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Tales of Neo-Amerika
*Based on the Midway video game "Bio F.R.E.A.K.S.".
In the not-too-distant future, the mighty country known as America has fallen like all great empires throughout history, its fifty states broken into private territories after what would later be known as the Techno-Industrial Civil Wars.
In those days, the fields of computer technology, bio-engineering, cybernetics, and mechanics boomed at such an incredible rate that these industries became more and more competitive, eventually leading to ruthless corporate espionage that quickly spiraled out of control. While the government tried to keep control of the country by a single thread, white collar wars waged by giant corporations (now called GI-Corps) throughout America drove the US economy into a tail spin. And so, with Wall Street in shambles, the government bankrupt, and technological corporate giants running unorthodox takeovers, Neo-Amerika was born.
Micro-Gene, a Dallas based microchip/bio-engineering company, was the first GI-Corp to seize political power by annexing New Mexico through the construction of more micro-chip processing plants and cloning technology labs, effectively taking over the entire state. Arizona was later overrun in a similar manner, and by the time Micro-Gene moved in on Nevada, things started to get ugly. Micro-Gene had been using genetically and technologically enhanced agents to spy, sabotage, and gather information on competing companies, but other competitors began fighting back with their own brand of similarly enhanced corporate spies and agents. These wars between competing GI-Corps gave way to more complicated, advanced, and unethical methods. The kidnapping of corporate executives to be replaced with clones capable of downloading company secrets soon became commonplace, and before long, many GI-Corps began to resort to murder and other terrorist tactics.
With the advent of the GI-Corps' rampant feuding, each U.S. state developed desperate measures to secure themselves from a hostile takeover, which included declaring federal independence from the U.S., thereby creating drastic laws and borders between states. Violence soon reared its ugly head, and the Techno-Industrial Civil Wars began.
In those days, the fields of computer technology, bio-engineering, cybernetics, and mechanics boomed at such an incredible rate that these industries became more and more competitive, eventually leading to ruthless corporate espionage that quickly spiraled out of control. While the government tried to keep control of the country by a single thread, white collar wars waged by giant corporations (now called GI-Corps) throughout America drove the US economy into a tail spin. And so, with Wall Street in shambles, the government bankrupt, and technological corporate giants running unorthodox takeovers, Neo-Amerika was born.
Micro-Gene, a Dallas based microchip/bio-engineering company, was the first GI-Corp to seize political power by annexing New Mexico through the construction of more micro-chip processing plants and cloning technology labs, effectively taking over the entire state. Arizona was later overrun in a similar manner, and by the time Micro-Gene moved in on Nevada, things started to get ugly. Micro-Gene had been using genetically and technologically enhanced agents to spy, sabotage, and gather information on competing companies, but other competitors began fighting back with their own brand of similarly enhanced corporate spies and agents. These wars between competing GI-Corps gave way to more complicated, advanced, and unethical methods. The kidnapping of corporate executives to be replaced with clones capable of downloading company secrets soon became commonplace, and before long, many GI-Corps began to resort to murder and other terrorist tactics.
With the advent of the GI-Corps' rampant feuding, each U.S. state developed desperate measures to secure themselves from a hostile takeover, which included declaring federal independence from the U.S., thereby creating drastic laws and borders between states. Violence soon reared its ugly head, and the Techno-Industrial Civil Wars began.
As the Techno-Industrial Civil Wars raged on, it became clear that something had to be done before the once great country destroyed itself or became a target of outside invasion. Working together with what little of the federal American government still survived, a group known as the Secret Games Commission was formed in a bid to end the Techno-Industrial Civil Wars and to hopefully reunify America someday. The SGC and the American Government put forth a proposal to the GI-Corps: instead of ending thousands of innocent lives and losing untold sums of money to war, the GI-Corps would settle territorial and contract disputes in an arena, where one champion would represent a GI-Corp controlled state in battle against another GI-Corp's champion. The winning champion would take control of the opposing state along with whatever other states may have been acquired from previous battles. Hence, the SGC Tournament was born.
Each GI-Corp jumped at the opportunity to create champions for the SGC Tournament from technology they specialized in. Cloning had become an easy task for the science divisions of the corporate states, and genetic and cybernetic enhancements were also readily available. As a result, enhanced clones known as Biological Flying Robotic Enhanced Armored Killing Synthoids (Bio F.R.E.A.K.S. for short) were created specifically to act as SGC tournament champions.
Bred in laboratories as killing machines, the Freaks were genetically endowed with peak strength and agility, a rapid healing factor, body tissue regeneration and built-in weaponry. They are each owned by the GI-Corps that created them, and are controlled through a bio-drive that also allows them to download combat skills and strategies. An intricate tattoo of circuitry gives them access to the bio-drives, which are located in each Freak's skull.
The SGC Tournament is currently held in closed circuit battle pits, and while the tournament is more reminiscent of Roman gladiators than a football game, the states' populace savors the fights with crazed fervor. While the whole world watches the fights in frantic anticipation, there are those who do not enjoy the rigorous battles faced far too often: the Bio Freaks themselves.
