Next wave of reviews (tomorrow or later today depending on your time zone) I will review your characters and approve or deny them. If denied, you get in next round. If approved, you get in this round.@Brovo
For those of us not currently approved, will we be introduced first round or will we be waiting until the second round to join, assuming we're approved?
A small crowd of people, around 50-60 who can't fit on the train. At least a third of those are children.About how many people are in the subway station waiting for the next train? (Red Line)
Is the group which is heading to the train station attempting to board the same train that said group of people are also trying to board? Will we be met with a blockaded entrance?
You're attempting to head to the same train station, but you don't know if there's a train waiting for you or if the place has been overrun yet. The tank driver mentioned that the convoy had been delayed--this is because the tank broke down and the mechanic NPC had to work on it. The enemy passed you by on each side, searching for more pressing targets presumably, or having somehow failed to notice the convoy. (That, or they know where the convoy is going and have set up a trap. Le gasp!) So the convoy is pretty much going on faith at this point, because if the Red Line station is gone, the only people who will survive the trek to central city are going to be those willing to leave the elderly and the children to die.Is the group which is heading to the train station attempting to board the same train that said group of people are also trying to board? Will we be met with a blockaded entrance?
E : I apologize in advance for the rather bad quality of my post as I've made it in a sort of rush, because I won't likely be online for the rest of the day after this. Hope that the grammar, spelling and overall quality isn't making you guys as sick as Leonie is.
I assumed Prosper would have brought his own firearm, considering he has little else in the manner of ranged combat, but certainly.Is there a rifle around where Prosper can grab it, say clutched in the burning hands of one of the poor fools in the escape pod? He will probably have figured out that his standard armament will most likely be inadequate for the firefights that he believes are becoming more likely as each moment passes.
Well, he has his sidearm as that is all he usually has as working as an engineer on a ship you don't need anything more, but since he calculates that the chances of a full on firefight are rising exponentially he feels the need for something with a bit more power to it.I assumed Prosper would have brought his own firearm, considering he has little else in the manner of ranged combat, but certainly.
Approved. Read below for where you're being placed.Name: William McCormick
Age: 24
Sex: Male
Species: Human
Height: 5'11"
Weight: 230lbs
He smells slightly of fresh asphalt, cinnamon, and lighter fluid.
Ship Survivor or Colonist?: Colonist (Officer in Bellsford Police Department)
Biography:
William was born into great circumstances. Raised by a caring, middleclass family of two mothers, William has called Bellsford home his entire life. It is a city and people he has embraced and who have in turn embraced him. When news came of his sweetheart's pregnancy during enlistment, the naïve pair quickly said their vows before the birth of Ellodie, their blond headed, precocious daughter. In order to stay in the city that he loved with the people that he loved, William joined onto the Bellsford Police Department. He flourished in his new team of brothers. The comradery and adrenaline was a drug unlike any other.
William's life changed at the death of his wife. As the young couple was driving home from the Bellsford PD Ball they were struck passenger side by a clone experiencing a rhabdomyolysis fit. William's wife was killed instantly and William was severely burned. After months of plastic surgeries, William still bears the scars of that night. He harbors a deep resentment towards alpha clones and "doublers" in general.
Years have passed since that day. The support of the Bellsford community for William has been phenomenal. Life as a single father has been as challenging as it's been rewarding and he has grown to love his four year old ball of spunk more than anything on this planet.
Stats:
- Strength: 6 + 1 (7)
- Agility: 6 + 1 (7)
- Marksmanship: 7 + 1 (8)
- Intelligence: 4
- Courage: 4
- Survival: 5
Traits:
Trait 1: Stop Resisting- William has been trained extensively in the art of subduing an opponent in less than lethal means. While this often takes the form of chemical sprays and tasers, it usually just comes down to a good grappling match where his school years of rugby shine. He is even known to wrestle just about anyone in the department for a good scrap. (Bonus to melee takedowns and disarms, +1 Strength)
Trait 2: Quick Trigger- As with the sheriffs of the Wild West, the knack for pulling your trigger before the bad guy is an invaluable asset to law enforcement. While these street shootout situations are notably rare, William has had extensive experience training and participating in SWAT raids where quick trigger discipline can mean the life of your stack. (Bonus +1 Agility)
Trait 3: Catch This- William is incredibly talented at throwing, kicking, or otherwise sending an object hurling at a target by direct force. Since enlistment he has always been hungry for the opportunity of breach and clears. Whether this is a knife, grenade, cafeteria tray, or sports ball, William's survival both on and off the pitch has pivoted on this talent. (Bonus to marksmanship +1)
Trait 4: Trust- The community of Bellsford knows William like a brother. His reputation as "one of the good ones" is a huge asset to him as a street cop. Those who now of him have his trust and will confide in him more easily than most and perhaps more readily than they should. He is the type of person people tell their problems too without expectation that he can even help. (Bonus to diplomacy checks with NPCs, particularly with Bellsford citizens)
Trait 5: Loyalty- William is a passionate man. He is passionate about his fast cars, sports teams, banter and above all else his friends. Those who prove themselves as loyal companions to William will have his eternal bond. Those who betray him will have is unceasing hate. Though not uncannily courageous by his own right, William will risk life and limb to save a friend in peril. (Slight, temporary bonus to all stats when making an action to save/assist fellow PC in peril with whom he feels a connection with.)
