Hey guys! First rp on here and I'm really excited! Team dynamic is big here as a spore diver it's your job to fill your role in the squad to the max to ensure you or your fellow divers don't end up something's meal or choking on their own foamy bile as a plant poisons them. These are the roles and the responsibility that accompany them. Scout: from the second you touch the Ground your sprinting for a vantage point. You move ahead fast and find all of the juicy scavenger holes. Guiding scavengers, gunners, medics and burners with you no one knows the urban jungles or how to survive in them better than you. Special wepon: white phosphors launcher. Eight shells. Single shot. Break action. Medic: you watch out for everyone. No ones going home in a box on your watch. You may not be particularly "skilled" but you get the job done and no one dies when your around. Special weapon: "the jumper." this air cannon fires a syringe of healing elixir for friends and nasty syringes of bone melting acid for anyone dumb enough to hurt them. 2 healing syringes 2 acid syringes Gunner: you've got the balls and you've got the trigger finger to back me up. Whether it's a mutant zombie trying to eat your face off or Light back gorangutans want to eat you like a pork roast you'll never stop shooting until they stop moving..or you do. Special weapon: tri-barrelled light machine gun. 80 round magazine. Gun powder launched, led based projectiles (bullets.) Burner: pyromaniac or not the plants have gotta burn. Thick jungle? No problem. Mutant trees trying to spear you on their branches? Ash. So whether your helping the gunner dust a Sabre cat or the medic cauterise a wound (ah ha ah ha...ow..) your always useful and never leave any doubt you'll get the job done. Special weapon: under mounted flamethrower. Large fuel cell, Flames ward off enemy animals. Scavenger: get in and get out are the words you live by. Every team needs a good scavenger. The less your out there the less chance you have to die. Move in, get the stuff, get out, go home. Easy peasy. The scout might find the location but the scav has to find and get it out. If it's even there at all. But don't worry. Scavs get ALL the chicks. Special weapon: steam hammer (no door or skull too thick.) A large steam piston that acts as a ram or a wicked melee weapon. No reload. Support: being seen is for stupid people. Blending into your surroundings is a natural talent for you and so is being a cheapskate with your bullets. Waste not, want not, is your moto and with every successful headship you feel better about your day. Support is dropped on to buildings and vantage points across the city where zip line networks and grappling hooks left by previous supports before you allow you to cover your squad like the Guardian angel of efficiency and death that you know you are. To bad your enemies never got to see you. Bet they'd be impressed. Special weapon: kinetic long gun. 20X scope. 8 round magazine. Fires molten metal projectile. Projectile fires with enough force to break a regular man's shoulder. It targets are usually broken in half. Bloody halves. Rules: be chill, no weapons or iteams too sci-fi like robots, space ships, plasma cannons, etc. But don't limit yourself! Character sheet Name: Age: Appearance: Talents: (pick three. Ex:repairing weapons, haggling, sneaking, etc.) *Gear: (pick 7. First aid kits, water, machete, anything you think you'll want right off the bat.) Personality: Role: Special weapon mods: (choose 1. Want that extended mag, an extra she'll or 2 or or do you just wanna tell me how the weapon is personalized to your characters taste? Go right ahead! (P.S visual enhancements don't count as a MOD per say but if you wanna throw it in as an extra to your chosen MOD be my guest!) *Note:you receive a Tesla reciprocating rifle, re breather mask and steam skeleton already. But that's it!