Hidden 10 yrs ago Post by Instantes
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Instantes

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OOC: post characters, develop ideas for plot, tech and character interactions. Be active...

Background...

The year is 2348, eighty five years after the Great War, and Earth is a peaceful, prosperous place.

United under a central government (TCG - Terran Central Government), the citizens of Earth and its confederate states and colonies live in a golden age. The horrors of previous centuries - famine, war between nations, and many of the most heinous diseases - have become relics of an epoch long since passed. Although nations maintain authority over cultural production, education and many other matters, issues such as inter-planetary defence, jump node technology and space exploration remain heavily regulated by the central government, which is directly elected. Earth is at the centre man's ever expanding reach into the galaxy, which includes many independent colonies, mega-corporations, and territorial claims by the semi-sovereign nations of Earth (such as 'New Japan'), who have inhabited new worlds, established huge lunar bases and constructed vast deep-space stations. It is a time of progress, imagination and what contemporary historians refer to as 'pax humanitus' or 'pax terra' - the peace of mankind.

Although this was not always so...

The last conflict between nations was 109 years ago - a matter so alien to men and women of the mid 24th century, that it is referred to as a barbaric aspect of history. The Great War, however, is very different. First contact with the only alien race to be encountered by man took place just ninety-eight years ago, in the year 2250; the visiting race were known as the 'Grigori' to humans - the watchers, or 'those who are awake'. The name was given in the knowledge that these strange, unusual beings had watched man for nearly twenty years before contact was made. At first relations were cordial, even enthusiastic, but the two races were so utterly different that effective communication remained virtually impossible, even with the invention of highly complex translators. Frustrated at the lack of cooperation, tension grew between the two neighbours who could not understand each other. In 2255, only five years after first contact, the first shots were fired in what would become known as 'The Great War'.

The war, which would last eight years, would be the most bloody conflict in recorded history by a long, long way. The Grigori had vast resources and technology decades ahead of what humanity possessed. For the first two years of the war, many worlds fell to these aliens, and millions of human lives were lost in their defence. There were two main turning points in the war which occurred in it's third year: the capture of Grigori technology and successful reverse engineering attempts, and the decision by the central government to progress with the Achilles plan, named after the near invincible Greek warrior. The Achilles plan authorised the creation of a new kind of super soldier: genetically engineered to be optimum combatants, sustained on a complex combination of drugs, and equipped with the very latest weapons of war obtained through the reversal of Grigori technology, these men were worth fifty normal human soldiers. They could think, act and most importantly, fight well beyond the limits and capabilities of both humans and Grigori alike. Bred on a massive scale, it was these super-soldiers who led the reversal of mankind's fortunes. In the 4th year of war, as the death toll approached billions, the aliens were pushed back. Four more years would the war continue, until man-kind's finest weapons led the final assault on the Grigori homeworld.

In all history books, men and women of Earth are taught about the Great Sacrifice. It was said that even the best super-soldiers found the battle for Grigori prime a nearly impossible task; Millions of these genetically engineered warriors descended on the world, fighting and dying in scores. Such was their commitment to humanity, however, that rather than risk defeat, the soldiers of Terra tied up the Grigori in a bloody stalemate from which there could be no escape, and without thought for their own lives, took the star of that solar system to a supernova point, wherein it destroyed Grigori and super-soldier alike. So ended the Great War, with many billions on both sides dead. It was only through the Great Sacrifice, that mankind could win the war. It is singularly the most important lesson of human history. It is also a lie...

Present day...

The year is 2348, eighty five years after the Great War, and Earth is a peaceful, prosperous place.

Until now...

The mining colony of Regillus VI is an enormous platinum mine run by a mega corporation called UMI (United Mining Industries). The planet on which it is based, being at the very cusp of Terran galactic territory, is also the planned site of a new military outpost, and so the planet itself, by default under the authority of UMI, was being subject to negotiations for a takeover by the Terran central government. Two days ago an enormous explosion destroyed much of the mine and the surrounding habitation zone; in addition, several military supplies which had been pre-emptively shipped to the moon by the central government have gone missing. Consequently, the possibility that these supplies were used in the explosion can not yet be ruled out.

This RP...

Will be set in the aforementioned world. It is not a finished world, and as such can be constructed and shaped by the participants in this RP. The lie of the Great Sacrifice would not be known to your characters, but will nevertheless play a very large part in this RP. I am looking for advanced, committed players to take part and contribute to a long lasting RP of exceptional quality.

Your characters will be part of the TCMP - Terran Central Military Police. You cannot be super-soldiers - there are none of these left. All other backgrounds, specialities and so on go - just be reasonable. The starting point for the RP and your characters will be the formation of a TCMP team to be dispatched to investigate the Regillus VI explosion and the possibility of military equipment having been used.

