NationStates Jolt Archive


Omar Black-market(Located at XSS1, Small Nations Welcome!)

Candle Ice
21-12-2005, 18:55
The Omar Black-market is now up and running in the Omar embassy aboard station XSS1. Everything is for sale to all nations, small or big. The Omar ask that you do your own math. New items added as we discover them.

Omar Small Nation Payment Plan
Tired of being a small nation, and not be allowed to kill large amounts of humanoids? The Omar can help you. Simply buy what you want, and include a security number allowing us to access your treasuary. Over whatever course of years you pay, the Omar will take a certain amount of money from your treasaury every year. You have a weapon of mass destruction, and the Omar get their money.

Biomodification:
All biomods can be injected into soldiers. Non Black-market biomods will only work on 1 out of 5 people. A body always accepts black-market biomods. The actual modification is accomplished through the use of nanites that do various things on the area of the body they are injected. All biomods run off bioelectricity. Each Biomod has a level, which can be rasied by making a second(or third) injection of the same biomod.

Eye Biomod

Regeneration
Nanites constantly work to rebuild tissue.
1. Basic healing
2. Increased healing, decreased energy drain
3. Maximized speed of healing process and further decreased energy gain.

Vision Enhancement
Nanites enhance eye and act as artificial rods and cones.
1. Enables night vision, enhances critical targets
2. Organic targets are visible through walls. Decreases energy drain
3. All targets and resources are visible through walls. Further decreased energy drain.

Spy Drone (BLACK MARKET)
Spy Drone lets you control a small flying camera, which can be used to snoop around corners, or attack bots. Invisible to the naked eye, can be seen thermally
1. Acts as remote spy camera, can deliver EMP attack when detonated.
2. Adds audio capability to camera and increases EMP attack and range, decreases energy drain
3. Further increased EMP attack damage and range, works on organic targets too, further decreased energy drain.

Cranial Biomod

Cloak
Cloak is good if you enjoy stealth. Nanites crawl over skin and constantly act as cameras, watching the environment. When activated, they refract light.
1. Provides near-invisibility to organic enemies, until you fire a weapon
2. Same as above but decreased energy drain
3. Further decreased energy drain

Hazard Drone
This can be good if you don't have Regeneration or Health Leech. Nanites will constantly absorb all environmental hazards and either destroys them or gives them off as bioelectric energy.
1. Protection from environmental hazards (radiation, biotoxins, etc.)
2. Greater protection, decreased energy drain
3. Even greater protection, further decreased energy drain, converts hazards into bioelectric energy

Neural Interface (BLACK MARKET) (PASSIVE)
This is a great biomod which allows you to hack into computers 20 feet away. Means are classified.
1. Can hack computers
2. Hack security computers to control cameras, turn turrets on or off
3. Can hack turrets to attack enemy targets

Skeletal Biomod

Aggressive Defense Drone
This provides protection from rockets and grenades. Nanites emit microwaves that detonate conventional warheads.
1. Stops incoming rockets and grenades in midair(5 ft)
2. Stops incoming rockets and grenades in midair at greater distances.(10 ft)
3. Stops incoming rockets and grenades in midair at even greater distances(20 ft)

Thermal Masking
This is great for a stealth or hacker style of play. Nanites mask heat given off by body, and electrical devices on the body.
1. Provides near-invisibility to bots and inorganic units, until a weapon is fired.
2. Energy drain is decreased.
3. Further decreased energy drain

Electrostatic Discharge (BLACK MARKET) (PASSIVE)
This biomod lets you generate EMP damage with the energy blade or other melee weapons. Nanites basically electrify the body.
1. Melee attacks give EMP Damage
2. Increased EMP Damage
3. Maximum EMP damage and short-term scrambling of bots

Arm Biomod

Strength Enhancement (PASSIVE)
This is great if you like the energy blade, for increased melee damage. Also the bonus of getting extra carrying capacity makes this a great choice for any play style.
1. Some increased strength
2. Greatly increased melee damage, throwing distance, carrying capacity.
3. Maximum melee damage as biologically possible, throwing distance and carrying capacity.

