[u]Backstory of The Regiment:[/u] The year is 2015, not much has changed in the world, or so it seems to the common man. But those that know that there's more to the world than meets the eye can sense there is more to life. Hidden beneath the shroud of dismissiveness and darkness. A world which seemingly could only exist in popular fiction, one where vampires dig their teeth into unwary innocents, where werewolves howl at the full moon and where ghosts haunt abandoned homes. Someone must monitor these supernaturals, the ones that do it are called "The Regiment", an agency hidden away from the public, their existence unknown to much of the world. The Regiment is the result of the effort of many developed nations, it originally began as a small, but incredibly skilled Allied task force in World War II, who specialized in defeating and destroying supernaturals which had aligned with the Axis. The Regiment did their part in the war, in secret of course. Though their contributions were not publicly recognized or even acknowledged, behind the scenes, they were heroes. Those that survived the war returned home, silent to their loved ones, but proud of what they had done and scared of what they had seen. The Regiment was completely established years after the war ended, sometime in the mid 1950s, as the world's governments noticed more and more of the supernatural who if revealed to the public would cause mass hysteria. The soldiers that had been part of the Regiment who were still alive by the time of the establishment were offered to be charting members, many turned it down, while a brave few took the offer. With that The Regiment started in secret, within years secret headquarters began to pop up all over the world. The governments of the world sanctioning them as the P.I.B. (Paranormal Investigations Bureau), though the Regiment prefers to call themselves the Regiment, it sounds less like a government given name. Los Angeles, New York, Las Vegas, London, Berlin, Toyko and many more cities were deemed areas of supernatural interest and sectors of the Regiment were established within them, in secret of course. This particular story takes place in the headquarters on the outskirts of Los Angeles, an area full of paranormal beings. Times have changed among The Regiment, they no longer hunt every supernatural being they encounter, instead they focus on simply keeping those beings out of the public's knowledge. This practice in particular has been in place for the last four decades. The other huge change was the recent decision to allow certain vampires and werewolves into the task force, this decision has caused much argument among some of the older members who believe that only humans should be allowed in, not the creatures they sometimes must eliminate. The more recent members, who are in favor of the change see it as a way to strengthen the cause and a less xenophobic stance. You are a new recruit of The Regiment, you have been chosen because you have a specific set of skills The Regiment needs. Whether in your past you were a police officer who encountered a werewolf, a doctor who found himself operating on a vampire or simply a prestigious soldier who has no fear of the unknown. The Regiment wants you, are you willing to take their hand and join? [u]Operations of The Regiment:[/u] The Regiment is the top supernatural dealing entity on the planet which operates entirely out of secret. The goal of The Regiment is to hide supernaturals from the public's knowledge, and if need be, eliminate the supernaturals if they are a threat. There are several branches in The Regiment. They are investigations, research, medical, criminal and military. Each branch solves a purpose and is staffed by the top people available. Secrecy is the strongest weapon of The Regiment. [u]The divisions of the Regiment:[/u] These are the five divisions of personal of the Regiment, the list goes down in order from most populace to lowest. Every division is as important as the other. [b]Military[/b] - The most populace division in the Regiment, they employ highly trained soldiers, pilots and tacticians of all backgrounds. The brute of the military force is operatives, or what would translate to infantry in an actual military. There are six squads which each have no more than 25 individuals. They are: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot. Carson Merrow is the commander of Foxtrot Company, which will be filled with the newest recruits. Given the top modern weapons and technologies, the military division is what keeps dangerous supernaturals at bay, they are the fist of the Regiment, yet at the same time they operate with the secrecy of the other