A quick note on technology

1. Faster than light travel exists, but only on large 'capital' ships. Even then, the use of jump nodes are required to travel very large distances between solar systems quickly (think freespace 2 for those who have played it). Jump nodes are access points into subspace through which ships can pass; a few of these are naturally occurring phenomena, although the means to construct such phenomena were discerned from the Grigori. This was one of the breakthroughs that allowed man to jump to Grigori controlled worlds, including Grigori prime. The destruction of these jump nodes is possible, but requires immense force and technology beyond the means of any but the TCG.

2. Ships range from small shuttles and fighters, to immense cargo ships and vessels of war - be creative here.

3. Weaponry is a mixture of projectile and energy technology. Both have advantages and disadvantages.

4. I will accept contributions to technological lore - just run big things by me first,

5. No teleportation technology yet exists, although shield technology does.

Character sheet... no characters above Major please.

Name:
Age:
Appearance (no anime):
Nationality or Place of Residence:
Title / Rank:
Biography / history:
Equipment (out of combat theatre):
Equipment (in combat theatre):
Specialised Skills:
Other:

Characters so far

Major Sienna Jennings
Lieutenant Galius “Ghost” Vansen
Sergeant Graz Thompson
Scout Mika Vikashev
Dr. Yair Kahan
Hidden 10 yrs ago Post by Instantes
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Name: Sienna Jennings

Age: 37

Appearance (no anime):

Sienna is 5'6'' with an athletic physique. Her long blonde hair, high cheekbones and radiant blue eyes are a foil to the widely accepted masculinity of her profession (a fact of which she is intently aware). Off duty, she wears smart but informal clothes such as those shown in the picture. Whilst on duty, either in dress uniform or combat fatigues, her hair is worn in a tight up-do so as to fit under her beret or helmet.

Nationality or Place of Residence: British / South African dual nationality - now lives in Pretoria

Title / Rank: Major

Biography / history: Born to a British father and South African mother, Sienna spent much of her youth flicking between the two countries. Her childhood was happy and stable; her parents were loving, doting even, and she received an excellent education. She doesn't remember having any particular vocation to join the military or the police when at school, instead this was cultivated at university. Exceptionally bright, Sienna went on to study philosophy at Cambridge University (UK) where she achieved a first class honours degree. At university she enjoyed staying active, taking up women's rugby as well as jiu-jitsu; it was this combination of a focused pursuit of truth and a love of physical, active hobbies that took her into a career with the TCMP. In truth, she was head-hunted. The central government sponsored her to undertake a PhD in criminology with philosophy, and at the age of 25, upon her graduation, she was placed on a fast-track scheme with the TCMP.

With no small debt to her exceptional deductive skills and a rigorous energy and passion for uncovering the truth, Sienna became a fast mover within the military police; astoundingly, she attained the rank of Captain by the age of 30, and Major by 35. In her early career she travelled all over Terran occupied space, being placed in a range of complex and testing jobs. Many of her earliest assignments involved testing skills with which she was far less familiar: policing and maintaining order amongst a stationed battalion of marines or pathfinders, for example. There was rarely trouble, but operating in such masculine environments where many of the few truly bellicose men in the known galaxy resided wasn't a walk in the park. It took a few years, but she learned how to conduct the fundamentals of preventative policing, alongside her highly investigative mind.

Truth be told, there wasn't much in her late career that Sienna has found truly testing. Crimes themselves were rare. Even the most powerful independent colonists would run a mile at challenging the might of the Terran central military, and so combat experience was also exceptionally limited. There are pockets of fanatics on the fringe of civilised space, of course, but such matters rarely required her skills. The TCM often darted in, crushed any opposition and left. Most of her true criminal cases came through liaison work with corporations or independent colonies to which military units were attached; there were more crimes on the colonies than on Earth or other central government controlled planets or stations. The outer colonies were particularly interesting. It seemed the further one travelled from Earth, the more criminal men became. Still, it was with great intrigue that she volunteered to lead the investigation of Regillus VI; such a large scale disaster has not occurred for many years, and although she understands the tragedy of the situation greatly, she cannot help but feel this is the challenge that she has waited for for a long time.

Equipment (out of combat theatre):

1.Sienna's sidearm is a PD-19S 'Peacekeeper short'. A specialist law-enforcement gun - instead of bullets, plasma or military grade energy cartridges, this gun holds a pack of ionised gel that serves a variety of purposes. On the standard setting, a flat mass of the gel (like a small button) is propelled with enough force to non-fatally incapacitate a human subject. From there, the operator has a controllable scale to increase the force of the projectile. At its highest setting, the gel is superheated and propelled with such force that it will penetrate the armour of a 21st century main battle tank.

2, Sienna wears a YDI (Yquis Defence Industries) lightweight personal protection vest under her clothes or uniform. Whilst not a replacement for military grade power armour, it provides a degree of protection against most handheld weapon types, particularly those of non TCM (Terran Central Military) quality.