Biotox Attack Drone
Each drone is generated by nanites, and is visable.
1. Fires non-lethal biotox darts at all hostile targets
2. Decreased energy drain
3. Further decreased energy drain

Bot Domination (BLACK MARKET)
Allows you to “possess” robots and gain a “first person view” through the bots eyes. Allows use of weapons
1. Enables first-person control of small bots, cameras, turrets(1 minute)
2. Enables control of medium sized bots, increased domination time, decreased energy drain(30 minutes)
3. Control all bots, further increased domination time, further decreased energy drain(1 hour)

Leg Biomod

Move Silent (PASSIVE)
This biomod is very useful if you like stealth. Nanites dampen your noise by building and cultivating added layers of skin on the feet.
1. Dampens movement sounds while walking, decreases fall damange
2. Dampens movement sounds while jogging, further decreases fall damage
3. Dampens all movement sounds, further decreases fall damage

Speed Enhancement
Extra speed can’t hurt! Nanites increase muscle size in legs
1. Increases movement rate and jump distance, decreases fall damage
2. Further increased movement rate, further decreased fall damage
3. Maximum movement rate as biologically possible, even further decreased fall damage

Health Leech Drone (BLACK MARKET)
This biomod creates a drone which allows you to regenerate health by absorbing energy from dead or living (when maxed out) organic units.
1. Breaks down corpses for reconstructive healing. You get double healing from the unconscious
2. Greater healing
3. Can be used on live creatures, provides maximum healing.

Price: 200 credits per regular biomod
500 credits per black-market biomod.

Organs
Allow our scientists to further your biological development, with new organs. We have completely eliminated the possibility of death during the procedure. Multiple organs of the same type(2 Ossmodulas for example) can cause complications.

Secondary Heart. The simplest and most self-sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. The implant enables Marines to survive low oxygen concentrations and traumatic injury.

Ossmodula. This is a tubular shaped organ whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton.

Biscopea. This organ is implanted into the chest cavity. It is small, approximately spherical and, like the Ossmodula, its primary action is hormonal. The presence of the biscopea stimulates muscle growth throughout the body.

Haemastamen. This tiny organ is implanted into a main blood vessel. The organ alters the constituent make-up of the recipient's blood. As a result, Marine blood is considerably more efficient than ordinary human blood, as it has to be when you consider the extra biological hardware a Marine carries inside him!

Larraman's Organ. This is a liver shaped, dark, fleshy organ about the size of a golfball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'Larraman cells'. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air, the Larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.

Catalepsean Node. This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsean node 'cuts in'. A man implanted with the node is capable of sleeping and remaining awake at the same time by 'switching off' areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing awareness of the environment whilst resting.

Preomnor. The preomnor is a large implant which fits into the chest cavity. It is a predigestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preomnor. Individual sensory tubes assess potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract.

Omophagea. This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trait. He can actually learn by eating. If a Marine eats a part of a creature, he will absorb some of the memories of that creature. This can be very useful in an alien environment.

Multi-lung. This is another large implant. The multi-lung, or 'third' lung, is a tubular gray organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems.

Occulobe. This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine's eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight.

Lyman's Ear. This organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear.

Sus-an Membrane. This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition, a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto-suggestion can revive a Marine from this state – a Marine cannot revive himself. The longest known period of deanimation followed by successful reanimation is 567 years.

Melanochrome, or Melanochromic Organ. This organ is hemispherical and black. It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin, and if necessary, sets off chemical reactions to darken the skin to protect it from ultraviolet exposure. It also provides limited protection from other forms of radiation.

Oolitic Kidney. This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with.

Neuroglottis. Although the preomnor protects a Marine from digesting anything too deadly, the neuroglottis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree, a Marine is also able to track a target by taste alone.

Mucranoid. This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemotherapy. As a result of this treatment, the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid chemotherapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum.

Betcher's Gland. Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland's presence. The gland allows the Marine to spit a blinding contact poison. The poison is also corrosive. A Marine imprisoned behind iron bars could easily chew his way out given a few hours.

