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Bears

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PRELUDE
In the year 2189 ARC the battle tested galactic community once again found itself pressured by racially driven conflict. Just three years after the ultimate sentient beings known as the Reapers tried wiping out all organic life in the galaxy, the Batarians infuriated by their lack of standing in the Citadel following the invasion announced a full retraction from Citadel space.


In exchange for absolute solitude the Batarians intended to cut off all contact. With the entire galaxy still healing the scars left by the Reapers, the council had no choice but to accept their conditions and allow a peaceful recession. The Batarians true to their word, disappeared.

Now 2212 ARC, it has been nearly twenty-three years since direct contact was made with the Batarians. The Council in direct violation to the treaty sent STG cells into Batarian space and they've recently returned with disturbing results. Not only had the Batarians strengthened their fleet but they also managed to also uplift Yahg and develop a way to control them. With resentful ties towards the Council and now a large army bolstered with thousands of the incredibly violent and improved Yahg, the Batarians are now a threat to galactic peace and the creation of the TIGER SQUAD, the Council's first and -- if things go accordingly -- last response.


TIGER SQUAD & THEIR SHIP

Tiger Squad is the call sign assigned to the elite infiltration team formed by the Council following the revelation of the Batarian race's activities over the past two decades. One of the driving forces behind the Council's decision to break the treaty's obligations and consequent discovery of the Yahg's upliftment was the insistence and pressure shown by the sixth human Spectre Aleksandr Markovich. Because of this dedication and bravado Commander Markovich has been appointed to spearhead all Tiger Squad operations.

Commander Markovich has been given full clearance in regards to recruiting procedures and has his eyes on individuals of varying races and rank. The team he will lead as well as the amount of crew aboard the Tempest will be smaller than average but they will have to be the best in the business in order to complete the tasks at hand.

Determine the likeliness of an invasion and deal with the matter accordingly.
Hello everyone, Bear here! So the way it's going to work is quite simple, YOUR playable character will be one of the talented individuals that Commander Marko has chosen for the mission. All races are viable choices aside from Batarians, Yahgs, Hanar and the Elcor (though aboard the Tempest is an Elcor Requistion Officer by the name of Randy -- long story).

Shizuochan and I have done away with the traditional class system of the series in favor of the writer having each character flesh out specific strengths and weaknesses of their character. You are free to optimize your character as you please, modelling them after an engineer or adept if that's you want, or going for something in between!

If there are any questions don't be afraid to either post down below or PM me or Shiz!

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    Commander Aleksandr Markovich / 39 Years Old / Rebellious Spectre​
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    Seargent Decimus 'Dec' Caeril / 36 Years Old / Team Dad​
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    Operations Chief Annabelle Hensick / 24 Years Old / "Run and Gun"​
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    Druin Thail / 22 Years Old / Young Drell​
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    Emeris V'Nasava / 127 Years Old / Scarlet Marked Asari​
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    Field Engineer Kalo'Sul Vas Neema / 25 Years Old / A Quarian Boy and his Robot​
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    Sresk of Clan Foric / 50 Years Old / Forward Thinking Krogan​
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    Corporal Osar Eui / 16 Years Old / Mad Salarian Scientist​
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    Shar Tempest / 32 Years Old / Human Justicar​
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    Executioner Durge of Clan Raik / 1132 Years Old / Ex-Warlord​
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    Chacho / 8 Years Old / ?????​

SSV TEMPEST

The Tempest is designed to be small, stealthy and fast, trading off heavy armor and a main gun to excel in these. It is capable of covering 13 lightyears per day in FTL. The Tempest's size allows it to land on planets with little trouble, much like the SSV Normandy and unlike the larger Normandy SR-2.

Four main thrusters provide its propulsion and it has four additional downward thrusters to stabilize its descent: two below the frontal wings and two below the main wings. It is equipped with an array of scanners for determining groundside conditions.
GENERAL HOUSE RULES (ALL IWAKU RULES APPLY)
I. Each member of the RP should be comfortable with communicating. With some of the people we already have, there's going to be a lot of chatting in between posts in the Discord. Don't be afraid to join in! We don't bite well, except maybe Shiz.

