[center][h3][i]"We determine the guilty. We decide the punishment."[/i][/h3] - Codex Arbites [img]http://wh40k.lexicanum.com/mediawiki/images/thumb/a/a8/ArbitesDH.jpg/310px-ArbitesDH.jpg[/img] [i]"They live there in that great plascrete tower surrounded by walls and razor wire, only emerging to seize some unfortunate who has transgressed against the Imperial Laws or to patrol the city to prove that it belongs to them. There are crystal lenses and sound wave detectors on that tower that can watch citizens and listen to their conversations 100 leagues away, Imperial spy satellites watch what they can't see directly and even the Governor fears them. They aren't from here and have nothing to do with us, no more than Orks or Eldar, if they have families or children we don't know about them and we don't care. They wouldn't so much as buy a glowbulb from us and we would not sell it to them. It's ironic that they have the rather benevolent title of [b]Arbitrators.[/b]"[/i] [sub]- Vorkas Zolowski[/sub][/center] The vast, galaxy-spanning Imperium of Mankind contains an untold number of worlds and an equally infinite number of cultures. The variety and flexibility of mankind is one of its greatest strengths and it has allowed the species to thrive in practically any environment. Even so, for the Imperium to be a single, cohesive entity, there must be a universal constant that binds the galaxy together. Many think that it is the God-Emperor and the Imperial Cult, that it is faith in our most holy Guardian that is what makes the Imperium what it is. And while it is certainly important, as faith inspires devotion more readily than any other cause, it is not what keeps the Imperium together. Belief in the Emperor takes many forms and expresses itself in many different ways. No, there is but one thing that is the same everywhere, unbending, unrelenting, unchanging. The [i]Lex Imperialis.[/i] The rule of law. And we are the law. The Adeptus Arbites is the galactic police force that keeps the entirety of the Imperial population in check, represented on every colonized world by a towering Precinct-Fortress inhabited by grim, faceless men and women in sinister black armor, strangers from off-world. Petty crimes like theft and murder are not what interest us, as those are investigated and punished by local enforcement agencies under the employ the planetary Governor and some of those are no better than hired thugs with a thin veil of legitimacy. We answer only to the Adeptus Terra and even the Governor is subject to our scrutiny. If the Holy Inquisition is the final line of defense against heresy, dissent and rebellion, the Adeptus Arbites are the first bulwark, poised and ready to strike against total subversion of Imperial law. We come when the local enforcers are out of their depth and we come without mercy. That brings me to the Hive World of Aphrodus Primaris, a seething mass of industrial pollution and overpopulation. Its spires tower miles into the smog and delve even deeper into the darkness of the rotting earth. It is populated by billions of souls and is absolutely rife with corruption. It has been this way for hundreds (if not thousands) of years but the level of unrest among the population has been steadily increasing. Crime, always a problem, is severely on the rise and there are whispers on the street of something far more sinister happening in the shadows of the Underhive. It is our sworn duty to find the cause of this unrest, suppress any potential seeds of rebellion or rioting, and crush whatever insidious infection lingers in the dark. [indent]Signed, in the name of the Emperor, Judge Kaelon Catulo[/indent] [hr][indent][h3]I N T R O D U C T I O N[/h3][/indent] Welcome to Strike Team Omicron, Arbites. Formed approximately two weeks before the start of this roleplay, Omicron is a self-contained investigative and tactical unit of the Adeptus Arbites designed to respond to the increased threat of societal upheaval on the Hive World of Aphrodus Primaris, as outlined in the fluff piece above. Omicron is one of several of such Strike Teams stationed around the globe and reports directly to Judge Catulo. It is sent to deal with unusual and exceptionally severe situations, fully equipped and trained to handle all manner of criminal transgression. As such, Omicron is a diverse group of Arbitrators and Specialists selected from the best of the best in the precinct. As directed by Judge Catulo, Omicron will be sent on a missions, details of which