Post by The Designer on Feb 16, 2007 17:48:20 GMT -5
D-13
Knowledge is the Power of Man
-Rufus lancaster
During World War I, Division Thirteen was created in order to fight as any mundane military division would do so. However, by the time all Division Thirteen's training was over, the war was over. As oppose to simply disbanding the group, the government instead shifted goals and trained Division Thirteen as secret black-ops, deploying them when military action could not be done.
THE JERSEY PROJECT:
During World War II, the government funded two projects to which would turn the tide of the war, the Manhattan Project, which lead the world into the Atomic Age, and the Jersey Project, which was the usage and testing of magic on a modern battlefield.
Sufficient to say, the research for the Jersey project has not complete by the time the Atomic bomb exploded, but a year after that, Scientists in Area 51, home to the Jersey Project and soon to be D-13 HQ, mastered magic. Using the already non-existent Division Thirteen as volunteers, the two groups formed together into one under Eisenhower's term, becoming officially known as D-13. Their value was proved during the Secret World War, where their use of cutting edge military tactics combined with magical weapons, spells, and other things made them an extremely lethal force. Recently, D-13 has been slowly acting of their own will in the face of the U.S. government, which to conservative members greatly disturbs them.
In essence, D-13 is no longer simply a division, as their name implies, but instead could be easily thought of as a small army.
Magic Style: When it comes to styles, D-13 has a huge array of arts at it's disposal. Due to it's military minded view, the only styles worth considering are those useful on the battle field. However, D-13 is still relatively young, so it has yet to gain many styles into it's armory. The current Arts D-13 uses is Elemental Magic and Psychism, as well as Alchemy, Astrology and even some ritual magic.
The Military:
Sufficient to say, D-13 is all about military. Every body in the group, no matter how minor or pathetic their daily role is, knows how to engage in combat and fight. This combined with their knowledge of magic makes D-13's soldiers the most feared in the world. Anyways, the military of D-13 can be divided into 4 categories, Scientist, Soldier, Mech-Soldier and Mutant.
Scientists are those who merely research magic and try to understand it's nature. While almost immediately assumed a non-combatant, many enemies have met their end by the hands of a Scientist. Their intensive knowledge of the Arts make them formidable foes, relying upon their intensive knowledge as oppose to mundane weapons.
Soldiers are the regular troops of D-13, ranging from rank and merit to looks and appearance. Regardless, the standard soldier is trained in at least 1 magic style, and must have trained for 1 year in D-13's specialized training program. By the end, the soldier should be powerful enough to take out at least 10 regular soldiers through nothing more but tactics, weapons and a bit of magic. The standard soldier is usually provided an enchanted assault rifle (Of the M-1 variety, but can also be given other enchanted weapons based on role), armor engraved with mystical runes and symbols to protect the soldier, as well as other trinkets and artifacts. Also, most soldiers have been trained to operate machines as part of their 1 year training, using magic to augment their skills and vehicle
Mech-Soldiers can fall into two categories, either Golem-esque fighting machines or magically hardwired humans with cyborg-like upgrades. Either way, these mechanical warriors run solely on magic, and are usually outfitted with numerous weapons, from chest missile packs to arm machine guns to even more esoteric and odd enhancements.
Finally Mutants are soldiers and animals mutated by magic. By exposing them to chaotic mana and then stabilizing them, these soldiers perform at super-human levels, capable of performing feats that dwarf the greatest accomplishments in human (Or animal) history. However, the constant need of chaotic mana makes it difficult to maintain these soldiers, and the chance of turning one of these warriors mad through exposure is another problem, but still, none can argue against the raw power Mutants display.
The mechanized forces of D-13 also display mystical qualities. Enchanted by magic, D-13 vehicles are among the finest in the world, capable of outperforming their mundane counter part with ease.