II.While I may not have a specific length requirement for posts I expect those who join to be capable of giving the other writers enough to work with while replying. We will be working with a courtesy system rather then a posting order. You'll need to be able to post every few days but if you join but life comes and hits you up, just PM me or Shiz and we will figure something out!



WORD FROM THE GMs [SIZE=2]BearEnthusiast[/SIZE] & [SIZE=2]Shizuochan[/SIZE]

"I'd like to thank everyone who shows interest in this RP! I'm a pretty avid fan of the series and will do my best to make sure that this universe holds up to the ME universe we all love while at the same time making it something new and fun.

Also thanks to The Philosoraptor because the timeline I'm using is originally from his ME: CONTINGENCY RP that was made around June last year." -- BearEnthusiast

"Have fun and bear sucks" - Shizuochan

 
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KALO'SUL VAS NEEMA​
DOSSIER​

BASIC INFORMATION
Full Name ll Kalo'Sul Vas Neem / Blinky (GS-166AR)
Age ll 25
Race ll Quarian / Geth
Rank ll Field Engineer / System Engineer

PHYSICAL INFORMATION
Strengths ll Kalo'Sul: An otherwise average fighter the area that Kalo'Sul excels in is battlefield tech. Enemies trying to attack him will be harassed by drones and turrets, have their shields unexpectedly dropped and just occasionally find themselves on fire.

Blinky: Blinkys strengths lie in tactical awareness. While he prefers not to leave the ship by talking to his 'brother' and utilizing Kalo's drones Blinky can assess the battlefield and make suggestion on how best to proceed.
Summery: When combined this paring make an effective defensive team able to hold positions that some squads might struggle to hold.
Weaknesses ll Kalo'Sul: Without time to find cover and prepare defenses Kalo'Sul is a extremely average solider and while he can still provide support to his squad his combat effectiveness will be severely reduced. Additionally like all Quarians his immune system is extremely weak and so any injury has the possibility to become life threatening through infection.

Blinky: Blinky is adversed to being directly involved in any form of combat. If it has been persuaded to leave the ship and sunsequently caught in a firefight don't expect much from this Geth

Equipment ll
Kalo'Sul: M-15 Vindicator, Combat drones and turrets

Blinky: M-358 Talon

Physical Description ll
Kalo'Sul: As with most Quarians it is hard to identify much about Kalo'Sul apart from his environment suit. His general physique is that of a solider, all be it a some what short one standing just at 5'7. His environment suit has been upgraded with the standard Quarian marines armour and is coloured in various shades of green.

Blinky: As one of the pioneering new Geth programs Blinky was uploaded into a reconditoned Rocket Trooper platform to save resources. It's photo-receptor has some sort of malfunction and flashes occasionally.
MENTAL INFORMATION

MENTAL INFORMATION
Psychological Profile ll
Kalo'Sul: Kalo'Sul is a young Quarian looking to make a big name for himself. Idoloisng fellow Quarians such as Kal'Reegar and Tali'Zora he is keen for glory and adventure instead of the quiet sedate life that most of his fellow Quarians seek. As such Kalo prefers to take action rather than sitting around talking, and tends to do the first thing that pops into his head

Blinky: The ying to Kalo'Sul's yang, Blinky is the cool headed one of the pair. Whether due to his synthetic nature or just becuase one of the two brothers had to be calm and sensible, Blinky prefers to think through as many options as possible before deciding on a course of action.

Both: Kalo'Sul and Blinky are used to having the other by their side in some form or anotherat all times. If they are totaly seperated from long periods of time their worse quaitys become more prononced with Kalo becoming rasher and Blinky fretting to distraction

Brief Background ll
'Born' in the year following the end of the Reaper war, Kalo'Sul and GS166AR were one of the first cohort of Quarian and Geth partnerships all they see each other as brothers. After returning from their pilgrimage the pair enlisted in the Quarian Navy and over the next five years, through a mixture of their individual talents and a point blank refusal to be deployed separately have been assigned increasingly prestigious deployments. Currently they make up part of the security team aboard the Neema.


@Applo's sheet. :-)​
 
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We are reaching about max capacity so just a heads up everyone -- sign-ups will be closing soon.

Those who have already displayed interest either through PMs/posts in this thread are of course welcome and encouraged to post their sheets!