divisions. [b]Research[/b] - The second most populated division in the LA branch of the Regiment, the research division puts all their brainpower to researching supernaturals, this is where the people who can speak Goblinese and slice up corpses for science are. They are the brains of the Regiment, occasionally co-coordinating with the military division to come up with new technologies. [b]Medical[/b] - The doctors, nurses and surgeons of the Regimen, these are the men and women responsible for patching up any serious wounds our operatives may endure, they also are occasionally deployed to designated areas to assist healing the locals injured by supernaturals. They also co-coordinate with research to come up with cures and vaccines for supernatural related diseases. [b]Criminal[/b] - The crime scene investigators of the Regiment, the criminal division are the ones that are sent in to figure out if an attack is of paranormal origin, they are the ones that can tell the signs of a fully drained corpse done in by a vampire, the ones that can tell a werewolves claws from an ordinary wolf. They also monitor criminals who happen to be supernaturals. [b]Investigations[/b] - By another name, spies of the Regiment. The investigations division consists of agents who are sent out into the cities and towns to either just watch or spy on supernaturals, to make sure nothing evil is brewing, of if there is, they immediately report it. They are the ones that feed intel on missions to the military division. [hider=The Compound] [u]The Los Angeles Regiment compound:[/u] The headquarters of the Los Angeles department of the Regiment is a restricted area, located far off in the wilderness of California. The only road that leads to the compound is a long dirt road, which has a fence and checkpoint at the midway point. The only people allowed into the compound are Regiment personal and other authorized persons. The compound itself is surrounded by a twelve foot tall electrical fence. [hider=Compound exterior] [img]http://i.imgur.com/uKPJzzH.png[/img] 1. Shooting Range - This is where members of the Regiment are allowed to practice their gunfighting skills on targets at various distances. The range is state of the art and the only rule is that you have to use your own guns and ammunition. 2. Pool & Sauna - Inside the building is an Olympic sized pool, in the other room is a sauna. The compound is a home for many of its members, and the Regiment understands that it must put those members at ease, the sauna helps serve that purpose. 3. Gym - A top of the line gym, it features all kinds of exercise machines, freeweights, treadmills and really an other workout equipment you can think of. Also in the building is a boxing ring for sparring between operatives and a yoga room. 4. Holding Cells - The Regiment sometimes is tasked with containing dangerous supernatural fugitives for a period of time. This building is full of holding cells, yet at this time holds no one. It has in the past. 5. Basketball court and tennis court - Two more additions to make the compound feel more laid back, it features a professional sized basketball court and tennis court. Operatives are allowed to use these when they wish. 6. Main building - Contains three floors, this is the headquarters of the Los Angeles Regiment. On top of the building is three helipads. Currently there is only one helicopter on the roof, but others come and go. 7. Entrance - A small building, it serves as a checkpoint for anyone wishing to enter the building. Inside is the only entrance to the main facility, as well as a secretary and several security guards standing watch. 8. Garage - A medium sized garage, staffed by several mechanics. The Regiment uses the following vehicles: SUVs, sedans, motorcycles and jeeps. This compound also possesses two APCs. 9 Entrance - The only way to enter and exit the compound, it is staffed by a security guard who mans the fence. [hider=Main facility interior] First and second floors: [img]http://i.imgur.com/PKNDTio.png[/img] Third floor: [IMG]http://i.imgur.com/F2kh1pr.png?1[/IMG] [/hider] Accepted active characters: [url=http://www.roleplayerguild.com/topics/44091/posts/ooc?page=1#post-1316769]Mikael Mikkonen (human)[/url] [url=http://www.roleplayerguild.com/topics/44091/posts/ooc?page=1#post-1334248]David Rouland (vampire)[/url] [url=http://www.roleplayerguild.com/topics/44091/posts/ooc?page=1#post-1428122]BĂ©atrix de Le Croix (vampire)[/url] [url=http://www.roleplayerguild.com/topics/44091/posts/ooc?page=1#post-1731544]Marigold Breeze (werewolf)[/url] [hider=Notable NPCs] These are important characters I will be controlling sporadically in the RP. I will update this list as the RP moves along. Victor Davies [img]http://www.moviehole.net/wp-content/uploads/William-Hurt.png[/img] A mysterious American man apparently in his late 50s, Davies is the leader of the Los Angeles branch of The Regiment. He is an imposing figure, standing six and a half feet tall and in as good physical shape as a man half his age. Victor is a very intelligent man, having been through a lot in the organization. He doesn't speak much of his past, but he served in the military at some point in his earlier life. He's been with the Regiment for decades, not saying how long exactly. Carson Merrow [img]http://www.esquire.com/cm/esquire/images/l3/sam-worthington-0909-lg.jpg[/img] An Englishman in his mid 30s, Carson has been with The Regiment for years. He's a tall in shape human, standing just over six feet tall and built like a linebacker. He's the leader of one of the military squads, Foxtrot Company, the branch which the newest recruits will be assigned to. He is a great tactician and top rifleman who knows how to take down many kinds of supernatural beings. He has a close relationship with Victor, who treats him like his top prodigy. Earl Williams [img]http://memberfiles.freewebs.com/76/42/53914276/photos/undefined/Oded_Fehr_long_hair_style.jpg[/img] A very mysterious vampire who owns the nightclub, 'SIN', located in downtown LA. Not much is known about him other than what he looks like and that he is 600 years old. He is very likely involved in the disappearances of humans who go into his nightclub and do not come out. [/hider] [u]Playable Races:[/u] Humans, vampires and werewolves are your three choices that your character can be in this RP. [b]Humans[/b] - I shouldn't really have to explain humans. You're one, you know what they bring to the table. They're the most populace species in The Regiment. There are two ways humans may join, the first way is those that have been chosen as potential recruits are unknowingly monitored for months before, a profile is built on them, then when The Regiment feels they are ready, they are put through an event that solves as their final test, if they pass this test, then they are formally approached about joining. The final test may be something such as unleashing a weaker werewolf/vampire on or near the potential recruit, in hopes that the recruit stops it. The other way is through a more simple simple method. Trusted and dependable soldiers who have proven themselves to their government are simply brought in, typically by curiosity or payment. Either of these methods gets The Regiment what they need. [b]Vampires -[/b] [img]http://images.alphacoders.com/118/118383.jpg[/img] They do not sparkle, modern fiction has romanticized vampires to an absurd extent. While many vampires are seductive and beautiful, many more are savage and vicious creatures who won't hesitate to drain an innocent human of their blood and leave their scarred body in an alley. A human is turned into a vampire if they are bitten by one and a high enough amount of blood is sucked out of them. After the blood has been drained, the human will pass out for several hours. When they awaken, they will discover that they are now fledgling level vampires, creatures of the night. All vampires are ageless, if they're 300, they don't look it. The age they were bitten is the one they will physically remain the rest of their lives. The vampire hierarchy is as follows, the older the vampire, the stronger they are: Master: 900+ years old High Lord/Lady: 650 - 900 years old Elder: 500 - 650 years old Lord/Lady: 200 - 500 years old Hunter: 50 - 200 years old Fledgling - Under 50 years old Strengths: - Immortality. The longer the individual has been a vampire, the stronger they'll be. - Superhuman strength, senses, mind and agility. This is to an extent, they are not as physically powerful or quick as a werewolf, but they are beyond what a human is. Vampires can lift someone with one hand and toss them with enough power to cause broken bones when the unfortunate person lands. Vampires also think and learn faster. The older the vampire, the quicker the processes. - Wall crawling. They can literally walk on the walls and ceilings. - Vampirization through biting. They are able to turn humans into vampires by drinking enough of the human's blood. - Night vision. - Older vampires (+500 years) are able to enter a state of hibernation where they are able to rest for decades. - Mind reading and mind control. They can read the minds of humans. Some of the older vampires (500+ years) are capable of controlling humans mentally, turning them to their side in battle or forcing them to do things they normally would not do. - They do not need to breathe, they can't