Dark Skies

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Aliceee

Fierce Rebel
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. One post per day
  2. 1-3 posts per week
Writing Levels
  1. Intermediate
  2. Adept
Preferred Character Gender
  1. Female
Genres
Fantasy, modern and magical.
Dark Skies,

| Accepted Character Dump Thread| IC |


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"The probability of success is difficult to estimate; but if we never search the chance of success is zero."

GM's ;
Aliceee and Chromehound
Credits to :
@RedFox, for the information written about the URF navy and several small but cool additions already!
@Lesli, for the base of the RP!
@Brovo, for supporting the RP with allowing me to use some resources from a sci-fi RP of his!
@Gerontis, for supporting the RP with giving me GM advice and helping to balance certain aspects!

Short intro :


Dark Skies is a Sci-Fi genre RP, that is about a future fantasy setting. We like to invite you into a story and world where we can lay some relation to our modern day world and hope that you'll enjoy the grim and harsh beauty that a sci-fi RP as this one can bring you. Dark plots and grim reality that offer desperate, but heroic and memorable moments that we can and will write as a (hopefully fun!) experience together!
With that said, welcome aboard the Duchess!


Rules :
As with every RP, we have rules. Most use common sense and we hope that the common man still has this. Still, there is some emphasis on these rules as this will be a group project/RP.
  1. Don't be a jerk. If somebody ask you something, try to answer politely back. This goes also for the one asking. We're writing together and that requires some formality and respect. Not to kick somebody down! That having said, respect is something that should be given, not demanded.
  2. The decisions of the GM's are final. Please do note that we don't make decisions just to bully somebody or deny things. We have our reasons and if you wish to discuss, then attempt to do so in PM or on skype in private. Works better for both GM as for any player(s).
  3. Be a sport. Seeing that this will be involving weaponry that are quite advanced it can happen that your character get shot in a limb or such. Sometimes that involves your character(s) to be less useful, but it is way better than surviving everything. Cause then what challenge nor fun would one have if we would survive everything, no? That having said, don't expect to survive everything. The more of a sport you are, the milder you will be treated.
  4. Everybody can be creative and make up some technology for their character. But do keep it 'reasonable'. With that it is meant that you shouldn't make something without a sort of weakness or risk. Something that could backfire eventually or anything to balance things out. This goes the same for characters.
  5. Once you've read all these simple and hopefully common rules, place in your CS : I solemnly swear to live for the 'purpose'.
With that you acknowledge that you follow the rules and word of the GM's and are willing to become a part of the RP. Welcome aboard, soldiers.
  1. I have a suggestion!
    Feel free to pm me or Chrome. :)
  2. I noticed that this or that is similar to other sci-fi settings...
    Yes, that is mainly because I did have taken some inspiration or information into this RP. Though I have tried to keep it shaped and modified in the way I figured would be best for Dark Skies, I did decide (due to some advice) to look up on several popular sci-fi settings.
  3. What are the expectations you have of the players?
    Not a lot. English isn't my first language - I do hope that it is adequate enough to not be repulsive! - and won't mind if somebody is very new to RP'ing or very experienced. I have worked in these two - almost three! ^^ - years with people that range from fresh to veterans. All I ask from my players is respect as I will do my best to return it. Patience, to both me and others. And to follow the rules as well trying to just have fun as a group.
  4. What is the plot about? Could you give a bit more about that?
    Sure thing. The plot is about the Gladiators, the faction the players will be part off. More detailed information about the Gladiators will be given with the launch of the OOC. But the idea is that your character(s) are part of a somewhat underdog part of the military. They are supposed to be the cannon fodder and using prototypes and experiments on the field. Depending on the results, the rest of the military will adapt such technology, though expect that sometimes prototypes will be more of a risk than a benefit! I can already give away that there will be a huge amount of battles against a few formidable factions that the Gladiators will oppose. How? Up to the players.
  5. Wait, what do you mean up to the players?
    Quite simple. While there will be a main plot that direct to several choices, the characters can have impact on the story as they progress through it. Based on their decisions will be results. Factions that will become allies or enemies. They will be loathed, hated and disliked or the opposite. While there is a main plot already been forged and at the ready, it is up to you and others to work together. Or against each other? Its up to you.
  6. Sounds great. Though what about spaceships? I notice that there is quite some information about them. Will spaceships battles be a thing?
    Yes and no. Yes, spaceships will be a thing in the RP. The main hub of socializing and interaction outside operations will mainly take place in the Duchess - where the HQ of the Gladiators is after all. But while there are some spaceships battles being designed into the plot, the majority of the action will take place on the 'ground'. Don't worry though, even in events such as spaceship battles I find it a high priority that the players get feeling that their characters can do something about a situation and possibly change the outcome into their favor.
  7. Can I make an alien character please?
    Sorry, but the start will be all humans.
  8. I like the idea of a main plot, but is there also any room for sub-plots for characters or whole squads?
    Yes, there is room for that. I do need to know before hand what the sub-plot is about and then can try to help adjust it into the main plot. This isn't because I want everybody to focus on the main plot, but if we all randomly start to look for the Golden chocolate bar, relic of Irish whisky, the Scottish Kilt of Destruction and whatever you might think off : then it will become a chaotic mess.
  9. How punishing can combat be in this RP?
    I intent to make it grim. And with that having said, death isn't going to be a rarity. I want to place an emphasis on building a story with everybody. That is the main goal. But if somebody thinks they can run through a hail of gunfire, shot by a heavy MG, while wearing their pajama's? Then no, sorry. If people make horrible mistakes during certain events, they wind up dead. I will be lenient towards small mistakes and often give some warnings. But if ignored, I will write your character off with a GM post.
  10. You mention 'events'. What do you mean with that?
    With 'events' regarding combat, I mean that I will sometimes post GM posts. These posts will detail an ambush or any kind of occurrence to a group or situation. Players will need to react on this or suffer some punishing results. There will be events where characters or squads have to make a decision. A good example would be the boarding of a small space vessel. I could let them have some victory in taking down the hostile targets, but then making a GM post to clariffy that they aren't out of danger. This can range from that they need to try to repair or take control of the craft in order to avoid getting rammed by a cruiser vessel or that an engine is overheating and might trigger a chain of bad events if being ignored. If people take the wrong decisions during those events, that might result in their character's death and even their whole squad.
  11. Wow, that sounds quite punishing?! Events to murder whole squads?!
    I know. that is the point though. I want this to be a RP where a good emphasis is placed on teamwork. Work together and you can get way more stuff done and with better results. Try to work alone and it is just more challenging. I will not aim to kill off whole squads left and right, but that will happen if squads will allow somebody to just mess around or ignore warnings. It is recommended to have some understanding both in the IC as OOC to get through this as I do intend to make it a challenge.
  12. Okay, this sounds silly, but in a setting like this, is there room for romance?
    Not silly at all. Yes, there is room for rivalry, romance and what I would find only normal between people. Don't however tend to just stick to the characters your character has the hots for. I encourage interaction within teams and between teams.
  13. May I (later perhaps) control a villain?
    Possibly. Though I want to state that there is no real good or evil in the RP. If anything it is grey and morality is subjective. One character might find it a crime to eat cheese without drinking milk, while another would deem that as something he or she needs to do. Don't however take IC into OOC or vice versa! I really dislike it when that happens.
  14. I can't find the traits or don't know what to do with them.
    Simple. Traits are what you can see as personalized skills/boosts to a particular field (don't go higher than +2! or use all your traits to give +2 to the same field. Try to be reasonable with them) or stating that your character has a bit more skill than average people in a field. They are thus in essence the same as skills, but allowing some personal touche to it as it is more part of the character than trained or gained skills.
  15. Only three traits? Cool for the start, but will we get later access to more?
    Yes. Over time, characters who gain experience and players who are active will get rewarded with gaining traits. Three however will be for now the amount of traits a character gets with starting in the RP. It might be modified later on though.
  16. I want a weapon/uniform/armor/gadget, but it isn't in the list, what do to do?
    No, indeed. I am trying to keep expanding the weapon, gadget and the whole lists but it is always that people want something that they find cool or what they find practical/looking nice etc. Due to that reason I had made this ;
    Code:
    [B][I]Name :[/I][/B]
    
    [Of the technology]
    [B][I]Department :[/I][/B]
    [A weapon? What kind of Weapon? Gadget? Vehicle?]
    [B][I]Capabilities/Description :[/I][/B]
    [What is it able to do? What are the limitations? Any appearances that can be shown or described?]
    [I][B]Other information :[/B][/I] 
    [Side notes/information.]
    Fill it in. Armor, weaponry and gadgets that aren't on the list. It is best to pm me or @ChromeHound, as we will review and discuss it both before giving our denial (And reasons why) or approval on it. If it is however something made by the character him/herself, then please do notify such matters at Other Information, cause else it will be put up on the OOC and allowed for others to use it (given that they have the required skills for it).
  17. I don't know what role to pick!
    Yeah..... tough luck, I don't know really either. My advise on that recurring question is to pick what you think would be cool/useful. I can make suggestions, but I think it is both for me as for you more of use if you pick something you would like.
  18. Is it allowed to have stuff like pets? Or perhaps be suffering a special condition?
    No. Though I find pets awesome, it is unlikely that a soldier will be allowed to have one. Let alone the faction our characters are part off. They already face some disdain and mockery, it would be unrealistic for URF chiefs to state that they can have one. Cause while the Gladiators aren't some top notch disciplined force, they still have standards. This means as well that some special conditions won't be allowed. There are physical and mental screenings for a proper reason.
  19. Okay, seriously, I can't work with this or that person!?
    Not everybody like each other. That is fine. If a discussion or argument happens, try to keep it civil or just don't pursue it. Waste of time, energy and not worth the frustration. I will try to make teams that have people together that either want to try to work with each other or already know they can cooperate well. Don't however demand from me to keep moving you from squad to squad. There is a limit to what I can do for everybody.

  20. What if I have a question that isn't listed here?
    Then PM me. I really hope that I have elaborated enough and piqued your interest. I do thank you for reading all the way through or at least giving the thread a glance. Hope you've a nice day and to read something soon of you!


Lore and some information :
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[tabs][Tab | The Present |]
Starting Date :
1st of January, 2400 A.D.

Happy new year. Ten successful years of the URF have seen the intergalactic communication as relation between the planets that were once colonized and now fully occupied by mankind grown. With laws to provide security from and against the government as well providing to solve conflicts between groups, the URF has been regarded rather highly. With their own organized factions, they have been making sure that the planets that are inhabited by mankind are prospering and kept safe. Safe from both external as internal conflicts. The URF is the shining beacon of hope for mankind.
[/tab]
[Tab | The Past |]
24th of September, 2112 A.D.
The world has changed a lot. Several large conflicts and disasters happened. Nations rise and fell as they always have and will probably keep doing until the end of time. At this time, though as mankind kept bickering and fighting against itself, technology kept progressing. While others kept fighting and spending resources in order to live, fight and die for a cause they believed in, others reached their gaze up to the sky. Wondering if there were other worlds such as our Earth.
Eventually as always, mankind kept progressing together. Finding a solar system very far away, that was similar to our own. This caused a lot of reactions. Could it be that mankind had found life? Or a possible second home? An unspoiled world, unlike Earth?


12th of August, 2179 A.D.
Over the whole world, people had banded together for one goal. For one reason. To find and prepare technology to reach this new world. To see if they could get to the 'Second Hope', the nickname that became popular among the masses. Mankind wasn't able yet to travel far through space, even though they kept desperately trying to make that jump. But as some kept trying to jump, which saw steps being made. One by one.



1st of February, 2240 A.D.
They made it. It worked. A big spaceship, nicked 'Benemoth', made it to the Second Hope solar system. It was a very exciting moment. People held their breaths in. There was hope and joy, but also panic and fear. What would the crew encounter? Would there be other life form? Hostile? Friendly? Questions that needed an answer.



3rd of February, 2289 A.D.
It became a success. It took forty years, but small cities started to rise on New Hope. The planet was quite similar to earth, which led to the surprise with however no civilizations being already there. While some theories ran wild that it was once occupied by an older civilization than mankind, the colonists had little trouble to settle on New Hope. The wild life was slightly different and at the start caused some trouble. But with determination, mankind managed to make the planet theirs.
And after that success, mankind managed to expand itself into two other solar systems - nicked Aleyin and Cacia, to the ones that found them - other than New Hope. Exciting and bolstered by their previous success with New Hope, many were attracted. Adventurers. People seeking a new life. Name it and you could easily find these kind of people getting aboard and being traveled towards these new worlds. Forty and nine years later and mankind managed to build cities on the several planets.


3rd of February, 2312 A.D.
These many years later and mankind managed to bond once more together. Under the threat of a war that would not just waged between countries, but between planets, mankind would be close to a war that had never seen before. Forming the 'Coalition', an organisation that would serve as the peacekeepers to prevent war between mankind, it can be said that the petty conflicts of the past would stop. And eventually they did. At least, at the surface.


6th of December, 2390 A.D.
The Coalition became the URF. The Unified Realms Force. With it, the sole task of becoming a peacekeeping armed force, the Coalition was merged into the newest government form. With it, mankind was supposed to become united together. A whole history long, mankind had been fighting and waging war upon itself. With the technology they had and experiences with intergalactic government, the URF would become a success. Together with it, it saw the rise of the United Council. The intergalactic government, composed out of the chosen politicians that represent their home worlds and planets.

[/tab][Tab | URF Navy |]
URF Navy
History
The URF Navy is based on traditions that are about five hundred years old. During the 20th Century on Earth, the Second World War laid down the traditions that would last and find their way into the 25th Century. Huge fleets were sailing the oceans of Earth, employed by both sides. Compared to the engagements of the First World War, they were waging an entirely new kind of war - fleets operating for extended duration helped to tip the balance to the side of the Allies, leading to their ultimate victory. The war changed the entire planet, and so it was with the naval doctrines - they would never be the same again.

As time progressed, so did technology - what was the peak achievement of yesterday, become forgotten by the other day. The fleets of the world evolved at a breathtaking pace - larger, more devastating warships with nuclear propulsion arrived, meaning they were no longer dependent on fuel. The following events of the 20th century - The Cold War,Korea, Vietnam, Middle East all had one in common. These events shown the importance of a naval force capable of delivering a decisive blow. At the onset of the 21st Century, most fleets were even further developing their technology, creating entire new classes of super ships.

The Navies played a crucial role in the conflict filled 21st Century. Carrier Task Forces become crucial assets in leading quick, devastating strikes against both sides These days also seen the return of the long forgotten battleships - once the undoubted kings of the seas, they were replaced by carries in the previous century. Their return proved that the concept still has several advantages, and it resulted in several clashes of titanic proportions all around the world. New, more effective weapons, armor offering better survivability meant that they were once again equals with carriers.

Decades of warfare ended when the Earth stood united behind one purpose. Scientists, research and development teams were now standing on the same side and by pooling together the knowledge both accumulated separately, they made the impossible become the possible - the Behemoth. One century after the success of the Behemoth, the world developed effective ways of travel to the distant reaches of the New Hope system, and even beyond. They were the antimatter reactor and the Heisenberg device, named in the honor of the man who come up with the concept almost three centuries ago - Werner Heisenberg.

Space offered a seemingly endless place for exploration, but it was threatening equally. The R&D teams constructed warships to escort the civilian crafts that were now expanding in the New Hope system and its closest neighbours. Each new class of ship was larger than the previous, and equipped with more advanced systems. The newly established Coalition Navy served more of a peacekeeping role in the new realms, and it performed magnificently. Sometimes, the very sight of ships appearing over the places of unrest was enough to quell them down.

In the 25th Century, it was about four hundred years since the fleets seen real warfare. The Coalition Navy never got into an open conflict, and that did not change when it was transformed into the Unified Realms Force Navy. They still served escorting and supporting roles, but R&D teams kept progressing technology. The URFN ships eclipsed the Coalition ones both in size and equipment. Little did they know that the peaceful ways of the URFN will soon be harshly tested.

Victory means large scale devastation.
Defeat will mean annihilation.


Technology

Technological development made giant steps forward from the early beginnings of Naval warfare. Steam boilers were replaced by nuclear reactors, which in turn were replaced by Tokamak reactors proved sufficient until the Behemoth came into question. New technologies were researched, two of them proving themselves crucial to the success of the aforementioned ship - the antimatter reactor and the Heisenberg device. At their success, more advanced, efficient variants were developed for ships of all sizes.

Nowadays, the technology peak in the URFN is the Gaussian technology. Paying homage to one of the greatest minds of Earth, this technology relies on magnetism to achieve effects that outweight the resources invested almost infinitely. Beam and laser based technologies are still in their early experimental stages. Undoubtedly, the greatest part of R&D is focused on kinetic based weaponry and effective ways of protecting against them.

Here is a short list of important technologies and equipment of the space crafts.
Antimatter Reactor

Gauss Cannon and other weaponry,
These weapons are massive coil guns that are used to accelerate projectiles ranging in mass from 600 tons in the case of smaller warships, and 3,000 tons in the case of Super MAC platforms, to extremely high velocities. These projectiles are composed of Titanium-A, depleted Uranium, and/or Tungsten with a ferrous (iron) core. Super MAC platforms accelerate MAC rounds to over "point four-tenths" the speed of light (120,000 kilometers per second) with twenty-three linear accelerator coils, while ship-based MACs have a lower velocity. Almost all URFN warships are equipped with Archer Missile pods for ship-to-ship engagements, which prove mostly effective against unshielded targets. A common tactic among URFN ships is to disable the target's shields with MAC rounds and then pummel it with Archer missiles. URFN ships may also carry Shiva-class Nuclear Missiles. In addition, the URFN mounts 50mm auto-cannons on its ships for defense against enemy fighters and boarding craft

Emergency equipment.
Respirator packs are worn by URFN Navy personnel when an atmosphere is not present, and provides an auxiliary supply of oxygen for the wearer. There are also packs stationed and placed at places within halls of the ships, either to refill the packs or when somebody hadn't one equipped.

Slipstream space.
URFN ships are equipped with the slipstream devises, which allow them to leave normal space and plow through a dimensional sub-domain colloquially known as "Slipstream space.". The drive used particle accelerators to rip apart normal space-time by generating micro black holes. Those holes evaporated via Hawking radiation in a nanosecond. The real quantum mechanical "magic" of the drive was how it manipulated those holes in space-time, squeezing a hundred-thousand-ton cruiser into Slipspace.

Cyclonic Shields,
The shield systems that are being used by the space crafts aren't a recent brand new technology. They offer some protection against attacks from hostile crafts and there has been even some work placed into putting shield systems in ground vehicles. However, the latest advancement on shields is the Cyclonic Shields. In simple terms, during combat situations, the ship activates the Cyclonic shied. It will create a lot, but a lot of smaller dedicated energy shields instead of covering the entirety hull of the ship. Rotating at the speed of hundreds of RPM, the shield doesn't just absorb some of the damage, but deflects threats to the ship. Most ships aren't however yet equipped with this brand of shields and the deflecting trait doesn't mean however that the projectiles are flung straight back at the source.

Morning Star Interceptors,
Every URFN ship has space for the MSFP (Known as Morning Stars Fighter Planes). It depends on the size and function of the ship on how large their interceptor fleet is. Most cruisers have an interceptor fleet of sixty to two hundred. The Morning Stars Interceptors are equipped with 120mm Rotary cannons, space mine system and able to equip several kinds of missiles. Their incredible speed and maneuverability makes a squadron of Interceptors a nightmare for any space craft without the ability to defend itself. In atmosphere situations, they are just as lethal as in deep space.
slipstream space

URFN Ship Classes
Destroyer
Destroyers fulfill two important roles in the URF Navy - they are ships specialized in defending larger ships in the fleets they are assigned to, excelling in rapidly wiping out waves of fighters and bombers. The second important role they fill in is close ground support - destroyers are the only craft capable of entering the atmosphere of Terran planets and give the troops they are supporting decisive superiority in terms of firepower. They mostly fulfill this task via their missile payload that ranges from kinetic warheads to standard explosive warheads. Destroyers carry small yield, tactical nuclear weapons, but their launch must be authorized by a full Admiral.

Destroyers are about 700 meters long and possess adequate weaponry to their size. There are several modifications of them, listed below.
Fast Destroyers​
This modification sacrifices a part of its armor protection in weaponry in favor of achieving greater speeds.
Heavy Destroyers​
The polar opposite to a Fast Destroyer, it sacrifices mobility for the ability to both pack and withstand larger amounts of punishment than regular destroyers.
Tactical Destroyers​
These destroyers sacrifice most of their anti-fighter weaponry for tactical ones - either missile weapons or small sized Gauss Cannons.

Cruisers
Cruisers are the most common ships together with destroyers, and their role is equally important. They are ideal for destroying destroyers and in the usual numbers they are deployed in, they can tackle Battlecruisers and in large numbers, even Battleships. This fact earned them the nickname " pocket battleship " for carrying a large amount of weaponry despite their size. However, the size that allows them to tackle battleships prevents them from entering the atmospheres of planets.
Cruisers sacrifice some of their mobility for staying power, more focused on ship-to-ship combat. They can still deliver orbital strikes, but they are far less accurate than their Destroyers counterparts. Cruisers range from 900 meters up to 2 100 meters in length and carry more powerful weaponry.
Currently, there are only two cruiser classes in use.