Equipment List:
Signature: Helios.
- Semi-automatic rifle with underslung breeching shotgun
- Service pistol
- Medium chest armor
- 2x flashbangs
- 2x fragmentation grenades
- 2x orange smoke
- Combat knife
- Taser pistol
- Chemical spray
- Retractable baton
- Throat whisper communication device
- Handcuffs
- Zipties
- Flashlight
- Chem-glow sticks
- Department issued light survival bag (Hydration kit, water filter, fire starting kit, flair, food
rations, sleeping bag, first aid kit, rope)
Approved. Read below for where you're being placed.Name: Matthew Taylor
Age: 25
Sex: Male
Species: Human
Appearance:
Ship Survivor or Colonist?: Survivor
Biography: Matthew is a good nurtured, show off, he likes to help out how ever he can in certain situations. He wont hesitate to shoot if he was given a reason and he doesn't like feeling he's being used in anyway.
Matthew was born to an soldier Henry Taylor and a field medic Rachel Brett, it was always expected he would go into the military. He grew up in a large city with not much gaps between the buildings for free runners to mess around on, Matthew was always fascinated by them. One day he asked them if he could tag along and learn some tricks from them. He was thrilled when they said yes and he ran along side them until he turned 18 and was old enough for the military.
He wasn't super happy about it but he kept a smile for as long as his parents could see him as he knew it was going to be hell. He was the thinnest one their yet he preformed top of the class in agility and marksman ship with sub-machine guns and pistols receiving his current load out since. Matthew spent a few years in service before getting transferred to a INEF Defensive Vessel from then till now.
Stats: 32/32
- Strength: 6/10
- Agility: 9 (8 +1)/10
- Marksmanship: 9 (8+1)/10
- Intelligence: 3/10
- Courage: 4/10
- Survival: 3/10
Traits: (These are custom-designed abilities for your character by you. They can be anything from skills, to unique powers, to weapons, to racial traits, and so on. If you want custom powers or powerful technology or so on, grab it here. You can also upgrade traits to increase the level of power they have, which affects dice rolls accordingly. You start with five trait points.)
Trait 1: Free Running Soul; Matthew grew up free running or just running in general and can easily out run most people (+1 Agility)
Trait 2: Military training; From Matthew's military he can fire most basic guns, but get's a bonus when using handguns and sub-machine guns (+1 Marksmanship)
Trait 3: Large leap; Matthew can jump 10ft forward, when sprinting.
Trait 4: Lightweight Armour; When Matthew is wearing his Armour he suffers no loss of movement.
Trait 5: Courageous Save; Matthew is more courageous when helping non-military people as they have less to none training in his mind (+1 courage when helping non-military)
Equipment List:
Twin INEF semi-auto pistols
With 6 clips of 10 rounds each
[spoili]
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INEF sub machine gun
With 4 clips of 25 rounds each
[spoili]
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Combat Knife
Frag Grenades X3- An explosive that hits anyone in it's blast (10ft).
Special Light Armour- It doesn't have much strength in it but it makes up for it in flexibility and weight allowing Matthew to run and parkour as normal.
[spoili]
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Climing gloves: Helps with parkour, climbing and holding on to things.
Grappling hook: a 25ft rope in his bag with a hook for climbing buildings.
Fall Boots: Special boots that are part of his armour that lessen fall damage.
