If there are RPs/PM's I need to reply to- I am working on it, I'm a little overladen in life atm. I haven't forgotten about you :)
9 yrs ago
Aaand back.
9 yrs ago
ALERT- I'm going AFK for a week, anyone that sees this on here, I won't be about to respond, this is to both 1x1s/RPs.
Bio
I've RP'd for the best part of over 14 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots.
I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy- though I always come back!
A tall, naturally burnt red-haired former special forces operator, Skye has the the look she has reflecting her position as a team leader of a slightly mad team. With gentle pale skin that has been cut and bruised many a time with cutting blue eyes (an incredibly unlikely combination for a redhead), Skye has an aura about her that harkens her look back to almost a Celtic warrior-like state- her dark auburn red hair reflecting her ethnic influence even further. Look at her shoulder and back, and you notice a Royal Marine tattoo, and a tattoo of a lion across the top back of her shoulders. At 6"2, she seems to have a presence about her, taller than most women of her physique.
Skye is a pretty girl to say the least- full of charm and easy to take in, though look long enough and you can tell there's a very warm fire in her eyes, more than the auburn red hair she has. If you replaced the exoskeleton she used for tartan, you'd swear she was a Highland swordswoman, and she seems to have the aggression and violence of one too- the pattern of which that sticks around from her father's ancestral clan, and is often seen on her off-duty clothing.
Skye is well muscled as you'd expect for an operator of her kind, but prefers to have a focus on cardio over pure strength. Skye's unbreakable nature reflects this- whatever batteries she seems to run on, she seems constantly engaged, never showing any signs of wear- her workrate being something phenominal to watch and remarkably, having little impact on her mental state when in command of the team. It's quite something to see her swim, run and cycle for miles on end- seemingly barely without being broken. Whilst she may seem easy as a target, Skye is someone hard to take in a fight- given the cuts and scratches across her body, she seems like she's gotten into a fair few. Most men would even feel probably a little uneasy around her due to her height and speed in a one on one.
On operation, she can normally be seen using her usual exoskeleton-contained assault-grade armour, usually wearing a tan tactical helmet over her red hair, alongside a pair of lightly red tinted tactical glasses that incorperate the HUD and tactical link to her own gear and the rest of her team's perspectives, as well as that of any drones. In combination with the navy-green tartan camoflaged exoskeleton (yes), she is often wearing a navy t-shirt and dark-coloured combat trousers, with a pair of sturdy boots to finish the look- alternatively using a set of full fatigues that blend with the exoskeleton, containing temperature and diagnostic tools. Skye will also use a spray of dark blue paint across the top of her forehead, eyes and the side of her cheeks- an effect used to break up her facial features, as well as be a reminder of her ancestral home. Off duty, she often wears the same, with jeans and a pair of trainers instead- keeping a refreshingly casual look for a CO of a mystical task force.
Her Highland Scottish accented tones are almost sultry, and underlines her sometimes harsh, yet often more than not warm embrace. There isn't a strong Scots dialact in her speech- but the accent remains. A rough soundclaim would be that of Karen Gillan, or Elle Newlands.
Callsign: Queen
Skills:
Born Leader: Safe to say, Skye knows how to lead a fireteam of very dysfunctional, multiskilled individuals. While she might be more a jack of all trades, she knows how to control the people she works with, kick them up the arse, but more than anything, be like a mum to them. She cares deeply about her team, even when they piss her off- and remains above the politics, drama and issues that may exist.
Versatile: A typical Assault-styled operator, Skye's use of an exoskeleton and a jump pack allows her to be fast, nimble and more than anything, a master of none but an effective presence in most regards. While some operators of the team might be far more lethal than her, Skye is able to be lethal in a vast variety of ways- and so long as she's in the fight, she can find a way to take down whoever's on the other end of her MG3, AA-12 or MAAWS. Coupled to her special forces training, Skye has an incredible lethality about her- she kicks in doors and runs at people, and fluidly dances on the battlefield, perhaps not as elegantly as a light, but with potency.
Inteligent: Skye is a woman of many talents- but her genius is one that stands out beyond most. An unconventional one to say the least- one that seems to often place her in a polarising place, given she'd almost be better off not being on the frontlines, but as a higher ranked officer. While unlike a previous leader of Scimitar she doesn't possess a doctoral level of education, yet she speaks seven languages fluently (English, Scots Gaelic, French, Spanish, Pashto, Russian, Arabic) and has a handy practical knowledge of a huge range of topics through various means- ranging from history, explosives composition, field medicine to climbing that she could probably pursue to degree level if she had enough time in the day. It plays out in the field- she seems to have an almost instantaneous ability to make plans, and be one step ahead of the enemy through ambitious yet highly calculated means- and usually have an answer for most problems, in an almost uncanny knack. A renaissance lady of sorts- it's hard to quantify but she has a very scary intellect. She seems almost like a sponge, able to absorb, process and develop new ideas and information, and formulate out of that- not in an academic way, but more in a practical, resolute manner. It's kept her alive so far.
Unbreakable and Boundless: Skye's partnership of this trait to her intellect means that she has learned to overcome pain that many would find unbearable in physical, mental and psychological bounds. This doesn't make her per se more immune to pain- but as someone who ran through "The Devil's Cooker" making it look very easy, she seems to have a resolve about her that is hard to exactly pin down. A work rate that allows her to find her second, third, even fourth wind, and it shows in her willingness to support and look after her team, an almost boundless energy that seems crazy. It's hard to quantify how she even makes it work- a natural talent, or perhaps a decade and a half of chiselling herself to be that way, your call.
Personality:
A mum of the team- but more often than not, someone willing to see red and go absolutely wild, Skye balances leadership with her charismatic and boundless energy that always finds a target. While sometimes coming across as removed from a situation, given the fact she has to be very selective about who joins the team and she has an unrelenting drive to push herself, she always seeks to push those around her with her too- so she'll take the time to listen and help out wherever she can. A stoic attitude almost- but she has learned how to enjoy life and switch off, rather than push relentlessly, all the time. She seems fun and open to how the team operates, but knows when to keep them in line- neither being too egotistical nor too selfless in her mannerisms, with a dry wit and sharp eye for detail.