Light Cruisers​
Light cruisers are ships from the lower to the middle point of Cruiser sizes, and most of the time, they sacrifice their anti-ship weaponry for anti-fighter loadout, nicknaming them "Fighter - Killers".
Heavy Cruisers​
Heavy cruisers excell in taking out destroyer sized craft and even smaller cruisers, and in larger numbers, ships of larger sizes. They range anywhere from 1 500 to 2 100 meters.

Battleships
Battleships are the might of the URF Navy, and the appearance of battleships inspirs shock and awe in the enemies of the URF. Colossal behemoths, battleships range from 2 700 meters up to 4 800 meters for Super Battleships. Built to withstand devastating amounts of punishments and still be able to deliver the devastating strike of their own, they are the mightiest ships in the arsenal of the URF Navy.

Carrying devastating Gauss weaponry, firing tactical, nuclear and kinetic weapons, they excel at destroying cruisers and carriers, but in turn - they rely on their own cruisers and aircraft carriers to protect them against smaller crafts, which are their weakness. Battleships are a rare sight in times of peace, earning them a status of " bringer of bad news. " Battleships range anywhere from 2 700 meters to 4 000 meters, while Battleships longer than that are labelled Super Battleships - often armed with cutting edge, state-of-the-art defensive and offensive systems, and their appearance is a rarity even among times of war.

Aircraft Carriers
The role of Aircraft carriers changed very little over the decades, and stays true to the name of the ship class - they provide the facilities necessary for the maintenance and operation of fighter sized crafts. The only thing that changed is their size - from the ability to carry around one hundred planes, the URFN carriers can now carry about five hundred craft - this number changes from the size of the carriers.
The smallest URFN carriers are about 2 000 meters long, while the largest ones measure up to 2 800 meters. They are not very effective when fighting other ships, trading most of their anti-ship weaponry for fighter eliminating weapons. However, most carriers possess a larger amount of missile launching facilities. Carriers are forming the backbones of most fleets - every task force includes at least one aircraft carrier.

Experimental Ships
Ships of this class are the test beds of the R&D advances and breakthroughs. All information on the experimental ships is classified, and people outside the R&D teams are informed on a need-to-know basis. Experimental ships have never been seen outside testing areas designed for them.

URFN Ship Naming Conventions
The hull classifications from the water bound navies was mostly abolished during the days humanity was no longer bound to Earth. However, names are still given to the ships during christening ceremonies that are led by URF Navy officials. Also, candidates for the position of the Captain are also present during the ceremonies. Ship names are based on a few conventions listed below.
Destroyers - named after battles, historical or recent.
Cruisers - named after titles and historical leaders
Battleships - named after geographical landpoints - countries, cities,mountains, etc.
Aircraft Carriers - named after important historical persons.

[/tab][Tab | Solar Systems|]
Second Hope solar system :

The solar system of Second Hope is the new bastion of mankind. Though Earth holds a special place in the hearts of mankind, the Second Hope solar system is seen as a beacon of light, peace and prosperity. First a new chance for mankind to start anew on a different planet, it soon grew to become the 'capital-world' of the human race. This planet on which mankind first landed and colonized more than one hundred years ago was nicked as New Hope. Often people tend to mix Second Hope and New Hope - both entire different meanings - up. New Hope harbors the Councilor's Palace, a magnificent and huge complex which is being used by the UMC - United Mankind's Council. The solar system has one big star as well three other planets other than New Hope.

- The bright big star that is double the size of Earth's sun, its official name being New Venus, but often called Angel.
- New Hope, almost twice the size of Earth. It is a lush planet that other than geographically seems quite similar to Earth.
- Thalia, a desert planet that mankind has started to terraform for the past forty years. Its estimated that it will take up to fifty to seventy more years before the planet will become habitable.
- Mova, a dwarf gas planet that is remarkably small compared to the other planets in the Second Hope solar system.
- New Moon, a similar planet like Earth's Moon, which orbits around New Hope. It isn't double the size of the moon, but largely one and a half.


- Aleyin solar system :

It is one of the least populated solar systems. Though there have been some campaigns in order to try to provoke colonist, cooperations and more to become interested in settling on the capital planet of the system, also called Aleyin, it hasn't been much of a success. This is likely because while the planet is habitable, the climate isn't ideal. Though on a safe distance from the large star, there is a lot of arid climate on the large planet. Though the planetary government of Aleyin is loyal and true to the UMC, its population is a bit different. Many insurgents have attempted to try to force the Aleyin solar system out of the UMC. But thanks to the URF it has always failed. The discontent is likely caused by the fact that many citizens of the solar system feel that their planet is being abused. There are a lot of mines that delve up rare material, such as gold, silver, steel and also titanium mines. Most of them are owned and governed by the UMC, which likely doesn't help to change the opinion of the planet's citizens.

- The star of the solar system is called : Carda.
- A small planet that is a sulfuric gas planet, called Tema.
- Aleyin is roughly the same size of Earth. It was at first seen as a desert planet, but it had life on it and after several tests it took only 15 years for mankind to colonize it.
- Barcios is somewhat farther away from Carda and though a desert planet in its current state, it could become a fertile planet if being terraformed. Problem is that the UMC has already enough trouble with Aleyin and not shown any remote interest in terraforming Barcios. There are often politicans on Aleyin who promise that they will fund a project and there are several rumours that the UMC is barring any project to terraform Barcios.
- New Pluto, a methane gasplanet.
- Khevi, a large carbon dioxide gasplanet.


Cacia solar system :

The 'youngest' of the populated Solar systems. Its also the one farthest away from the Second Hope solar system and yet has more population than the Aleyin solar system. This is likely because the Cacia system supports more fertile planets than the Aleyin system. Currently two planets have been colonized and a third one is on its way to being terraformed. The Cacia solar system is quite popular as the lush fertile worlds have less threats than New Hope or Aleyin. The other reason why Cacia is so popular is because of the minerals that can be found on the planet. Many metals that we have discovered and used through the ages on Earth are present on Rhea and Rono.

- The star of the Carcia Solar system is called : New Apollo.
- Rhea, one of the inhabited planets of the Carcia solar system. Rhea is just slightly smaller than Earth, but the planet itself serves mostly as a large food producer for the much larger planet of Rono. There are some factories in on the planet as are some renowned military training facilities of the URF.
- Rono is double the size of Earth, sporting various climates. It doesn't have many interesting minerals or goods it produces, but it has been a great colony in the past due to the fact the colonists on Rono could focus on other professions than agriculture - thanks to the food trade with Rhea. Rono is largely renowned for the high quality of officers it trains and prepares to serve both in the Carcia solar system defense as for the URF.
- Neani, an ammonia cloud giant. There had been some interest as the planet did seem like it had the potential to be terraformed. There is currently some research going on, though there are still a lot of skeptic scientists that argue against the cost-effectiveness of researching that instead of focusing on more important manners.

[/tab][Tab | Combat |]
With the RP's mechanics of tiers, it isn't made to limit the players into something illogical such as that somebody that doesn't have the skill to use a tier II shotgun not being able to use it. It is meant as a guide line. Somebody who invested skill points into that particular area will be more efficient and thus allowed to write that his or her character has an easier time to use that weapon than somebody who never ever learned what a rifle/shotgun/sniper was, let alone being trained or experienced in it. The combat system that is being implied is thus not a restriction and meant to force people into making a decision. It is meant to try to make it clear who is more proficient and capable of wielding more advanced snipers, pistols, rifles and the like than others.

The idea about the tiers is to both resemble the technological advancement that will happen over the course of the story as to make it clear that we won't start out with a whole stash of hyper modern classified gear and weaponry. IC wise this will be quite clear as any high tier weapon or item will be taken by the URF for their own use, unless there is a good reason - such as forgetting to detail it to the URF as example. OOC wise, this is simply a polite request to not tread out of character. If your character never fought or invested time and effort in learning how to fight with a particular weapon, then try to go with it realistically.

An important note about the bonuses, boosts and such is that it is largely meant to help make a decision for a player. They help to make players realize if they can have an easy success or a harder one. That having said, a small boost can thus often mean nothing, where as a large positive one can be quite useful and make your character able to succeed easier without giving the players the idea that the character is having it too easy without valid reasons. It is still largely up to the player, don't forget that, but we do hope you will take the skills of both your character and those around him or her in serious consideration when writing a post/action.

[tabs][Tab | Events & Free Combat |]
There are two forms of combat in the RP. There is the 'event' system where people are given one or, if provided by the required skills, more options on what to do. Once the characters that are in that 'event' have made their decision, a GM post will follow. Skills, experience and some luck will be taken all together into the outcome of the event, resulting into either a great success or that the situation becomes too grim. Forcing thus either a retreat or worse. The other form of combat is what is being nicked as free form. Here players have more control on the outcome of their actions, such as writing a post on how their character takes out a grunt or two. Which is completely fine. However, it is requested to not go overboard with this. The Gladiators aren't an elite group of soldiers. Remember that the enemy isn't stupid either and thus try to make the combat a bit exciting as well as realistic. I don't think a character would be realistic in running in his undies, dodging pigeons while shooting down planes with a pistol and drinking some hot coffee. Instead, try to work together with your fire team to make it a fun to read and write! No need to show that your character is a badass, that will happen if he or she is surviving the events or perhaps even risk her or his life to prevent the death of ohers. Much more interesting and fun to read than how a character takes out a whole army with just a stick.

Another important fact one should keep in mind is that with every event being taken care off succesfully, additional skill points will be granted. To the survivors that is. Depending on the threat and level of difficulty, the reward of additional skill points can go up from 2 (normal) to 5 (extreme). The higher the difficulty of succeeding in the event, the higher the reward of surviving.

[/tab][Tab | Fear, Moral and Suppression |]
When in a combat situation, there are a few factors that should be taken in as well as being forced on the characters. The first is Fear. When an enemy target has a certain skill, they will start to instill fear. Causing both the morale to lower as well having some other factors. A character that is being effected by fear, will be less accurate with their weapons and be more willing to retreat from the situation - if possible. Fear also will disable some skills and abilities, meaning that it can effectively disable roles of certain characters. Like with the skills, fear is categorized in five ranks :

Fear I : The target(s) will lose some accuracy, unable to use focus abilities of rank I.
Fear II : The target(s) will lose more accuracy, unable to use focus abilities till the rank II.
Fear III : The target(s) will lose much more accuracy, unable to use focus abilities till the rank III.
Fear IV : The target(s) will lose more accuracy, unable to use focus abilities till the rank IV, those without any leadership will be wavering shortly after it has been initiated.
Fear V : The target(s) will lose almost all accuracy, unable to use focus abilities till the rank II as well without any leadership will be forced to rout.

An important note one should remember is that characters with fear abilities can stack it up together. Two characters with a fear ability of rank I, can instill a fear of rank II on the same target.
Morale works as the opposite of fear. The better the morale, the better the accuracy and success of a character's skill. It combats the effects of fear, but doesn't help much against the reduced action of suppressive fire.
Suppressive fire is somewhat similar to fear. Instead of however reducing the morale and accuracy, suppressive fire is meant to pin down a target. When under suppressive fire, a target is forced to stay in their position or risk getting shot. With most weapons that lay suppressive fire being (light) machine guns, getting shot doesn't often end well as it will not be just a single bullet. Do note that the character can move away from suppressive fire if they have a certain ability or the cover is big enough to move to another spot without the oppressor to know where they are at. The same counts with fear, the more people use oppression, the higher the effect.

Suppressive Fire I : The target isn't able to move and their accuracy suffers a bit.
Suppressive Fire II : The target isn't able to move and their accuracy suffers an adequate amount with it.
Suppressive Fire III : The target isn't able to move and their accuracy suffers quite a lot.
Suppressive Fire IV : The target isn't able to move, their accuracy suffers a lot and is slowly losing morale.
Suppressive Fire V : The target isn't able to move and their accuracy isn't able to return fire at all. Their morale steadily dropping.

[/tab][Tab | More details about Event system |]
The event system is something one could compare to a DnD combat system. There are no dice, but there will be several factors taken instead of rolling a dice. First, one must understand that 'events' aren't that common, but that they need to be treated with absolute caution. If somebody messes up something big, it can go down really fast in a wrong manner and end up killing a whole squad/group. This might seem harsh, but that its why teamwork is of the essence. In order to progress, survive and grow it is of paramount importance that characters are capable of knowing what they can and can't do. This doesn't mean that every time an event will happen that its hellbent on killing everybody. That will only happen in extreme situations or after extreme illogical or desperate actions.

How it starts? A GM post will be made and announced. People with the involved characters can get a limited amount of actions to do something. Depending on the action, how they performed it, their experience and skill on the field of the action a GM post will follow. It will detail the results and then allowing the characters (that survived) to continue writing. Why this is in the RP? It is mainly to not make the RP too boring, cause 'events' will randomly pop up. They can range from a sudden ambush to a a simple interested merchant who wishes to strike a good deal. It can be anything and at almost any time. It will also give some sense of accomplishment together as 'events' are aimed towards cooperation between characters.[/tab][/tabs]

[/tab][Tab | Skill and Classes |]
Combat in the RP is decided on how good a character is and on their skills. While you have the freedom in combat to take your own actions, be reasonable with them. And know that with each actions consequences will follow. You're allowed to have some freedom to describe your part of a battle, but do so with logic. That having said, I mean that won't be taken in kindly when one person starts to rambo kill everything shirtless with just a revolver. Instead, try to remember that we try to make a story together. Try to not go too far with taking out enemies in one blow (unless there are really logical reasons, such as your weapon designed to take out such enemies), cause if everybody starts to do that all the time, the excitement and tension of combat will be lost.
That having said, there will be a skill tree designed. Not to limited your characters, but to make it clear what role they are resemble in and outside the field. Where you may decide to try to go for a jack of all trades, do note that it is highly recommended to specialize. Specializing your character will give better skills and a more rewarding experience, allowing to let your character to live up to a role or two instead of just being able to do everything on an average level. I don't wish to argue that being a jack of all trades doesn't have it benefits, but it isn't recommended. Instead, try work together as a team. A specialized medic can be more of use than a character who is slightly a medic, operator, assault, heavy, sniper and a firefighting astronaut.

Note about skill trees :

To keep it simple and balanced out (so that higher tiers aren't too hard nor too easy to reach) there is a simple system to calculate how much each skill cost.

Tier I : 3 skill points
Tier II : 6 skill points
Tier III : 9 skill points
Tier IV : 12 skill points
Tier V : 15 skill points

This is however for the first skill tree you invest points in. If you invest 3 skill points in a skill tree, lets say the Sneak skill from the Scout and Sniper class, that means you unlock that skill. You can then use an additional 6 skill points to further the next skill, which is Light Foot. In case you wish to unlock the skill Low Profile, you will need 3 skills points invested. In case your character also starts to focus on another skill tree, an additional +1 skill point will be required. A skill that costed 6 skill points in the secondary skill tree, will be thus requiring 7 skill points. Continuing the example, we could take thus as example you want to unlock the Operating skill tree. Instead of needing to invest 3 skill points, you will need 4 skill points to unlock Designated Driver. And for the following skill, Designated Pilot, instead of 6 the cost will be 7 skill points.

This is to make it still somewhat flexible to have multiple classed characters. It is however going to be hard from the start to be a real jack of all trades as a +1 skill for any new skill tree may seem quite low, it will continue to stack up and thus become incredible hard to be an elite in all departments. Furthermore, be very careful with the use of your skill points. Cause once invested, it won't be just allowed to refund them. Approach the GM's if you have any further questions or need of help with this detachment of the RP.

[tabs][Tab | Scout |]

Scouts. It says it all. The boys and girls who venture out first in order to learn and extract information ahead of the other fire-teams. They are often lone-wolves, but are also great assets for fire teams. Sporting great skill in using the terrain to their advantage, much better than any other class as being stealthy, they rival the Sniper Class in launching and countering ambushes.

Scout Stealth Marksmanship Survival
Rank I Sneak Squad Sight Low Profile
Rank II Light Foot Steady Tactical Sense
Rank III Shadow Rifleman Decent Tracker
Rank IV Thief's Instincts Pistol hero Will to Survive
Rank V Shadow Operative Rifle Lover Rapid Reaction
Rank I

Sneak :
"Now you see me, now you don't~"

'The skill Sneak allows a character to move somewhat more silent and launch ambushes. This is however not at the level one should expect to have a big amount of chance to launch one successfully. This skill however is undone somewhat if the character wears heavy armor of any tier.'

Squad Sight
"Oh, that's where he is?"

'The basic skill to operate snipers, rifles and pistols of Tier II. Squad Sight also allows the character to use their sniper to try to fire at the enemy that an ally can pinpoint - in case they have the equipment or way to detail the location of the hostile targets. This can be done from quite long ranges, though the character that uses the skill of Squad Sight can't use it against cloaked enemies. Unless the sniper has the required modifications to locate cloaked hostiles.'

Low Profile
"Everybody Limbo!"

'Low Profile is the basic survival skill that gives more survival chances to a character. Not a lot, but it can mean a difference between being heavily wounded or dead in dangerous 'event' situations.'

Rank II

Light Foot:

"Twinkle-Toes"

'Light Foot grants a character an easier time to remain hidden and even during slow (mostly) crouched movement. It also adds a slight bonus in walking, but doesn't yet in running. This skill however is undone somewhat if the character wears heavy armor of any tier'

Steady :
"I'm not drunk officer, I promise..."

'Steady allows a character to have a slight easier time to handle snipers. This skill allows the ability to pin point an enemy target and thus allows during special event situations other characters to take a hostile down. This is however only limited to one target to every character.'

Tactical Sense :
"COD Master"

'A character with Tactical Sense can grant a cover bonus for comrades that are nearby him or her. The character that has the skill him/herself will be also be capable of finding a weak point in mechanical enemies.'

Rank III

Shadow

"I am the night~"

'The Shadow skill allows a character to become almost silent and hard to detect when in low profile when wearing light armor. Though it won't make them harder to detect for modifications such as infra-red sights and such, it will be hard to spot characters in the cover of the shadows with this skill. Another benefit is that the skill makes them being more convincing in disguises.'

Rifleman
"This is my rifle, this is my gun, this one's for fighting and... aw hell I forget how it ends."

'Allows a character to wield snipers, pistols and rifles from tier to tier III. More so, it will enable a character to use rifles somewhat better, allowing them to have one more modification on normal rifles (thus not snipers!).'

Decent Tracker
"I can smell a pig from a mile away."

'A character with the Decent Tracker is capable of finding disguised and hidden enemies faster and better, as well tracking their movements - if there aren't factors which make that impossible, such as rain washing away their tracks etc. It also allows a character to move better through hard terrain - such as a dense forest, muddy terrain and such. This however does only benefit the character and not in when they are in a vehicle or guiding others.'

Rank IV

Thief's Instinct
"I'll take that~"

'Thief's Instict allows a character to pickpocket others when either being disguised or a target won't notice it. When they steal something, it isn't like a normal action any character can do, as the character is able to steal all kind of wares. If this is combined with Mechanic or Salvager, a character can even steal a modification from a weapon. It also allows the ability to lock pick doors (not hack).'

Pistol Hero
"You'll never have a more trusty sidekick."

'Pistol Heroes grant a better bonus when using pistols in close ranged. Rifles and sniper rifles of Tier IV are also weapons the character with this skill can put to use.'

Will to Survive
"I ain't done yet!"

'The benefits of Will to Survive is a reduced chance with some 'event' situations, allowing a small chance for a character to survive some wounds - in case the end result doesn't mean that they will be blown to shreds etc. Another advantage of the skill allows a character to endure some terror capabilities of enemies, making it harder for others to rout them.'

Rank V

Shadow Operative
"What goes bump in the night?~"

'Shadow Operatives are master of stealth. They are hard to pickpocket and can be quite stealthy, being even hard to track for those who have Decent Tracker. Ambushes are often quickly spotted by characters with this skill as it also allows them to launch ambushes of great quality. Characters that have dabbled into the Sneak tree will get a small bonus to their stealth skills in case they don't have this skill.'

Rifle Lover
"This thing's seen more action than... well... me..."

'With this skill, a character can use sniper weaponry, rifles and pistols of V. It allows +1 modification to rifles as well. Another boost is that Rifle Lovers are able to adapt quicker to new rifles and sniper weaponry. Together with the Instructor skill, it allows a character to train another person in how to rifles and snipers much better during trainings.'

Rapid Reaction
"Speedy Gonzalez"

'This skills allows a character to react quicker to upcoming 'event' situations. It means that a character can actually make up to two actions instead of only one in reaction to an 'even't situation. There is also a chance that a character might even attempt to perform an action to save others when an 'event' situation is deemed to go wrong.'


[/tab][Tab | Sniper |]

Long distance shooters. Much like the Scouts, they excel in taking targets out from a long range or else in ambushes. Using stealth more than armor, the Sniper class has the Ranger skill tree. Granting them some abilities as skills that allow them to become better on the offensive than the more defensive Scout class.