If you haven't already PM'd one of the GMs and/or posted in this thread but still want to join, you can still inquire over private messages but there is no guarantee that you'll get in. Sorry!
 
Walking up in this thread like....

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Krogan incoming....
 
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Sresk
DOSSIER

BASIC INFORMATION
Name ll Sresk, of clan Foric
Age ll 50
Race ll Krogan
Rank ll Minor Battlemaster

PHYSICAL INFORMATION
Strengths ll Despite being a well versed combatant, he is also a biotic. He can employ biotic combat armor, as well as use the 'throw' and 'stasis' abilities. Like most krogan, he excels in combat situations- being a good marksman, and unlike the majority of other hardened krogan- tries to think more tactically. He would say his biggest strength in combat is his determination and hand to hand. Though outside of combat, he's got good tracking instincts, and a surprising amount of information contacts for his relatively short life. Decent mechanic.

Weaknesses ll As a krogan biotic, he is a bit arrogant, as well as a bit distant. He is hesitant to use his biotic abilities unless he's in a pinch, or wants to give a dramatic effect. He sees this as 'weak' despite the obvious advantages. He's territorial, and as most krogan- does not trust or respect other individuals unless it is directly in his job description, or they have shown him a reason to respect and or trust them. Naturally aggressive, he's not easy to get along with at first (for people unfamiliar with Krogans). He isn't great with technology. He tends to space out a lot, getting lost in thought. The obvious sometimes escapes him, as he is more intelligent than he is 'wise'.

Equipment ll
* M-8 Avenger assault rifle
* M-6 Carnifex heavy pistol
* Medium weight armor
* Heavy combat knife- straight blade, single edged with reverse serrations.

Physical Description ll
Being a younger Krogan, his head plates aren't as tall as many others you'd see in his position. His plating is a dull bronze, and his skin is a sandy color. His eyes are a blue color with a slit for a pupil. He is about average size for a Krogan, albeit a little short. He's built like a tank- muscular and wide. Though not overly so, he's still able to get around pretty nimbly for a krogan.


The armor he dons is medium weight. He also wears a heavy ragged cloth attached to the right shoulder of his armor, and drapes back to his tail/waist level. This is his clan's flag. It's a brown field with a burnt orange design- similar to a jagged swirl and a sunburst 'dot' at the tail of the swirl.

A black jumpsuit with gunmetal gray plates and brown accents. It lacks the massive shoulderpads that typical krogan armor has. He often wears thick gloves, and his sleeves are pulled up to his forearms. Though obviously if it requires, he dons full helmet and vac-sealed gear.

MENTAL INFORMATION
Psychological Profile ll Sresk is young, and wishes more than the usual Krogan's "just wanting to prove himself in battle". Yes, he's coarse, and aggressive as Krogan are, but there's something more to him. Ever since the partnership with the Citadel came up just over 20 years ago, he has wanted to prove to the outside races that Krogan are worth more than mindless muscle. Sure, he's really good at that- but he's surprisingly patient and understanding. It may have been his time spent with the Females that helped this along, we aren't really sure. He is confident, proud, borderline arrogant- but he's got a strong sense of honor and a better moral compass than most Krogan we've analysed.

Brief Background ll Born on the cold planet of Garvug, he is the son of a prominent warrior in the Foric clan- Drak, and one of the females on Garvug, named Tiash. He was taken shortly after his tenth year of living with the female clans after his father requested the right of parentage. Instead of immediately being trained- he was tested upon, and surgically implanted with biotics. This was done as a 'sure thing' to bring the clan honor after a brief scandal- despite the high possibility of failure. The lead scientist guaranteed success, but had failed several other attempts. If this would have ended in failure, Drak assured he would have strangled the entire team of scientists to death.

He was raised more as a trophy to Drak, and both to his surprise and dismay, was as successful as he wished. This also meant putting Drak himself to shame later... After his rite of passage, Sresk went on several successful missions with his clan- in partnership with both the Council, and private contractors. This put him at odds with his father, who came to blows on several occasions, the most recent one about four years ago- putting Sresk above Drak in the pecking order in their militia.

Sresk spends most of his time bounty hunting and running missions for a joint task force with the Council. This was how he was noticed, and approached to join up with the anti-batarian response group.


