<div align="center"><strong><em>πρῶτος</em>, "first" <em>τύπος</em>, "form"</strong></div><br/>The clandestine nature of the Foundry means that precious few documents are kept to detail all of their works, nefarious and otherwise. The project has gone through many mutations and variations over the years, but stems back to the eugenics experiments prevalent in the early years of the 20th century. Both the Axis and Allies engaged in amoral human experimentation before, during and after World War II, and, after the War, many Axis scientists were recruited by their former enemies.<br/><br/>The Foundry has invested considerable funds in their attempts at improving on nature, devoting their facilities, raw materials and finest minds to the task. Over the decades there have been many stops and starts, more than a few outright failures, and countless outright abominations that were mercifully killed, usually by unmerciful vivisection. Nevertheless, for all the setbacks, each slight step forwards indicated the possibility of one day rendering humanity obsolete, and the powers that be kept on pushing. Methods were refined, and outright changed, scientists and overseers came and went, but still the project moved on.<br/><br/>In the late 1980's and early 1990's the Foundry began to have considerable successes with purely artificial designer organisms, and in 1993 the very first batch of Prototypes were cultivated to the point of insertion into artificial wombs. Of these, one survived the full gestation phase, and in 1994, the first Prototype, codename Wire, went online as a living, breathing creature. Her "siblings" followed soon after, and within three short years, the Foundry became a nursery. Resources were diverted from heavy research into focusing on the development of the first batch of Prototypes. While building on the data gleaned from the initial successes, the Foundry decided to finally see some reward for their efforts and devised a training and conditioning regime to make sure that the first generation of super soldiers would build a lasting legacy for their descendants to follow.<br/><br/>Organised into Zhayedan Squad, a reference to the Persian Immortals, the Prototypes were intensively trained in their given specialisations and squad tactics, treated as specimens rather than children. In addition to cybernetic enhancements, each of them received carefully tailored drug regimens to ensure development to their full potential, hormones and nootropics to enhance body and mind. Each of them received regular doses of AMRITA, a drug that helped to counter certain deficiencies in their physiologies.<br/><br/>Each Prototype has the following abilities:<br/><br/><strong>Enhanced Strength:</strong>A Prototype has bone, muscle and joint of a more advanced chemical composition and structure than those of most animals, providing greater physical strength. At the baseline, they can benchpress three times their own bodyweight. This ability also provides greater agility and speed of motion, as their bodies are extremely light in relation to their strength.<br/><br/><strong>Enhanced Cellular Regeneration:</strong>A Prototype recovers from injuries and other trauma in roughly half the time of a healthy human of their age. They do not heal as others do, their bodies instead produce progenitor cells which are capable of dividing into cells of any type in order to repair damage to tissues. They do not scar or keep any other lingering effects of any injuries, and are capable of regenerating any form of tissue, even nervous tissue.<br/><br/><strong>Enhanced Perception:</strong>A Prototype's baseline perception is at the peak of human potential. All Prototypes, lacking further sensory modifications, have perfect visual, aural, tactile, olfactory and gustatory sensitivity.<br/><br/><strong>AMRITA Dependency:</strong>The Prototypes are dependant on the proprietary drug AMRITA for their continued health and wellbeing. While the precise effects of AMRITA withdrawal are unknown, the Foundry takes great pains to ensure that the Prototypes never miss a dose. Each dose is calculated according to individual mass and metabolic considerations, and the only pharmokinetic effect seems to be to maintain homeostasis.<br/><br/><strong>MYRMEX System:</strong>Each Prototype has a suite of cybernetic enhancements to aid in their abilities. While fine variations exist to suit their individual needs, there are standard features. Each possesses an implant that allows them to transmit brief bursts of thought to Wire, who may pass this input on to one or more of her teammates. This form of communication is immune to interception or interference, and can prove to be vastly superior to alternate forms of telecommunication.<br/><br/><strong>Roleplaying notes for Prototypes:</strong><br/><br/>The prototypes will be aged between 16-19. They are designer organisms, and were incubated in artificial wombs. Character names are the code names they have been assigned since youth, and are usually short and pithy. Beyond the scientists, soldiers and technicians they have known over the years, their closest familiarities are with one another. They have lived cloistered lives when not on missions, so, while they are aware of an outside world, they should be quite ignorant of pop culture, at least initially. Every one of them has extensive training in hand to hand combat, marksmanship, vehicle use, stealth, and survival. Each of them has either directly taken a life or been part of a team involved in such a mission.<br/><br/>The team are unaware of their own origins, for all they know they were babies sold to or abducted by the Foundry. They have not had access their files, so do not even know about many of the experiments that have been performed upon them.