Sniper Stealth Marksmanship Ranger
Rank I Sneak Sharpshooter Ranger
Rank II Muffled Movement Pistol Enthusiast Dead-eye
Rank III Shadow Hunter Rifleman Hit and Run
Rank IV Assassin's Instincts Gun slinger Close Combat Specialist
Rank V Ghost Hawk Eyes Ready for Anything
Rank I

Sneak

"Now you see me, now you don't~"

'The skill Sneak allows a character to move somewhat more silent and launch ambushes. This is however not at the level one should expect to have a big amount of chance to launch one successfully. This skill however is undone somewhat if the character wears heavy armor of any tier.

Sharpshooter
"I spy with my little eye..."

'Sharpshooter allows a character to use sniper weaponry, rifles and pistols from tier II. It also gives them a chance to shoot a target that is actually just outside their range, at the risk of being discovered by the hostiles - in case certain modifications to the weapon aren't attached.'

Ranger
"We're taking the hobbits to Isengard"

'The Ranger skill allows a character to hide and blend better with the terrain. They are capable - as long as their gear isn't too much contradicting the general color of their surrounding - to become passive cloaked.'

Rank II

Muffled Movement
"Like I'm walking on clouds~"

'Its harder to hear characters with muffled movement. They are able to become much more silent during slow paces, such as walking and crouching that it will take more skill for their opponent to detect them - if out of sight.'

Pistol Enthusiast
"My precious~"

'This skill allows a character to have two pistols instead of one.'

Deadeye
"I see dead people~"

'A skill that gives the character to pin point a weak point in the defense of a hostile and land a critical hit with a bit more luck. It is an ability that doesn't require much study - only a brief observation, while remaining stationary - of the target. With NARP the luck is slightly increased.'

Rank III

Shadow Hunter
"Oh hai Mark~"

'Concealed enemies are easier found by the character that has gained this skill - granted in some cases that they have the required modifications for it in case the target has for example is cloaked. Furthermore, it allows them to strike from the shadows more easier with silenced weapons.'

Rifleman
"This is my rifle, this is my gun, this one's for fighting and... aw hell I forget how it ends."

'Allows a character to wield snipers, pistols and rifles from tier III. More so, it will enable a character to use rifles somewhat better, allowing them to have one more modification on normal rifles (thus not snipers!).'

Hit and Run
"Deathrace 2000"

'This skill makes it possible for a character with a rifle to shoot more accurate while sprinting. It will however drain stamina rapidly if done in quick and long successions.'

Rank IV

Assassin's Instincts
"I thought I saw a puddy tat..."

'A character becomes harder to ambush as well able to have a chance to react to a up close melee attack. A character with this skill is also able to endure some mental damage that others might get with certain situations and events, allowing them to react better.'

Gun Slinger
"Double Fisting. No... not like that, get your mind out of the gutter..."

'This allows a character to wield two pistols at the same time as allowing a character to use pistols of Tier IV. Snipers and rifles aren't sadly enough something one can dual wield, but the character with this skill can use a rifle of Tier IV.'

Close Combat Specialist
"I like to hit things..."

'Allows a character with this skill to become more effective with the use of melee weapons. Can be stacked together with the Close Combat Specialist tree, allowing a character to become better than a person fully progressed through that skill tree.'

Rank V

Ghost
"Not the friendly one~"

'Ghosts are able to disguise themselves as well using cloaked devices and gadgets twice more than others. They also are having a small chance to escape certain 'event' situations without taking too much damage. It is harder to ambush and pickpocket a character with this skill.'

Hawk eyes
"I can see clearly now the rain is gooooone~"

'This skill allows a character to use snipers, pistols and rifles from Tier V. It allows them as well to have a better chance of shooting targets out of their range and aerial moving targets.'

Ready for Anything
"Hit me with your best shot."

'This skill allows a character to react faster to 'event' situations, allowing them to take two turns in response to the start of the 'event'. They are also harder to ambush with this skill. It makes them slightly more resistant to some terror capabilities of enemies, making it harder for others to rout them.'


[/tab][Tab | Operator |]

These are the people you want to drive and bring you around. As well the people who are quite fond of using all kind of gadgets to turn the tide of a fight or allowing them to fix some damaged vehicles, in case that you called for roadside assistance but they haven't shown up yet! Not only are they truly devoted to the use of gadgets, they also seem to be fond of operating all kinds of vehicle systems. From the common sight of Hummers to the rare Titan mech suits.

Operator Gadgets Maintenance Operate
Rank I Collector Repair Designated Driver
Rank II Smoke and Mirrors Fixer Designated Pilot
Rank III Pack Veteran Mechanic Experienced Operator
Rank IV Tactical Rigged Hardware Expert Machine Tamer
Rank V Bring 'Em On Machine Specialist Titan Rider


Rank I

Collector
"Oooh, shiny!"

'Allows the character to modify one extra modification to a weapon.'

Repair
"I can fix this! I can fix this!"

'Allows a character to fix a broken tool or weapon.'

Desginated Driver
"Licence and registration please."

'This enables a character to drive vehicles much better than those without this skill. The difference will be even better without alcohol intoxicated characters with this skill!'


Rank II

Smoke and Mirrors
"Cover me Porkins!"

'This skill allows the character to equip one more supportive grenade with him. Allows a character to resist the effects of Suppresive Fire of effect tier I.'

Fixer
"Well see, here's your problem. Ya got no engine!"

'A character with this skill can repair somewhat damaged ground vehicles. '

Designated Pilot
"Look Ma! No hands!"

'A character with this skill has the ability to pilot aerial craft. Its advised to not enter an aircraft with an intoxicated pilot!'


Rank III

Pack Veteran
"That'll do donkey, that'll do."

'This allows a character to carry two rifles sized weapons with him. No extra ammunition is however allowed.'

Mechanic
"You can take the monkey outta the grease, but you can't take the grease outta the monkey."

'A character with the Mechanic skill is able to repair aerial craft. '

Experienced Operator
"Highway to the Danger Zoooone~"

'A character with this skill has decent knowledge about how to operate a small space craft - not fighters, as that Designated Pilot can suffice for that.'

Rank IV

Tactical Rigged
"Got more stuff than a Christmas Turkey!"

'This allows a character to carry two more magazines of ammo with him/her. It also allows that the character can hold one to one more grenade.'

Hardware Expert
"Handy with my tools~"

'Allows the character to repair broken electronic security measures if they aren't too damaged. Allows the Operator also to hack undamaged electronic security measures.'

Machine Tamer
"They call me the ship-whisperer."

'This skill allows a character to navigate and control a medium sized space craft, coordinating others in order to get it running and going.'

Rank V

Bring 'Em On
"The bigger they are, the harder they fall."

'This skill allows the respective character to do more damage to mechanical foes with their gadgets and main weapons. It also adds up to one more spot to the grenade/gadget limit.'

Machine Specialist
"What the hell did you do to it this time?"

'Even if heavily damaged, the Operator can fix it when having the required tools. Even when being under heavy suppressive fire, Operators can fix vehicles. As long as they have cover and the fire isn't too damaging to the target vehicle. '

Titan Rider
"Ride 'em Cowboy~"

'The character has enough knowledge and experience to become a Titan Rider. When their respective captain also allows them and the operation supports it, the character can request a OD (orbit drop) for their titan. It does also allow them to steal any titan that isn't being manned.'


[/tab][Tab | Engineer |]

Tinkering away in the workplaces, the Engineer class provide the people who you want to modify a weapon. Due to their love of tinkering away, their weapons often have more modifications than other weapons. They also are the ones who don't only build and invent, but specialize in taking down the creations of others. Cause what you can't take with you, should be blown up, eh?

Engineer Explosives Invention/Repair Sabotage
Rank I Grenadier Repair Sapper
Rank II Bombard Handyman/woman Fire in the hole
Rank III Raider Salvager Demolition Expert
Rank IV Blight-Bringer Damage Preventer Ruin
Rank V hoenix Sharp Tool Scorched Ground
Rank I

Grenadier
"EXPLOSIONS!!"

'The character can have two extra grenades.'

Repair
"I can fix this! I can fix this!"

'Allows a character to fix a broken tool or weapon.'

Sapper
"Loves to throw a wrench in the works."

'Allows the character to effectively sabotage vehicles and other mechanical targets with the Sapper Kit, lightly damaging them. Doesn't however cripple a target that much, yet.'

Rank II

Bombard
"This is my boomstick~"

'This allows the character to use their grenades for any grenade launcher modification.'

Handyman/woman
"I love getting my hands dirty~"

'With the use of the repair kit, the character can repair damaged ground vehicles as well - if the supplies are around - modify the vehicle with modifications. Or even dismount and set them up somewhere else.'

Fire in the hole
"It's getting hot in here~"

'The Sappers kit allows the character with this skill to damage and cripple vehicles somewhat in mobility. '

Rank III

Raider

"They call me Indy."

'This allows the character to salvage broken parts of mechanical enemies and with the use of the repair kit, forging simple fragmnent grenades. Do note that these simple frags are half as effective as the standard ones and have a 50% of miss-fire. And the use of Rifles of tier II'

Salvager
"I stiiiillllll haven't found what I'm looking fooorrrr~"

'Using the repair kit, the character is capable of using the scraps of damaged vehicles to modify and repair other damaged vehicles better. It allows the character to also repair aerial vehicles.'

Demolition Expert
"Dy-No-Mite!"

'The Sapper kit allows the character to forge simple explosives to blow up cover and damage vehicles. The explosives need to be salvaged from explosive grenades - one grenade giving two small explosives - and need to be attached to a hard surface. These can also be set up as traps.'

Rank IV

Blight-Bringer
"You bring the rain, I bring the thunder."

'Allows the character to wield one more explosive grenade and one more supportive grenade. Rifles of tier III also become available for use.'

Damage Preventer
"Hand me the screwdriver!"

'Characters with this skill can try to repair vehicles when they in those who have enough cover and supplies at the ready. This skill can be put to use even when the vehicle is moving.'

Ruin
"Now that's what I call a bad day."

'The sapper kit allows a character with this skill to do more damage to a vehicle, crippling it heavily. It allows a small boobytrap in a damaged vehicle while being sabotaged, furthering the potential of the sabotage expertise of the character.'

Rank V

Phoenix
"Rise from the ashes."

'This skill makes it possible for the character to use rifle of tier IV. It allows the character to make small modifications to fragment grenades with the Repair kit, scaling the grenades to become a bit more unstable, but allowing them to have a slight stronger explosion.'

Sharp Tool
"I ain't the sharpest tool in the shed... wait, yes I am!"

'The Repair kit can also be used as the Sabotage Kit. Furthermore allows a character to recognize damage way better and allowing an extra action during 'event' situations when it comes down to actions with mechanical targets and vehicles.'

Scorched Ground
"Burn baby burn."

'Scorched Ground makes it possible for the character to use the armament of the vehicle to become unstable. While they won't blow up right away when being used, the equipment on the vehicle, which can range from a wheel to a MG nest, will be exploding shortly after being used.'



[/tab][Tab | Field Scientist |]

Not focused on combat, the focused Field Scientist class has fields that produce the kind of characters who can learn about the unknown and research them further. Resulting in new technology or knowing how to combat it. Seeing how they are often not front line troopers, they do know some First Aid skills. More to still be useful somewhat to fire-teams that they are part of, instead of just being smart-asses all the damn time.

Field Scientist Field Research First Aid Experimental
Rank I Super Nerd First Aid Guinea Pig
Rank II Graduated Smart-ass Sister/Brother Don't Push the Red Button
Rank III Certified Geek Bandage Expert If At First You Don't Succeed
Rank IV Science Master I Know CPR!! Is this supposed to happen?
Rank V Big Brain I Think This Goes Here... I got this!
Rank I

Super Nerd

"Nice glasses Four-Eyes!"

''This allows a character to conduct field research on unknown items and locations..'

First Aid
"Wrong spot newb!"

'Allows the use of the First Aid Kit twice.'

Guinea Pig
"Like a lab rat, only fatter, fluffier and strangely cute."

'Prototype weaponry, gadgets and other items are slightly more reliable as the characters can sometimes recognize when they turn unstable.'

Rank II

Graduated Smartass

"Made it cause I'm S-M-R-T!"

'The character is capable of researching Tier II weaponry, allowing to invent new modifications for that tier weaponry.'

Sister/Brother
"Shut up and let me heal you, ya wuss!"

'The First Aid Kit can be used three times. It also can be used to treat poisoned characters more effectively, allowing those who are temporarily crippled by it to become healed as well.'

Don't Push the Red Button
"Oooh, shiny!"

'The character is capable of using unstable turning weapons a bit longer by letting them cool down. Only can be used twice before the weapon will be defect.'

Rank III

Certified Geek

"1.21 Gigawatts!"

'The character is capable of conducting research better on the field and in a faster speed. They also are capable of understanding foreign languages quicker. Also enable them to perform autopsies on operations and in labratories.'

Bandage Expert
"I am stuck on the band-aid brand cause band-aids stuck on me~"

'The skill allows the character to use their First-aid kit more effectively, capable of patching and treating those who are suffering more gruesome wounds. Such as the loss of a limb.'

If At First You Don't Succeed
"You should probably give up..."

'The character is capable of getting a prototype to work again, though at the cost that the weapon will be more unstable than before.'

Rank IV

Science Master

"According to my calculations, you sir are indeed screwed."

'This further the capabilities of a character to conduct field research. It makes it an option for the character to conduct a small time to formulate a good hypothesis on total unknown targets and weaponry.'

I Know CPR!!
"BREATHE GODDAMNIT, BREATHE!!"

'The First aid kit allows the character to bring back knocked out characters.'

Is this supposed to happen?
"Why is it making that noise...?"

'This skill allows a character to make a prototype work twice after risk of growing defect. However after the second fix, the weapon will at a random point explode if there is remaining ammunition inside the magazine.'

Rank V

Big Brain

"Does this thing make my skull look big?"

'The character is capable of performing quick researchs on unknown targets. This also makes them capable of seeing through some event traps, allowing them to prevent some events to ambush their group.'

I Think This Goes Here...
"Two time runner-up in the Operation Game tournament!"

'The First Aid Kit can be used up to five times.'

I got this!
"Hand me the sharp thing... Yes the scalpel!"

'With this skill, the character is capable of perfoming field surgeries, giving a better chance for Field Medics to patch up the wounded target. It does take up to four tries on unknown species before it will be considered reliable.'


[/tab][Tab | Field Medic |]

A supportive class that makes life so much easier. Or at least, lasting longer for those who got wounded! Field Medics aren't really specialized in direct combat and their skill tree shows it. Though they are the kind of people that one doesn't want to miss on long operations. Some of them even use their smart little heads to figure out matters in case a Field Scientist isn't around.

Field Medic Study Field Medic Supportive Fire
Rank I Pinky First-Aid Medic I got your back
Rank II Student Best Aid Flash and Substance
Rank III NARP Drug Specialist Cover Fire Expert
Rank IV Almost there Trauma Surgeon Aiming Angles
Rank V Annoying Smart-ass Don't Die on Me Fight Fire with Fire
Rank I

Pinky

"What'll we do today Brain?"

'The character is capable of performing field research, though quite slow. Is able to aid another person with a skill in Field Research a bit.'

First Aid-Medic
"Mr. Fixit"

'Allows the First aid kit to be used three times instead of one time.'

I Got Your Back
"Got you covered.~"

'Open up the character to use rifles and pistols of Tier II. Allows the character to put on Suppressive Fire effect tier II.'

Rank II

Student

"Do you even math?"

'Allows a character to recognize a former unknown target, weaponry or gadget and able to realize one trait by seeing the use of it on a few missions and trainings.'

Best Aid
"This shouldn't sting... I think?"

'The First Aid kit can be used up to four times as well bringing back up knocked out targets.'

Flash and Substance
"Fond of flashing others~"

'Allows the character to use one more supportive grenade and pistols as rifles and pistols of tier III.'

Rank III

NARP*

"NARP!"

'The character aid somebody with Field Research way better, as well inventing modifications for weapons. '

Drug Specialist
"Get funky and groovy."

'A first aid kit be used to stabilize a critical wounded comrade from bleeding out as well being more resistant to poison.'

Cover Fire Expert
"Don't worry, I know where the bullets are going!"

'Allows the character to take two more ammunition magazines for both rifles and pistols. Rifles of rank IV become available to the character.'

Rank IV

Almost There

"I used to play this game at home..."

'The skill allows the character to perform autopsy on dead foes in labratories. They also are capable of aid those with Field Research in performing autopsies.'

Trauma Surgeon
"I'll pop it back! I will! Oops?"

'Targets that are suffering a broken bone or bleeding heavily can be patched up with the First Aid Kit. It allow the medic to stop heavy bleeding as well allowng the person to become crippled until they can treat the person back outside the operation.'

Aiming Angles
"Surprisive Suppressive Fire!"

'Suppression of the character with this skill will be at the Suppression Fire effect tier III and capable of wielding rifles and pistols of tier IV.'

Rank V

Annoying Smartass

"The difference is that a smartass can be annoying. An annoying smartass is capable of much more."

'The character can lend one skill up to tier III to one other character for the duration of the whole mission. Furthermore, the skill allows the character to become able to help a Field Researcher much more efficient, allowing the researcher gain a bonus of a whole tier - maxed out at Tier V, after that it just becomes a small boost to the reseacher.'

Don't Die on Me*
"Don't go to the light! No! Granny, please!"

'The skill allows to let a character revive a fallen comrade with the cost of a First Aid Kit. The revived character will get the status of being crippled, thus severly weakene and his or her condition can't be improved during the whole operaton. This has to be applied within four to five posts and the target of the skill needed to be in one piece.'

Fight Fire with Fire*
"You can't fight bullets with love. Fight them with more bullets!"

'The character can use rifles and pistols of Tier V, as well allowing them to use Suppressive Fire effect to tier IV. This skill allows them to take along one more magazine of ammunition for their main weapon.'



[/tab][Tab | Assault |]

One of the front line trooper class. The Assault provides just what somebody needs when they want to go loud, hard and intimidating. The boys and girls who invest skills in the skill trees of the Assault are reckoned to be lethal up close. Focused on taking targets out from a close range, they are a danger if one allows them to advance and close in the gap.

Assault Armor Close Combat Specialist Aggression
Rank I Tough Knife Expert Oppressor
Rank II Steadfast Killer Instinct Shotgun Expert
Rank III Well Fitted Close Encounters Rapid Fire
Rank IV Knight Martial Expert Trigger Happy
Rank V Reaver Executioner Run and Gun
Rank I

Tough

"I am so tough, I eat popcorn without salt or sweet flavor!"

'This skill allows a character to wear medium armor of tier II and allowing one modification to it..'

Knife Expert
"Knives!!!!"

'Allows a better proficiency with melee side-arms, allowing Tier II melee weapons.'

Oppressor
"When the sound goes wham..."

'The character can use pistols and shotguns of tier II, allowing them to bring one more magazine of ammunition with them.'

Rank II

Steadfast

"Just a fleshwound!"

'The character is more resistant to fear effects up to Tier II. Allows them as well to become more endurable compared to the average character.'

Killer Instinct
"I hear them again. Oh joy!"

'The character can fight better in close ranged, allowing them to equip an extra small melee-side weapon with them.'

Shotgun Expert
"I bring the sound to the boom!"

'Shotguns and pistols of tier III are now weapons that the character can wield efficiently in combat.'

Rank III

Well Fitted

"Got to love people in uniform."

'Medium armor of Tier III is now open to characters with this skill as well being capable of moving faster than they were before with medium armor. '

Close Encounters
"Wanna dance?"

'The character is capable of using one extra combat reaction during an event situation when the enemy target is close. Opens up the melee weaponry of tier III.'

Rapid Fire
"Faster is better."

'The character can use shotguns and pistols of tier III, allowing one extra modification for pistol departments.'

Rank IV

Knight

"My armor is shiny!"

'The character can use medium armor up to rank IV. Unarmed attacks can be more effective while wearing medium armor.'

Martial Expert
"Those kids were a little bit frightening~"

'The character can use melee weapons up to tier IV, allowing one modication to each melee-side weapon. A fear factor of tier I will be applied when the character uses a melee-side arm.'

Trigger Happy
"I love to squeeze the trigger..."

'Shotguns and pistols of Tier IV are weapons of choice for the character with this skill. Allows a character to also inflict a fear effect of tier II with their shotguns.'

Rank V

Reaver*

"Mine, mine, mine!"

'Tier V of the medium armor allows the character to resist suppressive fire effect up till tier II. More so, when using either a shotgun or LMG, the character can inspire a fear effect on their target up till tier I. Each time they kill an enemy, the fear factor will increase a tier - up till tier III. '

Executioner*
"This is going to hurt you way more than me."

'The character is capable of wielding melee-side arms of tier V. They are capable of finishing off wounded foes with a quick strike or short distance throw. With each finished off enemy, the closest enemy will get a fear effect of one tier.'

Run and Gun
"Wheeeeee!!! Don't stop me now!"