3. Integrated neural augmentation and communications chip - Mark 2 (INACC Mk2). This small chip does not actually sit on the brain itself, but is placed on the skin on the right temple with a super adhesive. Flesh coloured, it is barely detectable to the visible eye. It allows communication with members of Sienna's team without the need for clumsy hand held devices. It has a range of 15km, but can be improved by various technologies that boost its signal. It can also augment vision in a variety of ways: it allows Sienna to see things beyond the human light spectrum, possess night-vision when required, and can relay what Sienna is currently seeing to computers with capacities to process the data, such as those at TCM bases or on warships.

In addition to these specialised bits of kit, Sienna carries a medical kit, rations and an personal tablet computer that contains maps, data and various other essential files for a given occasion.

Equipment (in combat theatre): Note, Sienna would carry all of the above, but on a dangerous mission or in a combat zone she would have one or two extra things.

1. Although she is no Marine, for added fire-power in combat zones Sienna carries a SAR-14 Carbine, developed by Galtac weapons systems as a compact means of achieving superiority in fire-power in a range of scenarios. The weapon has three distinct firing modes: the first is the standard 10mm mass driven slug, which boats very respectable armour penetration, destructive power and a high rate of fire for a shortened assault weapon; the second is a 25mm mini-HE grenade for AoE and suppressive fire; the third is a gravimetrically focused energy beam specifically designed for penetrating shielded targets. It is a versatile, effective combat weapon that Sienna has become highly accustomed to.

2. When more protection is needed than her lightweight vest affords, Sienna suits up in a YDI 'Tarnhelm' Scout Armour. Although it offers far less protection than YDI's top of the line 'Kavacha' heavy power armour, or even 'Ageis' medium battle armour, the scout suit offers much more survivability than her standard non-combat theatre attire. The suit, including helmet, allows for maximum flexibility and relies on adaptive camouflage to defeat tracking weaponry. The low level shielding and resonance plates can defeat low calibre slugs and energy weapons and offer some protection against more advanced rounds and explosive blasts. The 'Tarnhelm' isn't the armour of a front-line assault soldier, but it serves Sienna's TCMP role perfectly.

Specialised Skills: Sienna is something of a jack of all trades, being skilled in firearms, computers and personal combat, without any of these being truly an area of expertise. Her true skills lie in her leadership and deductive, investigative skills. She is an exceptional investigator and a talented leader, with a prodigious talent for getting the best out of those working around her.

Other: Sienna has never married, although she has had long term partners. On a subconscious level, she would like to settle down, but she feels unable to do so until a genuine challenge has presented itself to her in her career.
Hidden 10 yrs ago Post by Truth
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Name: John Hadley

Age: 32

Appearance (no anime):

Nationality or Place of Residence: York, UK.

Rank: First Lieutenant

Biography / history: John Hadley was born in York. His parents were well of and so Hadley's early life was not uncomfortable, he was given an excellent education and so was accepted to Oxford, where he studied psychology along with English, his end goal was to graduate and teach in one of his fields.

His second year at Oxford was coming to a close soon when John found something out about himself that changed the way he conducted himself and the way he was perceived by his peers. He'd walked into his dormitory and sat at his desk about to begin studying for upcoming exams when he'd noticed the cat. The feline was lounged on his bed, it had grey and black fur and it stared at him from its, seemingly comfortable position. "Uh... A cat?" Was all he could say, he then stood and grabbed the furry creature from the bed, intending to put it outside.

As he picked it up he heard a voice that could only be matched with another man about his age by the deep tone. "Bloody hell mate! At least ask before you pick me up!" It had a British accent. He realized that the voice came from the cat after he'd taken a quick glance around the room. He looked down. "I'll assume this confuses you then?" The cat had said it just before the panicking student threw it on the bed again.

"What's going on!" He yelled.

"Will you keep it down! Blimey, do you want the entire school thinking you're crazy?" The cat said in a rushed whisper. "Allow me to explain - your hallucinating mate." As the feline said the last bit it'd moved its face closer to his and widened its eyes. "To be honest, I think you should see a doctor." The cat suggested in a seemingly worried tone.

John saw his psychology professor the next day who diagnosed him with paranoid schizophrenia. "It's not treatable, however with these you can suppress the symptoms." He wrote down the name of a pill and a doctor who would take the professor's recommendation and prescribe them.

As he learned more in psychology, he'd found out that the mind is split into two levels of consciousness - the conscious mind that only notices things that are voluntary and familiar and the unconscious mind that notices everything around it and solves puzzles though never tells the conscious mind because it doesn't need to know. John had figured out that Alfred, the hallucinated cat, could access his subconscious and point out things that he was missing. The pills were strong enough to halt most of the symptoms for five hours after they were taken, though not strong enough to suppress the hallucination. He used this to his advantage, he then began getting all of the answers right in exams and shot to the top of his class. Since he was able to access his memories through Alfred.

