might be some sort of advanced psionics, I don't know. I'm not some egghead. I do what I'm told, no questions asked, because I know that gets promotions. They can raise the dead. Maybe even mind control people if you want to be as positive to UIG and Corpos as possible. I've seen these bloodsuckers throw fireballs, raise great walls of spirits, summon giant skeletons in the blink of an eye. They're far from normal, that's all I can tell you."
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Knight
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Re: OPERATION: HELLSING

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Vampires.

A normal, low-level vampire has an 8 in all physical attributes. Most have a high score in Presence due to just being a vampire. These types of vampires are less "survive a few gunshots and deal with existential dread" like in VtM and more.... dark lords of the night. Even if one would have been a pure loser in their life, they will find more confidence in their actions and stride and subconsciously gather a crowd of devout followers or close friends.

So, a standard vampire looks like such:

Combat
HP 46 (vampires get STR + END + 30)
Shield 0
AV 2 (this represents the sheer unkillable nature of a vampire instead of true armor)
Defense 5
Blood Points 8

Weapons
Vampires use a variety of weapons, depending on their money situation and location. Those from Japan will most likely have access to higher quality blades, those in the US are more prone to having large guns.

Stats
Str 8, End 8, Agi 8, Ref 8, Per 6, Int 5, Pres 7

Skills
Anything within their previous life, Close Combat 5, Looking Good 5, Observation 4, Drive 4

Licenses
Anything within their previous life

Trainings
Anything they utilized beforehand, but after Vampirism they commonly have: Multiple Defense, Unarmed Combat Specialist

Cybernetics
A Vampire finds that they rarely need cybernetics as their natural Blood Gifts give them every advantage that they could help to achieve.

Blood Gifts
Blood Boost, Regeneration
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Knight
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Re: OPERATION: HELLSING

Post by Knight »

Blood Gifts!

This is intended for, strictly, me the GM and no one else.

Vampires have Blood Points. If these points ever become 0, they are at a risk of dying permanently. A vampire recovers 1 blood point ever 12 hours or 1 blood point for ever time they feed. Blood points cap out at Strength + Endurance + 8.

Claws of the Beast
Spend 4 Blood Points. Your fists do 2d4+STR+5 damage at Rate 2.

Blood Boost
Increase stats at a 1-for-1 rate. Naturally, these alter derived stats except for the Blood Point Cap. Lasts for an entire scene.

Magical Ability
Some may say this is an off-shoot of telepathics, but those in the know that it is dark arts of ancient time. Some spells, as they call them, appear to be nothing more than a simple Assault telepathy. Others are more vile, the summoning of creatures that one can only call "demons".

For simplicity's sake, magic works just like Telepathy. It costs 5 Blood Points to acquire.

Regeneration
For 4 rounds, the Vampire regenerates (Bloody Points Expended*4) HP.
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