'A character is capable to deliver more accurate shots with a weapon, while running. Shotguns and pistols of Tier V are capable to the character with this skill.'



[/tab][Tab | Heavy |]

No, this isn't the time to make jokes about Cartman! The Heavy class doesn't say anything about the size or weight of the character. It is the class that focus heavily on armor, LMG's and rockets. The Heavy class is for the front line trooper that wants to suppress the enemy with their light machine guns or intend to blow up their cover or them as a whole with specialized weaponry and rockets.

Heavy Heavy Armor (L)MG's Rockets
Rank I Resilient Covering Fire RPG novice
Rank II Extra Conditioning Suppressor Demolitioner
Rank III Nerves of Steel Shredder Shock and Awe
Rank IV Crusader Mayhem Javelin Rockets
Rank V Juggernaut Bullet Storm Wrecker
Rank I

Resilient

"HIT ME!"

'The character is capable of wearing heavy armor up to tier I.'

Covering Fire
"I will keep their heads low.~"

'Allows the character to use LMG's, rifles and pistols up to tier II. They can use their weapon to use Suppressive Fire, up to effect tier I.'

RPG Novice
"You're a rocket baby!"

'The character is capable of using RPG's of tier II, up to two rockets can brought at the expense of the side-arms of the respective character.'

Rank II

Extra Conditioning

"Extra strong, extra metal!"

'With this skill, the character can wear heavy armor of tier II and carry one more grenade with them.'

Suppressor
"Heads down... wait, not like that."

'The character can use LMG's, rifles and pistols of Tier II. Their suppressive fire becomes more effective, now at the effect of tier II.'

Demolitioner
"Gonna blow!~"

'The character is capable of using RPG's more accuratly and able to carry one more grenade or one more rocket.'

Rank III

Nerves of Steel

"When Iron isn't good enough..."

'Next to the ability to wear heavy armor of tier III, the character is capable to endure fear as suppressive fire effects up to Tier I. '

Shredder
"More can be better!"

'This allows a character to use rifles, LMG's and pistols of tier III. Next to that, an extra magazine can be taken with the person for a LMG weapon.'

Shock and Awe
"Oooeeeeehhh, aaaaaah!~"

'RPG's of Tier III are now something the character can use.'

Rank IV

Crusader

"Praise the Sun!"

'A bastion of strength, the Crusader is capable of inspiring some morale boost to his team. Fear effect and suprressive fire of Tier I won't work when a character with this skill has heavy armor of tier IV.'

Mayhem
"Chaos can be a blessing or a curse."

'Suppressive fire becomes more powerful. It will be now be efficient to effect a person to tier III. Next to that, they will be facing with the fear effect of tier II. LMG's, rifles and pistols of tier IV are now weapons the character can handle.'

Javelin Rockets
"I believe you can fly.~"

'RPG's will now shoot further, being more efficient in taking out light aerial craft out of the sky. It allows a character as well to throw grenades further away with better accuracy. RPG's of Tier IV are now up to use for characters with this skill.'

Rank V

Juggernaut*

"Cover? I AM COVER!"

'The character can become a fortress, wearing heavy armor of tier V. This allows them as well to let one more modification be made to their armor. Other characters can literally use the character with the juggernaut skill as mobile cover.'

Bulletstorm*
"Its raining, yeah, yeah, raining.~"

'Suppresive fire from a LMG from a character with this skill is capable of pinning down two people with the Suppressive Fire effect of tier tier III. LMG's, rifles and pistols of tier V are also weapons of choice for the character with this skill.'

Wrecker
"'I hope you love fireworks."

'RPG's of Tier V are now up to use for characters with this skill. With experience and knowledge, the character is having an easier time to use grenades and rockets to demolish the cover of foes as well inflicting a fear effect of tier II on their enemies. '



[/tab][Tab | Officer |]
Officer is the class that are the rough people who shape and train others outside operations. They are assigned to hold order and discipline up and making sure that the orders of the captain are being followed. In case that there is no captain or the captain died during the operation, the officer is the one in command. They can steel the resolve of their comrades, making sure that they fear an extra drilling more than a charge against a dreadful opponent.

Officer Drill-Sergeant Discipline Veteran
Rank I Trainer Iron nerves Battle-Tested
Rank II Instructor Steel nerves Battle-Hardened
Rank III Sergeant Bushido Scarred Patriot
Rank IV Stay Frosty Resolution Veteran
Rank V Fall in Line Fearless War Hero
Rank I

Trainer

"Time to head to business!"

'Allows a character to share one skill of no higher than Rank I with the members of her/his squad for the duration of a mission. Shared abilities can change from mission to mission but cannot be something that requires a prerequisite.'

Iron Nerves
"Eat that brocoli, son!"

'Characters with this skill are jaded and less prone to the effects of fear or being pinned down. They can ignore anything with a fear rating of one and are able to ignore suppression from one target.'

Battle-Tested
"See this scar? Yeah, I earned it from a real fight."

'This gives a character a higher chance to avoid being surprised or ambushed. As long as the character is not overly distracted by anything else, they will be capable of acting during initial ambush.'

Rank II

Instructor

"Don't question me!"

'This skill allows the character to share one skill of no higher than Rank II with the members of her/his squad for the duration of a mission. Shared abilities can change from mission to mission but cannot be something that requires a prerequisite.'

Steel Nerves
"Is that all you got?!"

'Characters with this skill are more prepared than before. They are able to ignore anything with a fear level of two or lower and are slightly more resistant to anything with a higher rating. They are also capable of resisting the affects of being suppressed by up to three targets.'

Battle-Hardened
"I can see what you're doing, son."

'Characters with this skill have more experience than the average soldier and as such know what to expect on the battlefield. This allows the character to be able to better predict enemy tactics and gives them a bonus for perception when involved in a firefight.'

Rank III

Sergeant

"Twenty pushs up a day won't keep me away."

'This skill allows the character to share one skill of no higher than Rank III with the members of her/his squad for the duration of a mission. Shared abilities can change from mission to mission but cannot be something that requires a prerequisite.'

Bushido
"SHAMEFUR DISPRAY!"

'A character with this skill always fights with a true sense of honour and gains a bonus when fighting against larger odds. Characters with this skill are better able to hold their own when faced against larger numbers and become more accurate as a result.'

Scarred Patriot
"I love the fresh scent of fear in the morning. "

'Allows the character to take more punishment than the average soldier. Due to their increased experience, characters with this skill can shrug off the effects of wounds that might incapacitate others for a longer duration. This does not mean they do not take damage, it simply means they can overcome it and keep fighting for longer than the average soldier. They will still require healing, especially if the wound is extensive.'

Rank IV

Stay Frosty

"Stay cool."

'This skill allows the character to resist things that would normally affect the mind. This doesn't make them immune to fear, rather it allows them to overcome certain methods of torture or abilities that may directly affect the mind. Meaning that one needs to be targeted with Fear effect of tier III to have any effect.'

Resolution
"I can see things clearly now the rain is gone.~"

'A character with this skill gains bonuses the closer they are to achieving their target. If they are almost at their goal they gain an increase in their accuracy and their resilience.'

Veteran
"Back in my day...."

'Allows characters with this skill to grant a small passive bonus to all allies around them as their experience is noticed by the others. This grants a small bonus to the soldiers in the same squad as this character when it comes to any type of combat situation.'

Rank V

Fall in Line

"Buckle up! Now!"

'This skill allows the character to order troops who are pinned down or fazed by fear to snap out of it and continue fighting. If any soldier(s) in the squad is stuck by fear or pinned down by suppression, the character with this skill can rouse them out of it, allowing them to overcome their fears.'

Fearless*
"Fear? Can I eat that?"

'A character with this skill has become truly fearless. They are immune to anything with a fear rating and can ignore the effects of being suppressed by up to five separate targets as Fear effect of tier V. '

War Hero*
"See these medals? I am a certified badass."

'This character has gained the admiration and loyalty of those around her/him. Anyone in the squad gains a bigger passive bonus than provided by the Veteran skill when facing any combat situation. In addition, the character also gains profficiency with weapons of all classes (excluding rocket weapons higher than tier I) as a direct result of their training and experience.'



[/tab][Tab | Captain |]
People who take up this role are the ones who lead a squad and troopers on missions. Their leadership is meant to improve the morale, making troopers harder to waver and rout from the field of battle as well making them more effective as a whole unit. Outside operations, captains are the people that are being briefed first about operations and do organization work when needed.

Captain Commander Inspiration Steadfast
Rank I Lead the Charge Stand Together Thick Skin
Rank II Commanding Presence Never Back Down Unshakable Faith
Rank III Tactics Hold the Line Second Wind
Rank IV One-For-All Calming-Mind Bite the Bullet
Rank V General For-Victory Deathless
Rank I

Lead the Charge

"AAAA-TTAAACCK!"

'Characters with this skill provide a bonus to any troops whom they are in charge of when ordering them into a firefight. This bonus is increased when the character is leading the troops directly.'

Stand Together
"Lets hold our hands together!"

'This skill grants a passive boost to any troops under the leadership of this character to resist anything with a fear rating of one.'

Thick Skin
"I find this offensive!"

'A character with this skill has access to a higher level of armour - tier II medium and heavy armor - and is capable of soaking up more shots before taking actual damage.'

Rank II

Commanding Presence

"Feel the p-p-poweeer!"

'Character with this skill are able to grant a large bonus to any 'one' character at a time by granting them specific orders. For example, if the character orders one of her/his soldiers to assault an enemy position, the character doing the assaulting will receive a bonus to their accuracy, resilience and aggression.'

Never Back Down
"I was once shot in the knee..."

'This skill grants an even larger passive boosts to troops under the leadership of this character so that they are able to resist anything with a fear rating of two or lower. Characters under the leadership of the person with this skill are also able to ignore the effects of suppression from up to one enemy.'

Unshakeable Faith
"Praise the lord!"

'A character with this skill cannot be pinned down and is never affected by suppression, regardless of the amount of enemies. That being said, walking into a wall of enemy fire is never a good idea...'

Rank III

Tactics

"You hit him hard, you hit him good!"

'This skill allows a character better insight to enemy tactics and grants them bonuses to preparedness on the field. This character is able to better predict ambush scenarios, and their own ambushes will have a higher rate of success, causing more enemies to become surprised.'

Hold the Line
"Would've been easier with some chalk."

'A character with this skill is capable of rallying his troops against any fear effects. If the character chooses to forgoe any action aside from rallying their troops, she/he is capable of granting temporary immunity to fear to any soldiers under her/his leadership.'

Second Wind
"Cause when the first one isn't enough..."

'If a character with this skill becomes injured, they are spurred on by their injury and gain temporary bonuses to their accuracy, resilience and aggression.'

Rank IV

One-For-All

"And all for me!"

'A character with this skill is capable of granting any one of his skills to the rest of the squad, regardless of rank and simply requiring that they meet any prerequisites. Any skills with a '*' next to them are not shareable this way.'

Calming Mind
"Tea helps.~"

'As long as this character is leading a group of soldiers directly, she/he can cause them to shrug off any mind effects temporarily. This includes fear or the effects of suppression, or any mind affecting abilities.'

Bite the Bullet
"Nom nom nom."

'This skill grants bonuses when the character launches a direct assualt on an enemy fortification. Any time they are putting themselves at the front line in a charge or assault, they gain bonuses to accuracy, reslience and aggression.'

Rank V

General

"Follow the leader, the leader, the leader, follow the leader!"

'This character has become a well-established leader and is capable of easily swaying those who know of her/him to their side. This character is capable of turning people to her/his cause and grants a bonus to all who know of her/his reputation while commanding them.'

For-Victory
"Victory is mine!!!"

'This skill grants a bonus to all characters under the direct leadership of this character when facing larger forces or overwhelming odds. The bonus applies to each soldier in the way that is most befitting to them. For example, a medic would gain a bonus to their healing, a heavy might gain a bonus to their accuracy with rockets or increased damage, etc.'

Deathless*
"I can shrug this off!"

'Once per campaign a character with this skill may survive a critical wound that would otherwise kill them. If a character invokes this skill, the action that would have caused their death will change so that it was a near miss instead. They gain a temporary boost to all skills once this skill is enacted to emphasize them overcoming the odds. This skill also grants a small passive bonus to their resilience at all times, making them hard to kill indeed.'



[/tab][/tabs]

[/tab][Tab | The Military |]

[tabs][Tab | The Planet's Military |]

futuristic_soldier_concept_by_fonteart-d619yk8.jpg

- A regular infantrymen

Every planet has their own military. They don't sport much specialized troops other than what one might expect. The ordinary military supported with artillery and other military hardware. Decently equipped with quite modern technology, there isn't much special to inform one about the regular military of each planet as there are clear protocols that they need to abide. And there is a strict control from the Council on that this is followed. If one doesn't follow those protocols, they can expect the URF to make them.

There are some mercenary and private companies that are for hire. They are often somewhat weaker armed and geared than the regular military, but there are a few companies that are rumored to be on the same ground as the URF. Perhaps not in numbers, but in technology and effectiveness.

[/tab][Tab | The URF |]
'United Realms Force'
latest


The URF is superior to the regular military. Composed out of forces from each planet, they easily outgun and outnumber any military from a single planet. They also have access to the larger space crafts, that are terrifying enough to waver any enemy, with just their presence and if needed impact of their weaponry. While they are thus feared for good reasons, they are more respected and seen as one of the best military that mankind can muster. More advanced in technology, the forces of the URF are certainly the nightmare of any insurgent or rogue element of the UMC. There are however a few specialized forces within the URF that have their own reputation and difference from the main force of the URF. Their main task is to form the arm of the UMC and deliver their justice.


[/tab][Tab | SAC |]

'Secret Agency Corps'
"The Shadow Operatives."


The SAC is one of the best kept secret within the URF and the Council. They operate under the radar and under the sole control of the Council. Even the top of the URF has nothing to say on the members of the SAC, which has led to frustration and them to become wary whenever they notice SAC activities. Another aspect that makes them to be quite feared is that they have a literal license to kill anybody who isn't part of the Council or the top of the URF. Those who do dare try to bring any information about the SAC vanish quite soon and all information to be quickly turned into 'wild theories inspired by some insurgents'. While the methods of SAC isn't clean, nobody can doubt the effectiveness of the corps. Elites in covert operations, they are one of the best equipped forces around. The technology that they even wield is said to surpass the elite of the URF by far. Though nobody has been able to prove that yet as the SAC is guarding their secrets and that of the Council with a vigor that isn't easy to be found anywhere else.

[/tab][Tab | The Wardens |]

mass_effect_isolation_1___leian_by_redyakka-d5oyrnw.png

"Elite of the Elite Force."

The Wardens are publicly known as the Elite of the whole military of mankind. They consist out of the best trained and drilled troops that mankind can muster and armed with the latest technology, gadgets and vehicles. Their main task is to guard the Council and are rarely seen or heard doing operations. There are several rumors about the Wardens having done some serious missions against high classed threats. But it is clear that these soldiers are worse than the SAC if one needs to make a pick. To get recruited into the Wardens, one needs to have a very clean and yet impressive record. Something not easily done in the military. Not to mention that you need some serious amount of skill and experience to be even considered. While it is known that their numbers aren't impressive, so far no mission underneath the care of the Wardens has ever failed. If they are after you, the chance of staying alive long enough that they will stop is going to be smaller than snow naturally appearing in a desert climate.

[/tab][Tab | The Gladiators |]

c5e9669a6b2b07826afe7f6efc3c7519.jpg

"The underdogs."

The Gladiators, a name that is both disliked, mocked and by a few respected. Though part of the esteemed URF, many don't really consider the Gladiators a real part of the URF Composition. That has to do with the way how some members are recruited. Even while the URF has large numbers and the impressive record, there are places and operations that the URF isn't fond of doing or dealing with. In case planetary forces require some aid with an operation the URF isn't interested in, then the Gladiators are send out. They are called the trash of the URF, the scumbags and what not. Though contrary to the common belief that the Gladiators are made out of very bad criminals and action junkies, they are an average organization. Currently a Gladiator is somewhat equally equipped to that of a soldier of a planetary force. Though most have second-handed gear and weapons, they are trained to have some basics down and undergo a strict mental as physical test. This is quite needed as some petty criminals can apply to serve for the Guardians to lessen their time in prison or else try to find a way out of the criminal circuit that some are locked in. The volunteers range from those who hope to gain access to the URF through the Gladiators, adrenaline junkies, glory seekers and ex-soldiers that have seen too much and wish to go out as some of their comrades. The backgrounds of the personal of the Gladiators are as diverse as the gear that they use.


[/tab][/tabs][/tab][Tab | Technology |]

Technology has advanced quite a bit. It has made people grow older and saw some problems going away. After all, not only have people been studying on how to build better spaceships to reach different solar systems, but both civil and military departments have progressed.

*If you have a suggestion then please fill out the sheet and will be happy to hear in PM from you!
[spoili]
Code:
[B][I]Name :[/I][/B]

 
[Of the technology]
 
[B][I]Department :[/I][/B]
[A weapon? What kind of Weapon? Gadget? Vehicle?]
 
[B][I]Capabilities/Description :[/I][/B]
[What is it able to do? What are the limitations? Any appearances that can be shown or described?]
 
[I][B]Other information :[/B][/I]
[Side notes/information.]
[/spoili]


Most weaponry used by the URF military on land is still as we are used to it, using ballistic weapons that have seen quite some progression. While there is some research going on to develop rifles and other weapons on ground with magnetic acceleration, there has yet to be any working prototype to be made that can be considered efficient enough to be put to use. Some scientist are even working on laser weaponry, though at the moment these are just theories that are being whispered and there has yet to be found proof of projects that detail about laser weaponry.

da_by_hokunin-d67v9ij.jpg

Name:
The Padded Engagement Suit

Department:
Medium Armor, tier I

Capabilities/Description :
The Padded Engagement Suit, or PES provides greater protection against ballistics and shrapnel, at the cost of speed and agility. While it is relatively old fashioned, but is still not too heavy compared to other gear types, it is harder to maneuver with the metal arm and leg padding. While the body armor doesn't protect underneath the arms, nor the midregion of the body, low caliber bullets often ricochet off the metal padding. Armor piercing rounds treat it like paper however, and the suit is not ideal for CQC, due to the metal possibly slowing down reaction speed. It is ideally a defensive armor, and isn't worn by most soldiers on assault missions.


Name :

Talos Mk. II Armor

Department :
Heavy Armor, Tier I

Capabilities/Description :
Talos armor is notorious for it's weight problems, but it's protection to cost value makes it common among SWAT teams, militias, and other military organizations. The modular webbing options makes it a favorite of heavy troops, and the visor built into the helmet allows the user to see x2.5 zoomed and in Infrared.

Other information :
The Mark IIs the Gladiators received were missing their HUD visors, either due to a logistical mixup, or because someone higher up decided that they were better off going elsewhere.


Name :
KV-Armor MK II, without the helmet.
Department :
Medium Armor, Tier II.
Capabilities/Description :
The KV-Armor MK II is designed to not reduce the mobility and speed of the wearer while providing some protection against most conventional weaponry. The armor is perhaps mostly outdated as many URF military personnel wear more advanced armor for on combat missions. The armor is most effective against melee weaponry and small arms, though it is unwise to consider yourself safe from heavier weaponry.

Other information :
-----------------


Name :
DR-12 'Scout'
Department :
Uniform/Armor/Gear
Capabilities/Description :
The gear, DR-12 Scout, is a light weighted uniform that provides some minimal protection against small arms and melee attacks. The dark component of the uniform makes the wearer quite hard to notice during the darker hours of the day. A small addition to the helmet allows the wearer to see infrared and zoom in 2.5x manually.
Other information :
---------


Name :
DR-13 'Assault
Department :
Medium armor, tier II.
Capabilities/Description :
A heavier edition of the DR armor uniforms. With better protection, the wearer is facing a slight reduction in speed and mobility, but with better protection against bullets and melee attacks. A small addition to the helmet allows the wearer to see infrared and zoom in 2.5x manually.
Other information :
-----


Name :
KVL-armor MK V
Department :
Gear, normal armor (no skill required).
Capabilities/Description :
The KVL-armor is a slight outdated armor. It provides decent protection against bladed melee weapons and small arms weaponry. It is more designed to protect the wearer against the environment, together with providing pouches to store magazine clips, grenades and other goodies in.
Other information :
Though it isn't that much used by the URF military, the Aleyin planet force still uses light infantry with this gear as it doesn't prohibit the wearer mobility and speed.


Name :
TR-armor 'Bug'
Department :
Medium armor, Tier II
Capabilities/Description :
The TR-armor is designed by the Aleyin planet military. Though it is used in other solar systems and by some soldiers of the URF military, it isn't the most modern armor. It provides some protection against ballistic missiles and melee attacks. The biggest benefit is however the design of the mask, which allows the wearer to breath without risking to be poisoned as fast as they normally would in hazardous environments.
Other information :
Though the helmet is capable of filtering out oxygen and holding back other gasses, this is only done at the efficiency of 85%. This means that a small amount of poisonous dose will get through and inflict harm on the wearer.