A seemingly spotless team leader isn't all there is to Skye, mind. There's definitely a lot of frustration under the surface, a lot of apathy for the way the world works and a lot of pragmatism that has boiled down into cynicism. There's no doubt she's seen a lot and it's made her wearier for it. Her stoicism towards certain members of the team will come across incredibly strongly- she has a certain way that will rub off on some people as harsh and cold, but it's usually meant in a way that may not come across as it sometimes should to stop. She's strong, but can't be Atlas, and Skye's character is one that seems shrouded in something she won't totally unveil or show beyond her character.
She's the one playing it straight when everyone else is a bit mad, but she has her own wacky side too.
Tactical Suit:
Similar to the leader of Scimitar before her, Skye uses an exoskeleton as a support tool to run, move and get across the warzone. While able to stop 5.56 rounds thanks to armour plating throughout the suit's chassis, covering the torso, legs and upper arms, she wouldn't want to remain under constant fire with this thing- it gives her a little more survivability, but predominantly allows for her to operate as a much more versatile, quick operator. The real advantage is that it gives her a more disproportionate strength in lifting, moving and protection that already augments her tireless fitness regime. Carrying a MG3 is like holding an MP5 to her now, as well as being able to run 100m in 12 seconds fully equipped, even being able to run on walls with a jump pack and leap almost up a storey and a half and come down with relative ease, avoiding fall damage. That means all of a sudden, it's very hard to keep up when she's mobile and running. Without power, the suit isn't so useful then- but isn't an enormous burden to carry around, and being easily detatchable.
Weapons:
MG3 LMG with shoulder-mounted ammunition pack (belt fed) OR SIG MCX SPEAR 7.62mm Battle Rifle AA-12 Automatic Shotgun Carl Gustav M4 MAAWS FN FNX.45 Pistol (Silenced)
Equipment: Tactical Knife 3x Cluster Grenades 3x Flashbangs Various Smoke Grenades Various Flares Quad-Optic NVGs Jump-Pack Arm-Mounted PDA
--
History:
Born in Portree on the Isle of Skye itself, the redhead was named after the beautiful island of her birth by her fisherman father, a Scot with roots to Clan Lyons, with her mother being a former professional football player- an odd combination that Skye sometimes wonders ever gets easier to introduce when talking about family. She grew up in a stable environment, but was seen as gifted from a young age- quickly being encouraged by her mother to get involved in the wilderness and become fit, and find herself benefiting from being put classes ahead at school. Skye was a talent, rebellious and yet studious, athletic and always out in the wild, appreciating nature and the quieter side of life. Capable of going to university and the world was her oyster, she was told- even if Skye didn't know exactly what she wanted to do. To help people? To go make money to help her parents, or just settle for what her dad had- a hard, but peaceful life?
That was all on her mind until the death of her father at sea. The event changed her entirely, turning it upside down overnight, and completely destroying the last years of her childhood. With her mother distraught and turning to alcoholism, Skye found herself in a home environment as a young adult that was about to turn to total shit. She didn't seem to stop however- in some odd way, it changed her to become stronger, more protective and fiercer in her ambitions in life, and instead of wallowing away for expectation, chose her own path.
It was with that Skye left home aged 17 and joined the Royal Marines as one of its' very few female applicants, her previous physical capabilities powering her through. She overcame many adversities to get to where she did- and a few tours in Afghanistan and on peacekeeping missions proved she was more than just the token "girl" of the team, but a leader and naturally talented at anything she put her hand to. Her intelligence, aptitude and talents didn't go unnoticed, and within a couple of years, she volunteered for the SBS- the Naval equivalent of the British SAS. She flew through pretty much the entire selection, a thing that was unheard of. It was as if she was destined for bigger things- and leading a fireteam, before going up the ranks and training as an Officer- flying through that too. It was almost odd to see- as if she shouldn't have been in the forces, but doing something greater for society. Skye didn't agree. She had embraced the life in the service, leaving behind her past as much as she could, but never forgetting her father's influence on her younger years- and despite being so young, she showed a maturity and promise far above her station. A servitude to herself, and the people around her- a deeply stoic belief she holds true.
A few years has passed, and Skye had become rather a favourite of the British intelligence community- a dependable, reliable operative who you could send to the dirtiest, darkest parts of the world and would get the job done, alone or with a small team. From HVT assassinations in Syria to deniable operations in Pakistan, Skye became a master of fighting the wars nobody wanted to talk about- and more often than not using experimental technology to do so, often using her wit and cunning to engineer situations that could turn the tide in her favour. In cities such as London, Berlin and Moscow she was equally at home as she was in the rough deserts of Sudan, Yemen and Afghanistan, often finding herself carted to another part of the world in some other mad manner to do the UK's dirty work.
It paid well- but Skye always enjoyed it more than the money, a direction that gave her meaning in the absence of her youth. Perhaps almost a solace, or a mask for something beneath her past that had happened. After all, she felt at home with tinkering with technology, finding a way to outdo and outgun her foes even if they were trying to keep up. After all, mercenaries in the game were getting geared- and Skye made sure if the budget didn't stretch, she'd always make her own way to get her own ends and get the job done. It was in this instance that she was handpicked by Oracle, seen as a perfect fit to lead the new task force they were assembling, that of Raven Squad. Skye's inventiveness allowed her to tailor the team to her liking, and she finds herself being the charismatic commander of the team, leading by example and showing why she gets the job done.