be drowned. - Healing factor, to an extent. Vampires are able to heal from wounds. Bullet holes heal up within minutes. They can grow back a limb, but that takes longer. - Heightened powers of seduction and persuasion. A female vampire is one of the most beautiful things you can lay your eyes one. Vampires in general are smooth talkers, skilled ones are able to get others to do their bidding through clever conversation. Weaknesses: - Decapitation is an instant death, as is destruction of the brain. - Impaling or destruction of the heart. Stake, arrow, knife, it doesn't matter, puncture far enough into the heart and they die. - Fire, whilst on fire, their healing factor is lost, they are vulnerable then. - Must ingest blood to survive. The longer they go without blood, the weaker they become until they eventually die of starvation. - Sunlight, it just depends on how long since they have fed. If a vampire has fed within 24 hours, then they can go out into the sun with no issue. The farther away from their last feeding, the more damage the sun does. Over 48 hours causes burns on their skin and over 72 hours without feeding is instant death. Vampires in general prefer darkness, they will only go out during the day if they absolutely need to. - Will die from overly severe injuries such as removal of all limbs or getting cut in half. - Garlic causes skin irritation. Contrary to popular belief, crosses and holy water do nothing to them. Garlic does though. - Have to be invited into a person's home in order to enter. This is where the persuasion factor comes in big, if they want into your home, they'll really try to get you to let them in. Vampires in The Regiment: Those vampires that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. Then when the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these vampires will not feed on humans while in The Regiment, they will be given a healthy supple of blood packs to keep their urges low. [b]Werewolves (Lycans) -[/b] [img]http://2.bp.blogspot.com/-OaPuaam2sH4/UXSwRjHxmBI/AAAAAAAAAdM/wWyrHzPz_fc/s1600/Werewolf-werewolves-7315437-689-707.jpg[/img] Typically more vicious than vampires, werewolves, commonly called lycans, are immensely powerful and immortal, like vampires. They show no signs of being a werewolf while in human form, virtually indistinguishable until their teeth are replaced by fangs, their nails replaced with twisted claws and thick fur erupts from their skin. They also don't have any of their powers while in human form. Werewolves are incredibly resilient and The Regiment sees the value in a trusted werewolf in their ranks. The ways to tell a werewolf apart from the an ordinary wolf are that werewolves have no tail and tend to favor walking on two legs. A human is turned into a werewolf after either being bitten by one or through ingesting the blood of one. The human will feel sick, akin to a cold, then when the next full moon occurs, they will twist and turn into a werewolf. Until that moon sets, the werewolf will either run off into the wilderness or go on rampage. If they survive to the sunrise, they will turn back into a human and adapt to their new life as a lycan. Over time, the lycan will gain more control of his changes, eventually to the point where they can fully control when they will change and who they will attack. The lycan hierarchy is as follows, the older the lycan, the stronger they are: Master: 800+ years old Alpha Male/Female: 600 - 800 years old Beta Male/Female: 400 - 600 years old Delta Male/Female: 200 - 400 years old Hunter: 25 - 200 years old Fledgling: Under 25 years old [b]Strengths:[/b] - While not immortal, werewolves are able to live up to 1000 years. Once they reach this point, they will begin to die. Not many reach this point. While in human form, they do not physically age. - Superhuman strength and agility, beyond that of a vampire and humans. Werewolves are incredible physical specimens, they have been seen tossing cars and running through concrete walls with ease. - Increased height and weight while in Lycan form. Their arms and legs extend along with the rest of their bodies, causing them when standing on two feet, to be over 8 feet tall. - Senses of a wolf, they can small you from a mile away and hear ten miles away in the open. - Night vision. - Extreme healing. Werewolves can shrug off ordinary bullets, healing within seconds. Lost limbs will grow back within a hour. The older the werewolf, the quicker the regeneration. - Regrowth of teeth and claws. - Natural pack creatures. A fledgling werewolf will start to feel a yearning to return the one that converted them and join a pack. Though there are solitary werewolves, many of them tend to