Each GI-Corp jumped at the opportunity to create champions for the SGC Tournament from technology they specialized in. Cloning had become an easy task for the science divisions of the corporate states, and genetic and cybernetic enhancements were also readily available. As a result, enhanced clones known as Biological Flying Robotic Enhanced Armored Killing Synthoids (Bio F.R.E.A.K.S. for short) were created specifically to act as SGC tournament champions.
Bred in laboratories as killing machines, the Freaks were genetically endowed with peak strength and agility, a rapid healing factor, body tissue regeneration and built-in weaponry. They are each owned by the GI-Corps that created them, and are controlled through a bio-drive that also allows them to download combat skills and strategies. An intricate tattoo of circuitry gives them access to the bio-drives, which are located in each Freak's skull.
The SGC Tournament is currently held in closed circuit battle pits, and while the tournament is more reminiscent of Roman gladiators than a football game, the states' populace savors the fights with crazed fervor. While the whole world watches the fights in frantic anticipation, there are those who do not enjoy the rigorous battles faced far too often: the Bio Freaks themselves.
Being regarded by most as the property of the GI-Corps that made them, Bio-FREAKS have no government or corporate sanctioned rights, and they generally live under constant control of a GI-Corp, doomed to a destiny of violence and ultimate loss of humanity as they are "retrofitted" with mechanical weaponry whenever they lose their organic tissue. Some Freaks, unable to tolerate their situation, have gone rogue and formed an underground resistance, intending to escape the control of their "owners" and obtain their equal rights. Many GI-Corps have responded to this rebellion by pursuing bio-drive upgrades that could potentially diminish or completely erase a Freak's free will.
While the Secret Game Commission's ultimate goal is to re-unify America, the possibility of a Freak Resistance interferes in some of their most important progress. If an underground movement becomes successful and all Freaks go rogue, then a swift relapse to the days of the Techno-Industrial Civil Wars could be possible, and all hopes of peace could be crushed.
While the Secret Game Commission's ultimate goal is to re-unify America, the possibility of a Freak Resistance interferes in some of their most important progress. If an underground movement becomes successful and all Freaks go rogue, then a swift relapse to the days of the Techno-Industrial Civil Wars could be possible, and all hopes of peace could be crushed.
In general, Bio-Freaks fall under one of three categories. These classifications, as defined by the SGC, are as follows:
SYNTHOIDS are Bio-Freaks who have not yet had any of their organic tissue replaced with any cybernetic upgrades, not including the Freaks' trademark bio-drives. Freaks who fall under this category are usually those who have not permanently lost any organic limbs or tissue, including Freaks who are still young enough that they can regenerate any lost organic parts. However, it is possible for a Freak who has permanently lost a limb to retain their synthoid status by opting for a simple prosthetic instead of a mechanical upgrade.
RETROS (short for "retrofits") are Freaks who have had some, but not all, of their organic tissue replaced with cybernetic upgrades. Retros are usually veterans of the SGC circuit who have lost organic parts in the tournament after losing the ability to regrow them. However, it is not unheard of for some GI-Corps to create Retros directly by fitting newly-created Synthoids with mechanical parts.
DOZERS are Freaks who have had so much of their organic tissue replaced with cybernetic parts that their bodies are now completely mechanical except for the brain. Virtually every Freak in the SGC circuit is bound to become a Dozer eventually as they lose more and more of their organic bodies during fights. Dozers who have not gone rogue are almost always longtime veterans of the SGC circuit, and to the underground resistance, they represent the tragic loss of humanity that nearly all Freaks will eventually suffer in the SGC tournament.
Finally, TRUE BREEDS are not Bio-Freaks, but rather, they are humans who have illegally entered the SGC tournament. Doing so is punishable by law, as well as extremely dangerous to the True Breed.
SYNTHOIDS are Bio-Freaks who have not yet had any of their organic tissue replaced with any cybernetic upgrades, not including the Freaks' trademark bio-drives. Freaks who fall under this category are usually those who have not permanently lost any organic limbs or tissue, including Freaks who are still young enough that they can regenerate any lost organic parts. However, it is possible for a Freak who has permanently lost a limb to retain their synthoid status by opting for a simple prosthetic instead of a mechanical upgrade.
RETROS (short for "retrofits") are Freaks who have had some, but not all, of their organic tissue replaced with cybernetic upgrades. Retros are usually veterans of the SGC circuit who have lost organic parts in the tournament after losing the ability to regrow them. However, it is not unheard of for some GI-Corps to create Retros directly by fitting newly-created Synthoids with mechanical parts.
DOZERS are Freaks who have had so much of their organic tissue replaced with cybernetic parts that their bodies are now completely mechanical except for the brain. Virtually every Freak in the SGC circuit is bound to become a Dozer eventually as they lose more and more of their organic bodies during fights. Dozers who have not gone rogue are almost always longtime veterans of the SGC circuit, and to the underground resistance, they represent the tragic loss of humanity that nearly all Freaks will eventually suffer in the SGC tournament.
Finally, TRUE BREEDS are not Bio-Freaks, but rather, they are humans who have illegally entered the SGC tournament. Doing so is punishable by law, as well as extremely dangerous to the True Breed.