He then began pursuing the TCMP. After he graduated, at the age of twenty five, he'd joined with the rank of Warrant Officer. Over the next few years he'd proved his deductive skills with Alfred occasionally helping him deduce whatever it is that he's missing in a scene.

Equipment(out of combat): At all times, he carries a standard issue pistol(not sure about energy or just bullets). While at work, in the investigations office, he wears his military uniform exclusively.

Equipment(in combat): Hadley is a decent marksman and prefers to occupy a spot outside of combat and pick off enemies with(again not sure about energy rifle or bullets)

Specialized Skills: Deduction is his most practiced skill, though he usually needs Alfred to help him see the whole picture, which is almost never apparent to anyone else.

Other: Paranoid Schizophrenic, other symptoms will become very apparent if he does not take his medication every five hours. Psychosis, erratic movement, and delusions(will begin to refer to himself as James McCoy in an attempt to hide his identity from his apparent stalkers).
Hidden 10 yrs ago Post by AtomicItalian
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Question: Should we all be officers or is it ok if people are enlisted ranks as well?
Hidden 10 yrs ago Post by Instantes
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Enlisted ranks are fine. Any rank really, not above Major.

Truth - looking good so far...
Hidden 10 yrs ago Post by AtomicItalian
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Name: Allan Mercado (Graz Thompson (pseudonym) )
Age: 33
Appearance:
Nationality or Place of Residence: San Diego, California, USA. Resides in Desert Shores, CA
Title / Rank: Sergeant First Class
Biography / history:

Thompson grew up in Barrio Logan, a slum area of San Diego, California. His mother died during his early childhood, leaving his father in a depressed state, which snowballed into drug addiction, unemployment, and eventually petty crimes to keep up the habit.

Graz spent most of his time away from his destructive home, often taking refuge in the city library, where he spent his time reading and eventually writing, a skill he honed and began to use to make some small profit for himself writing for internet publications.

During his early teens, his father was murdered after failing to pay off a loanshark he had utilized for drug purchases. Thompson was present for the murder, was taken captive by the criminals responsible, and sold into a human trafficking network. After being passed around various forced labor operations on Earth for two years, he was eventually sold to a mining contractor working in the Regillus VI mines.

While accompanying a transport ship from the mines to a nearby spaceport to sell off precious ores, his ship was intercepted and assaulted by a group of pirates. Thompson, hardened by his years working as a slave and seeing an opportunity, turned on his shipmates, making sure the pirates saw him murder several of his crew. He surrendered himself to the pirates, offering himself as a recruit. Impressed with his brutality and hoping to capitalize on his knowledge of the mining operation and the ship’s schedules and security measures, the pirates adopted him into their crew.

Thompson ran with the pirates from his early to mid twenties, during which time he learned to operate a variety of guns, pilot fighters, freighters, and even a few large cargo ships, and developed the less romantic but incredibly important criminal skill of finding and researching data to plan heists. He developed a knack for spotting trends, patterns and anomalies in data, which the criminals used to obtain fake identities, falsify financial records, and identify security flaws to exploit during heists.

During a botched heist when he was 26, Thompson was wounded when the pirates miscalculated a private security force’s response time. Many of his fellow pirates were killed in the attack, though Thompson, piloting a mid-range fighter, was able to escape the battle and crash land on a small agricultural settlement away from the system. His ship totalled by the crash, Thompson had no choice but to seek refuge in the local farm towns.

Recovering from his wounds with limited medical attention and without purpose or allies, Thompson used funds from his hidden bank account to rent a small cabin on a farmer’s land. He spent his recovery time writing a brutal, stylized account of his early life, his slavery, and his time with the pirates.

He released the work over the course of several months on a personal blog, utilizing an encryption service which protected his location and posting under a pseudonym. His story became well followed, and eventually was noticed by the editor-in-chief of a highly read, alternative news magazine “The Colonial”, who contacted Thompson on his blog, asking if he’d be willing to sell the publication rights to the magazine, and run the remaining entries of the story in the magazine.

Seeing this as a chance to start a clean career and finally take his life into his own hands, Thompson agreed. Following the success of his story in the magazine, he was offered a position as a journalist, undertaking stories which required him to delve into criminal elements undercover to report on strange subcultures, political and corporate corruption, and injustices across the colonies.

Due to the sensitive nature of his reporting style, he has used several pseudonyms over the course of his journalism career, frequently using his former criminal contacts to make himself “disappear” and “reappear” with a new name and background information when necessary.

At age 30, Thompson took on a long term project, requiring him to enlist in the TCMP. Utilizing friends and informants within the military, as well as creating a false background with matching records, “The Colonial” managed to slip Thompson into the police force.