Name :
KV-armor MK IV
Department :
Medium Armor, Tier II
Capabilities/Description :
The KV-armor MK IV is seen by planet forces, by regular infantry men. The armor does limit the wearer with a slight reduction in speed, but offers an adequate amount of protection against small arms and rifles. The helmet protects wearer somewhat, but doesn't filter out poisonous or smoke from the air.
Other information :
----------------------


Name :
HEV-armor 'Padding'
Department :
Heavy Armor, Tier II
Capabilities/Description :
HEV-armor 'Padding' is a heavy class armor type. Meaning that the wearer suffers some in mobility and speed in exchange for better protection. The metal alloy is light, but not that sturdy one should consider themselves safe against sniper fire, heavy MG as well that there are various small places that still can be hit. At best, the armor will protect the wearer somewhat against small explosives - as long as they aren't too close. Another note one should remember is that the armor is focused to protect mostly the upper body of the wearer. While there is some protection found at the lower body, it isn't as sturdy in order to not exhaust the wearer too fast.
Other information :
------------


[tabs][Tab | Rifles |]

Name :
Dauntless AR-154
Department :
Rifle, Tier I.

Capabilities/Description :
The Dauntless is standard rifle used by many military personnel of the URF. Capable of firing at a high speed, while sporting ammo clips up to 32 bullets, the Dauntless is an excellent choice for close and medium firefights. The rifle is easily outmatched in firepower and range by other types, but the fact it has many modifications, has seen it as a favorite among recruits.

Other information :
The customizations available to the Dauntless AR-154 include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Extended magazine - from 24 up to 38 rounds
- Suppressor
- Flashlight or laser-guide attachment.
- Grenade launcher, launching fragmentation or smoke grenades up to a range of 40 meters.


Name :
Hamper AR-155
Department :
Rifle, Tier I

Capabilities/Description :
The Hamper AR-155 is a standard assault rifle, pretty much sporting the same capabilities as the Dauntless. With ammo clips of 40 bullets, the weapon fire in short bursts of three bullets with each fire. It is great in use of short to medium ranged firefights, making it a reliable weapon for recruits as veterans alike.

Other information :
The customizations available to the Hamper AR-155 include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Extended magazine - from 24 up to 38 rounds
- Suppressor
- Flashlight or laser-guide attachment.
- Grenade launcher, launching fragmentation or smoke grenades up to a range of 40 meters.


Name :
R-101C Carbine

Department :
Rifle, Tier II

Capabilities/Description :
The R-101C Carbine is a versatile, medium-range, fully automatic assault rifle available for most URF soldiers. A solid jack of all trades, the R-101 offers great stopping power at close ranges, great accuracy - till over 500 to 600 meters - while maintaining a respectable amount of firepower at medium ranges and if handled correctly, it can perform great at longer ranges. Low on maintenance requirements, resistant to extreme conditions and easy to handle, it is a weapon favored by both recruits and veteran soldiers.

The weapon has an excellent usage time/reliability ratio, but once a R-101C brakes down, it is easier to get a new one rather than trying to fix it. One notorious weakness of the weapon is that it can easily jam when fired at full burst for extended periods, requiring a "not so gentle removal" of the current magazine. A stock weapon is a rarity on the battlefields, as the weapon is easily modifiable. Ammunition for the weapon is plentiful in all URF depots and soldiers can easily carry several magazines with them, thanks to their miniaturistic design.

Other information :
The customizations available to the R-101 Carbine include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- AOG (Advanced Optical Gunsight) - 2.4x zoom
- Extended magazine - from 24 up to 38 rounds
- Suppressor



[/tab][Tab | Pistols and other close gear |]

Name :
Yeager PA-3520 A2 Pistol

Department :
Pistol, tier I

Capabilities/Description :
A pistol with a silencer build within. An pistol that support magazines of 12 bullets, it is a decent side-arm for close ranged quarter fights as it can still pack a punch - even with the build in suppressor. Though not a reliable piece of equipment for fights that exceed the range of forty meters. Its stopping power is also reduced due to the build in silencer. Highly recommend for stealth operations.

Other information :
The customizations available to the Yeager PA-3520 A2 Pistol include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Extended magazine - from 15 up to 18 rounds
- Lasersight or Flashlight addition.


Name :
Kuri('s)

Department :
Side melee weapon

Capabilities/Description :
A long combat knife of 14 inches. The weapon is balanced, making it feel light in the hand of the wielder and an operative can have the scabbard at many locations - such at the shoulder, thigh, back of the waist and etc. The high quality steel and fact it doesn't reflect light a good weapon for close ranged as well stealth operations.

Other information :
[Side notes/information.]


Name :
Takari SMG-76
Department :
Pistol, tier II

Capabilities/Description :
The Takari SMG-76 is a side-arm that has proven its worth. It is capable of being an effective weapon on both short and medium ranged firefights. Firing at bullets from the 56 ammo clips, the power behind the shots aren't the forte of the weapon. It is capable of out firing most rifles, but shouldn't be relied on its stopping power.

Other information :
The customizations available to the Takari SMG-76 include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Extended magazine - from 24 up to 38 rounds
- Suppressor


Name :
Nielson E-5
Department :
Pistol, Tier II

Capabilities/Description :
The Nielson is an average pistol that is all round, only hampered on range as it is a close ranged weapon. The pistol has an ammo clip of 12 shots.

Other information :
The customizations available to the Nielson E-5 include the following:
- Laser or Reflex Sight,
- Sports Ammo, reducing the range by a but, but deadlier shots due the better penetrating ammunition.


[/tab][Tab | Sniper Rifles |]

Name :
Magnus MRS- 201 Sniper Rifle
Department :
Sniper Rifle, Tier I.

Capabilities/Description :
The Magnus isn't the most powerful snipers in the known arsenal of the URF. Its range is somewhat shorter to other sniper rifles, but it does a great job of punching a hole through shielded hostiles. With a build in suppressor, this sniper is still a favorite for those who want to bring a nice surprise to their victims. With a range of 700 meters, the weapon needs a second before it can be fired again as each bullet does pierce through shields with the specialized ammunition. The ammo clips support up to twelve shots and is equipped with the standard scope of x4.

Other information :
The customizations available to the Magnus MRS- 201 Sniper Rifle :
- Lasersight (only visible with infra-red and through the scope)
- Nightforce Scope (Supporting night vision, x4 and x8)
- Suppressor (though this reduce the range with 300 meters).


Name :
Thornweld M 2168-44 Sniper Rifle

Department :
Tier, II

Capabilities/Description :
A sniper rifle with the an enhanced scope. One of the newer modules, the Thornweld has a scope that provides 4x scope as well the option to flick to a 8x scope. Though it won't provide the very long range as many other rifles (the range limit is to 900 meters with suppressor/1200 meters without suppressor), the Thornweld has a slightly higher shot by per second rate. Due the average length, it is also more maneuverable as lighter. Making it an ideal rifle for more urban and rough terrain, though lacking due the shorter range on open battlefields. It shoots armor piercing bullets, though with the silencer the stopping power of the rifle is reduces. With an ammo clip of 25 shots, the rifle sports a semi-automatic trigger.

Other information :
The customizations available to the Thornweld M 2168-44 Sniper Rifle include the following:
- Suppressor (though this reduce the range with 300 meters).
- Lasersight (only visible with infra-red and through the scope)
- Switching from single-shot mode to burst.


[/tab][Tab | Shotguns |]

Name :
Shredder MH-93
Department :
Shotgun, Tier I

Capabilities/Description :
Capable of landing powerful punches, tearing through light plating and targets alike, the Shredder is deadly on close range. It range extends to an effective range of 40 meters, firing pellets at high velocity that are capable of even puncturing through stone walls to hit what is taking cover behind them. The short range makes them quite assets in close ranged firefights, but leave the user virtually useless on medium and long range firefights. The standard ammo clips support up to 12 shots.

Other information :
The customizations available to the Shredder MH-93 include the following:
- Laser sight or flashlight addition.
- Different of pellets ;
* Boom Pellets : Heavier loaded pellets being shot, but increasing the recoil and less velocity, though packing an even more devastating blow. Reduces the ammunition by eight.
* Dino Pellets : Somewhat larger pellets being shot, reducing the magazines ammunition - by five- and reduced probability of hits at longer range, but increasing the damage output of the weapon.
* Seagull Pellets : Smaller pellets, meaning that the weapon's shots will lose velocity more rapidly and penetrate the target less, but increasing the size of the magazines by 6.



[/tab][Tab | (Light) MG's |]

Name :
M789 Light Machine Gun
Department :
LMG, tier I

Capabilities/Description :
M789 Light Machine Gun is quite the versatile weapon. With the gun being magazine fed, each magazine holding 250 bullets with the same ammunition as that of rifles, the weapon can fire in both automatic and burst of 5 bullets. The weapon is an excellent choice to suppress enemy infantry.


Other information :
The customizations available to the M789 Light Machine Gun include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Laserguide


Name :
KJ-56s Light Machine Gun

Department :
LMG, Tier II

Capabilities/Description :
The KJ-56s, with it's dual barrels, boasts a higher fire rate than the M789 LMG and has a distinct high pitched whine when firing. However, as the weapon fires only full automatic, the recoil can be difficult to manage and the barrels have a tendency to overheat, so users are encouraged to only fire in short bursts. It is fed by belts of ammo that can have up to 400 rounds.

Other information :
The customizations available to the KJ-56s Light Machine Gun include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Laserguide


[/tab][Tab | RPG's |]

Name :
RPG-40

Department :
RPG, Tier I

Capabilities/Description :
The RPG-40 is a simple rocket launcher that has become a staple of militias, criminal organizations and rebel groups systems-wide. It's accuracy is rather poor, it's range is limited and it's missiles are unguided, but it's reliability, ruggedness and simplicity has made it the most popular RPG available.

Other information :
The customizations available to the RPG-40 include the following:
- Laserguide


Name :
ML336b

Department :
RPG, Tier II

Capabilities/Description :
A military grade rocket launcher, the ML336 is standard issue to most well funded and Professional Militaries. Though many advanced models feature missile guidance systems or launch fire-and-forget missiles, the most commonly seen variant among the Gladiators is the ML336b variant; a simple unguided missile with decent range and accuracy.

Other information :
The customizations available to the ML336b include the following:
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Holosight - 2.1x zoom
- ACOG (Advanced Combat Optical Gunsight) - 2.4x zoom
- Laserguide


[/tab][/tabs]


With better technology come better and more gadgets. While the URF military still use gadgets that are quite similar and familiar to the ones we're used to, the advanced URF has some toys that have been standard among the force.

latest

Name :

MA-241 Wingpack

Department :
Insertion Technology

Capabilities/Description :
While not as advanced as the newer models, the MA-241 Wingpack provides a sturdy and reliable insertion method if troops are needed to go in silent and quickly. Deploying out the back of the Pigeon carrier (or the Bomb Bay of a Falcon), the MA-241 Wingpack allows the users the glide down to the surface with precision unmatched by any parachute. The way this is done, is thanks to the dual thrusters on the back of the pack. These allow the user to slow down or speed up at will, allowing for precise insertions behind enemy lines. The benefit of the Wingpack is that it is silent compared to a dropship, and accurate compared to a parachute. The downside, is that the bright exhaust can give away the position of those using the packs. Not to mention the massive heat signature, and virtually no protection or way to fight when inserting. Making the usage of this method a Risk/Gain decision.

Other information :
* Can be remote controlled if needed.


400px-Jetpacktitanfall.jpg

Name :

MV-9 Maneuver Pack

Department :
Mobility Gadget

Capabilities/Description :
The Maneuver Pack is a small jetpack worn around the waist of a user. It is used for enhanced jumps (firing to give a boosted jump height/distance), softening landings, and Wall Running/Access to hard to reach places. (I.e. boosting up to get through the window of a building or such). The pack is optimized to make minimal noise for use during stealth operations. The major downside is the immense heat signature the pack gives off, betraying position to anybody with a thermal scope. It is also prone to overheating from overuse.

Other information :
* Requires specialized training.
* Usually given to recon units as a way to enhance mobility and scouting capability.


Name : Cloak


Department :Gadget

Capabilities/Description :
This can go either way, as there's technology today working towards both. The first option, is a simple material that bends light around it. This material would be fairly expensive, and would make it nearly impossible to be noticed from a distance.
The second option, is a powered electrical field that would bend the light around more perfectly than the first option.

Other information :
Each one has a defect, however. The first option would be water-proof, but easily noticed from up-close. The reason for this being that the light bent around this material would more likely bend the light in the wrong ways and such than option 2, causing a stretching or blurring effect up-close.

Option two, however, would be incapable of going through water... first and foremost, the bent light wouldn't do too well while water's displaced, second, the electrical field that bends the light around the cloak would require open circuits of some sort, meaning water-proofing would be more than troublesome.


Name :
Fragmentation grenades

Department :
Fragment Grenades

Capabilities/Description :
Improved over the decades from the old fragmentation grenades, it is still an old favorite among troopers. The body may be made of hard plastic or steel. The outer casing and/or a fragmentation matrix consisting of notched wire and preformed fragments (spherical or otherwise) provide the projectiles. They have an effective wounding radius of around 20 m and can easily be thrown further. Fragments may travel more than 300 m.

Other information :
N/A


Name :
Mobile Shield - S Edition

Department :
Support Grenade

Capabilities/Description :
The Mobile Shield is a spherical energy shield that protects those inside from projectiles - from the likes of rifles, pistols and other small arms. Heavier armament can likely damage the shield in one blow. The shield can protect the user and approx. those within the diameter of 3 meters around them, for a short time. The shield is deployed from a special orb, allowing an one time use per orb. These orbs are at the size of a grenade. In order to operate it, the user has to press the soft surface on top of the device. They have to use some force to feel a click - as if they are breaking through something with their thumb. Within four seconds from activation, a shield will set up.

Other information :
------


Name :
First Aid Kit
Department :
First Aid and Field Medic skill tree.

Capabilities/Description :
The First Aid Kit is the best tool in the hands of a character that indulges in First Aid and Field Medic skills. Other characters can decide to bring along a First Aid Kit, but they will be way less effective than a character who has actual skills that make the kit more useful.

Other information :
----


Name :
Sappers Kit
Department :
The Demolition skill tree.

Capabilities/Description :
The Sappers kit consists out of a package of small explosives and tools to ensure that the respective operative that has this kit can make small traps, sabotage and other skills that the Demolition skill tree can provide.

Other information :
----


Name :
Repair Kit
Department :
Invention/Repair skill trees

Capabilities/Description :
The Repair kit allows a character to repair a vehicle, tool or weapon to a working state. Though everybody is allowed to bring one with them, the characters with the skill to operate the kit with skills of the Invention and Repair skill tree will be much more efficient with it.

Other information :
----


Name :
Smoke Grenades

Department :
Support Grenade

Capabilities/Description :
A smoke grenade is a canister-type grenade used as a signaling device, target or landing zone marking device, or as a screening device for unit movements. The smoke grenades used by the URF come in various variations. The usual thick dark grey smoke grenades can reduce visibility quite a lot. Up to a range of 40 meter radius, the generic smoke produce a thick a dark grey cloud of smoke. Handy to reduce the visibility up to a duration of two minutes, they are being used for all kind of purposes. In order to operate it, one has to press the button on top of the device to allow a small pin to eject. Pull the pin out and the smoke will come out of the device within five seconds.

Other information :
There are various smoke variations, mostly utilized by the Operators and Engineers ;
- Red Smoke, designed to hit a space and uncover cloaked targets and lasers. It sacrifices the ability to reduce visibility.
- Green Smoke, designed to hit a space and fill it with smoke that is aimed to obscure even infrared items and visions. It doesn't however obscure visibility as much as the generic dark grey smoke.
- Yellow Smoke, a type of smoke that lasts up to 5 minutes and instead of obscuring a wide space, it goes up. Often used as a signal for squads that need to be picked up.
- Black Smoke, this type of smoke grenades produces a smoke that lasts up to four minutes. It is used as a signal for encountering heavy resistance and in need of reinforcement - in case communication through the radio is disabled.


The URF has access to advanced vehicles. While the space navy has seen quite some impressive work, the technology regarding ground and sea vehicles have improved as well.

latest

Name :

GA-TL1 Falcon Multi-role Spaceplane

Department :
Spaceplane (Meaning it operates in both Exo-Atmospheric and Atmospheric Conditions)

Capabilities/Description :
The Falcon is a craft that is meant to be a Jack of all Trades, and as such it is a master of none. The fighter is both fast and agile, but at the cost of armor and any sort of camouflage. Due to the multiple roles and in general massive size of the ship; it requires a crew of six to fly. The interior of the Falcon is pressurized and oxygenated for the comfort of the crew inside of the vessel. It's main armament is the forward facing 110mm Rotary cannons that are on all models of the ship, other than that it is largely defenseless. This weakness along with its size mean that the Falcon is a rather easy target for more nimble fighters who can manage to get in the massive ship's blindspot.

Other information :
Depending on the variant of the Falcon, it can carry a very versatile payload.

Variant A "Bird of Prey"- This variant of the Falcon is meant exclusively for combat with other vessels in the skies or space. Commonly used for Air/Space superiority conflicts or taking down enemy bombers. 120mm Ventral guns to hit the enemy even when not facing them directly.

Variant B "Pack-Hunter"- This variant of the Falcon is designed with the idea of striking in numbers and dismantling the enemy. This monster sports the ASGM-10 HE missiles meant for punching holes through an enemy ship's hull. Resulting in a hull breach and further destruction from depressurization. It also sports the ever-so popular Scorpion Bunker Busting missiles, meant to dive into an enemy fleet and detonate, sending smaller charges out to detonate again and create a massive area of effect blast.

Variant C "Vulture"- This variant of the Falcon is designed to be a close support bomber for the ground forces, it carries a heavy payload of multi-purpose smart bombs that can be dropped over an enemy position, and then the bombs will guide themselves to ensure that friendlies aren't hurt. However; they prioritize hitting the enemy, if a friendly happens to be caught in the blast zone and no way to avoid it... Well they'll be going home in a casket. This variant can also be outfitted with Moray space mines if needed for naval engagements. (It has also been proven that the impressive sized bomb bay can carry a single fully loaded Humvee into battle, allowing some reinforcement to ground troops).

Variant D "Hand of God"- This variant is designed with a single purpose: Total annihilation of a target. This variant is nuclear hardened and carries a single payload. The impressive Shiva Class Nuclear Missile. This baby sports a Fission-Fusion reaction to result in the city clearing blast that is sure to obliterate everything in its path.


latest

Name :

F-41 "Warhawk" Trans-atmospheric Fighter

Department :

Spaceplane

Capabilities/Description :
The Warhawk is built with one idea in mind: War. This nimble fighter has seen many conflicts through over the years, and seen many triumphs. The Warhawk is a fighter that is fast, and nimble at the cost of armor. The idea behind this fighter is to strike fast and hard, then be gone before the enemy even has a chance to react. It can handle dogfights due to being able to outmaneuver most enemies. However, this ship can not take a hit.

Other information :
Armaments:
* Twin 90mm Armor-Piercing Rotary Cannons under the nose.
* 2 ASGM-10 Heat-seeking missiles on each wing or 2 Bunker-Buster smart bombs on each wing.


Name :
AD-92 'Pigeon'

Department :
Aerial vehicle, Dropship.

Capabilities/Description :
Though the AD-92 has delivered excellent service as a small squad dropship, it has received all kind of nicknames. The most popular is the pigeon. Giving room to two pilots and 15 people to be transported, Pigeons have the technology of being cloaked thanks to how their armor. Though not that much stronger as the conventional armor designs and forms of the URF military, the Pigeon isn't designed to outlast much damage. With camouflage and the special design of their armor, they are capable of escaping infrared and sensors. This is possible thanks to the "e-camouflage". This kind of camouflage consists of highly sophisticated electronic sensors attached to the dropship's hull will project images of the surrounding environment back onto the outside of the vehicle enabling it to merge into the landscape and evade attack.

Other information :
Paratroopers that use the Pigeon are often mocked by ground forces as bird poo. Often in Pigeons there are parachutes in cases of emergency and some are modeled to carry a light ground vehicle with them. Sacrificing speed and mobility for it.


Name :
78-DS 'Astroviken'

Department :
Ground vehicle, artillery/anti-aircraft

Capabilities/Description :
The Astroviken is a terror for any ground or air target. It largely depends on what missiles the Astroviken is equipped with. It is used against both fortifications and entrenched troops, blasting their cover and defense away with punishing salvo's. Some are however equipped with the latest homing missiles that are capable of following aerial targets with high speed and heavily damaging them. Though the armor is thick and can offer an adequate amount of protection for the crew that operate the vehicle from the inside. The downside is that the Astroviken has no weaponry that provide a chance to fire back nor has it been built to withstand heavy ballistic and anti-ballistic fire from vehicles such as tank-destroyers and such.

Other information :

The Astroviken is named after the engineer that build the first prototype. While the man managed to make a good fortune, his end came thanks due to a rather ironic and sad fact that he was tinkering to explosives that were unstable. A large explosion followed and herald the end of Astroviken.