Signature: Silverdawn (PM in advance just to make my final moments work with the death better)
Approved. Read below for where you're being placed.*** If you have an issue with the craft, it can easily be written out in the story with minimal issue ***
Name: Samuel "Graz" Grazdan
Age: 32
Sex: Male
Species: Human
Appearance:
Ship Survivor or Colonist?: Colonist
Biography:
"Graz" grew up Samuel Grazdan, a Galileo 3 colonist and son to a corporate expedition pilot. His father, Robert Grazdan, flew for Tyre Pharmaceuticals conducting planetary surveys to find untapped natural resource locations.
Spending the majority of his free time in the woods with his father, Sam matured with a healthy respect for nature and the cycle of life. He saw death and learned quickly what a human needed for survival when all the gloss of modern living was stripped away.
During Sam's teenage years, Robert began bringing his son along on flights — though it was against his company's insurance policy — teaching him to handle various aircraft and exposing him to the oft dangerous world of frontier flying. The teenager achieved his pilot's license before his ground permits.
Not only did his father's expeditions give Sam the chance to fly, it also gave him the chance to survive. Sam's father often accompanied the company researchers on their expeditions, hiking scores of miles from their landing zone at times to locate rare resources. Sam came along on these as well, helping where he could … often as a luggage mule.
When it came time for Sam to leave for his military service, he had spent over 500 hours in the air (though many were not on the record due to his young age), and logically landed in the INEF's inner-atmosphere airlift wing. Initially he was pressured to join the INEF fleet, but Sam preferred the less exciting logistics flying to the romanticized fleet pilots up in space. With logistics, he could still see the incredible vistas of the planet speeding by below him. Space was just … space.
It was during his military service he came on the nickname "Graz" — a result of his flight leader refusing to say his entire name — and the name stuck.
After his military service period ended, Graz was immediately offered a spot flying alongside his father at Tyre Pharmaceuticals. Longing for the exciting bush flying he grew up with, he took the position and flew for several years with his father.
When Graz was 28, his father retired from Tyre Pharma and moved with his mother to Tyre's Valley. Around the same time, Graz began taking private contracts with non-pharmaceutical companies hiring for exploratory pilots in his down time. After a few years of balancing both worlds, Graz bought his own craft and went fully independent. His new contracts took him much farther than his TP expeditions generally went, and involved him in a wider variety of searches; rare planetary minerals; rare fauna; untapped springs; etc.
Being a bit of a workaholic — a way for him to avoid falling prey to the trappings of adult societal obligations — Graz took one job after the other, taking downtime only to rest. Eventually his reputation as a workhorse became well known among corporations utilizing exploratory teams, increasing his contracts, his compensation demands, and his friends in wealthy, powerful places.
Though his job leaves him with a bit of a grizzled exterior, Graz is just as much a businessman as an explorer. Beneath the gruff facade, Graz possesses a humble wit and charm he employs to ensure he gets the best contracts during negotiations.
Despite growing up an outdoor addict, Graz has been spending more time than he cares to admit in Bellsford's urban centers and his apartment in central Bellsford. The rigors of managing a business are best handled from an area with electricity and available caffeine.
Unfortunately for Graz, the city — foreign turf — is where he stands when the first sign of siege arrives on Galileo.
Stats:
- Strength: 5
- Agility: 5
- Marksmanship: 5
- Intelligence: 5
- Courage: 7 [Trait +1]
- Survival: 7[Trait +1]
Traits:
Trait 1: Keen Senses (survival)
Spending the majority of his formative years in the brush with his father, Graz's attention to easily overlooked details — those that may give away a potential threat or evidence of a nearby animal or plant species — have been sharpened.
Trait 2: Flyboy (Courage)
Having learned to fly inner atmosphere craft from his father before he was even legally allowed to pilot common ground vehicles, Graz is a skilled pilot. As is the life of an exploratory bush pilot, Graz has often been faced with extreme weather conditions and unsafe landing zones, not to mention malicious fauna and dangerous terrain. Having frequent experience with danger, Graz's will has steeled.
Trait 3: Nanite Medic
As a private contractor, corporations competing to sign Graz on for contracts will often offer interesting "gifts" alongside the pay offered for his work. One of these gifts was a jacket — whose aesthetics he personally designed — which houses a network of medicinal nanite generators in key locations for rapid injection deployments. The nanites are capable of performing basic first aid functions up to stitching and very minor "surgeries". (For example, if Graz is shot, the nanites can break down the bullet inside his body and repair the wound. However, if Graz were to have a limb blown off or suffer massive brain or chest trauma, the nanites may be able to stabilize him but he would need proper medical treatment to survive. Likewise, the nanites cannot "create" blood, so massive blood loss will still leave Graz incapacitated.)