During his time operating in the TCMP, he would serve as any other soldier, but, unknown to the military command, would investigate allegations of impropriety and criminal acts being carried out against colonists by the military police forces. While carrying on his research, he became aware of the explosion on his former place of captivity, Regillius VI, and has pulled strings to land himself on the investigative team being sent to the mine.

Equipment (out of combat theatre):

Modified Tempest Long-- The Tempest Long is a common energy rifle used by colonists and pirates alike. Originally meant for agricultural workers on planets with large, dangerous fauna for protection, modified “short” versions of the rifle started appearing on the black market, which allowed the user the stopping power of a large rifle with the concealability of a large pistol.



Zahn Industries Personal Repulsor (ZIPR)-- An inertial dampener/repulsor which creates an invisible field around the wearer, capable of stopping or greatly reducing the impact of energy and concussive weapons. Though it does not stop projectiles, it does greatly reduce their speed, utilizing it’s repulsor technology to slow smaller caliber bullets to non-puncture velocities. The ZIPR is only good to take a few hits from small arms before it has to recharge, making it good for personal protection, but poor in large conflicts or conflicts employing more powerful energy weapons or larger calibre bullets.

Equipment (in combat theatre): Thompson, being of only enlisted rank, has no control over his in theatre loadout and is equipped as commanded by his superiors depending on the mission’s details.

Specialised Skills:

Criminal Network-- Thompson has kept in contact with certain elements of his former criminal life, utilizing information brokers, identity specialists, and other unsavory but highly useful services when his investigations have called for such.

Experienced Pilot-- Unlike many in the TCMP, Thompson has actually piloted a variety of vehicles and while he couldn’t stand in the shadow of the actual naval pilots, he can reliably handle his craft and lend a hand in space combat.
Hidden 10 yrs ago Post by Instantes
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I like the character AtomicItalian; bit of a dark backstory which adds something different. Accepted.
Hidden 10 yrs ago Post by TheMadAsshatter
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TheMadAsshatter Guess who's back

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Working on a character. Got everything done except for the history/bio.
Hidden 10 yrs ago Post by Citali
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Hope this is up to par!

Name: Mika Vikashev

Age: 31



Nationality or Place of Residence: Yohzin Sector (one of the outermost TCG colonies) established by the Neo Soviet Confederation

Title / Rank: Scout/ Reconnaissance Specialist

Biography / history: Despite the control of the TCG, the furthest colonies were often subject to the likes of raiders, king pins, crime lords, basically the scum of the earth. In decades past, those criminals were sent to the outermost colonies by the TCG with strict travel restrictions and careful surveillance in order to distance them from the people of earth and her surrounding confederacies, a bit like an intergalactic jail. However, with the start of the Great War, the TCG focused their man power on the Grigori, leaving little to no surveillance of some of these colonies. As a result, criminal organizations thrived and gained enough repertoire to control small pockets of these colonies. It was basically a free for all for pirates and crime lords alike. With the war now over, the TCG has resumed its efforts of monitoring these criminals.

Amidst the violence, treachery, and lack of trust, Mika was born. Her father was a kingpin (crime boss) on the Yohzin sector's underground criminal network. She never knew her mother. Mika was a forced participant in her father's criminal activities whether she liked it or not. As a female with a slight frame, he knew she was an easy target, so he taught her how to survive. Though she was not strong, he taught her how to be faster and smarter than her opponent. She witnessed her first execution at age 6, was given her first weapon at age 9 and killed her first person at age 10. Soon after that, her father and many of his head men were killed by his rival. Amidst the blood bath, TCG forces intervened and arrested those who were still alive, including Mika who was sent to a juvenile detention facility and eventually moved to prison to serve a 15-life sentence for second degree murder. During her time in prison, Mika spent a lot of her time reading various literature, keeping physically fit, and occasionally at the request of TCG, provide whatever intel she had on criminals they were trying to track down. At the age of 25, her case was appealed and she was given the chance to go on probation with close monitoring and the penalty of death if she disobeyed any jurisdiction set by the court. She agreed, and had a tracking chip inserted which allowed the central government to both monitor and terminate the girl at a command if need be. After a year of psychological tests and rehabilitation programs, the woman, now 26 was allowed to rejoin the world. Not satisfied with civilian jobs, the woman quickly turned to the military. Her prior experience with them providing intel gave her a little accreditation, and she was allowed to enlist under strict conditions, including the death penalty for any future misdemeanors.

Her status as a probationer was common knowledge among her superiors and they put her through hell during basic to test her discipline and dedication to the military police. Her physical conditioning during jail allowed her to just barely keep up with their demands. It was evident to the instructors that despite her small stature, Mika was not to be underestimated. She was an average marksmen and struggled during hand to hand combat, but her uncanny ability to think herself out of difficult situations, her speed, and her barely audible footsteps, earned her a promotion to reconnaissance specialist. She and her platoon were often stationed on the outer colonies helping the TCG track the activities of crime syndicates and reporting their activities. Her recent reconnaissance missions earned her a spot on the Regillus VI investigative team, as it was suspected that there could be a potential connection between her recent intel and the explosion.