Hobbies:
Triathlon, Ultramarathons, Climbing, The Great Outdoors, Reading, Skydiving, Fiddle Playing
Likes: -Whisky (no "e", because she likes the real deal) -Honesty -Rock and Indie Music -Warm, genuine people -Opportunities to reflect -A roaring campfire with friends -Her squad, when they're sorting out her paperwork
Dislikes: -Any "wee bastard" that calls her "English" (a rare trigger point) -Any alcholic beverage that has less than 15% alcohol content, including anything resembling a cocktail -Indirect conversation -The entire country of Uzbekistan -Being rushed -Her squad, when there's paperwork involved that involves them
A little later than next week, but we are rebooting this RP! If you're interested, secure a spot and post your CS.
I'm likely to kick things off a bit faster and pick up where this RP and the reboot left us, so character wise, pick your favourite and bring them in, or add a new one. My personal feel is:
Raven Squad is a variant on an RP idea I've had for years, focussing on a military / spy-fi RP that takes influence from a range of sources. It's bombastic, over the top, ridiculous...and definitely an RP that lends itself to not being too serious while having a teeny bit of grounding. Trying to save the world isn't ever going to look totally realistic, right?
This is a rebooted RP, based on a few variants of the RP that have come before and is open to new applicants- the new OOC is LIVE!
Taking influence from everything from an awful lot of video games and films- Titanfall to MGS, Rainbow Six to Arma and Bad Company among many others- with a sprinkle of a little insanity on top and a teeny bit of grounding to set up a near-future foe, this RP isn't exactly focussed on absolute tactical precision nor complete fantastical elements. It's hard to describe but if you're somewhere between The Expendables, MGS, Overwatch and Rainbow Six, it's roughly that with around the right amount of silly and serious and a dynamic team of elite misfits.
Interested? Read on and the setup and all the details are below.
Raven Squad (RS) is a mysterious task force, working against the forces of global terrorist groups in the near future (roughly 20 or 30 years from now) who often who are armed with quite advanced technology- or nefarious political aims. Al-Qaeda it isn't, so in come our operatives. In a world where mechs are prototypes, exoskeletons, jump-packs, optical cloaking and various other technologies are around the corner, the tide of warfare is changing...and Raven is there to stop the worst happening.
Raven Squad have access to that technology, and six of the most elite operatives that made it through a gruelling process to counter the threat. With different specialists allowing the team to have everything from a scalpel-like precision to brute force with heavy firepower, they act as a counterbalance.
Where an SF team cannot penetrate, Raven Squad come in. When a politician needs to go, they come in. When you have ten foot mechs trying to breach a high-security Gulag and you need those fuckers removed, they come in. Raven Squad are the people that stop the world ending as we know it. Problem is, they're a little dysfunctional- and well, they're not all the most....professional of soldiers, or spies, or agents, or well, anyone who is capable of getting the job done.
----
Background:
Not much is known about Raven Squad as an organisation- only that it has shadowy links to the previous "Team Scimitar", a prior semi-independent mercenary group that similarly fought against a range of terrorist threats and organisations.
Though since those days, plenty has evolved in terms of technology and equipment used- and the organisation appears to silently select those who it wants through a contact named "Oracle", who recruits operators on a selective basis. RS after all, is the boogeyman that spies, special forces and various government agencies can't even confirm exists. The operatives have a comfy life on base, but holidays don't come often when the world needs saving.
Based out of a formerly abandoned mining facility in Corsica, RS has access to a short runway, as well as a bunker complex built into the side of a cliffside base- housing a firing range, armoury, R&R facilities (including a pool, of all things!), training rooms and brefing facilities that allow it to be a home away from home- out of sight and visuals from prying eyes.
Interested then? Well, here's how it works. The RP functions around approximately six characters (can be more or less!)- and focusses upon the team having different skills and specialities, as well as entirely different approaches to combat. While there's three main classes, within those their playstyle may be completely different- and may bring a very unique ability that is class-defying. Each character can also have a path to upgrades- after each operation, they are able to use new technologies, experimentally given out to help them get a further edge.
While I'm not someone to put into place strict rules, I'd prefer two of each in each class and a male and female in each class to really help the flavour of the RP gel (we can't have all infiltrators!), as well as a bit more variety in origins- but will happily accept anyone who has an interesting idea and can make it work, irrespective. This isn't all prescriptive- they're put in as ideas and to start of the process of what the team might look like.
Stealthy types, sharpshooter types, all-round silent assassins, here ye be.
These characters are all relatively unarmored, unable to stand up to much in a firefight- often only coming to that as a necessity. But they have ludicrous amounts of mobility and are able to provide support and some assault help in different ways from different perspectives- they're snipers or infiltrators, hackers and parkour specialists- with these characters often being the masters of stealth thanks to their talent and optical cloaking. They're agile, often more than not to almost cat-like levels of speed, freedom of movement using various tech such as grappling hooks to wall-adhesive gloves- and capable in CQC thanks to Krav Maga or other fighting styles. They're potent at working on their own, but as a part of a wider team, add an enhanced intelligence and support function.
They often work as good hackers and sabotage experts given this, working in the shadows of the main team's work- and have the widest range of infiltration and exfiltration equipment, ranging from wingsuits to SCUBA gear.
Five Common Talents: -Excellent at sneaking and stealth- with or without cloaking, they're ghosts, and incredibly efficient sneaky people -High levels of agility (Parkour) -Sabotage (Explosives, Mines) -Hacking -Sniping
The Swiss Army Knives of the team look here. For those who want a slice of everything.
Characters who are well armored, able to take a few rounds, but not like the "Heavy" characters- they are a comfortable in between. They form the assault element of fire- and they offer a lot of versatility through carrying a lightweight exoskeleton- using jump-packs to double jump, wall run and basically throw themselves up into positions that often none of the team could, allowing them to hammer fire from pretty much any angle using slightly heavier weapons than a typical SOF operator would use- be that LMGs, automatic shotguns, MGLs and high-capacity SMGs. They're real jack of trades, and often bring a bit more to the fight, with significant room to specialise and deliver a unique talent that no class can really pin down. Put short, an Assault character isn't a bland choice- they literally will do everything, from the quieter work to the all-guns blazing firefights, but they're not the best at either spectrum. But add speed and firepower together and you get a package that can usually make any situation work.
