[i]Tayibe, Iraq (Currently Under Control of the Islamic State) November 9th, 2015 3: 27 P.M., Local Time [/i] For a moment, there was a second sun in the Afghan sky. The howls of men and dogs alike were silenced. Everyone stopped, arched their necks back, and uttered, in a variety of tongues, "Oh, sh*t". The Dreadnaughts' helicopter was six million dollars with of machinery that was about to become six cents worth of scrap metal. The communications lines of the elite mercenaries it up with panicked queries for Belroth, manic cursing, and the equally loud silence of total shell-shock. The helicopter began tilting to the side as it very quickly slurred between flying and falling. It smashed into the ground, sending thunder rolling down the small, dusty alleyways of Tayibe and coughing up a cloud of black smoke not three hundred yards from where the Dreadnaughts had fast-roped in. The city-if Tayibe could be called that- was in the middle of nowhere, about fifty or sixty miles from the nearest village, and its residents were as apt to die from dehydration and heat exhaustion as they were the Dreadnaughts' bullets. The village was a cluster of sun-bleached houses and a general feeling of dereliction-while there was a training camp for insurgents not far from the village, there was no doubt that this particular piece of Iraq was dying more quickly than the rest. Faces of the villages were scarred and weathered hands callused and shaky, and eyes dim and faded from years of the harsh desert sun. There were perhaps five or six thousand people in Tayibe, with a pretty uneven age divide: the constant influx of young men to the local camp made sure of that. And, as of ten minutes ago, their demographics had changed. The Dreadnaughts were sent in on a very simple mission: somewhere inside Tayibe was a prisoner that the United States was willing to pay a hefty sum for. The Dreadnaughts were to come in, find the prisoner, and get back out. Simple! Just like the Battle of Waterloo and Operation Barbarossa were supposed to be. Unfortunately, some ISIS fanatic with an RPG had made that plan somewhat unfeasible. There was a very ominous change in the tide of the battle, as the Afghans, no longer beleaguered by Dreadnaught air support-and knowing their enemy had no means of escape-began shouting chants at the top of their lungs, loud enough to drown out the cacophony of gunfire. The Dreadnaughts very quickly found cover as seemingly the entire city of Tayibe began to descend on them; within a minute, things had gone from entirely-as-planned to being one of the roughest failures in the Dreadnaughts' history. But this is what they got paid for. [b][u]A Look At The Dreadnaughts[/b][/u] The Dreadnaughts. Much like the city of Tayibe, they are entirely fictional, and much like the city of Tayibe, they are very deadly. They're unparalleled in the military world, an elite group of perhaps six to seven hundred mercenaries of peerless skill. All have come from dozens of countries around the world, ranging from special forces groups to the most prestigious hospitals to cutting-edge R and D departments. Regardless of where they hail from or who they hail to, they have one thing in common: They are damned good at their jobs. Charging exorbitant rates for equally unbelievable results, the Dreadnaughts have quickly cemented their reputation as the prime PMC amongst many others. Frequently getting contracts from The United States, Russia, China, and many other major players in the political arena, The Dreadnaughts have emerged as a small but nonetheless powerful blip on the global radar. The Dreadnaughts, as you may have surmised, are who you'll be playing as in this RP. I have no idea why your character has joined forces with them: perhaps it's for the paycheck, which is...well, there's not a single Dreadnaught that needs to work a second job. Maybe it's for the prestige: there's a certain appeal to being a member of a group that even Delta Force and the Spetsnaz are impressed by. Maybe it's for the power-there's no doubt the Dreadnaughts are going places, and there's a lot of people out there who want to be on the winning team. Regardless, you have one boss now: a man by the name of Belroth Daemond. Intelligent, charismatic, and a skilled strategist, he's carved the Dreadnaughts over the last nine or ten years into an elite group, and earned the respect of both his soldiers and world leaders alike in the process. An undoubtedly wealthy man, Belroth's origins are mysterious (the most that anyone has been able to deduce for sure is that Belroth was in some form of covert Cold War organization, and that he's in his fifties), likely because he changes his backstory every time he's asked about it. Belroth is a well-educated man who typically directs his troops from the front lines, normally overseeing his soldiers from a bird's eye view (aside from more sensitive, stealth-related missions, obviously), a stratagem which has proven to be unwise recently. However, he's certainly a skilled tactician, and is generally admired by the troops-but, given their paychecks, admiration is pretty damned easy to attain. [hider=Some Frequently Asked Questions, Courteously Answered by the Dreadnaughts' HR Department] [b]But where would such a wealthy and professional mercenary organization set up their home base?[/b] The Dreadnaughts' headquarters is located in the Alands Island in Finland. Belroth is attempting to negotiate the secession of the island from the Finnish government, to secure the islands as the Dreadnaughts' own private nation state, but there has been little progress on that front. They are, however, afforded a degree of semi-autonomy, as the Dreadnaughts' presence is both an (admittedly, minor) deterrent to the Big Bad Russian Wolf next door, and the copious [s]bribes[/s] donations made to the Finnish government. [b]Do the Dreadnaughts have street cred with the United Nations? Don't they get get checked for human rights abuses and other silly things?