Equipment (out of combat theatre):
- Def-34 plasma pistol: short range, limited ammo, low firing rate but high damage. Reload with plasma cartridges. Aim. Shoot. Repeat

- Standard TCG reconnaissance attire: military grade under armor with light titanium armor gauntlets, shoulder armor and chest plate for optimal maneuverability, but minimal protection.

- Small combat knife laced with plasma energy. This survival knife can be used to cut through armor and various other metals/ metalloids.

Equipment (in combat theatre):
- Standard TCG stealth suit: This suit uses a neural interface that allows the user to activate any aspect of the suit as needed. Using the latest in nanotechnology, this suit is able to replicate whatever environment the soldier is in, rendering him/ her “invisible”. In addition, these nanotechs create a sound barrier, that is able to dampen any sounds, such as footsteps, that the wearer makes. Lastly, in order to compensate for the lack of protective armor, the suit has the ability to generate an energy barrier that has a lasting power of about 8 seconds before recharge. Fashioned with the latest nylon polymer, this suit is a flame and water retardant and thermal regulating, making it durable in any type of terrain. When needed, the wearer can use nanotech goggles that allow the him/her to determine enemy location using a combination of thermal energy and x-rays within a radius of 30 feet. However, Mika has rarely used this feature offensively due to the nature of her missions which mostly require evasion.

- Tesla Corp Mark III Assault Rifle with Integrated 8x Scope: Similar to other standard service rifles. Above average firing power, ammo capacity and range. This riffle utilizes plasma energy bullets capable of piercing the most dense armor. The scope has a range of 500 meters.

- Plasma grenades: a soldier's best friend. Not really... Well, sometimes.

Specialised Skills:
- Mika is a polyglot, versed in many different languages and dialects, thanks to her father and his intergalactic “business” affairs.

Other:
- Because of Mika's history, the TCG has banned her from being promoted into the ranks of an officer, which she is ok with. The woman prefers the nitty gritty work of a grunt over mounds of paperwork and leadership roles any day. She can play well with others, only when she has to.
Hidden 10 yrs ago Post by Instantes
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I like it. Maybe just add a little on why she was given the choice between more jail time or the military police... it seems a little bit of a leap. Is it her insight into criminal activities? If so, how is her trust ensured?

Nice detail in places though, will be a good addition.
Hidden 10 yrs ago Post by Citali
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^ Oh, you are so right. Goes to show how much I know about misdemeanors and jail sentences But no worries, I did my research and it has been edited.

Made her a bit older, for a more realistic time frame, and gave her a change of heart; no longer does Mika have a personal vendetta. She's a good little soldier. Promise.
Hidden 10 yrs ago Post by Instantes
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I don't mind if she's not a perfect 'good little soldier', as a bit of a maverick streak will give the character depth.

Nice changes though - accepted.
Hidden 10 yrs ago Post by AtomicItalian
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Yeah btw thanks for this not being a generic "all soldiers are heroes" type of game. I like the idea of exploring the darker side of the military. Not to say the TCMP is necessarily up to no good, but any organization full of humans, be it government, religion, or otherwise, is bound to have some bad apples.
Hidden 10 yrs ago Post by Citali
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Thanks, Instantes. And who knows what'll happen if Mika happens to stumble upon the man that killed her father? She'll be battling some inner demons.

^ and agreed, AtomicItalian. I am excited to see how all of our characters interact.
Hidden 10 yrs ago Post by Instantes
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AtomicItalian said
Yeah btw thanks for this not being a generic "all soldiers are heroes" type of game. I like the idea of exploring the darker side of the military. Not to say the TCMP is necessarily up to no good, but any organization full of humans, be it government, religion, or otherwise, is bound to have some bad apples.


No worries. RPs where everyone is a pure hero type get boring very quickly! We don't have to be writing Tolstoy here, but characters should be interesting and fairly realistic - and most real people aren't black or white.
Hidden 10 yrs ago Post by Mammoth
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Bringing this back, eh? I might have to become active again... Provided you're down with RPing with an old bud again... haha
Hidden 10 yrs ago Post by Mammoth
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Name: Galius “Ghost” Vansen
Age: 29
Appearance: You know me, I hate photos…

Tall , dark, and dangerous. Galius stands 6’1”, with black hair that waves down the back of his head, constantly wrapped and tied on mission to avoid getting in his way, Galius might have been a woman’s man, pretty and smooth, had he not chosen his line of work. The remnants of an explosion burn still mark the upper right side of his face. While not readily apparent, it’s visible if make eye contact with him for long enough. His eyes are a brown that is so deep it might as well be black and his rugged scruff facial hair complete the look.