The closest comparison one can think of are the "Pilots" from the Titanfall universe- a perfect blend of fast and hard-hitting in a hot firefight. They're nowhere near as agile as the lights, but offer a lot more momentum- allowing them to flank and provide fire from any angle. They also have special abilities of their own that neither class has- be that the deployment of a personal protective bubble, a personal drone, or anything else that pertains to the fact that they carry a bit more into the fight than a typical operator would.
Five Common Talents: -Balanced Operative (Jack of all Trades) -Jump-Pack based mobility -Versatility -Unique Abilities -Fast in Firefights
Lots of firepower, brute force, big explosions. No less sophisticated than the rest of the team but just a lot louder, Heavies are for those who just want to blow shit up and get blown up.
These characters are giants. Literally, they're over seven foot and immensely tall, strong, and able to basically punch through anything they want. People, walls, armour, anything. And that's without their heavy armour! In their super-heavy armor clad in head to toe with Trophy Systems to boot, are nigh on impossible to take out with most munitions- which means that more often than not, they're the centre of attention, the guy or girl turning up fire to the next level, and Raven Squad has TWO OF THEM. They're a Boss Battle for real, and you bet they enjoy that ego trip. Even up close, they're often absolute beasts in CQC without weaponry- often carrying melee weapons like an axe or a mace to club people they can't get with any of the plethora of weapons they carry. While a light might make that work through silently picking people off, a heavy will make those people shit themselves- one-on-ten, you probably can't win that fight unless you're very specially skilled. After all, a heavy isn't often stupid if they've made it into Raven Squad- they're often far smarter than you think. The Mountain from Game of Thrones? Nah, this giant can do much, much more.
They use heavy weaponry and carry even more support weaponry that puts them almost on the level with a mini-mech- from miniguns to automatic grenade launchers, flamethrowers to prototype electric or laser-based weaponry, or SMGs, heavy pistols, and all sorts of exotic secondary weapons that allows them to take on a wide variety of foes- specialising in AT on top of their usual anti-personel usage. For them, might is right- and bar much, they are incredibly difficult to counter. They're killable all right, but it takes a lot. They do suffer from the least versatility in infiltrations and their sheer size and operations weight means that they often need special methods of insertion. But do you think that they don't make a big deal about it? Not when they're the boss battles of the warzone.
Five Talents: -An actual bullet sponge -Close Quarter Beasts -Versatility in Combat -Heavy Weaponry -Terrifying, centre of attention, frontline operatives
------------
Post your interest below if you're up for this- I'm looking for around six but can be flexible up or down!
Character Slots Availible:
(Can be flexible once all are filled!)
Light (M)- Light (F)- Medium (M) - Medium (F)- Heavy (M) - Heavy (F) -
Raven Squad is a variant on an RP idea I've had for years, focussing on a military / spy-fi RP that takes influence from a range of sources. It's bombastic, over the top, ridiculous...and definitely an RP that lends itself to not being too serious while having a teeny bit of grounding. Trying to save the world isn't ever going to look totally realistic, right?
This is a rebooted RP, based on a few variants of the RP that have come before and is open to new applicants- the new OOC is LIVE!
Taking influence from everything from an awful lot of video games and films- Titanfall to MGS, Rainbow Six to Arma and Bad Company among many others- with a sprinkle of a little insanity on top and a teeny bit of grounding to set up a near-future foe, this RP isn't exactly focussed on absolute tactical precision nor complete fantastical elements. It's hard to describe but if you're somewhere between The Expendables, MGS, Overwatch and Rainbow Six, it's roughly that with around the right amount of silly and serious and a dynamic team of elite misfits.
Interested? Read on and the setup and all the details are below.
Raven Squad (RS) is a mysterious task force, working against the forces of global terrorist groups in the near future (roughly 20 or 30 years from now) who often who are armed with quite advanced technology- or nefarious political aims. Al-Qaeda it isn't, so in come our operatives. In a world where mechs are prototypes, exoskeletons, jump-packs, optical cloaking and various other technologies are around the corner, the tide of warfare is changing...and Raven is there to stop the worst happening.
Raven Squad have access to that technology, and six of the most elite operatives that made it through a gruelling process to counter the threat. With different specialists allowing the team to have everything from a scalpel-like precision to brute force with heavy firepower, they act as a counterbalance.
Where an SF team cannot penetrate, Raven Squad come in. When a politician needs to go, they come in. When you have ten foot mechs trying to breach a high-security Gulag and you need those fuckers removed, they come in. Raven Squad are the people that stop the world ending as we know it. Problem is, they're a little dysfunctional- and well, they're not all the most....professional of soldiers, or spies, or agents, or well, anyone who is capable of getting the job done.
----
Background:
Not much is known about Raven Squad as an organisation- only that it has shadowy links to the previous "Team Scimitar", a prior semi-independent mercenary group that similarly fought against a range of terrorist threats and organisations.
Though since those days, plenty has evolved in terms of technology and equipment used- and the organisation appears to silently select those who it wants through a contact named "Oracle", who recruits operators on a selective basis. RS after all, is the boogeyman that spies, special forces and various government agencies can't even confirm exists. The operatives have a comfy life on base, but holidays don't come often when the world needs saving.
Based out of a formerly abandoned mining facility in Corsica, RS has access to a short runway, as well as a bunker complex built into the side of a cliffside base- housing a firing range, armoury, R&R facilities (including a pool, of all things!), training rooms and brefing facilities that allow it to be a home away from home- out of sight and visuals from prying eyes.
Interested then? Well, here's how it works. The RP functions around approximately six characters (can be more or less!)- and focusses upon the team having different skills and specialities, as well as entirely different approaches to combat. While there's three main classes, within those their playstyle may be completely different- and may bring a very unique ability that is class-defying. Each character can also have a path to upgrades- after each operation, they are able to use new technologies, experimentally given out to help them get a further edge.