 
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*Looks at his notes* *Looks at Sresk* *Looks at his notes, and burns them*

Fuck it, I'm making a vorcha. XD
 
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OSAR EUI​
DOSSIER​

BASIC INFORMATION
Name ll Osar Eui
Age ll 16
Race ll Salarian
Rank ll Corporal (STG)

PHYSICAL INFORMATION
Strengths ll "Mad scientist" isn't really a concept that Salarians possess, but any humans who spend enough time in Osar's company will quickly ascribe it to her. Her knowledge of chemistry and engineering is exceptional even by the standards of a race possessing photographic memories, and she likes to apply it in as flashy a manner as possible. Which involves explosions. Lots and lots of explosions. Ever flying in the face of her species' traditions, Osar likes to make things loud and gaudy rather than precise and direct when it comes to making things go bang. That doesn't mean she can't keep things subtle, of course.

She'll just complain about it the whole time.

Outside of academia (if it can be called that), Osar is a trained STG operative well versed in the art of shooting the shit out things when the need arises. She favours a spray and pray method with her SMG when she isn't lobbing grenades at the enemy.
Weaknesses ll Osar is a Salarian, which means she's about as useful as a stringy piece of cheese when it comes to hand-to-hand combat. In addition, she's repeatedly displayed poor impulse control and an aggressiveness uncharacteristic of Salarians. One of the many reasons why her superiors are happy to pawn her off to Tiger Squad.

Equipment ll
- M-12 Locust SMG
- Scorpion Pistol
- Tactical Light Armour
- Omni-Tool (heavily customised for demolitions work)

Physical Description ll
Slighter and more angular than her male counterparts, Osar's frame is as gangly and thin as you'd expect a Salarian to be. Her skin is marked in pale shades of tan, and her armour is plated white with light blue markings. One of her few nods to Salarian customs, Osar commonly wears a hood that covers her horns outside of missions that require a full helmet.

MENTAL INFORMATION
Psychological Profile ll Fiery, headstrong and hellbent on defying the rigid social structures of Salarian society, most of her kinsmen really don't know what to make of Osar Eui. The loyalties to hierarchy and class most of them abide by rigidly seem to matter far less to her, and she is intent on pursuing her own ambitions rather than following tradition. She argues that she isn't disloyal to either clan nor society, but rather that she knows where her abilities are best suited and is thus applying them appropriately (it's totally not an excuse, honest). Some superiors have labelled her as reckless and prone to questioning orders. Osar tends to reply that this is because their orders are stupid.

Brief Background ll Salarian females are the matriarchs and leaders of their society, the diplomats and spymasters guiding their species from afar.

Osar Eui takes no small amount of pride in being the exception to this rule.

Brilliant yet wilful from birth, she has defied the expectations placed upon her gender by training as both scientist and field agent and has ultimately landed up as one of the few Salarian women ever to join the ranks of the Special Tasks Group. Nonetheless she remains something of a black sheep amongst her fellow STG soldiers, and her blasé attitude has meant that her commanders were only to happy to pawn her off on Markovich and his Tiger Squad.

 
Godbless the Salarian entry. This is Accepted.
 















SHAR TEMPEST​
DOSSIER​

BASIC INFORMATION
Name ll Shar Tempest
Age ll 32
Race ll Human
Rank ll Human Justicar

PHYSICAL INFORMATION
Strengths ll Shar spent many of his years, on a pilgrimage for enlightenment to increase his biotic strength. One that didn’t rely heavily on amps, implants, or worse drugs. His pilgrimage came to learning from Asari, the only beings who could truly control biotics naturally. His teachers, the Asari, but more specifically in a Justicar Nis’nemia Mesan and before her a Matriach Enoraa T’Narev, helped him achieve. Years of emptying his mind and embracing the Code, has turned Shar into a force to be reckoned with. Put simply, if he wanted to he could slam you through a people sized hole in the wall. What Shar might lack in a lot of personality, is replaced with his understanding of mass energy fields in his kinetic abilities which he relies on. That doesn’t mean he doesn’t know how to use at least a heavy pistol if he does get tired of slinging you around like a rag doll or throwing inanimate objects your way as a heavy distraction.
Weaknesses ll Shar is no soldier, he has no formal training physically beyond his own natural acrobatics and his biotic training. He can’t really pick up an assault rifle and know how to shoot it properly, or how to use a sniper rifle in the most effect matter. He lacks the training to do so. The other issues is that Shar is kind of not human any more. Physically he’s human, but most consider him kind of boring and too empty for their liking. His enlightened state of mind makes him seem like he lacks any personhood. It’s there just, blah. While Shar’s biotics are not infinite, while most things come easy to him when it comes to biotic use, the stronger the punch with his biotics, the bigger cooldown he needs to sling out the next hit. He still does get fatigued or loses on stamina when focusing on biotics. And there is a thing that Shar’s kinetic barriers are somewhat weaker than other biotics simply because his power output is placed elsewhere, so he takes shot less easier than say others barriers and shields.