are provided by the game masters, and it is up to the individuals of the Strike Team to determine how they wish to tackle the objective. After successfully completing a mission, Strike Team Omicron will return to the Precinct-Fortress to receive new orders from Judge Catulo. The overarching plot will unfold itself throughout these missions but this system allows for short, self-contained stories that will be easier to play. Below follows all the information required for you to successfully complete your application to Strike Team Omicron. Any further questions can be directed at myself or my partner in crime [@Jbcool] in this thread. [hr][indent][h3]A P H R O D U S P R I M A R I S[/h3][/indent] Located within the Segmentum Obscurus, Aphrodus Primaris is a η-class planet, better known as a Hive World, populated by 32 billion humans. Most of the population are manual laborers that slave away in the planet's highly developed mining industry as the planet is very rich in rare minerals and metals. Several nearby Forge Worlds are heavily reliant on the output of Aphrodus Primaris and it is considered an alpha-priority world by the Adeptus Terra, which means it has a very sizable Planetary Defense Force (PDF) and Adeptus Arbites detachment. There is also an Adeptus Astartes Chapter, the Void Stalkers, that uses the planet as a recruiting ground. Whatever parts of Aphrodus Primaris aren't systematically being hollowed out by the mining corporations are covered in sprawling Hive Cities that house all of the planet's laborers and its aristocratic ruling elite. There are five such Hive Cities, each about the size of a continent, though the borders between the ever-growing cities has become harder and harder to see over the centuries. In theory, law and order in these cities is maintained by a local police force known as the Enforcers that answers to various magistrates of the Planetary Governor's administration. In practice, huge sections of the Hive Cities are lawless, toxic labyrinths where thousands of gangs fight each other for supremacy in the darkness of the Underhive. Only the Upperhive, the large spires that penetrate above the thick clouds of smog and acid rain, are safe havens of civilized society and order. The aristocracy maintain their own retinues of militant-bodyguards and, as such, the Enforcers are mostly focused on protecting the mining industry and ensuring the planet's output remains steady... something the corporations and trading guilds pay them handsomely for. It is but one of many examples of the corruption that is so widespread on Aphrodus Primaris. Some miscellaneous information: Aphrodus Primaris is the third planet in the solar system, revolves around the sun once every 845 days, and has no noticeable seasons. Most of the planet's oceans have evaporated or been drained and the planet imports nearly all of its food and water. The population is generally of fair complexion, increasingly more pale and gaunt the deeper into the Underhive you go, and dark-haired. The air is so polluted that, especially in the depths of the Underhives, it is toxic to off-worlders. Arbites forces wear a mandatory rebreather whenever they venture outside the walls of the Precinct-Fortress as a result. [hr][indent][h3]T H E P R E C I N C T[/h3][/indent] Because of the immense size of Aphrodus Primaris' cities and the incredibly dense population, the Adeptus Arbites have spread out across several Precinct-Fortresses. The main base of operations is located near the Upperhive of Saint Sarcage's Hive, the wealthiest and least polluted Hive City, opposite the Governor's palace and the Ecclesiarchy's largest basilica on the Square of Imperial Heroes. It is a large, ominous black structure easily the size of a cathedral that houses hundreds of Arbites equipped to wage a small war. The people that work there see the splendor and magnificence of the very best that Aphrodus Primaris has to offer on a daily basis. Strike Team Omicron is not so lucky. We are based out of a much smaller Precinct-Fortress on the other side of the globe. It is situated on the edge of Rancunhive, officially designated as Precinct S-12, one of the poorest and most crime-ridden areas of the planet. It is part of the larger city of Macaroth's Splendor, an ironic name for such a revolting place to live. Rancunhive houses more than all of the workers of one of the largest mining operations currently active on Aphrodus Primaris, known colloquially as the Deep Dig, located to