While I'm not someone to put into place strict rules, I'd prefer two of each in each class and a male and female in each class to really help the flavour of the RP gel (we can't have all infiltrators!), as well as a bit more variety in origins- but will happily accept anyone who has an interesting idea and can make it work, irrespective. This isn't all prescriptive- they're put in as ideas and to start of the process of what the team might look like.
Stealthy types, sharpshooter types, all-round silent assassins, here ye be.
These characters are all relatively unarmored, unable to stand up to much in a firefight- often only coming to that as a necessity. But they have ludicrous amounts of mobility and are able to provide support and some assault help in different ways from different perspectives- they're snipers or infiltrators, hackers and parkour specialists- with these characters often being the masters of stealth thanks to their talent and optical cloaking. They're agile, often more than not to almost cat-like levels of speed, freedom of movement using various tech such as grappling hooks to wall-adhesive gloves- and capable in CQC thanks to Krav Maga or other fighting styles. They're potent at working on their own, but as a part of a wider team, add an enhanced intelligence and support function.
They often work as good hackers and sabotage experts given this, working in the shadows of the main team's work- and have the widest range of infiltration and exfiltration equipment, ranging from wingsuits to SCUBA gear.
Five Common Talents: -Excellent at sneaking and stealth- with or without cloaking, they're ghosts, and incredibly efficient sneaky people -High levels of agility (Parkour) -Sabotage (Explosives, Mines) -Hacking -Sniping
The Swiss Army Knives of the team look here. For those who want a slice of everything.
Characters who are well armored, able to take a few rounds, but not like the "Heavy" characters- they are a comfortable in between. They form the assault element of fire- and they offer a lot of versatility through carrying a lightweight exoskeleton- using jump-packs to double jump, wall run and basically throw themselves up into positions that often none of the team could, allowing them to hammer fire from pretty much any angle using slightly heavier weapons than a typical SOF operator would use- be that LMGs, automatic shotguns, MGLs and high-capacity SMGs. They're real jack of trades, and often bring a bit more to the fight, with significant room to specialise and deliver a unique talent that no class can really pin down. Put short, an Assault character isn't a bland choice- they literally will do everything, from the quieter work to the all-guns blazing firefights, but they're not the best at either spectrum. But add speed and firepower together and you get a package that can usually make any situation work.
The closest comparison one can think of are the "Pilots" from the Titanfall universe- a perfect blend of fast and hard-hitting in a hot firefight. They're nowhere near as agile as the lights, but offer a lot more momentum- allowing them to flank and provide fire from any angle. They also have special abilities of their own that neither class has- be that the deployment of a personal protective bubble, a personal drone, or anything else that pertains to the fact that they carry a bit more into the fight than a typical operator would.
Five Common Talents: -Balanced Operative (Jack of all Trades) -Jump-Pack based mobility -Versatility -Unique Abilities -Fast in Firefights
Lots of firepower, brute force, big explosions. No less sophisticated than the rest of the team but just a lot louder, Heavies are for those who just want to blow shit up and get blown up.
These characters are giants. Literally, they're over seven foot and immensely tall, strong, and able to basically punch through anything they want. People, walls, armour, anything. And that's without their heavy armour! In their super-heavy armor clad in head to toe with Trophy Systems to boot, are nigh on impossible to take out with most munitions- which means that more often than not, they're the centre of attention, the guy or girl turning up fire to the next level, and Raven Squad has TWO OF THEM. They're a Boss Battle for real, and you bet they enjoy that ego trip. Even up close, they're often absolute beasts in CQC without weaponry- often carrying melee weapons like an axe or a mace to club people they can't get with any of the plethora of weapons they carry. While a light might make that work through silently picking people off, a heavy will make those people shit themselves- one-on-ten, you probably can't win that fight unless you're very specially skilled. After all, a heavy isn't often stupid if they've made it into Raven Squad- they're often far smarter than you think. The Mountain from Game of Thrones? Nah, this giant can do much, much more.
They use heavy weaponry and carry even more support weaponry that puts them almost on the level with a mini-mech- from miniguns to automatic grenade launchers, flamethrowers to prototype electric or laser-based weaponry, or SMGs, heavy pistols, and all sorts of exotic secondary weapons that allows them to take on a wide variety of foes- specialising in AT on top of their usual anti-personel usage. For them, might is right- and bar much, they are incredibly difficult to counter. They're killable all right, but it takes a lot. They do suffer from the least versatility in infiltrations and their sheer size and operations weight means that they often need special methods of insertion. But do you think that they don't make a big deal about it? Not when they're the boss battles of the warzone.
Five Talents: -An actual bullet sponge -Close Quarter Beasts -Versatility in Combat -Heavy Weaponry -Terrifying, centre of attention, frontline operatives
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Post your interest below if you're up for this- I'm looking for around six but can be flexible up or down!
Character Slots Availible:
(Can be flexible once all are filled!)
Light (M)- Light (F)- Medium (M) - Medium (F)- Heavy (M) - Heavy (F) -
We're accepting applications- if you haven't seen the Interest Check then the setup for a near-future, slightly wacky military RP is below.
THE STORY SO FAR
Raven Squad is led by Skye Rosalind Lyons, and rotates the team with new operatives, ranging from lightweight infiltrators to heavy hitting juggernauts, with more than a bit of comedy ensuing. The team is an elite task force with multinational members and origins, and every member of the team is hardened and elite in what they do. Following a data recovery mission in Austria, and the follow up to chase down a high ranking officer in Artemis Group, a shadowy anarcho-militant group with nefarious aims. Since then, the team have relocated from Corsica to New Zealand, and a new rotation has joined.
The team embarked on a mission to assault a cargo ship stranded in the desert- and interrupt a high stakes arms deal in Aralsk, Kazakhstan. After stopping the deal, the team's drone was hacked and unceremoniously, Raven were hit hard- and fought off a counterattack, safely ensuring nuclear material was safely recovered.