Equipment ll

[BCOLOR=transparent]M-5 Phalanx [/BCOLOR]

Psion’s Robes - Light Personal Armor
^Click me, I'm a link

[BCOLOR=transparent]Shar’s armor was designed specifically for him. Though his contacts are unknown, though it’s clear in design that armor may have had influences with a few hands. Some of them being Quarian influences, but Asari and Turian tech. Though most of that is speculation based on its unique design. It may have been made for personal aesthetic reasons, though it has all the features to allow a biotic to move freely without being restricted. [/BCOLOR]

Athame’s Cowl - Personal Custom Helmet / Mask
^click me I am a link

Physical Description ll
The man behind the mask is not exactly the man you expect him to be. Some would expect him older, while others would expect him to be less human. As if the Asari had somehow tainted him. But even if that is not the case, there is something lacking in Shar’s appearance. The pale skinned man, whose amber colored irises appear to lack any expression. His hair an ashen color with brown highlights is unusual to look at. But then again, isn’t a human Justicar also unusual?

Shar is not physically imposing, in fact he has a very acrobatic, nimble body, but that doesn’t quite mean he’s any lesser with his abilities. Nor does it mean he’s not confident in his skills, it simply means Shar has no reason nor want to go shred some iron nor get into any fist fights or arm wrestling contest.

He stands at 5’6” and weighs 129 pounds. Light framed, slight, and compact with a lean muscle tone. His armor is lightweight for easy maneuverability and easy adjustment on the battlefield. His Psion Armor is mostly a matte black without much shine to it, it tends to black in dark environments leaving only the unusual symbol and side panel LEDS to light up in the shadows an indigo color. The coat is mostly for aesthetic, rather than anything interesting.

MENTAL INFORMATION
Psychological Profile ll[BCOLOR=transparent]Shar can often be criticized for being well kind of boring. Some could or even would criticize him for having a lack of an actual personality. Especially when he starts talking about, no it’s just whenever Shar does start talking in general. Some joke he talks as dry and as slowly as a Hanar, though Shar doesn’t talk that slow, but it feels like an eternity when he speaks. But those who say Shar lacks a personality, are entirely wrong in their observation. [/BCOLOR]

[BCOLOR=transparent]Shar believes actions speak louder than words, so instead of speaking, he simply takes action. His Code saves him from moral pondering and saves him from moral curiosity. It is his way of organizing the chaotic universe, by simply keeping things as they are. Shar has found some kind of peace in this kind of thinking.[/BCOLOR]

[BCOLOR=transparent]He says that most humans are always conflicted by some kind of question of ethics and morality. What starts wars and separations from people is their moral, ethical, curiosities, that delved into uncertainties. Humans do not like uncertainty. They like to know. And not knowing puts pressure on their survivability, even pressure on their levels of stress.[/BCOLOR]

[BCOLOR=transparent]Because of Shar’s Take Actions first, Speak Next, mentality it often comes off as some form of rebellion to the outsiders who do not understand his Code of Ethics adopted by the Justicars and his own research for spirituality and peace. [/BCOLOR]

[BCOLOR=transparent]Shar finds people complicated and chaotic. He tries not to be lead by temptation and desire, but reason and logic. Shar does Good when Good is required to something Bad. And the Punishment should be as equal to the individual who committed the crime. [/BCOLOR]