stay together. Weaknesses: - Full decapitation is an instant death. - Dismemberment of all four limbs is instant death. - Silver greatly injures them and will kill them. It stops healing and causes burns. Limbs cut off with a silver blade will not regrow. - Suffocation. If you can somehow manage to drown one, they will die. - Wolf's bane distracts them. You lay it down within their scent range, lycans get drawn to it. - Full removal of brain or heart also will kill them. Werewolves in The Regiment: Those werewolves that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. No fledgling werewolves are allowed in, only the veteran ones that are used to what they are. When the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these werewolves are given a plentiful supply of meat, enough to keep them from getting hungry. [u]Non Playable Creatures:[/u] These beings may be encountered in the IC. More will be introduced as the RP moves along. [hider=Zombies] [img]http://sourcefed.com/wp-content/uploads/2014/05/zombies.jpg[/img] Though quite rare, zombies do indeed exist. Popular fiction got them right, they're mindless things with a sole purpose of eating flesh, preferably human. The Regiment will get occasional reports of a zombie outbreak, and takes these outbreaks seriously. In the event of one, they become the immediate priority. A human is turned into a zombie within 24 hours of being bitten by one. The human dies, then resurrects almost immediately. The only way to kill a zombie permanently is through destroying or removing the brain. The way zombies come to be is normally through some mad man deciding to practice voodoo in a graveyard. There is the threat of a mutated disease which could cause zombification, but The Regiment works closely with the CDC to prevent this from ever happening. [/hider] [hider=Goblins] [img]http://cdn.obsidianportal.com/assets/25341/Goblins.jpg[/img] Goblins are mischievous creatures who live in tribes far away from human society, deep in caves or far in forests, in their own societies. They are more annoying than anything else, and are treated as a pest that The Regiment tries to relocate if they come in contact with humans. Goblins speak their own language and worship their own gods. They use crude weaponry like spears, swords and axes. They are always led by one high priest or priestess. The Regiment has members who speak Goblinese, the language of the Goblins, these are the people called upon when goblins are an issue. The Regiment prefers to relocate them rather than kill them, as most of the time it's the humans that create the issues, sometimes unknowingly. [/hider] [hider=Ghosts] [img]http://www.ghoststudy.com/1aimages/Website21106.jpg[/img] Ghosts, also known as phantoms are horrifying beings to encounter. They always haunt a building of some kind, causing suffering or mischief which tends to drive away or kill any humans. There are two kinds of ghosts, the vengeful angry ones which is born from a long dead human who died incredibility painfully and their remains were not properly laid to rest. These spirits are the ones that try to harm humans. The other kind is the more playful breed, which is not known how they are created. These forms of ghosts lean more towards amusing themselves through playing tricks on humans. Though mostly harmless, these ghosts still frighten humans and need to be removed. All hosts are capable of phasing through walls, flying, telekinesis and invisibility when they don't want to be seen. They can also possess objects. The way to remove a ghost is through convincing them to cross over from this world, by laying them to rest. There are two ways to do this, either have someone who can communicate with the ghost speak with them and persuade them to stop, or by finding the corpse the ghost once was and burning it. Ghosts cannot be harmed by bullets or conventional ways, but they can be contained through laying down salt or iron, as they cannot pass through these. [/hider] [hider=Succubuses and Incubuses] [img]http://dnd-wiki.org/w/images/thumb/8/80/Succubus_by_dypsomaniart.jpg/300px-Succubus_by_dypsomaniart.jpg[/img] Succubuses and less common, incubuses, are creatures whose sole purpose is to have sexual intercourse with humans. Succubuses target men, while incubuses target women. It is not known where they come from or why they do what they do, but they are tricky beings to hunt. The religious people inside The Regiment suspect them to be demons, while the more scientific suspect them to be mutations. Neither side knows for sure. Succubuses and incubuses appear as incredibly attractive and alluring humans, while underneath their skin they have batlike wings and ramlike