Name :
Hummer Transport

Department :
Ground Vehicle

Capabilities/Description :
The Hummer is close to the very old classic of the military Humvee. The Hummer has a better steel alloy casing, able to resist and protect those inside from some light rifle and LMG fire. It is one of the fastest ground transport of the URF military, able to transport up to eight people in one go - six in the back and one in front, next to the driver. The glass is somewhat bullet resistant, but one shouldn't expect it to protect them from weaponry that pack a heavy punch.

Other information :
Some Hummers have additional customization :
- Light MG nest, sacrificing however room for two crew in the back. The LMG nest offers some protection for the one who operates the LGM, but only from the front. It is able to turn 360 degrees. The LMG's are capable to be accurate over a range of 300 meters and have a magazine of 700 bullets.
- Turtle Shield, sacrificing quite some speed for heavy protection. The Turtle Shield Hummers are capable of riding through suppression fire of heavy MG's as rifles. Though don't expect that the turtle shield is capable of riding through explosives as much through ballistic fire. While the Turtle Shield alloy is heavier and denser, it isn't present below the vehicle or the wheels.
- ADS (Ammo Delivery Support), is sacrificing three spots in the back for additional extra ammo as a relay that is capable of jamming communication devices that use radio transmitters over a range of 400 meters for an extended amount of time.
- Requires the Operation Skill, Rank I to effectively put it to use.


Name :
Atlass Class Titan

Department :
The Atlas is a part of the Robotics and Mechanized Infantry Department of the URF program to provide the infantry with every advantage they can gain on the battlefield. It is basically a large suit of armor, carrying a weapon that no regular soldier can dream of lifting into the battle. The Titan is controlled by a single personal, or a "pilot" as they are nicknamed. To allow the Atlas to act like an extension of the pilots body, the A.I. on board every Titan is communicating with a neural chip integrated in the spine of the pilot to allow the pilot to control the Titan in a way he would control his own body.

Capabilities/Description :
The Atlas offers heavy fire and cover for infantry units of the URF fighting on the front lines. Standing at 8 meters tall, the Atlas is basically an extension of the body of the pilot, who sits in the main body and controls the Titan from there. http://http://web-vassets.ea.com/Assets/Resources/Image/Screenshots/TF-Panoramic-Overwatch.jpg?cb=1412974266]Atlas Class Titans [/url]have proved themselves in several gruesome battles fought by the **army name here**, either in turning a a hopeless battle into a victory, or preventing a catastrophic defeat by stopping the enemy in completely destroying the **army name here** forces.

The Atlas packs devastating firepower against most targets with all of its main armaments. When armed with a fully automatic 20mm chaingun firing 1.6 inch slugs, it is a devastating menace to infantry and most lightly armored targets. If the situation calls for it, the Atlas can carry a 40mm semi-automatic cannon that fires devastating payloads against large groups of infantry and more heavily armored targets. Against the most heavily armored targets, the Titan can be armed by a Quad Rocket Launcher or a Heavy Grenade Launcher. Rumors talk about energy weapons and Railguns being tested - but these are rumors, nothing more.

As imposing as the Atlas looks, it has its limits. Difficult terrain can severely limit an Atlas's operational range and even cripple it in one place, making it a vulnerable target. Despite the sturdy design of the vehicle, exposure to heavy fire should be limited as much as possible. Heavy fire can also damage the extensive sensor suit placed on the exterior of the Titan and hinder the function of the more complicated mechanical parts. The back part of the Atlas, where ammunition is stored should be protected with utmost caution from any enemy attack. The greatest weakness of Titans is also their greatest strength - the pilot. A Titan is only as good as the pilot in it, and even the most experienced, veteran pilots report fatigue after a few hours of piloting the vehicle.


Other information :
Titans have two modes of operation - A.I. and Pilot modes, respectively. The A.I. mode has two simple modes - stand guard and follow, which speak for themselves. Most pilots learned the limitations of the A.I. , as it lacks the insight of a human pilot, and use these modes with reserves. The Pilot mode is the standard operation mode, where a neural interface is created between the neural chip in the spine of the pilot and the Titans onboard computer. This link is the what makes the Titans unique, the greatest strength, but also the greatest weakness. The neural link is taxing the pilots and no more than four hours of continuous piloting are recommended even for Veteran pilots.

Titans are not a common sight on most battlefields. Most of the times, they are assigned to smaller infantry units to increase their strength and allow them to carry out missions behind what infantry men alone can do. Titans are called on the requests of their pilots and are deployed from orbital transports in events pilots like to call "titanfalls" from orbit. This is the most vulnerable phase of the deployment of a Titan, as it has no defenses during the fall. Should a Titan fall on the battle, the pilot can escape the doomed vehicle via a catapult system that will eject him from the Titan.


Battlefield Intel:
spy-helicopter.jpg

Battlefield Support Airborne:
maxresdefault.jpg

Battlefield Support Land-Based:
816b00d044c3de10f68fcbdffc7fb648.jpg

Wingmen:
RoboCop-Flying-drone.jpg


Name :

Drones

Department :
Robotics

Capabilities/Description :
Drones come in all shapes and sizes, built as a way to support the troops on the ground, and as a more cost effective alternative than training additional soldiers. Drones serve multiple purposes on the current battlefield, anything from scouting out buildings just before a team breaches and clears to flying wingman for pilots. Drones are robots that have limited AI inside them, each has a single task and cannot operate outside of that task. The AI inside of the drones can identify the difference between friend and enemy, as well as solve small issues in its area of expertise. These units provide a major boost to effectiveness of the troops, but come with an Achilles heel. Seeing as they are robots, they are vulnerable to things such as glitches, EMPs, component breakdown, and being hacked.

Other information :
Drone Classes:
* Scouting: Small drones that are linked to a pad that the operator can see and control them from, come in the form of either ground based drones (wheel based, can go under doors) and small aerial vehicles. Little to no armor.
* Ground Based Combat Support: These drones are small treaded bots with an assault rifle and grenade launcher as the attached weapons. They are fully autonomous, and only require directions such as 'Clear that room' from an operator. Which is given via a wrist mounted touch screen from the operator. Medium armor.
* Air Based Combat Support: These drones are small quadcopters with a mounted gun, they can operate fully autonomous or with full remote control from an operator. They come in two variants; the Assault Drone which features a mounted assault rifle or the Sniper Drone nicknamed the 'Stinger' which features a mounted semi-automatic sniper rifle for sniper support with mobility a human sniper cannot achieve. Little armor.
* Wingmen: These drones are fighters about the size of the Warhawk fighter. They are autonomous with commands being given by the pilot of the sortie. These drones are commonly used as a way for sorties to be flown with only 1 human piloted craft. Allowing for less money to be spent on pilots, and thus making them very popular for escorting Landing Craft or the much more massive Falcon. They come armed with two 110mm Rotary cannons and a payload of 6 Heat-Seeker missiles to be fired at air or ground target. They are rated as trans-atmospheric vehicles. Medium armor.


Technology hasn't only progressed for the military. With fossil resources starting to deplete, scientist started to look for other fuel and thus projects to replace fossil resources started to increase. One of the most popular in the late 2000s's was garbage fusion. A process where with the help of plasma a garbage-to-fuel transformation was not only plausible, but also effective. Engineers started to produce better systems where garbage fusions started to blast garbage with the aid of plasma at such high temperatures that the waste would be vaporzed to individual atomic parts. Becoming syngas - a combination of mostly hydrogen and carbon monoxide. Once cleared, it would be converted into fuels such as ethanol or diessel.

In the 2100's however another progress would dawn as plasma fuel made it entrance. At first it was a military project, in order to use plasma as weaponry. However it started to become more used as fuel for spaceships, allowing the space crafts to become faster and able to travel over longer distances. While it was already tested out in 2014 (The VASIMR ) the 2100's saw the appearance of plasma fuel being used for civilian crafts as well. Interesting to know is that to this day, Plasma fuel is still being used for civilian crafts and that the descendants of Bill Gates are growing richer with the day as good old Bill filed a patent with 9 other inventors back in the old day.


[/tab]​
[/tabs]



of0gsi.jpg


[tabs]
[Tab | The Duchess |]

779546_040114_48_ArtFile_ru.jpg


A heavy cruiser class ship. The Duchess is one of the newest ships in the fleet of the URFN - United Realms Force Navy. With several great technology, such as the antimatter reactor, cyclonic shields, gauss weaponry and more make it optional for the Duchess to perform just as any of the shining examples that the URFN has under its control. The Duchess is capable of delivering a heavy punch as supporting up to a total of 5000 personnel on-board. While this might sound impressive, the Duchess isn't on par with the currently developing 'Super Cruisers' that are being manufactured on Rono and New Hope.

Currently the Duchess is the mobile HQ of the Gladiators, which has made some of the older personnel on-board of the ship unhappy and worried about the reputation of the ship. Stationed in a more closed off section - being however one fifth of the ship's space - that the Gladiators have, provide them with the basic of needs for their troops. It supports up currently :

infinity-interior.jpg


- Barracks, each 'room' holding up to two bunker beds and two closets. Currently the barracks section for the Gladiators support up to a maximum of 600 members.
- A large hall, the main place of relaxation for the Gladiators. Its where members are able to enjoy breakfast, lunch and supper. Simple meals are made by the cafeteria personnel- all also Gladiator members, even though they recieved a minimal of combat training. The only luxuries are two coffee machines, an old dartboard and a pool table that smells like somebody pressed too many cigarettes on it. It is the only place in the section of the Gladiators where personell is allowed to smoke.
- Cargo bay, though it is at the current state nothing really noteworthy. It has some supply of the standard weaponry and armor as vehicles that the Gladiators are allowed to use.
- Two large workplaces. One called Vulcan and the other nicked 'Hephaestus'. Both workplaces don't support to the best of tools, which often mean that the Gladiators have to request through their captains for extra resources. Something that most members of the faction don't bother as such requests aren't taken serious by the officials on board of the Duchess. Its where one can find Operators and Engineers most likely tinkering away or carrying out a blueprint made by the research team.
- A large science lab, called Ogma - a figure from Irish and Scottish mythology, said to have invented the Ogham alphabet. Like the workshops it doesn't support much high standing tools at the moment. Though it is more than likely the favorite spot of the field scientists off during operations.
- An infirmary, which should be capable of holding a maximum of 150 wounded and sick. However, with the current personnel that the Gladiators have, the number is way less that they can support. While not many might like the stench that sometimes lingers around sometimes the very sick of the URF personnel on the ship are stationed on the Gladiator's infirmary, it is where one can find many of the Field Medics that serve in the Gladiator's faction.
- Fitness and training center, the place where officers drill and educate the Gladiators into new tactics and drills.
- Command and Control center, which is used by the leading officials of the Gladiators. Often mocking and affectionately nicked as 'Papa's Cave'. It is where Captains can be receiving missions and briefing before they are send off.

The ship is equipped with :
- an anti-matter reaction,
- Two Magnetic Accelerator Cannons, also known as Mass Accelerator Cannon, MAC Gun and MAC Cannon, is a large coilgun that serves as the primary offensive weapon for URFN warships.
- Several turrets that use smaller scaled MACs.
- Several turrets that sport cannons with ballistic and anti-ballistic ammunition.
- A big cargo space, allowing for food supplies up to two till three months. It could be supplied for longer times, but the standard is usually two to three months. The Duchess also is transporting an arsenal of the standard vehicles to support ground operations with the needed vehicles. Both for transport as for combat purposes.


[/tab][Tab | The Character Sheet|]

Starting Characters will for now start with 15 skill points.

Remember that a character can only have a limit of (without traits or skills counted along) :
1x main weapon,
2x side-arm
2x modifications for the main weapon
2x modifications for the secondary weapon.

Traits are there for you to give a +1 to a certain field. Such as giving your character the trait 'Pockets', allowing them to have +1 magazine clip for their main gun etc.



This might change later as some might end up dying, allowing the person to create a new character with a certain percentage of points that they had gathered with their respective past character.




Code:
[CENTER][FONT=georgia][SIZE=4][ Name ]

 
 
 
[ Motto ]
 
" "[/SIZE][/FONT]
 
 
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[FONT=georgia][SIZE=4][ Age ][/SIZE][/FONT]
(Present day is 1st of January, 2400 A.D.)
 
[FONT=georgia][SIZE=4][ Gender ]
 
 
[FONT=georgia][ Sex ][/SIZE][/FONT]
(Hetero/Bisexual/Homo etc)
 
 
[FONT=georgia][SIZE=4][ Appearance ][/SIZE][/FONT]
 
[SIZE=4[FONT=georgia][ Origin][/SIZE][/FONT]
 
[What solar system or planet is the origin of the character? You're allowed to write here as well some information about the place she or he grew up in.]
 
[SIZE=4[FONT=georgia]][ Ethnicity ][/SIZE][/FONT]
 
[ What is the ethnicity of the character? ]
 
----------------------------------------------------------------------------------------------------------
 
[FONT=georgia][SIZE=4][ Biography ][/SIZE][/FONT]
(A minimum of 3 decent paragraphs about one's life, past career before joining the Gladiators and eventually leading up to being recruited or joining the Gladiators.)
 
 
[FONT=georgia][SIZE=4][ Theme Song ][/SIZE][/FONT]
(Optional)
 
 
----------------------------------------------------------------------------------------------------------
 
[FONT=georgia][SIZE=4][ | Skills and Traits | ]
 
[ Traits ][/SIZE][/FONT][/CENTER]
 
[LIST]
[*]Trait 1 :
[*]Trait 2 :
[*]Trait 3 :
[/LIST]
 
[CENTER][FONT=georgia][SIZE=4][ Skills ][/SIZE]
 
[SIZE=4][b][i]Points maximum[/b][/i] :[/FONT][/SIZE]
[ The amount of points a character started + gained over the course of the RP ]
 
 
----------------------------------------------------------------------------------------------------------
Scout :
Sniper :
Operator :
Engineer :
Field Scientist :
Field Medic :
Assault :
Heavy :
Officer :
Captain :
 
 
[FONT=georgia][SIZE=4][b][i]Points left[/b][/i] :[/FONT][/SIZE]
[ The amount of points a character left/not yet used ]
 
----------------------------------------------------------------------------------------------------------
 
[FONT=georgia][SIZE=4][ | Equipment | ]
 
[ Gear ][/SIZE][/FONT]
 
(A list of grenades, gadgets and gear :
4x grenades/gadgets.
4x ammo clips for the main weapon,
2x ammo clips for the secondary weapon.
1x vest or particular uniform/outfit)
 
[FONT=georgia][SIZE=4][ Weapons ][/SIZE][/FONT]
 
(A list of grenades, main and secondary weapons and gadgets. Remember that a character can only have a limit of ----without traits or skills counted along- :
1x main weapon,
2x side-arm
2x modifications for the main weapon
2x modifications for the secondary weapon. )[/CENTER]


[/tab][/tabs]​
 
Last edited:
Second post reserved for the roster.
 
-jumps in and does the warface- >=C
 
  • Nice Execution!
Reactions: Aliceee
Implying I am one?! Icy, I thought we were only passive aggressive towards each other on skype?! How could you, you stupid whale? >:C
(Thanks~)
 
...nah I want my four-armed alien criminal ex-pirate assassin
 
[ Name ]

Alexander 'Faceless' Johnathan

[ Motto ]

"Everyone has a role to play."



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

[ Age ]
25 years old, born 31 May, 2374


[ Gender ]
Male

[ Sex ]
Bisexual

[ Appearance ]

Ninja-Gaiden-3-E3-2011-Dead-Or-Alive-World.jpg


[ Origin]


Aleyin, The Aleyin system. His home is on a small town that was founded 10 years before his birth, but has barely managed to stay on its feet. As of this year, it has just about 100 people living in, with people starting to nickname it "Ghouly Town", due to the rare chance of encountering a person there, which will most likely make you scared.

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

[ Biography ]

When he was born, Alexander was initially thought to have been sick at birth. While that was the case, the doctors discovered only much later that he was born with a very rare condition, one which made his left eye extremely sensitive to light. They performed a surgery to ensure nothing happens to his sight, but performing an eye transplant for a baby would be too risky, mainly due to the risk of rejection. His parents were also told that he should avoid being out during the days, as there could be permanent damage to his eye if he does.

Ever since, he grew up in his home, never to leave it. His parents did all they could to make him comfortable, and try to find a way to help his condition, but to no avail. There was nothing they could do, as the condition's rarity made it hard to experiment on, much less develop a cure. He grew up being home schooled, and constantly wondering what life outside of his house was like.

At the age of 18, not too long after his finished his studies and was now passing the time learning things from books his parents brought him home, he received a call that announced to him that there was an accident and both his parents perished in it. He was not allowed to attend the funeral, as to his own protection. Not too long afterwards, he decided that he will go see his parents graves, no matter what.

After much extensive research with the help of his neighbor who constantly fetched him books, he managed to come up with something that will protect his eye properly without the risk of losing his sight, something better than what the sunglasses or other types off protection offered. Using a contact of his parents, Alexander got a prototype of the lenses he designed, and found them to be good, but wore out quickly.

About 3 years later, and many more prototypes, he managed to come up with lenses that lasted for a much more extended period, and his parent's contact asked if he could make them publicly available. Alexander agreed on the term his name wont be mentioned, but unfortunately discovered his name was mentioned as the inventor and some of the credit went to him.

While it took some time, people in his small town started to know who he was, something he was not used to before, and he discovered he doesn't like the attention either. So he moved away and started wearing a mask to ensure no one knows who he is. He had a difficulty getting a job, being home tutored and without anything he was willing to admit, and in the meanwhile kept on studying.

Eventually, at the age of 25, he managed to finally get a job, though not one he really wanted. He managed to get recruited in 'The Gladiators', which he heard rumors of before. Deciding to embrace the new role in his life, Alexander looked forward to serving humanity.

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

[ | Skills and Traits | ]

[ Traits ]

  • Trait 1 : Dark Vision - Can see well at dark places or during the night, but flashes of light easily counter that.
  • Trait 2 : Memory Trap - Possesses Eidetic Memory. (The ability to recall images, sounds, or objects in memory with high precision for a few minutes without using mnemonics.)

[ Skills ]

Remaining Points: 6

Scout : -
Sniper : -
Operator : -
Engineer : -
Field Scientist :
Rank I
Super Nerd
[spoili]
"Nice glasses Four-Eyes!"

'This allows a character to conduct field research on unknown items and locations..'

[/spoili]
Rank II
Graduated Smartass
[spoili]
"Made it cause I'm S-M-R-T!"

'The character is capable of researching Tier II weaponry, allowing to invent new modifications for that tier weaponry.'

[/spoili]
Field Medic : -
Assault : -
Heavy : -
Officer : -
Captain : -



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

[ | Equipment | ]

[ Gear ]


2x Gadget or grenades

4x Pistol Ammo with extended Magazine, 15 in each Magazine which equals to 60 bullets.

1x Vest

Name :
Repair Kit
Department :
Invention/Repair skill trees

Capabilities/Description :
The Repair kit allows a character to repair a vehicle, tool or weapon to a working state. Though everybody is allowed to bring one with them, the characters with the skill to operate the kit with skills of the Invention and Repair skill tree will be much more efficient with it.



[ Weapons ]

Main weapon:
Name :
Yeager PA-3520 A2 Pistol

Department :
Pistol, tier I

Capabilities/Description :
A pistol with a silencer build within. An pistol that support magazines of 12 bullets, it is a decent side-arm for close ranged quarter fights as it can still pack a punch - even with the build in suppressor. Though not a reliable piece of equipment for fights that exceed the range of forty meters. Its stopping power is also reduced due to the build in silencer. Highly recommend for stealth operations.

Modlifications to the Yeager:
Extended Magazine Customization



Secondary Weapon:
Name :
Kuri('s)

Department :
Side melee weapon

Capabilities/Description :
A long combat knife of 14 inches. The weapon is balanced, making it feel light in the hand of the wielder and an operative can have the scabbard at many locations - such at the shoulder, thigh, back of the waist and etc. The high quality steel and fact it doesn't reflect light a good weapon for close ranged as well stealth operations.





I solemnly swear to live for the 'purpose'.
 
Last edited:
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I'll get a CS up eventually, I'm just tired as hell right now.
 
Nim! We will be sniper buddies!
 
And finished my CS. Hope it will give a sort of example on how the basic sheet can be used. If there is any need of help, then just let me or Chromehound know of it through PM's.



[ Vera (Verochka) Rodionovna Yamskikh]

[ "Ба́ры деру́тся -- у холо́пов чубы́ треща́т." ]

Translated literally:
"Masters are fighting, servants' forelocks are creaking."
Meaning :
"When the rich make war it's the poor that die."

----------------------------------------------------------------------------------------------------------
[ Age ]
Born on 25th of September 2381, currently 19 years old.

[ Gender ]
Female

[ Sex ]
Heterosexual

[ Appearance ]
00030043.jpg

Vera sports a height of 1.68m/ feet. With an athletic build, Vera has a light skin complexion and with short red hair. She has two star tattoos on her right shoulder, ever since she turned sixteen. Has some freckles and sport light blue-greyish eyes.