[BCOLOR=transparent]If you enslave people, then you yourself shall be enslaved. If you killed hundreds of people, then you shall be killed. A punishment fits the crime. And Shar cannot let his personal emotions to get in the way. His individual expression comes only in the way he addresses himself physically. In the armor he adorns, and the symbol across his chest that he has decided to have some meaning in. In the mask he dawns to mean something connecting him to his spirituality. [/BCOLOR]

[BCOLOR=transparent]Though it should be reminded that Shar’s allegiance is to a Code, he is not a merciful being, and would not hesitate to kill an ally if they broke the complex Code he follows. Shar is not persuaded by begging or pleas. [/BCOLOR]

[BCOLOR=transparent]But he may be persuaded with respect, trust, loyalty, and the faith he has with an individual. That is the only leniency he allows in his Code. For example Marko has earned his loyalty, trust, respect, and faith, if Marko broke a Code in front of Shar. Shar may be lenient on Marko because of what Marko earned personally to Shar. [/BCOLOR]

Brief Background ll
[BCOLOR=transparent]You had no laws. You had no Alliance. I am those laws. My Code your Alliance. [/BCOLOR]​

[BCOLOR=transparent]Much of Shar’s past is as murky as people’s understanding of the Justicar Code. While most Justicar take on their Codes in Asari Space. Shar took what he learned and traveled back to the Terminus System, where he enacts the Justicar Code to punish the immoral deeds of the corrupted who believe they can get away with their crimes in the Terminus Space[/BCOLOR]


@Sir Salty's Character Sheet. :-)​
 
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Alright everybody me and @Shizuochan have been talking and we have a proposal that we'd like to hear everyone weigh in on.

OK so to start things off, with the way we have set up the story so far there are two main missions/objectives going on in the RP at once.

A. Tiger Squad has to figure out what points of the Batarian fleet are the most pivotal in their new and improved army and must destroy these pressure points in order to cripple the Batarian army before they can fly. This mission will be very combat heavy and would benefit most from a proper fire team.

B. At the same time, TS have also been tasked with determining how the Batarians managed to uplift the Yahg and reverse if the effects, granted it's even possible. If the changes cannot be reversed than TS is also responsible for eliminating the threat of an uplifted Yahg race completely. This mission would obviously benefit from a more intelligence and stealth based squad.


So the proposal would have us split up the people who have joined (and the ones we are still waiting for) into two different IC threads for the beginning of the RP. These two different squads will largely remain independent from one another (aside from a few instances) until a midpoint in the story where the groups will have to converge into one unit in order to accomplish their goals. The reasoning behind doing this is that having two smaller groups as opposed to one big squad allow for a cleaner and neater experience for everyone and it makes it easier for each character to establish themselves individually right when it's most important (the beginning).

Of course that isn't to say that this proposal doesn't have downsides, with the most prominent being that it could restrict interactions that you all were looking forward to writing, but that's why we are reaching out to you guys for your opinion. ^^

After a decision has been made I'll update the tabs on the first post to reflect what we decide to do!

 
Alright everybody me and @Shizuochan have been talking and we have a proposal that we'd like to hear everyone weigh in on.

OK so to start things off, with the way we have set up the story so far there are two main missions/objectives going on in the RP at once.

A. Tiger Squad has to figure out what points of the Batarian fleet are the most pivotal in their new and improved army and must destroy these pressure points in order to cripple the Batarian army before they can fly. This mission will be very combat heavy and would benefit most from a proper fire team.

B. At the same time, TS have also been tasked with determining how the Batarians managed to uplift the Yahg and reverse if the effects, granted it's even possible. If the changes cannot be reversed than TS is also responsible for eliminating the threat of an uplifted Yahg race completely. This mission would obviously benefit from a more intelligence and stealth based squad.


So the proposal would have us split up the people who have joined (and the ones we are still waiting for) into two different IC threads for the beginning of the RP. These two different squads will largely remain independent from one another (aside from a few instances) until a midpoint in the story where the groups will have to converge into one unit in order to accomplish their goals. The reasoning behind doing this is that having two smaller groups as opposed to one big squad allow for a cleaner and neater experience for everyone and it makes it easier for each character to establish themselves individually right when it's most important (the beginning).

Of course that isn't to say that this proposal doesn't have downsides, with the most prominent being that it could restrict interactions that you all were looking forward to writing, but that's why we are reaching out to you guys for your opinion. ^^

After a decision has been made I'll update the tabs on the first post to reflect what we decide to do!