horns. They keep these features hidden while around humans. It is believed they extend their lifespans and gain more power from sex, as they literally drain the lifeforce of those that have relations with them, killing them. One can slay a succubus/incubus by removing their head or heart. [/hider] [hider=ShapeShifter] [img]http://www3.images.coolspotters.com/photos/687491/shapeshifter-profile.jpg[/img] ShapeShifters are among the hardest creatures for The Regiment to keep track of, since they literally can be any living animal, a human, fox, horse, fish, the list goes on. While typically harmless, when one does decide to go rogue and cause trouble, The Regiment will send their top investigative agents to pursue and eliminate the creatures. Shapeshifters are also very rare, and not well known scientifically but it is believed that they are mutants of some origin. [/hider] [hider=Minotaurs] [img]http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG189a.jpg[/img] Huge, imposing creatures, Minotaurs are not something you want to encounter at all. Though very rare, they have popped up in the past, but it is not known how they came to be. They are always found guarding places, normally ruins or burial grounds, slaughtering whoever disturbed their protected area. When they are discovered, The Regiment sends in men with heavy firearms to take down the beasts. Minotaurs seem to be ageless and do not need to feed. [/hider] [hider=Gargoyles] [img]http://www.parkparkin.com/gallery/gargoyle_color.jpg[/img] Gargoyles are powerful creatures which are made of stone. Most of them are harmless to humans until confronted by evil, there are some which are themselves evil and commit acts such as killing humans. The evil fighting ones stand guard of a gothic-style structure, typically a church or European castles. Staying in their position on the building for decades until a threat appears. The evil gargoyles hide in a location, coming out to kill humans every so often. They are hard to kill, but can be killed. [/hider] [u]Weapons and Armor of The Regiment:[/u] The Regiment uses a wide variety of firearms and other weapons in order to combat supernatural threats. These are the following weapons your character may select from in order to use. The Regiment uniform - [hider=Combat Operations Armor][img]http://2.bp.blogspot.com/-uvhzyTJ1Im8/TgE4zrScP-I/AAAAAAAAABw/yNRRlUev4N0/s1600/sci+fi+soldier.jpg[/img][/hider] When open combat is unavoidable, soldiers in The Regiment are equipped with some of the best armor. The armor is Centurion Mark I, the combined efforts of top scientists and years of testing. It is equipped with slings for weapons, grenades and other items. A dependable but lightweight layer of bulletproof armor covers the vital areas of an individual. When undercover or just in non full operations, depending on the mission, Regiment members are suggested to wear whatever is suitable and does not attract too much attention. Many members tend to favor dark colored suits with a kevlar vest underneath and a sidearm concealed on their person. It is ultimately up to the member to decide what to wear. [hider=Pistols:] Glock 22 - [img]http://www.rockyourglock.com/mm5/graphics/00000001/glock22.jpg[/img] Probably the most common weapon, favored by agents of The Regiment of all kinds. It is lightweight and dependable, easy to conceal and all around solid. .44 Anaconda - [img]http://www.weapon.ge/images/194_3.jpg[/img] The Anaconda packs a punch, while not being the most easy weapon to use, it will put down many that stand on the receiving end of its bullets. It is favored by many of the military branch due to the stopping power it has when packed with silver bullets to put down werewolves. [/hider] [hider=SMGs:] UMP - [img]http://www.jamesbondsuits.com/blog/wp-content/uploads/2014/04/Heckler-Koch-UMP.jpg[/img] The UMP is a popular submachine gun used by military forces around the world. The Regiment has taken notice of this and has put it to use as well. Lightweight and powerful, the UMP is a solid choice for any member to carry. FMG9 - [img]http://4.bp.blogspot.com/-bTBzqbWT924/TaOX0dYig9I/AAAAAAAAAJg/ywsknrD5l-k/s1600/450px-MagpulFMG-9.jpg[/img] A more futuristic submachine gun, the FMG - 9 stands for folding machine gun, as the name states, it can easily be folded into a small carrying case the size of a laptop battery. It can be hidden in your jacket in undercover operations and be pulled out when needed, unfolded and fired within seconds. [/hider] [hider=Assault Rifles] M4A1 - [img]http://www.tokyohobby.net/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/s/y/systema_m4a1_max_0602_b8f.jpg[/img] The upgrade to the M16, the M4A1 is in wide use to