the west of Rancunhive. Enormous quarries and tunnel systems have been excavated out of the earth and the smog exhaust of the vast digging machines blots out the sun in Rancunhive on a frequent basis. These mining workers frequently form gangs and try to supplement their meager wages with less-than-legal means, like narcotics, exploitation of prostitutes and racketeering. Eventually, they quit their day job entirely and turn to a permanent life of crime in the lightless, sub-surface depths of Rancunhive. They battle for territory, raid nearby rivals and terrorize the more innocent and hard-working civilians. The local Enforcers barely deal with them at all as long as the activity in the Deep Dig itself isn't disturbed. When these gangs wars spiral out of control, the Arbites sometimes step in to intervene and restore order with a brutal smackdown that doubles as a population cull. Some of the most infamous gangs that are known to the Arbites are the Bloody Sickles, the Grinning Jesters and the Tunnel Rats. There is also a group of zealous priest-thugs, the Emperor's Wraiths, that haunt the subterranean tunnels and fight all those they deem unworthy of the Emperor's light (namely the other gangs). Life gets better further up the Hive. The very tip of the Upperhive, above the smog, houses the elite, including local magistrates, corporation officials and trading guild executives. These elite citizens form a local council known as the Rancunhive Collective. Together they decide local rulings, trade agreements with foreign entities and all sorts of underhanded dealings. They are decidedly not friendly with Arbites Precinct S-12. Below them live the ordinary, Emperor-fearing workers who don't want any trouble and just live out their lives as best they can. [hr][indent][h3]S T R I K E T E A M O M I C R O N[/h3][/indent] Before I continue, let me briefly explain the general nature of the Arbites organization. It can be broadly divided into two divisions; the Judges and the Arbitration. Judges are the dusty old men who have memorized thousands upon thousands of pages of the [i]Lex Imperialis[/i] and know exactly what is and isn't against the law. They decide the eventual punishment in long and complex cases against high-ranking individuals and direct the actions of the militant branch in the field. They are the brain, and the Arbitrators are the brawn. Strike Team Omicron is, essentially, a fledgling and growing team of Arbitrators and supporting Specialists created by Judge Catulo to rapidly respond to any and all situations out in the field without ever having to call for backup. More than just a squad of armored Arbitrators, Omicron has it all; Combat Medics, Verispex Adepts, a Chaplain, etc etc. The following roles are available to play. [hider=Strike Team Omicron][indent][b]ARBITRATORS[/b][/indent] These are the highly trained combat specialists that are responsible for performing arrests, breaking up riots and summarily executing those felons that resist. All variants are equipped with a primary firearm, a secondary firearm, a melee weapon and a Suppression Shield, and wear Carapace armour. [b]Arbitrator:[/b] The bread and butter of Strike Team Omicron and guardians of order and the rule of law within the Imperium. Implacable, unrelenting, and nigh-on impossible to kill; they are the Emperor's justice manifest. Most common rank of Arbitrator an ordinary Imperial citizen will come into contact with, usually to his or her misfortune if they have broken the law. Makes up more than half of Omicron's numbers. Follows the Commander's and the Sergeant-Arbitrators' orders but retains relatively great autonomy. [i]Availability:[/i] ∞x [b]Shocktrooper:[/b] Paramilitary combat troops that carry out no-knock raids and assaults on fortified locations. First through the door in scenarios where strong resistance is suspected. Experts in heavy weapons and explosives. [i]Availability:[/i] 1-3x, depending on player count. [b]Mortiurge:[/b] An Arbitrator that takes on the role of a sanctioned killer rather than a servant of the law. Specially trained to operate independently both as sniper overwatch and close-quarters gunfighter, away from the rest of the Strike Team. Access to special wargear. Due to the singular nature of the character, exceptional character sheet is required. [i]Availability:[/i] 1x [indent][b]SPECIALISTS[/b][/indent] The supporting staff that elevate Omicron from ordinary Arbitrator squad to self-contained unit capable of fielding