I feel like this really does limit a lot of the interaction we had hoped for and a majority of people chose to join RPs is for the collaborative aspect.

One suggestion I have is instead of separating out the IC, but simply separating the missions in the IC. I mean there's two GMs, I don't see why Shizu couldn't handle the X mission, while you handle another, but in the same IC. Instead of being separated. Simply tag the people in the groups.

I am currently working in the same fashion with my own RP, and I have one GM - myself.
 
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Alright everybody me and @Shizuochan have been talking and we have a proposal that we'd like to hear everyone weigh in on.

OK so to start things off, with the way we have set up the story so far there are two main missions/objectives going on in the RP at once.

A. Tiger Squad has to figure out what points of the Batarian fleet are the most pivotal in their new and improved army and must destroy these pressure points in order to cripple the Batarian army before they can fly. This mission will be very combat heavy and would benefit most from a proper fire team.

B. At the same time, TS have also been tasked with determining how the Batarians managed to uplift the Yahg and reverse if the effects, granted it's even possible. If the changes cannot be reversed than TS is also responsible for eliminating the threat of an uplifted Yahg race completely. This mission would obviously benefit from a more intelligence and stealth based squad.


So the proposal would have us split up the people who have joined (and the ones we are still waiting for) into two different IC threads for the beginning of the RP. These two different squads will largely remain independent from one another (aside from a few instances) until a midpoint in the story where the groups will have to converge into one unit in order to accomplish their goals. The reasoning behind doing this is that having two smaller groups as opposed to one big squad allow for a cleaner and neater experience for everyone and it makes it easier for each character to establish themselves individually right when it's most important (the beginning).

Of course that isn't to say that this proposal doesn't have downsides, with the most prominent being that it could restrict interactions that you all were looking forward to writing, but that's why we are reaching out to you guys for your opinion. ^^

After a decision has been made I'll update the tabs on the first post to reflect what we decide to do!

I like the idea. I think close-knit RP's progress faster, so splitting the crew up into two groups could really help with character development and storyline progression.

Maybe instead of us reuniting during the middle of the story, we have little check-ins inbetween parts of the mission before we have this big convergence in the middle. Not sure how we'd do it, but it might be nice to touch base with the other characters every once and a while. (:
 
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I don't mind the idea. I don't think it will be too limiting if we keep the splitting sections brief. Maybe even sorta like Dova mentioned.

Example:
Both squads enter the AO from the same drop. They make their way to spot B where the Intel area is cleared quickly, and let's the combat fireteam hold fast nearby while intel team does their thing. They regroup, and head to obj. A, where intel team sets up for ranged strikes and runs recon while combat team cuts the enemy down via assault.

It let's us separate at key moments, but still be involved/in comms with each other. . . ?

------------------
Buuut if I have to pick, I'd say splitting up may actually be quicker paced. Sorry I've edited my response like 4 times. Lol
 
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DURGE OF CLAN RAIK​
DOSSIER​

BASIC INFORMATION
Name ll Durge
Age ll 1132
Race ll Krogan
Rank ll Ex-Warlord, Executioner

PHYSICAL INFORMATION
Strengths ll In battle, Durge has no place other than the front lines. His greatest assets are his mace, which contains an electric generator capable of delivering a powerful shock, and his skill with firearms in close quarters. He favors shotguns, typically those that fire flechettes or slugs, but always carries a heavy pistol for backup. In desperate times, when his guns fail him and his mace breaks, Durge can fight barehanded, and admirably so. As part of his tactical disposition towards assault, Durge wears heavy battle armor, a tech-enhanced relic from his days as a Warlord.
Weaknesses llAge has not been kind to Durge, and has left him slower and weaker than his youthful self. Much of his race's aggression has bled out of him, leaving him generally incapable of tapping into the infamous Krogan blood rage. Ironically, these two conditions render him unable to sustain lengthy periods of intense combat, where he finds himself most comfortable. Durge, due to his natural size, is also a walking target, unable to use cover as effectively as a more human-sized combatant.