His frame is completely ripped from his training (more on that below), but a massive scar can be seen across his neck, remnants from a gunshot wound that he survived. He certainly looks like a man who has seen a lot in his few days.

He rarely speaks as a result of his injury, and is often very stoic and calm. His nickname, Ghost, is a result of the quickness and silence that he typically moves with, because often if someone did not keep track of him actively, he would disappear when they turned their head.

Nationality: Earth. Scottish-American

Rank: Lieutenant.

Bio (what is in his file): Little is known of Galius’ past prior to his joining the TCMP. He was born of a Scottish mother and an American father who was a successful businessman. He enlisted at 18, seemingly fed up with a boring life among his parents in luxury. He quickly showed an aptitude for firearms, being top of his training class for side-arms and long rifles. After one deployment as a investigations support officer (see: glorified bodyguard), he returned to TCMP headquarters with rave reviews from his superiors.

His effectiveness, eagerness, and bravado made him a favorite among his commanders, and he was promoted and told that, were he willing, they wanted him to train and join the Vipers, the TCMP’s elite marksman squad. Following 4 years of training, Galius successfully completed his tasks and joined the Vipers, and was deployed on multiple missions in the following years.

He excelled as a sniper, providing cover and taking out targets without being spotted. His most reputable mission was the assassination of Max Alliser, a notable terrorist--In the middle of his compound in broad daylight. Unfortunately, Galius also suffered burns to his face from the escape on that mission, as he used an explosion to cover his exit.

His next mission, he was sent with a team of Vipers to root out a terrorist organization holed in the mountains of a mining colony on Eden III, a remote moon in Terran Territory. Galius was struck in the neck during a shootout when the mission went sideways. Details on the mission's failure are classified.

He spent the following 6 months going through multiple surgeries. He died twice on the operating table and the doctors managed to bring him back. Ultimately, through the miracles of modern medicine, they managed to keep him alive and he recovered from the injury. However, the gnarly scar is a obvious reminder of how close he was to death.

His injury changed him. He ceased to be smooth and charming, and rarely ever spoke. His vocal chords took damage, and his voice was a raspy growl that sounded like he was a man about to die, which may have something to do with it. He had been replaced on the Vipers, having been injured for so long, and was relegated to regular TCMP work, however, his superiors gave him a promotion for his efforts. He was effective at his job, but was a poor leader due to his stoic nature and intimidating stare. His lack of desire to communicate with anyone made it difficult to work with him as well.

He was born to be a soldier, and so they sent him under Sienna’s command, to see if they could still get some use out of his skills…

Equipment (Non-combat):
-Nautilus Special Operations Implants – Implants that are standard for the Viper organization, Galius’ right eye and forehead were fitted with a real-time tactical display that feeds him information about the battlefield around him, giving him locations of targets, surveillance, and various other information. The implants act as a HUD over his vision, and are immensely effective.

-Remington IE-1099 Rail Pistol – A large side-arm to be sure, that uses magnetic fields to project conventional bullets at high velocity, Galius carries this weapon everywhere, as it can double as a medium-range weapon in combat and in urgent situations for a properly trained marksman. 10 shot magazine.

-Underneath street clothes, Galius wears the Viper’s Armstech SKD (Specialized Kinetic Defense) armor. A lightweight fabric-like material that is very effective at protecting the wearer from light-arms fire. It is perfect for all times since it is practically weightless.

Equipment (combat) :

-Remington MK-999 Sniper Rifle – A conventional ammunition sniper rifle, the MK-999 is effective at ranges of up to 2 miles, provided the sniper can hit the target from there. The .50 caliber ammunition is perfect for armored and non-armored soft targets and light-armored heavy weaponry or vehicles. 12 shot magazine.

-Vertigo Corp EN-01 Energy Rifle – A medium-to-long range energy rifle, this rifle has about the longest effective range possible for an energy weapon, and is collapsible to boot. Galius carries this as a secondary for any robotic/shielded targets, as it fires a charged round that is effective at disabling and destroying non-human targets. 8 shot magazine

-Armstech AKD (Advanced Kinetic Defense) Armor – The combat armor of the Vipers, Galius wears this lightweight plate in combat. The plates are interlocking and designed for his body frame, so it provides for ample fire protection while being completely silent. While not heavy armor, it is effective at stopping medium arms fire, and comes equipped with multiple tools useful for a field operative, such as mechanics in the hands and boots of the armor that allow him to scale sheer surfaces by increasing the friction to the surface.