In the aftermath and looking for revenge due to their drone hack, Raven attended a billionaire's ball in Singapore hosted by Vale Systems CEO, Pavel Andros- an associate of Artemis who was responsible for the hack. After interrogating him and hacking his systems, the team escaped a very James Bond-esque party in an elaborate fashion.
Following this, the team split into two- one to attack a drugs lab off the coast of Colombia, supporting the revenge for one of its members and to capture a possible Artemis Group leader, whilst the other team raided a observatory high in Chilean Patagonia, containing the controls for a possible satellite hacking superweapon. Both teams succeeded- albeit Skye Lyons discovering her doppelganger before extracting with the satellite core.
Upon return, the team has been interrupted by Skye's doppelganger once more- in fact, an original genetic copy of Skye, called Rose. She's jumping from body to body of Skye's original body using a neural uplink device, making her able to effectively die over and over again and "respawn" into a new body of identical genetic composition to Skye's, every time. After a tense standoff, the team have found the right Skye, and are fighting off a heavy invasion of Artemis Group soldiers who have followed Rose's lead to the base.
After a tight escape from Artemis forces, Skye has escaped dramatically from the team in addition after a stopover in Tokyo, taking a mystery route and leaving the rest of their team at the bottom of the barrel, licking their wounds with a new team leader, Adam Kajtanowicz in Finland- no Skye, Raven in shambles, Spectre recovered by Artemis and worse still, the fact that Artemis are planning something even worse. With new intelligence coming in that Rose's blood has been used to enfuse the drug the team found earlier with a high lethality into a neurotoxin compound, they're on deployment to Marrakesh, Morocco with a new infiltrator, medium operative and support from Blue Sword to find a scientist involved in the programme of spawning Skye, who may be invaluable to stopping Artemis and their terrifying plan.
On the other side of the world in Nagoya, Japan, Skye has found an old contact and called in a favour- using her identical appearance to Rose to break into a Vale Systems facility and with it, finding dozens of Rose's bodies- and an intelligence goldmine. After literally stealing a dead Rose out of a plastic bag and escaping the skyscraper, Skye has certainly left Artemis bruised, but Rose has fought back, and left a tragic outcome for Ban, Skye's old accomplice.
With Rose's body as a peace offering revealing the truth behind Skye's actions, the scientist secured and Rose's terrifying plan for Sol Hestia revealed. Rose's omnicidal, fanatical belief to kill a vast majority of humanity with an unstoppable, water-binding nerve agent based upon her previous torture and superiority complex needs to be prevented, before it's far too late. The team are racing to stop an all out end of the world event, involving a geoengineering scheme, a blimp and a repeater signal network that need to all be stopped. Divided into three, each team is on the hunt to stop each, and whilst the blimp team succeeded and have severed Rose's ability to die and respawn, her last version is out on the loose and set to go. The rig team are set to stop all out destruction from clouds of Sol Hestia, whilst the repeater has been downed, ensuring no signal transmission can take place.
There's one last play left by Artemis however- and the team are on their feet to stop all out destruction driven by Skye's counterpart...
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Background
Raven Squad is a variant on an RP idea I've had for years, focussing on a military / spy-fi RP that takes influence from a range of sources. It's bombastic, over the top, ridiculous...and definitely an RP that lends itself to not being too serious while having a teeny bit of grounding. Trying to save the world isn't ever going to look totally realistic, right?
Taking influence from everything from an awful lot of video games and films- Titanfall to MGS, Rainbow Six to Arma and Bad Company among many others- with a sprinkle of a little insanity on top and a teeny bit of grounding to set up a near-future foe, this RP isn't exactly focussed on absolute tactical precision nor complete fantastical elements. It's hard to describe but if you're somewhere between The Expendables, MGS, Overwatch and Rainbow Six, it's roughly that with around the right amount of silly and serious and a dynamic team of elite misfits.
Raven Squad (RS) is a mysterious task force, working against the forces of global terrorist groups in the near future (an unspecified date 20 or 30 years from now) who often who are armed with quite advanced technology- or nefarious political aims. Al-Qaeda it isn't, so in come our operatives to deal with the anarchy. In a world where mechs are prototypes, exoskeletons, jump-packs, optical cloaking and various other technologies are around the corner, the tide of warfare is changing...and Raven is there to stop the worst happening.
Raven Squad have access to that technology, and six of the most elite operatives that made it through a gruelling process to counter the threat. With different specialists allowing the team to have everything from a scalpel-like precision to brute force with heavy firepower, they act as a counterbalance.
Where an SF team cannot penetrate a facility, Raven Squad come in. When you have ten foot mechs trying to breach a high-security Gulag and you need them removed, they come in. Raven Squad are the people that stop the world ending as we know it. Problem is, they're a little dysfunctional- and well, they're not all the most....professional of soldiers, or spies, or agents, or well, anyone who is capable of getting the job done.
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Character Sheet:
Sometime in the near future, your character was Special Forces, Mercenary, a Spy, a gangster even, or ex-whatever. But they were picked, selected even for a very good reason. The world is left vague intentionally so you're welcome to dabble with your character's journey and lore up to the RP's start.
Anyway, your person. They were more than just a regular operator, soldier, asset, mercenary. They were far beyond that.
It means that your character more likely than not is a bit of an oddball as well.
Your character passed a test known as "The Devil's Cooker", a fiendish double-triathlon level test coupled to psychometric and advanced weapons testing, truly seperating the wheat from the chaff in seeing who is truly unbreakable and more importantly, capable under pressure. 90% fail, but your character made it through, and brings something very unique the to the table- they're at the least capable of working well under pressure. Failure would have led to a cocktail of drugs being used to wipe part of their memory, and that's reason enough. Did we mention maybe Raven isn't always the most ethical?
Consider that a high bar for your character's entry. If they made it that far, they joined the very insignificantly small number of individuals capable of having the most advanced technology and equipment known to the world's intelligence agencies at their disposal, and the responsibility of saving the world....rather too frequently.