the American military as well as The Regiment. It is a solid and accurate rifle. M27 - [img]http://www.thefirearmblog.com/blog/wp-content/uploads/2011/06/tmp_m_27_iar_tm_tfb-tfb.jpg[/img] A newer firearm, the M27 combines the maneuverability and accuracy of an assault rifle with the firing rate and suppressing ability of a light machine gun. It can be equipped with a bipod and scope in order to increase stability and accuracy. AN94 - [img]http://www.rusmilitary.com/images/an94_deact.gif[/img] A Russian creation, this rifle is the other choice a recruit may choose among assault rifles besides the M4A1. [/hider] [Hider=Shotguns:] M870 - [img]http://www.americanspecialops.com/images/weapons/870-mcs.jpg[/img] A very popular home defense pump action shotgun, the M870 is also quite effective when loaded with silver bullets at stopping werewolves, or really anything unlucky enough to be on the receiving end of its buckshot. SPAS 12 - [img]http://images.wikia.com/socom/images/archive/f/fa/20101206164605!Spas12.jpg[/img] A French made pump action shotgun, the SPAS is used by The Regiment as an alternative to the 870, it can put down targets with ease. [/hider] [hider=Sniper Rifles:] M40a5 - [img]http://www.texasbrigadearmory.com/images/m40a5.jpg[/img] Used by the USMC, the M40 is an extremely accurate bolt action rifle capable of taking a target down from a distance. It packs a punch and is as great at popping heads as it is at piercing hearts. [/hider] [hider=Other Weaponry] M320 Grenade Launcher - [img]http://peosoldier.armylive.dodlive.mil/files/2010/10/m320_standalone_large-300x214.jpg[/img] A grenade launcher which can be attached underneath either the assault rifles The Regiment uses, or carried by itself and used. the M320 is a single shot launcher which can fire shrapnel, flechette, smoke or even silver rounds. Just make sure to fire it from a safe distance. Crossbow - [img]http://www.americanhunter.org/wp-content/uploads/Webcontent/images/2013-1/201317153552-armageddon_m.jpg[/img] As great at taking down deer from a distance as it is at putting an arrow through the ribcage of a vampire, the crossbow has been around for awhile but is still very solid if you can hit the target with it. Katana - [img]http://www.samurai-swords-for-sale.com/store/images/T/japanese-swords-samurai-swords-musashi-akuma-katana.jpg[/img] Yes, The Regiment allows the use of actual samurai swords in special missions. The Regiment manufactures katanas which can easily slice off limbs or heads of vampires, succubuses, zombies and werewolves Make sure you actually know how to use the sword or else you'll stab yourself with it, it is also recommended to only use against targets that are not using guns. You'll get shot in the face if you try charging someone with a gun with a sword. Combat knife [img]http://216.38.63.83/images/products/2988-1.jpg[/img] It is recommended for all agents to carry one of these. They are not only good at stabbing, but can be used if you need to cut through rope or material such as that. [/hider] [u]Rules:[/u] 1. No godmodding, autohitting, absurdly overpowered characters, powerplaying, etc. 2. Original characters only, I don't want Van Helsing trying to join. I also would like to see some variety among characters, not everyone as a vampire or werewolf. 3. Everyone starts as a new recruit. 4. Cursing is fine, romance is cool, but keep it PG13. 5. Max of one character per person, it gets really confusing if I let everyone have multiple characters. 6. Proper grammar is needed, English is a must. 7. Your character can die (or get converted into a werewolf/vampire/zombie/whatever). So be careful and try to make intelligent decisions. 8. Have fun. Any questions or concerns can be addressed to me. I'll also take suggestions through PMs about making the RP better. [b]Character Sheet:[/b] Character Name - Race - (Human, vampire or werewolf) Nationality - Gender - Age - (25 - 40 for humans. How long you've been a vampire/werewolf if you're one of them.) Appearance - (Pics or description work, or both) Height - Weight - Clothing - Weapons - Speciality - (Close combat? Infiltration? Sniper?) Skills - (What special skills does your character have?) Flaws - (Stuff like smoker, personality stuff, etc) Fears - Personality - Backstory - (How you ended up in The Regiment. If you're a vampire/werewolf, describe when/where you were turned, how long, etc. Also this would be where you say where you got that sword training if you're using a katana.) [url=http://www.roleplayerguild.com/topics/44091/posts/ooc]Here is the accepted characters sheet list thread, this is where you post your accepted character sheet after I gave the okay to post on the thread.[/url]