-EMP grenades – For disabling shields

Specialized skills: Galius is an expert marksman. He is skilled in direct combat as well as support roles. he chooses to carry long-range rifles, but is effective with assault rifles as well.
Hidden 10 yrs ago Post by Crya
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Crya

Member Seen 10 yrs ago

Name: Dr. Yair Kahan
Age: 61
Appearance (no anime):
Nationality or Place of Residence: Israeli by birth, usually based on frontier colonies
Title / Rank: Field Medic, Doctor, Counselor, Technician

Biography / history: Yair was born and raised on the streets of Tel Aviv. He grew up without any parents to speak of, and often affiliated himself with a local gang. Humanity might have been going through a golden age, but there would always be crime, and Yair was at the front of it. Yair took his first life in a gang fight when he was fourteen, and after that he was never the same. He stopped wanting to fight others and instead tried to help them. Staying with his gang, he acted as a medic. He helped those who overdosed or got in fist fights, and after educating himself would even go on to patch up bullet wounds and serious cuts and broken limbs. When Yair was 18, he got in with a full scholarship in Israel's most prestigious medical institution. He didn't quite have the grades that the other students had, but the dean of the school personally saw his work and was fascinated. He allowed Yair to enroll if he promised to keep good grades, and Yair did.

After graduating medical school in the top 10% of his class, Yair went on to serve as a doctor in a hospital back home, in Tel Aviv. He liked the work and certainly liked the pay, but he couldn't help but a little smothered by being so close to home, seeing his old friends still in the same gang or long dead from gang violence. He wanted out, and that's exactly what he got. He applied to serve with Flagship Foundation, a megacorporation which funded colonies on frontier planets. Dr. Kahan saw this as an opportunity to help people who were helping humanity progress, and who were in the greatest danger, facing the unknown. Usually it was a great struggle to get professionals to go out to the frontier, so Flagship gladly accepted Yair's work and sent him to a planet dozens of light years away from Earth. He loved it there: exploring the unknown, helping people make a real life out on the frontier.

He stayed on with that planet for three more years until he began to grow restless again. He asked to be enlisted on a different planet, and the process of amazement and exploration began all over again for Dr. Kahan. Every few years he would jump planets, join different colonies looking for a trained doctor. He eventually left Flagship Foundation when they tried to persuade him to move up the ranks, but Yair refused. He loved the life he was living, and he lived it from his late twenties all the way into his fifties, treating every kind of person, having every kind of injury, in every kind of environment. During this time he also dealt with the technology of frontier colonies: aka cheap and often second-hand technology. His tinkering turned into fixing, and often he doubled as both the resident doctor and makeshift mechanic in smaller colonies. It just never got old for him... until, of course, when it did begin to grow a little stale.

In his fifties, Yair wanted a more mobile life. He wanted to stay active as he was aging and the colonial life was often sedentary. So, he enlisted with Terran Central Military Police as a specialist - a medic and technician. He accompanied teams into dangerous situations and helped them get immediate attention to keep them in the fight. TCMP accepted a man with his experience gladly, and he was able to practice his athletic ability along the way. Although he was provided with weaponry, Yair has never killed a man since he enlisted. He has wounded two people - he shot an ecological terrorist in the chest and then kept him alive until he was taken to a hospital, and he shot a drug-crazed woman in the leg to immobilize her. Yair has only killed one person in his life, and he intends to keep it that way.

Dr. Kahan lived on Regillus VI - not surprising, name a colonial world and he's probably spent at least a year there - and he was concerned, but also intrigued at the thought of an intentional attack. He volunteered for this mission and wouldn't take no for an answer.

Equipment (out of combat theatre): Dr. Kahan has no implants; he doesn't believe in them and doesn't trust any doctor or scientist who claims to operate better with them. He carries everything necessary to fix all but the most dire wounds in the field. When out of combat and on duty full time as a doctor, he wears something like this. Besides that, he always insists on bringing his personal library everywhere he goes, including his journal, which he updates regularly. He doesn't trust electronic books, claiming them to be too shifty to read.
Equipment (in combat theatre): He wears light colored armor in combat to show that he is a medic. The armor has a white cross painted on the chest to farther symbolize this fact. He also carries a plasma pistol, which he actually owns and quite admires. It is a quality pistol despite its vintage appearance, but Yair felt he liked the look of it.
Specialised Skills:

Medical: Dr. Kahan has over 50 years of experience when it comes to treating wounds.

Technical: Dr. Kahan knows how to fix simple machines, as it was often required on the colonies.

Counseling: Colonial life comes with personal strife. Dr. Kahan is trained to deal with several psychological problems including anxiety and depression.

Other:

Because of his age, Dr. Kahan has to undergo far more aptitude testing than the normal soldier. He, as of late, has been barely getting by on the physical tests and feels that he will be forced to retire soon. Because of this, he volunteers for dangerous missions more often.

Despite his age, Dr. Kahan is considered by many to be immature and often disobeys the rules of TCMP. He is quite anti-authority, and always has been.
Hidden 10 yrs ago Post by AtomicItalian
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AtomicItalian

Member Offline since relaunch

What a cool character. Props to you.
Hidden 10 yrs ago Post by Citali
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Citali II tea & tattoos II

Member Seen 10 yrs ago

Yay! More people. I am quite fond of our little gang
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