[/b] Belroth, through clever diplomacy, substantial donations to humanitarian organizations, and a strict policy on war crimes (any of his combatants that commit war crimes are extradited to their home country to stand trial) has managed to dissuade too much scrutiny from the United Nations. However, several bodies do routinely come by to check things out, but Belroth's superb management keeps things running smoothly. He may not be able to fight as he once could, but he's a handy administrator- owing heavily to the bureaucrats he's recruited as actively as he has soldiers and snipers. [b]Can I really be a soldier from ANYWHERE?[/b] Indeed. Belroth has only two requirements of his soldiers-that they pull their own weight and that they leave any differences in nationality, religion, and politics at the door. Israelis and Palestinians, Indians and Pakistanis, all are held to the same standards. Provided you have a clean past (in terms of war crimes-depending on the crime and your skill level, Belroth is willing to consider felons, but he tends to reject rapists or murderers) and the necessary skill set, you're in. Be a US Marine, a Russian Spetsnaz, a Zimbabewean...whatever it is they have. [b]This deal sounds great, and in no way could possibly backfire, but I have to ask, what kinds of benefits are we looking at? Do you cover dental?[/b] Belroth's insurance package is pretty generous. Owing to the exorbitant rates he charges and the several bankers he has keeping the Dreadnaughts' reserves constantly growing, your healthcare will be excellent. Similarly, Belroth can get his hands on whatever weaponry or gear you feel necessary for your job. If you want a 17th century rifle or one that, according to the CIA, doesn't even exist, he can find it for you. Again, this assuming you get the job done. As such, your character can be outfitted with whatever gear they feel is necessary (but, just for practical reasons, don't go crazy. If you have something idiotic, like twenty Desert Eagles and no clothes but a loincloth, I'm just gonna laugh when your character dies). Additionally, soldiers are allowed to opt out of missions they don't feel comfortable with, and there's considerable vacation time. Normally, you'll come in for a job, and then you're able to fly back home or stay at the HQ until the next job. [b]Any weapon, right? So I can use-[/b] No. No katana. [b]But you said-[/b] Fuck you that’s what I said. Look, I did say any weapon. However, be reasonable. If everyone starts going for purely Rule-of-Cool based weapons then, hey hey, you’re all going to get muskets and water pistols. Feel free to go with whatever your character would find the best tool to get the job done-but ensure it is, in fact, the best tool to get the job done. There is not going to be a situation where your character’s ninja stars or 2nd century weapon is somehow superior to state-of-the-art gear today. Likewise, if your character has two M60s, one for each hand, a flamethrower, and a portable railgun for their loadout, I’m going to be equally annoyed. Remember, you’re a professional soldier here (or maybe not). True badasses can make any weapon they use badass-Bruce Lee would be just as intimidating in bunny slippers as he would be in that yellow jumpsuit. Also, please don’t take that as an invitation to try and be the most badass person ever. Wow, I got derailed on this one. Next question. [b]This all sounds great, but what if I get stuck with a nightmare boss? You know, like Michael Scott?[/b] The chain of command's pretty fluid. Given the expertise of all the parties involved, most are capable of handling themselves-especially given that missions tend to rely on small groups working cohesively and effectively. However, Belroth will appoint leaders on an as-needed basis: no one has a higher ranking than anyone else, save for the Big Man himself. As such, you may all get chances to call the shots, but it will likely settle on whoever has better Leadership and Charisma, or maybe who's more experienced and combat savvy. Or maybe you guys will have secret agent types, I dunno. Stop asking me questions. I'm tired. [/hider] [hider=Attributes] [u][b]ATTRIBUTES[/b][/u] Attributes are the core values that determine your character's broadest capabilities. These, along with your bio, described skill set, and so on, will determine your SKILLS, which are more specific applications of your Attributes. Let me put it to you this way: martial arts would be a skill, something you hone and work towards, whereas your potential for effectiveness with martial arts would be determined by your physical strength and quickness. Actually, I think that just confused it more. Whatever. Note that your Attributes should accurately reflect your character's abilities. This system is designed for you to be unable to be good at everything. If you want to be a physical juggernaut, buffing up Strength and Constitution, that's totally cool-but you're going to suffer accordingly. This is not to discourage you from making a specialized character-no one in life is good at everything. There's something that everyone sucks at, and even amongst the elites of the Dreadnaughts, you're going to have some weak points. I would, personally, avoid a jack-of-all-trades character, but also avoid having crippling weaknesses. [i]STRENGTH[/i] Strength is an indicator of raw physical power. No finesse, no focus, just brute force. Someone with a lot of Strength would be best suited for wrestling or football.Those with high Strength will find tasks involving muscle and power much easier-this can range from carrying more ammunition (think: two belts, over your chest, like a boss, and you so swole you don't even feel that shit on you) to being able to pick up and carry your weaker, less-manly comrades when they get hurt. Why'd they get hurt? Because they can't