Equipment ll
- Graal Spike Thrower
- Executioner Pistol
- Krogan Executioner's Mace
- Krogan Heavy Armor

Physical Description ll
Durge stands at roughly eight feet tall, towering over many of his fellow Krogan, and weighs in at around 325 kilograms. His hide is pale and scarred, a testament to his age and experience in battle. Durge's head crest is spiny, more so than younger members of his species, and tinged with red at its tips. His eyes are green. He is rarely seen outside of his jaundiced battle armor; it was originally green, to honor his battalion from the Krogan Rebellions, but has since been painted to suit his position as Tuchanka's Head Executioner. This armor is plain, as members of the judicial system in Krogan territory by default hold neither rank nor honors. Their honor comes purely from the nature of their service.

MENTAL INFORMATION
Psychological Profile ll
Centuries of bloodshed and suffering have left Durge a shell of the boisterous Krogan he once was. Quiet and imposing, Durge has never once failed to carry out an order, nor to abandon a mission once it was assigned. His dedication knows no bounds, and he fears nothing except failure. On his off time, he sits alone or in the company of others, depending on which is more convenient, and tells himself or an audience stories of the old Krogan, and even of his own adventures, as a way of remembering his own identity. Occasionally, he falls into deep, swinging depressions, characterized by excessive drinking and prolonged periods of weeping.

Brief Background ll In the Krogan tongue, the word "judge", ruzad, is one letter away from "executioner", druzad. Once, the druzad was a hated creature. Every dead Krogan, no matter their crimes, was a loss to the race as a whole. The very existence of the druzad was, in effect, a crime against nature. Now, with the Genophage cured and the Krogan population rebounding, these executioners were needed once more to deal with crime. Durge is one of these. In his younger years, Durge was a legendary Warlord of the Krogan Rebellions, clad in heavy armor and wielding the most terrible of weapons against the Citadel Council's armies. When the Krogan were culled with the Genophage, he roamed the galaxy as a gun-for-hire. When Clan Urdnot called for warriors to fight the Reapers, Durge, a living legend, bent the knee to Urdnot Wrex willingly. And when warriors were no longer needed, Durge took the position of Tuchanka's chief druzad, carrying out the sentence of death as ordered. He has served this in this position admirably ever since.


@The Philosoraptor's Character Sheet. :-)​
 
















CHACHO
DOSSIER

BASIC INFORMATION
Name ll Chacho (It's all he knows.)
Age ll 8
Race ll Vorcha
Rank ll Hahaha

PHYSICAL INFORMATION

Strengths ll Limited Regeneration, Advanced Adaptability, Mechanical knowledge, Skilled cook, Skilled medic, Firearm proficiency
Weaknesses ll Reckless, Stubborn, Also zero diplomacy skill, Barely any manners, Prone to fits/rage, Simplistic thinking, Sometimes smells bad

Equipment ll Medical kit,
M-6 Carnifex, M-23 Katana

Physical Description ll
Standing at a humble 5'6, Chacho isn't what you might call someone with "the look". His skin makes him easy to spot, even among other vorcha. A relatively toned creature, his body can change slightly if in a different environment. So, in essence, he doesn't have a true body type. It depends on his current situation.

MENTAL INFORMATION
Psychological Profile ll Chacho is a rather oddball character, being a vorcha. A short temper mixed with a shorter attention span does not bode well for him. When focused, he is diligent and a bit of perfectionist. Easily excitable, the man greatly enjoys what he does and often comes to see his co-workers as his tribe. Surprising amount of loyalty from a person whose race usually spends time killing for the fun of it. Still, a good person to have in your corner, if they would just sit still.

Brief Background ll Chacho doesn't remember much before being found by an asari/human on Illium. Loing story short, they taught him everything he knows. Given his VERY short lifespan, he struck out not too long after that, keeping the name his parents gave him. After spending a few years traveling, he has be contracted (he begged for the job) to help take care of the ship and its crew.

[/spoiler]
 
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Regarding the proposal:

First off, as far as I'm concerned, it's less an outright proposal - which would imply that it takes priority on any given list of alternatives - then it is an alternative that crossed our minds that we wanted to garner some opinions on, given everyone's feelings on logistics, clunkiness, etc

I am more than confident that even on my own I could GM the group as a whole, split or otherwise. And I got Bear so, it's a-okay either way. Just wanted to open a dialogue!
 
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