Trait 4: Cartographer
As is the case with many pilots, Graz has a comprehensive database of maps and satellite imagery detailing the city of Bellsford as well as many rural regions of the planet where he has previously operated.
Trait 5: Friends in High Places
Working and maintaining a strong reputation with wealthy companies has its advantages. Graz has a variety of influential "friends" in companies (often with political ties) that can prove useful when he is in a tight spot … assuming Graz is willing to pay back the favor later. Whether or not the friends will remain helpful during the siege remains to be seen.
Equipment List:
Ziz Aeronautics KWEST Light Aircraft
Graz's KWEST is a small, 3 seater VTOL aircraft specially designed for landing in tight, rural spaces. (such as dense forests or craggy mountain cliff sides) The craft is unarmed, as per government regulations for civilian inner atmosphere aircraft. Rather than weapons, the craft houses a variety of research and scanning equipment which aid Graz during exploratory scouting missions. Much of the onboard equipment is "plug in", meaning it can be quickly removed and swapped for equipment better serving Graz's current job. The KWEST, being a small craft, is primarily solar powered (though there is a thorium backup battery in the event of a system failure) and is stored at a launchpad several miles from Graz's apartment in Bellsford.
Alacran Military Solutions MRS-B Rifle
This is a mid range, bolt action rifle firing .30-06 ammunition, primarily used by Graz for scaring off dangerous fauna and, if need be in a dire situation, hunting for food or defending himself from miscreants. The rifle is equipped with an 8x scope.
INEF (mod) 9mm pistol
Graz's standard sidearm from his military days. He has (illegally) modified the pistol to increase the velocity of the projectiles at the expense of the pistol's rate of fire.
Bug Out Bag
Graz's bug out bag is simply a large, framed hiking pack. The pack is waterproof and heavily resistant to tearing and melting. This pack is always stocked with a variety of survival gear.
1x Advanced First Aid kit (bandages, disinfectant, nanite stitch gel, burn creams, flares, water purification tube, rubbing alcohol, medical multi-tool, bottle of vitamins, bottle of aspirin)
1x Survival Kit (flares, fire starter, 1 week of MRE's, 15 protein gels, GPS ping beacon, spool of mini-duracable [60 feet])
1x Omni-Enviro single person tent
1x TightRoll All Temp survival blanket
1x SolaGlow hiking head lamp
Job specific clothes, equipment, rations, etc.
Huntmaster Corp Active Bowie Knife
This knife is a 10 inch Bowie knife. It is considered "Active" as the blade can optionally vibrate at a variety of frequencies, aiding the user in cutting through particularly tough material, chipping rocks, etc. It has been said that some individuals use the vibration feature to aid in the breaking of locks, but Huntmaster Corps denies such use of its product.
Commtaxt Len-S /Pal-M
Commtaxt is a popular communications company specializing in all-in-one consumer grade communications technology. Their Len-S line of contact lenses is a wearable smart computer which allows users access to mass communication networks, personal calls, and social media environments. As most users do, Graz reluctantly bought the Pal-M hand accessory — a ring which both projects Len-S data and images onto the user's open palm and acts as a camera for transferring real time video alongside Len-S calls. He would switch service providers but the cancellation fee is ridiculous.
Signature: AtomicItalian hereby gives permission to kill him, both heroically or shamefully, without prior consent.
No. You can't affect AI's like that, your telepath doesn't start out strong enough to do so. Mainly because AI's have minds that are extraordinarily alien, so to translate "fear" or a hallucination to something which doesn't have chemical impulses is outside of your telepath's abilities.Level 2: Finn has not only grown stronger with this ability but has also turned it into a useful tool instead of a weapon. The ability does not need to heighten the sense of fear and instead can either give heighten no feeling at all or pervade a calming feeling to its targets. Not only that but the range of his ability has expanded and its original purpose can be used on both 2 and 3 class AI (Can now just give hallucinations to people for kicks, scare robots and make crazy people calm down. Range increase to 25 meters )
I'll try to get a post up by tomorrow if that's alright?
I'm sure that's alright.You have until Saturday the 15th to do so.
That's fine. I'll try and speak up more.@PCSutfin you've been assigned to North Bellsford Super-Centre. I dunno how I missed you. I guess in the hubbabaloo, and your lack of OOC posts, I simply forgot one character out of twenty. Whoops!
NPC stuff is almost finished. Give me another hour or two. It's packed full of fun stuff for y'all.