TOTAL NUMBER IN MILITARY: 750,000
Number of Scientists:200,000
Number of Soldiers: 250,000
Number of Mech-Soldiers: 250,000
Number of Mutants: 50,000
NUMBER OF VEHICLES:
Aircrafts: 12,000
Ground Vehicles: 10,000
Water crafts: 5,000
Giant Robots: 550
THE PARTIES:
Within D-13, there exist numerous groups that exist for numerous reasons. However, what can be side is that there are two "Parties" which hold sway within the Division. They are the Reform Party and the Patriot Party.
The Reform Party calls for a reformation of D-13's goals, trying to let it enter the Magical World Stage. They're the most advocative when it comes to the ATO, eagerly calling to enter this alliance. Besides these two points, the Reform party has a bit more liberal feel to it, and as wants to focus on magical research and understanding. However, the Reform party members hold very little high positions, making their voice much more difficult to hear.
The Patriot Party calls for a return back to the US and a complete isolation from the Magic World. More zealous members advocate that any foreign magician is a direct threat to D-13's and the USA's power, and must be destroyed. Regardless, the common theme in the patriot party is that D-13 should return to the U.S. government instead of acting independently as it has recently been doing. Overall, in contrast to the Reform party's liberal feel, the Patriot party has a much more conservative theme to it. The Patriot Party also calls for the complete usage of D-13 funds to focus on the military magic aspect, not the research and understanding. Currently, the Patriot Party is the party in power, with most of the high ranking positions going to Patriot party members.
Lancaster, however, completely hates the idea of these two parties, and would rather see to it that his followers should be focusing more on work. So, in other words, he's neutral.
The Lesser Groups:
Besides the two party, multiple groups exist, be them research, political or military groups, to complete certain goals. Detailed below are but a few of the more well known groups, as well as their political affiliation with the two parties.
The Progress Party: While not a "True" party as the other two, the Progress Party believes that by maintaining the status quo, progress to both military and magic can be done. They are a third party, so they instantly fall under neutral.
The Blade of Reason: Acting as the Military police, the blade of reason exists to make sure that no one is over stepping their boundaries and jurisdiction. The head of the Blade of Reason answers directly to Lancaster, reporting whatever infringements, corruption and power abuse the Blade can find. The Blade of Reason, while maintaining a Neutral stand, has recently found themselves in favor of the Reform Party doctrine.
The 66th Company: The 66th Company is a Legendary company which helped turn the tide during the Secret World War. Right now, the 66th Company is only accepting the elite of the elite, and readies themselves to be deployed at any give moment. Their affiliation at the moment is with the Patriot Party, to which the Company sympathizes with their patriotic paradigm.
The Eye: Acting as the magical field agents, the Eye encompasses all spies, field agents and other stealth-based operatives. Beyond these duties, the Eye works closely with the Blade of Reason in order to catch corruption and military abuse where they can find it. At this moment, The Eye is a Reformist faction, as the isolation the Patriot Party preaches would make their work much, much harder.
The Seekers: The seekers is a broad group of scientists who work toward unraveling the secrets of magic. Their numbers are quite low, but their zeal makes up for that. Being a member of The Seekers means being actively deployed to find arcane secrets and artifacts. Somehow, they and the Eye work very close together, probably due to both groups mobile nature. Currently, the Seekers are pro-Reformists.
The Administration: The Administration is the governing body of D-13, yet can be easily considered a faction due to the military hierarchy in place. The Administration, more accurately, encompasses only high ranking D-13 members, deciding what agendas to put down, what projects to fund, cut, etc. The Administration is, in fact, the head group behind the Patriot Party, as foreign influence would debase their power over D-13. It is said that they and the Blade of Reason are right at each other's necks.
Men-In-Black: They are field agents whose duties are simply the erasing of any sort of magical evidence. They make up a huge percent of D-13's Soldier numbers, so the Men-In-Black are a very important groups. The reason why D-13's mind-wiping field agents got together to form the Men-In-Black was simply that they could have a political voice that represented the standard grunt. However, the MIB do get together to discuss things like mind-wiping techniques, interrogation techniques, and other skills useful to a field agents. The Men-In-Black are Pro-Patriots, as they feel foreign magicians would make their work much, much harder. Ironic then that they and the Eye are political solely due to their line of work.