In terms of tech, there's nothing outlandish but it definitely allows for some more innovative, more interesting tech to be on the table. As a spy-fi / near future setting, everything from exoskeleton support to jump packs, nanotechnology among others are on the cards- but it's not going to be completely down the road of Cyberpunk (not to begin with, at least...). Modern contemporary weaponry is mostly still used but with experimental weaponry, if it can be made to work and you can make it work with all its advantages and flaws, then go right ahead. The playbook isn't compeletely open, but there's a hell of a lot to make your operative their unique slice of the pie. Feel free to come up with original, or genuine ideas if you think it might work- nothing too fantastical, but if it fits the theme of the RP.
Name:
Age:
Apperance: (Written Description, but you can alter it for your own needs and do whatever here- pictures are fine too to help augment the description- No Anime, more arty/image based is helpful!)
Nationality:
Callsign:
Skills:
History: (What'd they do before they became badasses in Raven Squad.)
Personality (Optional- I mean, are some of your operators are gonna be souless or something?)
Tactical Suit: (Applicable for Heavies mainly but also for the others- what does their armour or combat equipment look like? Description and Pictures prefered where possible!)
Weapons: (As set out in the prior selection- though this can be changed if you like. This isn't strict for what class can carry what- but a light shouldn't carry more than two long weapons, a medium more than three, while a heavy alone has access to heavy weapons and a wider range of secondaries. Weaponry is contemporary, though if you have something experimental to boot then feel free to suggest/query it if you're unsure if it's a bit much!)
Equipment (Yours to pick- be mindful of their specialisation and class.)
Hobbies: (Be it modelling, climbing or sunbathing, or whatever floats your character's boat when they aren't busy being badass.)
Likes:
Dislikes:
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Background:
Not much is known about Raven Squad as an organisation- only that it has shadowy links to the previous "Team Scimitar", a prior semi-independent mercenary group that similarly fought against a range of terrorist threats and organisations.
Though since those days, plenty has evolved in terms of technology and equipment used- and the organisation appears to silently select those who it wants through a contact named "Oracle", who recruits operators on a selective basis. RS after all, is the boogeyman that spies, special forces and various government agencies can't even confirm exists. The operatives have a comfy life on base, but holidays don't come often when the world needs saving.
Based in a remote cove in the South Island of New Zealand, RS has access to a short runway, as well as a small complex in a boreal wood- housing a firing range, armoury, R&R facilities (including a pool, of all things!), training rooms and brefing facilities that allow it to be a home away from home- out of sight and visuals from prying eyes.
Our characters, outside of being involved in taking out the baddies, will get a chance to chill, relax and do whatever takes their fancy back at base, and it's a nice little quirk to show off your characters a bit more too at base.
While this RP doesn't take itself seriously, we're gonna need a little here to make sure we're all on the same page. We do this, we all get to have wacky, fun characters and go for a thrill ride. If not, it sucks for everyone. Courtesy of SilverwindBlade's common rule set, please follow the following:
Post length is expected to be Casual to Advanced- no one or two line posts, please. This means at minimum two paragraphs in a post- three being optimum to really flesh out your character's response and furthering of the plot. I don't prescribe a top end limit, but use your imagination on how much you can write in a single segment- if it's longer, feel free to write longer!
Follow Wheaton's Law at all times. Don't be a dick- GM is God, and while this RP is very fast and loose, if you're asked to bring something into line, expect there might be good reason for it.
This RP will have adult themes, and romance is a part of that if you want it to be- however, nothing that the Gods of RPG wouldn't want on the public side when smut is concerned. If you want to go beyond, that shit goes off this RP into 1x1 if it is 18+ in any manner. Before that though, be my guest.
Equally, I have no bloody problem with a bit of fucking swearing, you bunch of cunts, but don't take it to excess, all right, fuckers?
A sense of humour is not optional. Please be good-natured and good-humoured to one another in the OOC.
Minimum post of one per week, per person. If you can't post, please mention in the OOC or drop me a PM. If it's unexpected - i.e. family emergency, your internet goes out, etc - then just let me know when you come back, and I'll catch you up. These things happen. It is not my job to chase you to post! If you're interested enough to be here in the first place, then it's up to you to post. If you're 'too lazy' to keep up, then I'm too lazy to chase your arse to get you to do it. It's a matter of manners and etiquette.
All characters are part of the military unit mentioned in the blurb above. No bad guys, no mercs, no foreign characters. This is to make things easier and more straightforward, and to keep internal consistency.
Don't talk down to people. I don't care how much knowledge of real-world weapons and systems you might have, or how much of an encyclopedia on legs you are about such things. This is my world, and it works how I want it to. If you're trying to be a smartarse because you've found a 'loophole', then you're not playing in the spirit of things, and you should probably leave. That's even with an admittedly loose playbook.
If I don't know about it, then it doesn't exist. You may have this amazing secret plot worked out for your character - but if you don't tell me about it, then it ain't happening. Because I've already got a storyline worked out, and if it doesn't fit, then it's not going in. Same with technology and whatever you 'think' it should be like- I am open to ideas, but tell me if you think it's something that makes you say "That might be too far out there".
This is a near-future setting, and as such, isn't madly fantastical. Sure, mechs, exoskeletons and cloaking may be a thing, but there isn't interdimensional travel, let alone even interplanetary travel. No aliens, no anime, no high-school dramas either. There is no magic or supernatural content. Please respect the setting and keep it in mind- there's plenty of ridiculous and cool shit on offer, so play with that here- keep the other material to other RPs.
GM's word is final. I appreciate people wanting to help, but final approval for plot, lore, and characters comes from me. Though, by all means, please feel free to make suggestions and help others with ideas and information where possible, and point out if something isn't there or working when it should be, because that helps us all.
Here's how it works. The RP functions around approximately six characters (can be more or less!)- and focusses upon the team having different skills and specialities, as well as entirely different approaches to combat. While there's three main classes, within those their playstyle may be completely different- and may bring a very unique ability that is class-defying. Each character can also have a path to upgrades- after each operation, they are able to use new technologies, experimentally given out to help them get a further edge.
While I'm not someone to put into place strict rules, I'd prefer two of each in each class and a male and female in each class to really help the flavour of the RP gel (we can't have all infiltrators and snipers!), as well as a bit more variety in origins- but will happily accept anyone who has an interesting idea and can make it work, irrespective. This isn't all prescriptive- they're put in as ideas and to start of the process of what the team might look like. Classes can also meld a bit- Medium characters can sometimes aim to go for lighter loadouts, or Heavies may choose to go for close-quarters arrangements over heavier weaponry. If a slot is taken, please try and fill another one (or post below if you have an idea that you'd like to use!)
Stealthy types, sharpshooter types, all-round silent assassins, here ye be.
These characters are all relatively unarmored, unable to stand up to much in a firefight- often only coming to that as a necessity. But they have ludicrous amounts of mobility and are able to provide support and some assault help in different ways from different perspectives- they're snipers, infiltrators, hackers and parkour specialists- with these characters often being the masters of stealth thanks to their talent and optical cloaking. They're agile, often more than not to almost cat-like levels of speed, freedom of movement using various tech such as grappling hooks to wall-adhesive gloves, wingsuits and ropes- and are capable in CQC thanks to Krav Maga or other fighting styles. They're potent at working on their own, but as a part of a wider team, add an enhanced intelligence and support function.
Think Sam Fisher, or Black Widow, or something down that line.
They often work as good sabotage experts too, working in the shadows of the main team's work- and have the widest range of infiltration and exfiltration equipment, often the most exotic of the bunch. They're the lone wolves of the team, but they can make the enemy look twice before they get hit.
Five Common Talents: -Excellent at sneaking and stealth- with or without cloaking, they're ghosts, and incredibly efficient sneaky people -High levels of agility (Parkour) -Sabotage (Explosives, Mines) -Hacking -Sniping
The Swiss Army Knives of the team look here. For those who want a slice of everything.
Characters who are well armored, able to take a few rounds, but not like the "Heavy" characters- they are a comfortable in between. They form the assault element of fire- and they offer a lot of versatility through carrying a lightweight exoskeleton- using jump-packs to double jump, wall run and basically throw themselves up into positions that often none of the team could with that level of firepower, allowing them to hammer fire from pretty much any angle using slightly heavier weapons than a typical SOF operator would use- be that LMGs, automatic shotguns, MGLs and high-capacity SMGs. If they forego that, often they make up for it with a different unique ability that is firepower or defence-focussed. They're real jack of trades, and often bring a bit more to the fight, with significant room to specialise and deliver a unique talent that no class can really pin down. Put short, an Assault character isn't a bland choice- they literally will do everything, from the quieter work to the all-guns blazing firefights, but they're not the best at either spectrum. But add speed and firepower together and you get a package that can usually make any situation work.
The closest comparison one can think of are the "Pilots" from the Titanfall universe- a perfect blend of fast and hard-hitting in a hot firefight. They're nowhere near as agile as the lights, but offer a lot more momentum- allowing them to flank and provide fire from any angle. They also have special abilities of their own that neither class has- be that the deployment of a personal protective bubble, a personal drone, or anything else that pertains to the fact that they carry a bit more into the fight than a typical operator would.
Five Common Talents: -Balanced Operative (Jack of all Trades) -Jump-Pack based mobility -Versatility -Unique Abilities -Fast in Firefights
Lots of firepower, brute force, big explosions. No less sophisticated than the rest of the team but just a lot louder, Heavies are for those who just want to blow shit up and get blown up.
These characters are giants. Literally, they're commonly over seven foot and immensely tall, strong, and able to basically punch through anything they want. People, walls, armour, anything. And that's without their heavy armour! In their super-heavy armor clad in head to toe with Trophy Systems to boot, are nigh on impossible to take out with most munitions- which means that more often than not, they're the centre of attention, the guy or girl turning up fire to the next level, and Raven Squad has TWO OF THEM. They're a Boss Battle for real, and you bet they enjoy that ego trip. Even up close, they're often absolute beasts in CQC without weaponry- often carrying melee weapons like an axe or a mace to club people they can't get with any of the plethora of weapons they carry. While a light might make that work through silently picking people off, a heavy will make those people shit themselves- one-on-ten, you probably can't win that fight unless you're very specially skilled and that is exactly how they work. After all, a heavy isn't often stupid if they've made it into Raven Squad- they're often far smarter than you think. The Mountain from Game of Thrones? Nah, this giant can do much, much more, they're Knights of the warzone.
Think almost the Juggernauts from MW2, or well, the Heavy from TF2, with a lot more armour and a lot more versatility.
They use heavy weaponry and carry even more support weaponry that puts them almost on the level with a mini-mech- from miniguns to automatic grenade launchers, flamethrowers to prototype electric or laser-based weaponry, or SMGs, heavy pistols, and all sorts of exotic secondary weapons that allows them to take on a wide variety of foes- specialising in AT on top of their usual anti-personel usage. For them, might is right- and bar much, they are incredibly difficult to counter. They're killable all right, but it takes a lot. They do suffer from the least versatility in infiltrations and their sheer size and operations weight means that they often need special methods of insertion. But do you think that they don't make a big deal about it? Not when they're the boss battles of the warzone.
Five Talents: -An actual bullet sponge -Close Quarter Beasts -Versatility in Combat -Heavy Weaponry -Terrifying, centre of attention, frontline operatives
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Post your CSs below, and I'll review them before accepting- then once we get those all in we'll get started! I'm thin on details at the moment at just how things will kick off, but it'll give a nice idea of the world and a good chance to showcase your characters!
I've RP'd for the best part of over 14 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots.
I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy- though I always come back!
<div style="white-space:pre-wrap;">I've RP'd for the best part of over 14 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots.<br><br>I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy- though I always come back!</div>