Black Carapace. This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial 'plug-in' points mesh with features integral to any powered armour, such as the monitoring, medicinal and maintenance units.
Price: 2,000 credits per operation per soldier

Transgenics
These transgencis are creatures once developed by corporations on the Omar homeworld of Charros. Now they are being sold to the public.

Greasels
http://www.rpgfan.com/pics/deusex2-pc/art-024.jpg
http://upload.wikimedia.org/wikipedia/en/f/fe/Greasel_Disection.jpg
The classification of the Greasel is not known as it is the product of genetic engineering by VersaLife, which also manufactures the Gray Death virus and Ambrosia, the virus’ corresponding vaccine. The Karkian and Grays are the only other creatures that Versalife is known to have created from its Genetically Modified Organism Project. All Greasels are hostile and will attack on sight by launching poison from its mouth (when within range), much like a spitting cobra (from which its morphology is largely based upon), Greasels have not been known to use their claws when attacking. When a Greasel has sustained enough injuries it will flee and attempt to hide. Greasels have also been know to make croaky, warbling cries, particularly when they are in pain. To mark their territory Greasels defecate all over an area, leaving behind a highly radioactive mine.
Physical description
· Height: 53cm
· Wingspan: 132cm
· Weight: 26kg
· Spitting (poisonous attack) range: 6.7m
· Running and swimming speeds: 6.7m/s and 2.2m/s respectively

400 credits per Greasel

Machines of Death
SHADOW DEATH CLOUD
http://b5tech.com/shadows/shadowships/deathcloud.jpg
class: Storm
type: Planet Killer
length: N/A
mass: UNKNOWN
crew: YES - unknown
troop: N/A
fighter: N/A
power: Hyperspace Tap
duration: Infinite
weapon: Multi gigaton missilesShadow nano-botsCold Freeze device
defense: Shadow Death Ray and Quantum Bolt defense turrets, Shadow bio-armor Shadow shields, Shadow nano-bots

One of the most terrifying of weapons seen by the eyes of man is the Shadow Death Cloud, built by the evil Charros corporation Versalife
The Shadow Death Cloud consists of several layers. The outer layer of the Shadow planet killer is its trademark black cloud that completely obscured the mechanism's inner workings. This cloud would appear to be comprised of nano-robots, capable of devouring all the usable materials, biological and otherwise, from any planet. These nano-bots are not true robots however, but instead biological organisms. These bio-nanites appear to devour a planet's raw material in order to fuel and sustain this terrifying machine.
The inner workings of the Death Cloud did not come clear until recently. The inside mechanism of the Death Cloud would appear to be a larger, web like construct that expands from a very compact form, to envelope an entire world. Once a planet is locked within the grip of the Death Cloud, the mechanism's offensive systems go to work.
Unlike the Volron Planet Killer, which used a massive energy bolt to blow a planet to kingdom come, the Shadows take a much more conservative approach to destroying a planet. Using multi-gigaton missile-like projectiles, the Death Cloud fires these projectiles at the planet and they burrow down through the planet's crust and detonate once they reach a planet's core. This literally turns a planet inside out, transforming it into a radioactive, molten wasteland.
While in its molten form, the bio-nanites strip the planet of any and all organic and useful inorganic materials and uses this to sustain the Death Cloud. Once a planet has been strip-mined of all useful materials, it is left little more than a ball of molten rock in space. It is at this point that the Death Cloud, as a final planetary harvesting operation, strips most of the thermal energy from the planet's mass, leaving it a cold lifeless world. Following this, the cloud moves onto its next target.
When a Shadow Death Cloud leaves a planet, that planet is left as little more than a cold dead boulder in space, all organic life, in any form having been devoured and with no chance of life ever springing up on that world again.
Price: 1 trillion credits
Candle Ice
21-12-2005, 22:35
Bump
Malicent intent
21-12-2005, 22:41
dues x invisible war anyone? by the way the guy that posted all that has no life. And I hate you. And... yeah thats about it.:sniper:
Candle Ice
21-12-2005, 23:26
Awwww. The Omar love you as well flesh pile. :fluffle: