Avatar of Corporal Lance
  • Last Seen: 7 yrs ago
  • Old Guild Username: Corporal Lance
  • Joined: 11 yrs ago
  • Posts: 417 (0.11 / day)
  • VMs: 0
  • Username history
    1. Corporal Lance 11 yrs ago

Status

Recent Statuses

7 yrs ago
Current They all laughed at Billy Joe and his accent until he drew his Holy Adjudicator bathed in light and fire. The "I Reckon-ing" was upon them.
6 likes
7 yrs ago
Burn the land, boil the sea... K-I-S-S-I-N-G?
2 likes
7 yrs ago
"I wonder why my shirts have holes toward the bottom?" I think to myself, wrapping my shirt around another twist-off bottle cap for leverage.
5 likes
7 yrs ago
Feelin' like a newb again
9 yrs ago
Man, Zelda can be SCARY when you learn how to use her. Dem heels doe...

Bio

User has no bio, yet

Most Recent Posts

Just send me a link or use the old Titan Pad we had. On my phone at work. I'll get back to you right
I'm still here as long as this is running, so count my vote. I like the premise and general feel of the RP, so I won't be one to abandon it so easily.
Cool beans. I was thinking that there wouldn't be a centralized plot at first, and that instead players would go on missions in groups of 2-4 instead in various stages of progress (be it stakeouts and posing as the mailman for surveillance, figuring out what the intel meant and mission prep, tactical take-downs of targets, or the eventual cover-up that followed). I put up 2 interest checks and this is the more popular one, so I'll let whichever one is more popular sway the feel of the RP.

What does everyone think? Do y'all like the prospect of going through an entire mission phase from beginning to end? Should this be more gumshoe X-files or tacti-kill XCOM? Should we instead have a more comprehensive plot and end goal instead of various happenings? Feedback is appreciated.
Herzinth said
Zarinsk (originally Zarinskaya) was a train station established in 1952. It became an urban-type settlement in 1958, and wasn't a town until 1979.By the same token, Kazakhstan was just another part of Russia at that time, and in fact when it had it's first brief moment of independence in 1917, it was referred to as the Alash Autonomy.Jorick doesn't have very many specific details for me to look into, and Lukas Kelly got through by the skin of his teeth in terms of California.


Thank you for noticing the blunders I have made in my character's history section. And with that note, I'm done.

I can admit to being wrong (me fat-fingering a decimal's place with the Boer War was kind of important, as is Kazakhstan to a degree. Zarinsk was more or less nitpicking as I could have claimed a fictional town instead), but if I wanted to research pre-Great War international history in my free time I'd take it as a college elective. Are you right? Yes, you are. Did it need correcting? Debatable. Was it all that important? Not in the slightest. Could you have pointed something like that out to me a little more tactfully via PM? Apparently not, so I can already tell that I'm not going to enjoy this ride. I'm not overly fond of another individual that's here either (or his friend by proxy. Unfair, I know, but still) and was borderline on staying or leaving once they showed up, but now it's become clear.

So goodbye. If I wished everyone good luck and to have fun with their RP it would sound sarcastic, so I'll just not leave any insults or arguments behind instead.
Will be available to make changes and read posts once internet is back in working order. Right now it's spazzin' out.
Okay, I think I'm good. CS completed. Luckily enough, Gregori's backstory already included how he began working for the Brits.

EDIT: Going to go ahead and throw up votes for Lost Cities and Revolutions, The Frozen Continent, and Lost Pyramids of Egypt.
Name: Gregori Ostrovsky
Age: 43
Sex: Male
Appearance: Gregori is a colossal beast of a man, standing just shy of 6'9" and weighing just shy of 270lbs, quite the hefty fellow, although not all of it is muscle. His biceps are as thick as tree trunks with shoulders as wide as an automobile, but his gut has a bit of a barrel shape to it. His skin is healthily bronzed from the outdoors, with the clear tanline of an undershirt present on his massive chest and torso. Atop his veiny neck sits a thick square of a jaw holding up his round head. His hair is short and blond, slicked back with pomade by morning and soaked in sweat and falling over his forehead by dinner. His eyes twinkle a light blue, and his hair comb mustache is bushy and full, like straw. An obvious scar runs down the center of his face, tilted slightly to the left, a memento from when a ladder fell and struck him on a job site.
History Types:
Positive: Frontierman. Gregori survived his youth in the frozen, unforgiving lands of Mother Russia, doing what was necessary to get by and avoid a cold, hungry death. He continues to brave the elements with his work quite often, finding himself far from creature comforts.
Negative: Child Labourer. Gregori was never afforded the opportunity for an education, and instead had to work the fields or chop firewood or hunt and trap in his youth to ensure that his family could survive the winters or prepare for the next one.

Biography: Gregori Ostrosvky was born to a carpenter and homemaker, the second of five children, all boys, in the tiny town of Zarinsk in the not so tiny Russia. His family never had much money, just enough to get by, and more often than not they had to go without, eating a single bowl of oats meant for the donkey that day instead of porridge or having to wear clothes filled with holes. It wasn't easy to have four brothers to share it with, either. The Ostrovskys could ill afford to send a single one of them to school, let alone all of them, and Gregori found himself working in the fields in the planting and harvest seasons, chopping firewood before and after winter set in, and in the shoe factory all summer long. It wasn't a happy childhood, but Gregori played the hand he was dealt. He could not place the blame on his father or mother for his situation and instead accepted it as a normal part of life. When he came of age, Gregori was not so much sent off from home than he was kicked out, and he traveled north to Berdsk in order to find work.

For a big brute like Gregori, work was plentiful in the field of labor. He was quickly chosen over other options for his size alone, which gave him a steady flow of work. It wasn't always good or easy work, but it put food on the table. Most of the time. He managed to see every sight there was to see in Mother Russia working on their rails, but was stranded in Yekaterinburg, north of Kazakhstan when the work dried up. He spent another year there trying to pass as a carpenter, but with little luck. After that harsh year he decided to travel south to look for more work, when he ran into some British folk near the border. Out on some kind of travels or some such. Their Russian wasn't the greatest, but they were offering work and Gregori was no fool to turn down free money. He ended up working and traveling with the Brits for that job and the next one, ending up in the African Savannah, looking for some kind of bad juju thingamabob. Couple of wackjobs, but the pay was damn decent. And so it went like this for the next decade or so, bouncing between rich British and American explorers and entrepreneurs that needed a steady and reliable hand searching for things that bordered archaeological gold mine and insane obsession with the occult, bouncing from mutual contact to mutual contact. He picked up a good amount of English, becoming nearly fluent, but never really learned to read the whole language. He never really found time for a wife and family, traveling around his own country and in others far too often. Which is not to say that he never found the time for a good woman.

For the past couple years he's been a hot commodity on some of the more dangerous digs, because the experts knew who to look for when they needed a reliable and strong worker who knew what he was doing. Not asking questions or being frightened away by spooks has its rewards as well. As hard as it was to believe, some people could make mistakes on simple tasks like laying rail or building tower rigs, and Gregori could not only lay that rail, but stop the idiots from laying it wrong. With his more well-known points of reference, Gregori could guarantee himself a quick trip, some hard work, and some good pay.

Gregori is the simple, good-natured sort, always with a story and one who enjoys a good drink at the end of a hard day. He's not particularly smart (he can't read, after all), but years of experience have taught him various lessons in common sense that do much more for him than schooling ever could. He's gentle in nature and generally compliant, following orders readily and easily, but is an incredibly powerful person with his great size and strength and booming voice. He knows to keep his head down, shut his mouth, and to rarely question anything that won't get him killed or injured if he wants to be paid for his skills. Gregori prefers to avoid confrontation of any sort, and will go to lengths to avoid interpersonal fighting. He likes telling jokes and gets along with most folks, and people call him a "living moral compass" because he tends not to like anyone who happens to be a bit lax on their morals. He's quick to forgive and doesn't hold a grudge, but one should beware the grudge he does hold. Such a man is no more a man than an infirmary visit waiting to happen.

Technical Information


Career Path: Labourer
Specializations:
-- Machine Man. Gregori is very strong and efficient, outlasting many other workers half his age in both speed and duration.
-- Wayward Friend. Due to his jovial demeanor, Gregori easily makes friends with other no-collar workers.

Inventory:







Signature: I, Corporal Lance, agree to follow all applicable rules of this RP, and understand that the GM's word is law. I also understand that my character may be killed for any or no reason at any time it is deemed appropriate by the GM. In addition, I will not mention anything about certain people claiming ownership of certain breeds of fish.
Background is unfinished, lacking cities and personality paragraph. I'll finish it once my internet decides to stop having a seizure.
Made up my CS's. Included the zombie one just in case you'd take it.





Zed said
...Learn to history.Not even trolling.The Second Boer War ended in 1902, by the way.Ciao, Elly.


Damnit! You're right. In historical terms I was off by a decade, but in mathematical terms I forgot to carry the one. Thanks for noticing, I'll go fix it now.
"In the absence of light, darkness prevails. There are things that go bump in the night, Agent Myers. Make no mistake about that. And we are the ones who bump back."
-Professor Trevor Bruttenholm, Hellboy

Mutants. Freaks. Creatures from other worlds, from other dimensions in space and time. Ancient evils and modern occults. The new, the scary, the unknown. These are the things that go bump in the night. But what is man but a creature smart enough to defy its fate in the face of all reason? We will not go quietly into that good night. And it is for that reason that the PCMC was born. The Paranatural Countermeasure Conglomerate.

The PCMC

The Paranatural Countermeasure Conglomerate was created in 1948 after a joint result of the military's poor cover-up of the UFO incident in Roswell, New Mexico and cultish rumors of paranormal methods used by the Nazis in WWII. Both of these events were under-reported in their severity, with Hitler relying heavily on paranormal methods in his attack strategies and Roswell Army Air Field coming under attack from creatures from outer space. These occurrences weren't new: for years the various governments and letter agencies had been doing their best to keep the majority of these events from the public eye, and had been meeting them with various levels of success. But it wasn't until shortly after the Roswell Incident that it became apparent that with the rise of innovation and availability with communications technology that there needed to be a centralized agency for this type of problem. Thus the Bureau of Paranormal Activity (BPA) was founded. Situated in the United States of America, this agency was kept under the radar, acting on various intel supplied by the FBI, CIA, and DoD to quickly intercept and cover up anything that might frighten or endanger the general public. But this was not very effective in its implementation.

In 1951 it was adopted internationally as a shadow service of the United Nations. With this wider operational range and more funds and resources from countries around the globe, the BPA became much more useful. More countries and more backing from agencies around the world meant more intelligence and incidents to respond to, leading to better training for its agents and higher output in quality and reaction time from the BPA. But with the release of the Freedom of Information Act in 1967 came more change. The Bureau of Paranormal Activity became the Paranatural Countermeasure Conglomerate, or the PCMC. This new agency was technically privately funded, although through a single source funded by multiple sources funded by multiple governments through multiple agencies. This made the PCMC a company by legal terms, and served a dual purpose in its ability to be tracked and government plausible deniability. They work outside the governments of the world, but are both a part of them and above them. Their level of secrecy entails caveats outside of most world leaders. They hold governments and nations in their pockets, all for the continued existence of mankind how man knows it. It is said that they could control the globe in a day if they wished. More say that they already do.

The Agents

A PCMC Agent is specially selected through expertly trained recruiters from a wide pool of potential candidates ranging from military, intelligence agencies, law enforcement, defense contractors, and other avenues. The criteria for this is vast, including mental fortitude, willpower, physical aptitude, knowledge, compliance, personality, family of candidate, and other areas. A candidate agent of the PCMC is always the cream of the crop of what humanity has to offer, and only the best of them become an agent of the PCMC. All agents undergo a rigorous six month training phase involving adaptation to stress, psychological tests, physical training, live fire exercises, academic study, and more. All agents are trained to be the epitome of disciplined, all are capable of killing any opponent with any weapon, and all are intelligent enough to conduct analytical research at an advanced level. Certain agents who also show compatibility with certain programs are also enhanced through drugs or technology, becoming supersoldiers capable of reading minds or breaking the limits of human physical ability.

The Technology

The PCMC has access to technology much superior than the rest of the world is even aware of. They have reverse-engineered advanced weaponry and machinery coming from other planets, dimensions, and times, and not even all agents are aware of what level of technology the PCMC has access to. New designs, blueprints, and knowledge is slowly leaked to keep the rest of the world and humanity as a whole advancing in brand new ways, but stays well behind the PCMC.
(much more will be covered in the OOC, to include examples)

The Danger

So the PCMC is advanced, powerful, and secretive. But why? What do they do? The Paranatural Countermeasure Conglomerate is in charge of response, elimination/capture/, containment, classification, and control of information regarding foreign entities to the human race. This includes alien beings, hauntings, demons, monsters, and anything else that goes unexplained and presents a danger to humanity through its existence or knowledge of its existence. They work to intercept these incidents before they happen, to eliminate or apprehend the danger, to keep positive control of the subject or knowledge of the subject, and to cover up its existence completely. The PCMC has prevented Armageddon on more occasions than any average person would find realistic, and without them the humanity would be extinct or endangered.

-------------------------

Howdy y'all. Right now the details are kind of sparse, but I'm looking to do some kind of supernatural task force kind of RP. Somewhere along the lines of a combination between XCOM, the SCP Foundation, X-Files, Men In Black, and Hellboy all wrapped into one. It would consist of both gumshoe detective work and SWAT Team-like combat in various supernatural scenarios. No character sheet yet and the info will be more detailed once the OOC comes around, but I wanted to see who'd want to start playing when this one came up.

So who's interested?
© 2007-2024
BBCode Cheatsheet