all necessary expertise in any situation. While still very capable fighters, the Specialists focus on their respective trades more than their combat skills and will generally be outclassed in a fight by the Arbitrators, both in equipment and in capabilities. Specialists give up the Suppression Shield in order to carry the tools of their trade into the field. Additional rules may apply. [b]Combat Medic:[/b] Trained in first aid and battlefield surgery, the Combat Medic is responsible for Omicron's physical welfare and health. Equipment includes gauze, bandages, scalpels, needle & thread, stimpak, painkillers and bonesaw. [i]Availability:[/i] 2x [b]Verispex Adept:[/b] Forensic investigators that use cutting-edge technology to inspect crime scenes, test samples and overcome cyber-security. Also responsible for various tech-tasks like auspex scans, monitoring local Vox-networks and meticulous record-keeping in the field. Adepts wear the Verispex armour, which symbolically resembles Arbitrator carapace armour but is far lighter and more comfortable. It contains a variety of special tools and scanners, including an auspex, long-range Vox-caster, chrono, combi-tool and data-slate. [i]Availability: 2x[/i] [b]Tech-Regulator:[/b] Where the Verispex Adept is responsible for using all sorts of technology, it is the job of the Tech-Regulator to make sure it all stays functional. Skilled in maintaining and repairing vehicles, weapons and various gadgets and carries the necessary tools to perform said tasks in the field. Could potentially be a bonafide Tech-Priest of the Mechanicus merely attached to the Arbites if so desired by the player. If so, the Tech-Regulator does not wear Carapace armor but instead Enginseer robes dyed black. [i]Availability:[/i] 2x [b]Chaplain:[/b] Where the Combat Medic sees to injuries in the flesh, the Chaplain is responsible for the spiritual, mental and religious well-being of the Strike Team. Well-versed in the dogma of the Imperial Cult and exceptionally devout. Carries a copy of the [i]Imperial Creed[/i] in book form as well as the incense and oils necessary for both blessings and last rites of Arbites that die in the field. [i]Availability:[/i] Currently unavailable. [b]Chastener:[/b] Nice way of saying 'torturer'. Responsible for interrogating prisoners in order to obtain information or confessions, a frequently lethal process. Utterly pitiless individual. Carries various tools of torture into the field; be creative. [i]Availability:[/i] 1x [b]Investigator:[/b] The sharp mind that guides Omicron's actions in developing and following leads. Heavily cooperates with the Verispex Adepts and the Chastener in their line of work. Can potentially be a sanctioned psyker in order to divinate the truth or obtain information through supernatural means. Due to the important nature of the character, an exceptional sheet is required. [i]Availability:[/i] 1x [indent][b]OFFICER CADRE[/b][/indent] The first among equals, the officer cadre are all Arbitrators distinguished by rank alone. They use the same wargear as other Arbitrator variants. [b]Strike Team Commander:[/b] Leads Omicron into the field. Answers directly to Judge Catulo and has nearly limitless authority otherwise, as even Planetary Governors fear the Adeptus Arbites. Experienced and fearless Arbitrator. The position of Commander and Specialist are mutually exclusive; aside from leadership, the Commander has no utilitarian skills. Due to the importance of the role, an exceptional character sheet is required. [i]Availability:[/i] 1x [b]Arbitrator-Sergeant:[/b] Makes sure the Commander's orders are carried out and enforces discipline among the troops. Grizzled veteran Arbitrators that don't take shit from anyone. Like the Commander, Specialist and Sergeant are exclusive roles. [i]Availability:[/i] Currently unavailable.