[ Origin]

Born in New Riga - an average industrial city on Rono, Vera was born in a normal family. With two hard working parents, she had only one older brother sibling, Kayl Aleksandr Yamskikh. Their mother worked as a security expert at a workplace where prototype rifles were created and tested out. Their father was a teacher at a high school.

[ Ethnicity ]

Russian.
----------------------------------------------------------------------------------------------------------
[ Biography ]

Born in a rather average family, Vera didn't grow up with much hardship or need to face a special or rare situation. With an older sibling brother - Kayl Aleksandr Yamskikh -, the youth of Vera is a pretty average story. She went to school, scored average grades and made friends. Even though New Riga is a buzzing industrial metropolis on the planet of Rono - in the Cacia Solar System - Vera didn't encounter much rarity or problems in her early years. Her parents were on the average day not really around, trying to earn money and get food on the table. This created a strong bond with Kayl as Vera also grew up to be more of a tomboy.

During her earlier teens, Vera started to like to do more daring things. She was never much the girl to hang out and lounge as some of her peers. No, she would be more likely outside. Exploring New Riga and sometimes even getting trouble with local authorities. Nothing too troublesome as Vera wasn't interested in getting indulged in criminal activities. Parkouring, skate boarding and even street dancing were what kept her entertained and busy. Though she wasn't the best student in high school, Vera managed to graduate. Certainly in gymnastics and more subjects where she could be more active than needing to think. While she did manage to score well in certain subjects, Vera's career choice was clear.

Ever since she heard about the URF, Vera became quite interested. Almost obsessed as she saw it as a way out of New Riga. A way to visit new places and experience new exciting situations and people. Combined with the good reputation that the URF has, Vera saw back then to get a good amount of excitement in her life as well a fitting job. After all, she had no problem with pushing herself to new limits. Only problem was that when Vera learned that the URF hasn't been in any conflict or exciting situation for the past time. Disappointed, Vera was close of giving up and following the same path as that of her mother. Hearing however about the Gladiators and hearing what they were used for, Vera decided to apply at the age of 18. Being trained and drilled for a year now, she was considered to be ready to join as a trained rookie of the Gladiators.

[ Theme Song ]

----------------------------------------------------------------------------------------------------------
[ | Skills and Traits | ]
[ Traits ]
  • Trait 1 : Pockets ;
    "Always... handy.~"
    Allows Vera to take one more grenade with her on missions.
  • Trait 2 : Adrenaline Junky ;
    "Life is short, so why try to be boring?"
    The adrenaline junky she is, Vera is quite eager to get into the fray. Gives +1 to Assault.
  • Trait 3 : Quick Reflexes ;
    "Got to be faster than the other."
    One that can't sit easily still, Vera's reflexes are quite good thanks to the acitvities she had done in her youth. It gives her a slightly better edge in close combat quarters.
[ Skills ]
Points maximum :

[ 16 (15 + 1, due to trait(s) ) ]
----------------------------------------------------------------------------------------------------------

Assault :
15 skill points invested.
(+ 1, due to trait(s) ).

Rank I
Tough
"I am so tough, I eat popcorn without salt or sweet flavor!"
Cost : 3
[spoili]'This skill allows a character to wear medium armor of tier II and allowing one modification to it.'
[/spoili]



Knife Expert
"Knives!!!!"
Cost : 3
[spoili]'Allows a better proficiency with melee side-arms, allowing Tier II melee weapons.'[/spoili]


Oppressor
"When the sound goes wham..."
Cost : 3
[spoili]'The character can use pistols and shotguns of tier II, allowing them to bring one more magazine of ammunition with them.'[/spoili]

Shotgun Expert
"I bring the sound to the boom!"
Cost : 6
[spoili]'Shotguns and pistols of tier III are now weapons that the character can wield efficiently in combat.'[/spoili]




Points left :
[ 1]
----------------------------------------------------------------------------------------------------------
[ | Equipment | ]
[ Gear ]

5x ammo clips for a Shredder MH-93, Dino-pellets. Meaning 35 bullets/pellets in total.
2x ammo clips for a Takari SMG-76, with extended ammunition modification. Meaning 160 bullets in total.
5x grenades/gadgets.
1x vest or particular uniform/outfit)



[tabs][Tab | KV-Armor MK II |]

Name :
KV-Armor MK II, without the helmet.
Department :
Medium Armor, Tier II.
Capabilities/Description :
The KV-Armor MK II is designed to not reduce the mobility and speed of the wearer while providing some protection against most conventional weaponry. The armor is perhaps mostly outdated as many URF military personnel wear more advanced armor for on combat missions. The armor is most effective against melee weaponry and small arms, though it is unwise to consider yourself safe from heavier weaponry.

Other information :
The armor is second-handed. The previous owner died during a scout operation against some insurgents on Aleyin. There are some scratches on the armor from use, but it is still somewhat reliable. Somewhat.

The modification that has been made to the armor is that it allows one pouch for a magazine clip. Vera uses it currently for another shotgun pellet clip.
[/tab][Tab | Mobile Shield - S |]

Name :
Mobile Shield - S Edition
Department :
Support Grenade
Capabilities/Description :
The Mobile Shield is a spherical energy shield that protects those inside from projectiles - from the likes of rifles, pistols and other small arms. Heavier armament can likely damage the shield in one blow. The shield can protect the user and approx. those within the diameter of 3 meters around them, for a short time. The shield is deployed from a special orb, allowing an one time use per orb. These orbs are at the size of a grenade. In order to operate it, the user has to press the soft surface on top of the device. They have to use some force to feel a click - as if they are breaking through something with their thumb. Within four seconds from activation, a shield will set up.

Other information :
Vera has 2 equipped.
[/tab][Tab | Smoke Grenade |]
Name :
Smoke Grenades
Department :
Support Grenade
Capabilities/Description :
A smoke grenade is a canister-type grenade used as a signaling device, target or landing zone marking device, or as a screening device for unit movements. The smoke grenades used by the URF come in various variations. The usual thick dark grey smoke grenades can reduce visibility quite a lot. Up to a range of 40 meter radius, the generic smoke produce a thick a dark grey cloud of smoke. Handy to reduce the visibility up to a duration of two minutes, they are being used for all kind of purposes. In order to operate it, one has to press the button on top of the device to allow a small pin to eject. Pull the pin out and the smoke will come out of the device within five seconds.

Other information :
Vera has three smoke grenades.

1x - Red Smoke, designed to hit a space and uncover cloaked targets and lasers. It sacrifices the ability to reduce visibility.
1x - Yellow Smoke, a type of smoke that lasts up to 5 minutes and instead of obscuring a wide space, it goes up. Often used as a signal for squads that need to be picked up.
1x - Black Smoke, this type of smoke grenades produces a smoke that lasts up to four minutes. It is used as a signal for encountering heavy resistance and in need of reinforcement - in case communication through the radio is disabled.

[/tab][/tabs]

[ Weapons ]
[Main Weapon]
Name :
Shredder MH-93
Department :
Shotgun, Tier I
Capabilities/Description :
Capable of landing powerful punches, tearing through light plating and targets alike, the Shredder is deadly on close range. It range extends to an effective range of 40 meters, firing pellets at high velocity that are capable of even puncturing through stone walls to hit what is taking cover behind them. The short range makes them quite assets in close ranged firefights, but leave the user virtually useless on medium and long range firefights. The standard ammo clips support up to 12 shots.
Other information :
Modifications to Vera's Shotgun :
- Laser sight
* Dino Pellets : Somewhat larger pellets being shot, reducing the magazines ammunition - by five- and reduced probability of hits at longer range, but increasing the damage output of the weapon.
[ Side Weapons]

[tabs][Tab | Kuri |]

Name :
Kuri('s)
Department :
Side melee weapon
Capabilities/Description :
A long combat knife of 14 inches. The weapon is balanced, making it feel light in the hand of the wielder and an operative can have the scabbard at many locations - such at the shoulder, thigh, back of the waist and etc. The high quality steel and fact it doesn't reflect light a good weapon for close ranged as well stealth operations.

[/tab][Tab | Takari SMG-76 |]

Name :
Takari SMG-76
Department :
Pistol, tier II
Capabilities/Description :
The Takari SMG-76 is a side-arm that has proven its worth. It is capable of being an effective weapon on both short and medium ranged firefights. Firing at bullets from the 56 ammo clips, the power behind the shots aren't the forte of the weapon. It is capable of out firing most rifles, but shouldn't be relied on its stopping power.
Other information :
Modifications to Vera's Takari SMG-76 :
- HCOG (Holographic Combat Optical Gunsight) - 1.85x zoom
- Extended magazine - from 24 up to 38 rounds
[/tab][/tabs]

I solemnly swear to live for the 'purpose'.
 
Last edited:
  • Nice Execution!
Reactions: 1 person
Jet "Gear Hound" Gray

da_by_hokunin-d67v9ij.jpg


"I could hook this damn Hummer up to make it go faster!"


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

[ Age ]
June 17, 2370
[Gender]
Male
[Attraction]

Hetrosexual
[Ethnicity]
American




CharacterPortrait-1003.jpg

I, Jet Gear-Hound Gray, solemnly swear to live for the 'purpose'
[ Origin]
Aleyin Solar System
Planet Aleyin
City of Tridawn: A rather large mining town, Jet lived in the bad part of town. His father was an alcoholic shortly after the death of Jets mother, due to a mining accident exploding the woman. His father was a mechanic, working on various mining vehicles. Jet learned how to work with vehicles through him, and as he grew older and older, he started hanging out with rough crowds, getting in trouble with the law enforcement on more than one occasion.

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

[ Biography ]
Born in Tridawn, Jet lived the first few years of his life decent enough, attending school but staying away from the bad kids for the most part. His house wasn't in the nicest part of time, and more than one occasion his family was robbed. At age eleven, Jets mother died in a horrible accident. As her and her mining crew approached a vein of gold, one of the explosives used went off, taking out the entire mining crew. Her body was never recovered. Soon after, Jets father took to drinking, and often beat his son. It was then Jet started to differ down a dark path.
All throughout middle school and high school, Jet started to experiment with drugs and alcohol. When he wasn't out committing crimes with his friends, he got a job at his fathers mechanics shop, where he learned how to fix and operate several vehicles. Every few weeks or so, Jet would sell some of his fathers parts to various gangs around Tridawn, which got him a hefty profit. More and more he started to get involved with the group he sold too, which happened to be an organization against the UMC ruling of the planet, and they soon shifted his view of the planets government.
He started doing things for the group, sabotaging vehicles, planting explosives, even went to the extent of teaching him how to use weaponry. Putting his skills to the use, the group sent him and a few other recruits on a task to help over through the local authority. To say the least, they failed horribly, and Jet found himself behind bars at age 28. Two years later he sent a request to be transferred over to the Gladiator program.



[ Theme Song ]
Looking for one ATM


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

[ | Skills and Traits | ]

[ Traits ]​

  • Mechanic: "See that Hummer? It was shot full of holes and I fixed it right up." Working with civilian and federal vehicles prepared him for the life of an engineer! +1 to Engineer.
  • Sturdy Frame: "Fits like a glove!" Allows him to wear heavy/medium armor (+1 tier), and also helps him not get knocked over.
  • Tinkering: "Putting that here, putting this there" He managed to fit another attachment on his rifle! +1 attachment for main weapon.

[ Skills ]
Engineer : +1 due to Traits
Repair
Where is my damn wrench?
'Allows a character to fix a broken tool or weapon.'
Grenadier
Boom goes the dynamite
'The character can have two extra grenades.'
Fire in the hole
Damn thing nearly ran my ass over!
'The Sappers kit allows the character with this skill to damage and cripple vehicles somewhat in mobility. '

Scout :
Sniper :
Operator :
Field Scientist :
Field Medic :
Assault :
Heavy :
Officer :
Captain :



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

[ | Equipment | ]
[ Gear ]
Sapper Kit
Repair Kit
Three Standard Fragmentation Grenades

da_by_hokunin-d67v9ij.jpg

The Padded Engagement Suit, or PES provides greater protection against ballistics and shrapnel, at the cost of speed and agility. While its not too heavy compared to other gear types, it is harder to maneuver with the metal arm and leg padding. While the body armor doesn't protect underneath the arms, nor the midregion of the body, low caliber bullets often ricochet off the metal padding. Armor piercing rounds treat it like paper however, and the suit is not ideal for CQC, due to the metal possibly slowing down reaction speed. He also tends to not wear a helmet, due to it restricting his sights.

[ Weapons ]
(A list of grenades, main and secondary weapons and gadgets. Remember that a character can only have a limit of ----without traits or skills counted along- :
Hamper AR-155: +1 attachments due to traits

Holosight, laser pointer and Grenade Launcher attachments
Four Clips of Ammo

Yeager PA-3520 A2 Pistol
Flashlight and Extended Clip
Two Clips of Ammo
Combat Knife

 
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Coding goofed (as usual). I'll edit grammar and phrasing issues tomorrow; it's probably messy af atm.

Also, I apply for position of Supreme GM.

Peuplq3.jpg


"Whatever."
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Age:
22
Gender:
Male
Sexuality:
Straight
Origin:
New York, United States - Earth.
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Biography:
Dean was born in New York city as an only child to a single father. His mother left the family soon after his birth; Dean was the result of an unwanted pregnancy, but due to religious reasons, she neglected abortion - and her love for his father, a politician, former soldier, and now-URF dissenter, was thin to say the least. But the man cared little for her absence, consumed with the notion of undermining the URF's presence in NY through minor schemes and artifice. On the side, however, and in addition to his mandatory education, Dean was taught rudimentary combat skills by his father - so that he too, in time, could rise up against the intergalactic government. Dean had no such plans, of course. Feeling neglected by his father, he eventually took to the streets.

There, he descended into a transient cycle of drug abuse and self-indulgence. When he finally realized the consequences of such a hedonistic lifestyle, he transitioned into bigger things. Namely, a small crime syndicate, in which he operated as a common dealer, selling pre-supplied gear and drugs to first-hand customers. This disposition continued incessantly until, at sixteen, and after several episodes of nighttime blues, Dean decided to see his father once more, taking the subway back to his birth home.

When he put the key into the lock and entered the hallway, however, he discovered his father's corpse - stabbed several times in the chest area with a pocket knife and left to bleed. It had been framed to resemble murder committed by a petty criminal - perhaps a dissenter of his father's platform - but Dean was not so stupid. This was the work of the URF. While he'd never harboured especially strong feelings toward his father - engendered by his inattention and negligence - Dean was absorbed by rage and feelings of maltreatment and injustice, ignoring the possible reasoning behind the decision - albeit still illicit.

He deserted the syndicate and sifted through the dark corners and alleys of New York until he found exactly what he was looking for. A guerilla organization of insurgents and terrorists. After being tested and having his past somewhat investigated, he was admitted into their ranks, armed with cast-off gear and weaponry. He operated beneath their shadowy banner for two years, sabotaging for the URF through minor yet effective devices - such as coercing politicians and performing low-scale assassinations. Slowly but surely, the organization's influence bloomed across the state, and the URF's lessened.

But of course, such irregular activity did not go unnoticed and soon the URF reinforced their presence with stationed companies, mobile platoons, and representatives from the UMC to alleviate the political chaos. By effect, the organization gradually lost their authority and momentum; insurgents arrested left and right. If they did nothing to countermeasure, things would return to the way they'd been - and so they launched a full-scale attack on one of the temporary headquarters of the UMC.

Naturally, lacking the proper equipment and resources, they were utterly annihilated - but not before dealing a decisive blow to the New York Branch. Somehow surviving the ordeal and escaping in anonymity, Dean fled the city and lived by the borders of the state for a time, secluding himself in paranoia. During this time, he learned to curb his emotions, capsulating his rage and hatred. Then, when he finally realized the coast was clear, he decided to join up with the Gladiators, aware of the damage he may eventually be able to bring the URF and UMC from within. He operates as a Saboteur (Scout/Engineer) and is known as 'Rookie', infamous for his rude mannerism and bad habits; smoking and drinking an awful lot of coffee.
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Traits:
Saboteur: As a former insurgent and terrorist, Dean is quite versed in sabotage, earning him 2+ in the Engineer Tree and an extra grenade.
Disliked: Dean has a natural quality to him that causes people to dislike him and his rude antics.


Skills:
14 - 1 (+ 2 in Engineer) point(s) left.
Scout:

Low Profile - 3: Tier 1 Survival
Sneak - 3: Tier 1 Stealth

Engineer:
Sapper - 3: Tier 1 Sabotage
Grenadier - 3: Tier 1 Explosives

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Gear:
Sappers Kit - Tier 1: Minor damage to vehicles and other mechanical targets
Mobile Shield - S Edition
5x Incendiary Grenade
4x Extended Magazine for Composite 2623A8 Super Auto
2x Extended Magazines for Yeager PA-3520 A2 Pistol
An inconspicuous lightweight-uniform designed to maximize stealth and subterfuge


Weapons:
Composite 2623A8 Super Auto - Extended Magazine, Suppressor, and built-in Lasersight
Yeager PA-3520 A2 Pistol - Extended Magazine, Flashlight, and built-in Suppressor
Combat Knife: Kuri


I solemnly swear to live for the 'purpose'.

NO-ONE CARES ABOUT RULES ALAN, THEY'RE ALWAYS THE SAME EITHER WAY
 
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[ Name ]
Kusanagi Tenzen


[ Motto ]

"Veni, vidi, vici"



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

[ Age ]
January 19, 2378

[ Gender ]
Male

[ Sex ]
Heterosexual


[ Appearance ]
118032731

[ Origin]
[The Second Hope System. Kusanagi lived on New hope, in the city of Essex. Essex is a medium sized country town with mostly farming as the source of industry. Both parents were in the military and started training Kusanagi from the young age of 10. His father was a Captain and his mother was a field medic. ]

[ Ethnicity ]

Japanese

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

[ Biography ]
While Kusanagi's parents were in the military they met while co-operating on a mission. After creating a bond his father transferred his mother into the unit he led. From there they love blossomed until they had Kusanagi. While she was pregnant they retired from service and moved to Essex. Kusanagi had a mostly uneventful life however the increasing action from armed factions and the new technology had posed new threats. Factions would often fight other factions with full-fledged combat.

Even though Kusanagi's parents left the military they noticed his aptitude at sneaking around and moving around without being noticed. They decided to train him as a Sniper from the age of 10. His mother taught him basic CPR and the ability to bandage wounds but nothing more. His father taught him how to track and hunt using the woods that surrounded 1 side of the town. Kusanagi took his first life in those woods and learned to shoot there using long range rifles. Perfecting his shooting technique in the next 2 years he often hunted and went out into the woods to learn how to live off the land and become self-sufficient in the case of being separated in enemy territory for extended periods of time.

After the death of Kusanagi's parents at the age of 16 due to an accident, he decided to leave home and travel around becoming a private contractor. Even though he didn't get a lot of choice in what his parents trained him in or what profession he would join he didn't blame his parents. Kusanagi thought that being in combat isn't the worst job ever. He learned to enjoy it the more combat he got to experience. He got his first combat experience when he was 17. The combat wasn't very serious and was only a small skirmish on the away from the front lines. From there he wandered from group to group getting closer to the front lines and started seeing more combat. While on a mission with a small time group he co-operated with the Gladiators and even though they didn't have the best equipment they got the job done quickly and efficiently. Luckily he had gained enough experience and did good enough to be recruited by them. The choice was obvious, so Kusanagi was now an official member of the Gladiators.