lift half as much as you can. Because you're strong. Because you picked up Bane in one hand and Mike Tyson in the other. Because you piss pure testosterone. Need I go on? No, I don’t, because all these words are hurting your underdeveloped brain. Strength, in short, will affect tasks that require brute force-melee and unarmed combat, how quickly your character fatigues, what weaponry they’re capable of using easily, etc. [i]DEXTERITY[/i] Dexterity is a measurement of coordination, precision, and reflexes. Someone with Dexterity would be best suited for gymnastics, marksmanship, or, the most prestigious of all sports, parkour. Those with high Dexterity will find tasks involving accuracy or speed to be much easier-by the way, speed here is more like reflexes or moving quickly, not a faster mile time or anything. Dexterity will be necessary for gunslingers and infiltrators alike, and also anyone who wants to be able to help their squad win the Dreadnaughts Annual Beer Pong Competition. While your more sluggish, tortoiselike comrades are busy getting shot and suckerpunched, you'll be standing in the center of the hurricane, seeing the world in bullet-time. Dexterity, in short, will affect tasks that require precision and reflexes-quick draws, marksmanship, and defusing bombs are examples of tasks you want to be Dexterous for. [i]CONSTITUTION[/i] Constitution is a measurement of health, physique, and durability. Someone with high Constitution would be best suited for rope-a-dopeing their enemy in boxing, or maybe cross country running. Because college is not going to pay for itself. Those with high Constitution will find that they get tired more slowly, that those poison darts they just got hit with don't really seem to be doing anything, and that if you miss those vaccines you're supposed to get every few years, you'll still turn out okay. Constitution's important for anyone who doesn't want to get left behind during daily PT will want to invest a few points here. When your platoon gets hit with toxic gas, the little bitches you are contractually bound to call "squadmates" are gonna be passing out. You're the sort you can eat six steaks a day and not gain a pound, although maybe that has something to do with the twelve back-to-back three minute miles you run each morning. Constitution, in short, will affect tasks that require physical wellness and toughness-resistance to disease, injury, and poison, your endurance, and your resiliency are all factors that are determined by Constitution. [i]CHARISMA[/i] Charisma is a measurement of charm, social capabilities, and rhetoric. Those with high Charisma would be best suited for stealing your girl while you're busy playing football or running cross country. Those with high Charisma will find that they can smoothtalk even the most stubborn of adversaries, analyze the insecurities of the people they're talking to, and never go home alone after a night on the town. Charisma will influence your ability to win over others, boosting morale and subtly influence their behavior. After all, why get yourself shot when you talk some dumb bastard who dumped all his points into Strength into doing it for you? You'll be at the base, asking (read: ordering) Belroth for a raise while he shines your shoes Charisma, in short, will affect interpersonal tasks: persuading others to join your case, selling elaborate lies off the cuff, and leading your flock of sheep-like comrades into the fray are all skills affected by Charisma. [i]WISDOM[/i] Wisdom is a measurement of life experience, discipline, and sagacity. Those with high Wisdom would be best suited for being team captain of any sport, finding that they could apply themselves to succeed in any situation. While the Charisma guys are off making the chicks swoon and the Dexterity asshole is throwing playing cards into a brick wall, you'll be sitting in your room, quietly contemplating the nature of warfare. Is a mercenary's role just, or are you merely an extension of the military-industrial complex? Also, like, what if the color blue that you see isn’t the same as the one I see? Those with high Wisdom are patient, natural leaders, and unshakable in even the most high intensity of situations. They're the sorts of people that others turn to during stressful times. Also, they can say the most bullshit things ever, but as long as they stare off into the distance and say it in a really Zen way, people will totally buy it. Probably even get it tattooed on their chest or something, too. Wisdom, in short, affects your calmness and clearmindedness-those with a high Wisdom are more resilient to psychological trauma, more capable of helping to calm others and keep them focused, and more disciplined and focused on the task at hand. [i]INTELLIGENCE[/i] Intelligence is a mensuration of one's intellectual capabilities. Perchance the lesser combatants of the Dreadnaughts paramilitary organization lapse into monosyllabic churlishness when they endeavor to convey their eloquence and cognitive-okay, I'm getting sick of this shit. Intelligence. You might get your ass kicked by the football team, but you've got Ivy Leagues as your fallback schools. Those with higher Intelligence will have superior problem-solving skills, more knowledge to draw from, and unparalleled analytical abilities. Also, you'll be crippled by student debt, but fuck it, when you're a neurologist who serves as the President's translator on the weekends, you'll pay that shit off in no time. Maybe, in a combat situation, everybody else will be firing wildly and running for cover. You'll be sizing up your surroundings like a modern-day Napoleon, maneuvering through the battlefield like a shark maneuvers through a sushi bar. And you kick ass at Jeopardy. In short, Intelligence affects mental and analytical skills-problem-solving, strategizing, and comprehending advanced concepts like internal medicine or engineering. [/hider]