[ Theme Song ]


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[ | Skills and Traits | ]

[ Traits ]

  • Trait 1 : Knife enthusiast;
"Why doesn't everyone have more of these?"
Allows Kusanagi to take another knife into battle
  • Trait 2 : True Sniper
"I love being in the bushes"
Being a sniper he took to staying in the back of the group while moving. This allows him to not be taken off guard during some ambushes.
  • Trait 3 : Long Breath
"How long can you hold your breath?"
Allows Kusanagi to hold his breath with the sniper a bit longer, and slightly increasing accuracy while scoped

[ Skills ]

Points maximum :

[ 15 ]


----------------------------------------------------------------------------------------------------------
Scout :
Sniper :
Rank I


Sneak
3 points
[spoili]'The skill Sneak allows a character to move somewhat more silent and launch ambushes. This is however not at the level one should expect to have a big amount of chance to launch one successfully. This skill however is undone somewhat if the character wears heavy armor of any tier.[/spoili]

Sharpshooter
3 points
[spoili]'Sharpshooter allows a character to use sniper weaponry, rifles and pistols from tier II. It also gives them a chance to shoot a target that is actually just outside their range, at the risk of being discovered by the hostiles - in case certain modifications to the weapon aren't attached.'[/spoili]

Ranger
3 points
[spoili]'The Ranger skill allows a character to hide and blend better with the terrain. They are capable - as long as their gear isn't too much contradicting the general color of their surrounding - to become passive cloaked.'[/spoili]

Muffled Movement
6 points
[spoili]'Its harder to hear characters with muffled movement. They are able to become much more silent during slow paces, such as walking and crouching that it will take more skill for their opponent to detect them - if out of sight.'
[/spoili]

Operator :
Engineer :
Field Scientist :
Field Medic :
Assault :
Heavy :
Officer :
Captain :


Points left :
[ 0 ]

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[ | Equipment | ]

[ Gear ]
1x Mobile Shield - S edition
[spoili]Department :
Support Grenade
Capabilities/Description :
The Mobile Shield is a spherical energy shield that protects those inside from projectiles - from the likes of rifles, pistols and other small arms. Heavier armament can likely damage the shield in one blow. The shield can protect the user and approx. those within the diameter of 3 meters around them, for a short time. The shield is deployed from a special orb, allowing an one time use per orb. These orbs are at the size of a grenade. In order to operate it, the user has to press the soft surface on top of the device. They have to use some force to feel a click - as if they are breaking through something with their thumb. Within four seconds from activation, a shield will set up.[/spoili]

3x Smoke Grenades
- 1 yellow, 1 black, and 1 red -
[spoili]- Red Smoke, designed to hit a space and uncover cloaked targets and lasers. It sacrifices the ability to reduce visibility.
- Yellow Smoke, a type of smoke that lasts up to 5 minutes and instead of obscuring a wide space, it goes up. Often used as a signal for squads that need to be picked up.
- Black Smoke, this type of smoke grenades produces a smoke that lasts up to four minutes. It is used as a signal for encountering heavy resistance and in need of reinforcement - in case communication through the radio is disabled.[/spoili]


4x ammo clips for the Magnus MRS- 201 Sniper Rifle (48 shots)
2x ammo clips for the Yeager PA-3520 A2 Pistol + extended mags (36)
1x vest or particular uniform/outfit)

[ Weapons ]

Main Weapon
Magnus MRS- 201 Sniper Rifle
Department :
Sniper Rifle, Tier I.
Capabilities/Description :
The Magnus isn't the most powerful snipers in the known arsenal of the URF. Its range is somewhat shorter to other sniper rifles, but it does a great job of punching a hole through shielded hostiles. With a build in suppressor, this sniper is still a favorite for those who want to bring a nice surprise to their victims. With a range of 700 (400 with suppressor) meters, the weapon needs a second before it can be fired again as each bullet does pierce through shields with the specialized ammunition. The ammo clips support up to twelve shots and is equipped with the standard scope of x4.

Attachments :
- Nightforce Scope (Supporting night vision, x4 and x8)
- Suppressor (though this reduce the range with 300 meters)


Secondary Weapons :
Yeager PA-3520 A2 Pistol
Department :
Pistol, tier I
Capabilities/Description :

A pistol with a silencer build within. An pistol that support magazines of 12 bullets, it is a decent side-arm for close ranged quarter fights as it can still pack a punch - even with the build in suppressor. Though not a reliable piece of equipment for fights that exceed the range of forty meters. Its stopping power is also reduced due to the build in silencer. Highly recommend for stealth operations.
Attachments :
- Extended magazine - from 15 up to 18 rounds
- Lasersight or Flashlight addition


Kuri('s)
Department :

Side melee weapon
Capabilities/Description :
A long combat knife of 14 inches. The weapon is balanced, making it feel light in the hand of the wielder and an operative can have the scabbard at many locations - such at the shoulder, thigh, back of the waist and etc. The high quality steel and fact it doesn't reflect light a good weapon for close ranged as well stealth operations.
Other information :
Kusanagi has 2 at the back of his waist, with the handles pointing outwards


[ Armor ]
DR-12 'Scout'
8ys0ba.jpg

[spoili]Department :
Uniform/Armor/Gear
Capabilities/Description :
The gear, DR-12 Scout, is a light weighted uniform that provides some minimal protection against small arms and melee attacks. The dark component of the uniform makes the wearer quite hard to notice during the darker hours of the day. A small addition to the helmet allows the wearer to see infrared and zoom in 2.5x manually.[/spoili]

I solemnly swear to live for the purpose
 
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[ Name ]
Anthony Nerion


[ Motto ]

"People weave a web of lies so they may wear a mask of silk."



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[ Age ]
19
Born April 8th of the year 2380 (Just so I'm older than Alice >=[ )
(Present day is 1st of January, 2400 A.D.)

[ Gender ]
Male

[ Sex ]
Heterosexual


[ Appearance ]
1570704-801721_jace_beleren__02_.png
But... You know... not in an amalgamation of medieval armors...
[ Origin]
Anthony was born in a somewhat poor town on the planet Aleyin. The town, ironically named Triton, had an almost constant need for more water (but oddly enough, not food, as the creatures that lived around the town had developed into being able to deal with low amounts of water), however there were multiple people with lots of money who lived there to take advantage of the low cost of land as well as so that they could show off their wealth to the many less well-off citizens. Anthony's family was barely able to keep itself together, but each person in the family did what they could, with the parents barely able to get enough water to keep themselves and their children hydrated.

[ Ethnicity ]
Caucasian


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[ Biography ]
Due to the need for water, he began to seek out places he could find it in the wild. As he traveled about the dry wilderness around the town, Anthony had to do what he could to avoid the predatory creatures that lived out there. As he started doing this, he found a few good places from which he could get water, but they would be emptied quickly as every citizen would very quickly learn of even secret places that Anthony found. As the water sources became less and less abundant, Anthony learned to keep his mouth shut about the secret sources of water he found, but to no avail, as people began to simply follow him through the wilderness to his water-sources. He had already proven he could find water fairly well, and that he was willing to go out and do the searching.

On days that Anthony's previous water source was emptied and he didn't have any normally, he'd sneak into people's homes to take some of their excess water. Through the years of sneaking about his hometown and finding places to gather water, he's developed a bit of a talent for avoiding notice. Of course, he's not the best at it, but he's learned enough to try. Along with searching for water, he's tried to develop skills for hunting, seeing as where the water he found was, there was more likely to be wildlife. He didn't get much chance to practice this skill though, as one of the days he was sneaking into someone else's home for water, he was caught, and of course he had been spotted once or twice before, but he had taken so little water that the owner of the water didn't usually bother calling in any outside help. However this time, the one he attempted to take the water from was too greedy to let the small amount of water go, and Anthony was arrested and taken to a jail cell.

Seeing as Anthony hadn't committed a major crime, he was placed in a low-security prison with the common criminal, of which, his crimes were still fairly small in comparison. However, due to those who had seen him stealing their water before also adding to his crimes, he was given more time than expected for such small crimes. The fact that his crimes were so small and intended solely for survival, he was given the option to join the Gladiators to reduce the sentence. Seeing it as a chance to do something good while still being provided food and the water his crimes had stemmed from the need for, he took the chance to join them, knowing that he may not leave them even after he finished his sentence, since the deal seemed pretty good compared to fighting for survival where he grew up. "I solemnly swear to live for the 'purpose'."



[ Theme Song ]
(Optional)


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[ | Skills and Traits | ]

[ Traits ]

  • Trait 1 : Survival of the fittest
    Anthony's developed a good knowledge of how to survive on planets that don't have lots of excess water. This knowledge of survival can carry over to other planets, but he's most understanding of how to survive where water is scarce.
  • Trait 2 : The Silent Treatment
    Anthony, after mentioning precious resources and their locations one too many times, has learned to never talk about something important. It takes slightly more work to get information out of him if he doesn't want to share.
  • Trait 3 : Ignored
    Anthony has been learning how to be stealthy from a young age. +1 to Scout

[ Skills ]

Points maximum :

15 (16 with the "Ignored" trait)


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    • 3 points
      The skill Sneak allows a character to move somewhat more silent and launch ambushes. This is however not at the level one should expect to have a big amount of chance to launch one successfully. This skill however is undone somewhat if the character wears heavy armor of any tier.
      6 points
      Light Foot grants a character an easier time to remain hidden and even during slow (mostly) crouched movement. It also adds a slight bonus in walking, but doesn't yet in running. This skill however is undone somewhat if the character wears heavy armor of any tier

    • 3 points
      The basic skill to operate snipers, rifles and pistols of Tier II. Squad Sight also allows the character to use their sniper to try to fire at the enemy that an ally can pinpoint - in case they have the equipment or way to detail the location of the hostile targets. This can be done from quite long ranges, though the character that uses the skill of Squad Sight can't use it against cloaked enemies. Unless the sniper has the required modifications to locate cloaked hostiles.

    • 3 points
      Low Profile is the basic survival skill that gives more survival chances to a character. Not a lot, but it can mean a difference between being heavily wounded or dead in dangerous 'event' situations.
  • Nothing
  • Nothing
  • Nothing
  • Nothing
  • Nothing
  • Nothing
  • Nothing
  • Nothing
  • Nothing



Points left :
1, if my "Ignored" trait is allowed

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[ | Equipment | ]

[ Gear ]


(A list of grenades, gadgets and gear :
4x grenades/gadgets.
4x ammo clips for the main weapon,
2x ammo clips for the secondary weapon.
1x vest or particular uniform/outfit)


    • The Mobile Shield is a spherical energy shield that protects those inside from projectiles - from the likes of rifles, pistols and other small arms. Heavier armament can likely damage the shield in one blow. The shield can protect the user and approx. those within the diameter of 3 meters around them, for a short time. The shield is deployed from a special orb, allowing an one time use per orb. These orbs are at the size of a grenade. In order to operate it, the user has to press the soft surface on top of the device. They have to use some force to feel a click - as if they are breaking through something with their thumb. Within four seconds from activation, a shield will set up.

    • A smoke grenade is a canister-type grenade used as a signaling device, target or landing zone marking device, or as a screening device for unit movements. The smoke grenades used by the URF come in various variations. The usual thick dark grey smoke grenades can reduce visibility quite a lot. Up to a range of 40 meter radius, the generic smoke produce a thick a dark grey cloud of smoke. Handy to reduce the visibility up to a duration of two minutes, they are being used for all kind of purposes. In order to operate it, one has to press the button on top of the device to allow a small pin to eject. Pull the pin out and the smoke will come out of the device within five seconds. (Standard issue version)



    • Four clips with 25 bullets each

    • Two clips with 12 bullets each


  • Bulletproof Vest (I apologize, but I can't seem to find any particular list with the types of armor, so I'mma just go very basics until I know what I can use)


[ Weapons ]

(A list of grenades, main and secondary weapons and gadgets. Remember that a character can only have a limit of ----without traits or skills counted along- :
1x main weapon,
2x side-arm
2x modifications for the main weapon
2x modifications for the secondary weapon. )

  • A sniper rifle with the an enhanced scope. One of the newer modules, the Thornweld has a scope that provides 4x scope as well the option to flick to a 8x scope. Though it won't provide the very long range as many other rifles (the range limit is to 900 meters with suppressor/1200 meters without suppressor), the Thornweld has a slightly higher shot by per second rate. Due the average length, it is also more maneuverable as lighter. Making it an ideal rifle for more urban and rough terrain, though lacking due the shorter range on open battlefields. It shoots armor piercing bullets, though with the silencer the stopping power of the rifle is reduces. With an ammo clip of 25 shots, the rifle sports a semi-automatic trigger.
    Modifications:
    Suppressor
    Lasersight

  • A pistol with a silencer build within. An pistol that support magazines of 12 bullets, it is a decent side-arm for close ranged quarter fights as it can still pack a punch - even with the build in suppressor Though not a reliable piece of equipment for fights that exceed the range of forty meters. Its stopping power is also reduced due to the build in silencer. Highly recommend for stealth operations.
    Modifications:
    (I'll add these soon enough)

  • A long combat knife of 14 inches. The weapon is balanced, making it feel light in the hand of the wielder and an operative can have the scabbard at many locations - such at the shoulder, thigh, back of the waist and etc. The high quality steel and fact it doesn't reflect light a good weapon for close ranged as well stealth operations.



 
Last edited by a moderator:
@Aliceee

Saw this morning you got some problems with coding the OOC (in the chat). Got this for you :

Scout Stealth Marksmanship Survival
Rank I Sneak Squad Sight Low Profile
Rank II Light Foot Steady Tactical Sense
Rank III Shadow Rifleman Decent Tracker
Rank IV Thief's Instincts Pistol hero Will to Survive
Rank V Shadow Operative Rifle Lover Rapid Reaction


Sniper Stealth Marksmanship Ranger
Rank I Sneak Sharpshooter Ranger
Rank II Muffled Movement Pistol Enthusiast Dead-eye
Rank III Shadow Hunter Rifleman Hit and Run
Rank IV Assassin's Instincts Gun slinger Close Combat Specialist
Rank V Ghost Hawk Eyes Ready for Anything


Operator Gadgets Maintenance Operate
Rank I Collector Repair Designated Driver
Rank II Smoke and Mirrors Fixer Designated Pilot
Rank III Pack Veteran Mechanic Experienced Operator
Rank IV Tactical Rigged Hardware Expert Machine Tamer
Rank V Bring 'Em On Machine Specialist Titan Rider


Engineer Explosives Invention/Repair Sabotage
Rank I Grenadier Repair Sapper
Rank II Bombard Handyman/woman Fire in the hole
Rank III Raider Salvager Demolition Expert
Rank IV Blight-Bringer Damage Preventer Ruin
Rank V hoenix Sharp Tool Scorched Ground


Field Scientist Field Research First Aid Experimental
Rank I Super Nerd First Aid Guinea Pig
Rank II Graduated Smart-ass Sister/Brother Don't Push the Red Button
Rank III Certified Geek Bandage Expert If At First You Don't Succeed
Rank IV Science Master I Know CPR!! Is this supposed to happen?
Rank V Big Brain I Think This Goes Here... I got this!


Field Medic Study Field Medic Supportive Fire
Rank I Pinky First-Aid Medic I got your back
Rank II Student Best Aid Flash and Substance
Rank III NARP Drug Specialist Cover Fire Expert
Rank IV Almost there Trauma Surgeon Aiming Angles
Rank V Annoying Smart-ass Don't Die on Me Fight Fire with Fire


Assault Armor Close Combat Specialist Aggression
Rank I Tough Knife Expert Oppressor
Rank II Steadfast Killer Instinct Shotgun Expert
Rank III Well Fitted Close Encounters Rapid Fire
Rank IV Knight Martial Expert Trigger Happy
Rank V Reaver Executioner Run and Gun


Heavy Heavy Armor (L)MG's Rockets
Rank I Resilient Covering Fire RPG novice
Rank II Extra Conditioning Suppressor Demolitioner
Rank III Nerves of Steel Shredder Shock and Awe
Rank IV Crusader Mayhem Javelin Rockets
Rank V Juggernaut Bullet Storm Wrecker


Officer Drill-Sergeant Discipline Veteran
Rank I Trainer Iron nerves Battle-Tested
Rank II Instructor Steel nerves Battle-Hardened
Rank III Sergeant Bushido Scarred Patriot
Rank IV Stay Frosty Resolution Veteran
Rank V Fall in Line Fearless War Hero


Captain Commander Inspiration Steadfast
Rank I Lead the Charge Stand Together Thick Skin
Rank II Commanding Presence Never Back Down Unshakable Faith
Rank III Tactics Hold the Line Second Wind
Rank IV One-For-All Calming-Mind Bite the Bullet
Rank V General For-Victory Deathless
 
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@Aliceee

Saw this morning you got some problems with coding the OOC (in the chat). Got this for you :

Scout Stealth Marksmanship Survival
Rank I Sneak Squad Sight Low Profile
Rank II Light Foot Steady Tactical Sense
Rank III Shadow Rifleman Decent Tracker
Rank IV Thief's Instincts Pistol hero Will to Survive
Rank V Shadow Operative Rifle Lover Rapid Reaction


Sniper Stealth Marksmanship Ranger
Rank I Sneak Sharpshooter Ranger
Rank II Muffled Movement Pistol Enthusiast Dead-eye
Rank III Shadow Hunter Rifleman Hit and Run
Rank IV Assassin's Instincts Gun slinger Close Combat Specialist
Rank V Ghost Hawk Eyes Ready for Anything


Operator Gadgets Maintenance Operate
Rank I Collector Repair Designated Driver
Rank II Smoke and Mirrors Fixer Designated Pilot
Rank III Pack Veteran Mechanic Experienced Operator
Rank IV Tactical Rigged Hardware Expert Machine Tamer
Rank V Bring 'Em On Machine Specialist Titan Rider


Engineer Explosives Invention/Repair Sabotage
Rank I Grenadier Repair Sapper
Rank II Bombard Handyman/woman Fire in the hole
Rank III Raider Salvager Demolition Expert
Rank IV Blight-Bringer Damage Preventer Ruin
Rank V hoenix Sharp Tool Scorched Ground


Field Scientist Field Research First Aid Experimental
Rank I Super Nerd First Aid Guinea Pig
Rank II Graduated Smart-ass Sister/Brother Don't Push the Red Button
Rank III Certified Geek Bandage Expert If At First You Don't Succeed
Rank IV Science Master I Know CPR!! Is this supposed to happen?
Rank V Big Brain I Think This Goes Here... I got this!


Field Medic Study Field Medic Supportive Fire
Rank I Pinky First-Aid Medic I got your back
Rank II Student Best Aid Flash and Substance
Rank III NARP Drug Specialist Cover Fire Expert
Rank IV Almost there Trauma Surgeon Aiming Angles
Rank V Annoying Smart-ass Don't Die on Me Fight Fire with Fire


Assault Armor Close Combat Specialist Aggression
Rank I Tough Knife Expert Oppressor
Rank II Steadfast Killer Instinct Shotgun Expert
Rank III Well Fitted Close Encounters Rapid Fire
Rank IV Knight Martial Expert Trigger Happy
Rank V Reaver Executioner Run and Gun


Heavy Heavy Armor (L)MG's Rockets
Rank I Resilient Covering Fire RPG novice
Rank II Extra Conditioning Suppressor Demolitioner
Rank III Nerves of Steel Shredder Shock and Awe
Rank IV Crusader Mayhem Javelin Rockets
Rank V Juggernaut Bullet Storm Wrecker


Officer Drill-Sergeant Discipline Veteran
Rank I Trainer Iron nerves Battle-Tested
Rank II Instructor Steel nerves Battle-Hardened
Rank III Sergeant Bushido Scarred Patriot
Rank IV Stay Frosty Resolution Veteran
Rank V Fall in Line Fearless War Hero


Captain Commander Inspiration Steadfast
Rank I Lead the Charge Stand Together Thick Skin
Rank II Commanding Presence Never Back Down Unshakable Faith
Rank III Tactics Hold the Line Second Wind
Rank IV One-For-All Calming-Mind Bite the Bullet
Rank V General For-Victory Deathless
Awesome, danka!



Important OOC post :

I had these questions several time and will add them to the FAQ later as well.

Q : I can't find the traits or don't know what to do with them.
A : Simple. Traits are what you can see as personalized skills/boosts to a particular field (don't go higher than +2! or use all your traits to give +2 to the same field. Try to be reasonable with them) or stating that your character has a bit more skill than average people in a field. They are thus in essence the same as skills, but allowing some personal touche to it as it is more part of the character than trained or gained skills.

Q : Only three traits? Cool for the start, but will we get later access to more?
A : Mhm.

Q : I want a weapon/uniform/armor/gadget, but it isn't in the list, what do to do?
A : No, indeed. I am trying to keep expanding the weapon, gadget and the whole lists but it is always that people want something that they find cool or what they find practical/looking nice etc. Due to that reason I had made this ;​

Code:
[B][I]Name :[/I][/B]
[Of the technology]
[B][I]Department :[/I][/B]
[A weapon? What kind of Weapon? Gadget? Vehicle?]
[B][I]Capabilities/Description :[/I][/B]
[What is it able to do? What are the limitations? Any appearances that can be shown or described?]
[I][B]Other information :[/B][/I]
[Side notes/information.]

Fill it in. Armor, weaponry and gadgets that aren't on the list. It is best to pm me or @ChromeHound, as we will review and discuss it both before giving our denial (And reasons why) or approval on it. If it is however something made by the character him/herself, then please do notify such matters at Other Information, cause else it will be put up on the OOC and allowed for others to use it (given that they have the required skills for it).

Q : I don't know what role to pick!
A : Yeah..... tough luck, I don't know really either. My advise on that recurring question is to pick what you think would be cool/useful. I can make suggestions, but I think it is both for me as for you more of use if you pick something you would like.

Q : Is it allowed to have stuff like pets? Or perhaps be suffering a special condition?
A : No. Though I find pets awesome, it is unlikely that a soldier will be allowed to have one. Let alone the faction our characters are part off. They already face some disdain and mockery, it would be unrealistic for URF chiefs to state that they can have one. Cause while the Gladiators aren't some top notch disciplined force, they still have standards. This means as well that some special conditions won't be allowed. There are physical and mental screenings for a proper reason.

Q : Okay, I have a suggestion!
A : PM me or @ChromeHound.

Q : I heard something about a group chat?
A : Yes, I will make one soon. Add me on skype - and please state :"Hey, from Dark Skies!" - cause I won't accept those who don't notify me first of who they are. My skype : Alicehondemon. Else pm me your skype.​
 
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