[/hider] [hr][indent][h3]A R M O U R Y[/h3][/indent] This list details the various pieces of wargear available to the members of Strike Team Omicron. Pick and choose your equipment and make sure that it is available to the role you wish to play. [hider=Armoury][indent][b]PRIMARY FIREARMS[/b][/indent] [b]Combat Shotgun:[/b] Standard-issue weapon for all members of the Adeptus Arbites due to its reliability and power in close-quarters combat; an important attribute considering the dense and crowded nature of a Hive City. Easy to fire, reload and maintain and will probably never jam. Solid choice for any Arbitrator or Specialist. [i]Available to:[/i] All roles. [b]Autogun:[/b] Fully or semi-automatic rifle that fires high-velocity solid ammunition. Shotguns remain powerful at distances of up to 40 meters but the autogun becomes significantly deadlier beyond that and the larger ammo capacity of its magazines make it easier to take down small groups of opponents. Can be used with armor-piercing (AP) ammunition to increase potency against vehicles and light armor at the expensive of sheer flesh-rending power. Not as easy to use and significantly less potent in close-quarters, however. May jam occasionally. [i]Available to:[/i] All roles. [b]Lasrifle:[/b] An energy-based alternative to the autogun, the lasrifle is the signature weapon of the Imperial Guard where it is mostly used for its reliability and the high ammunition count of its rechargeable power packs. The lasrifle has no penetration power and suffers against armored targets but it is supremely easy to use and will never jam (though it can potentially overheat after extended use). [i]Available to:[/i] All roles. [b]Bolter:[/b] High-caliber automatic rifle that fires a self-propelled explosive 'bolt' which explodes with devastating effect once it has penetrated its target, effectively blowing it apart from the inside. The bolter is a double-edged sword that balances unparalleled firepower against difficulty of use due to its massive recoil, cumbersome weight and size. Too unwieldy for Specialists to bring into the field and too expensive to be issued to rank-and-file Arbitrators. [i]Available to:[/i] Shocktrooper, Arbitrator-Sergeant, Commander. [b]Grenade Launcher:[/b] When the bolter isn't explosive enough, you bring this bad boy. Its revolving drum magazine houses six grenades that explode on contact after being fired in an arc. Capable of taking down multiple targets (anything from unarmored civilians to light tanks) with a single shot but difficult to use and slow to reload. Low ammunition count due to the large size of the grenades. [i]Available to:[/i] Shocktrooper. [b]Heavy Stubber:[/b] Also known as a heavy stub gun, the heavy stubber is a projectile weapon that fires large-caliber bullets able to stop a man dead in his tracks at a high rate of fire. Its long barrel gives it more accuracy than the bolter and the prodigious ammunition count from its hefty magazine means it is undeniably the best weapon for use against hordes of lightly-armoured combatants and vehicles or to suppress enemies behind cover. Comes with a stabilizing harness that allows it to be used without a tripod. Prone to jamming after extended use. [i]Available to:[/i] Shocktrooper. [b]Sniper Rifle:[/b] An assassin's weapon capable of taking down soft targets with a single shot at any distance or stopping a vehicle in its tracks with a well-placed shot to the engine block. Comes with a powerful telescopic sight and a suppressor. Its extremely long barrel and low rate of fire make it all but useless in close-quarters combat. [i]Available to:[/i] Mortiurge. [indent][b]SECONDARY FIREARMS[/b][/indent] [b]Stub Gun:[/b] Simple and robust semi-automatic weapon that fires low-caliber slugs only potent versus soft targets, but reliable in a pinch. Easy to use and requires barely any maintenance. Doesn't jam often. [i]Available to:[/i] All roles. [b]Autopistol:[/b] The stub gun's aggressive and spastic brother. Capable of emptying its clip within a split second, the autopistol fires a barrage of caseless shells that can riddle a target full of holes before they can react. Prone to jamming and highly inaccurate but useful when your life is on the line. [i]Available to:[/i] All roles. [b]Laspistol:[/b] Smaller version of the lasrifle. Same advantages and disadvantages as its big brother, but even less potent versus armor. [i]Available to:[/i] All roles. [b]Hand Cannon:[/b] Kicks like a mule and hits like a truck, the handcannon is a powerful sidearm for when you absolutely, positively need to stop an enemy in their tracks. The large slugs it fires punch clean through flak and even carapace-armour and will take a man's head clean off with a single shot. Low rate of fire, high recoil and small ammunition count make it difficult to use. Prone to jamming. [i]Available to:[/i] All roles. [b]Bolt-Pistol:[/b] Very similar to the hand cannon when put into practice but easier to use and maintain. Status symbol throughout the Imperium and will as such only be found in the hands of a decorated individual. [i]Available to:[/i] Arbitrator-Sergeant, Commander, Mortiurge (potentially dual-wielded). [indent][b]MELEE WEAPONS[/b][/indent] [b]Power Maul:[/b] This is the undeniable signature weapon of the Adeptus Arbites. Perfectly suited for law enforcement and riot control, the power maul is a heavy mace-like weapon that features a crackling power field around the business end of the stick. On low settings the power maul is capable of stunning its targets, allowing them to be taken in alive or simply left unconscious in the wake of an Arbitrator breaking up a riot. On high settings, the power field can smash holes in a wall or blast a man's limbs clean off. Too heavy to be carried by some of the Specialist roles on top of their equipment and not suitable for the sinister role of the Mortiurge. [i]Available to:[/i] Arbitrator, Shocktrooper, Chaplain, Investigator, Arbitrator-Sergeant, Commander. [b]Shock Baton:[/b] Smaller cousin of the power maul. An extendable and easily concealable baton that is capable of dispensing reasonably potent electric shocks that cause fierce pain and seizures, similar to a taser. [i]Available to:[/i] Combat Medic, Verispex Adept, Chastener and Tech-Regulator. [b]Combat Knife:[/b] When a more elegant and lethal solution is required. The combat knife is essentially a foot-long dagger with a serrated, mono-molecular edge capable of cutting or stabbing through armor and flesh alike. [i]Available to:[/i] Mortiurge. [b]Power Sword:[/b] Balanced and master-crafted longsword that features a power field similar to the power maul, but aligned with the blade's edge and designed to aid the weapon's slicing and thrusting purposes instead of bashing holes into things or people. A leader's weapon with symbolic and tangible power. [i]Available to:[/i] Commander. [indent][b]TERTIARY EQUIPMENT[/b][/indent] [b]Suppression Shield:[/b] Large, rectangular shield that covers the wielder's entire body from head to toe. Bulletproof and features an electro-shock unit. The electricity is discharged into the first unfortunate individual the shield contacts squarely and is capable of knocking targets out cold and pushing them back. Carried on the wielder's back when not in use. Features a circular slot in the upper right corner of the shield for the wielder to poke the barrel of a firearm through so they can fire while advancing behind the shield. [i]Used by:[/i] All Arbitrators, Shocktroopers, Arbitrator-Sergeants, Commander. [b]Specialist Gear:[/b] What this exactly means varies from Specialist to Specialist, but this refers to all the equipment that replaces the Suppression Shield. Specialists carry their gear in a backpack padded with ballistic fiber and explosive-resistent padding to safeguard it in the field of battle. [i]Used by:[/i] All Specialist roles. [b]Carapace Armor:[/b] Standard-issue armor for all members of the Adeptus Arbites. Provides very significant protection against small arms fire and most primitive melee weaponry. Arbitrators clad in this armor and wielding the Suppression Shield are nigh unstoppable versus the gross majority of criminal elements in the Imperium. It is, however, rather large and unwieldy, consisting of several rigid plates of ceramite molded to fit the body of its wielder. Acts of athleticism and acrobatics are heavily restricted. The Verispex Adept wears the Verispex armor instead, which incorporates elements of flak-armor instead and provides significantly less protection. Suits of carapace armor on Aphrodus Primaris include an all-enclosing helmet that features a rebreather in order to deal with the noxious industrial fumes that are dangerous to an off-worlder's health. The helmet also has a vox-bead so nearby members of the Arbites can communicate with each other at distances of up to a kilometer. The visor can switch to several modes and frequencies, including night vision and infrared. [i]Used by:[/i] All roles except Verispex Adept and if a Tech-Regulator is a Tech-Priest instead. [b]Grenades:[/b] Every member of the Adeptus Arbites carries at least a few grenades into battle. Available variants are the anti-personnel frag grenade, the anti-vehicle krak grenade, smoke grenades, non-lethal knock-out grenades and concussion grenades (essentially flash-bangs). [i]Used by:[/i] All roles. [b]Plastic Explosives:[/b] Used to blow anything that deserves it to kingdom come. Reinforced plasteel doors, tanks, housing blocks -- you name it. Has a sticky surface that allows it to be attached to anything and a timed fuse. Replaces grenades. [i]Available to:[/i]Shocktrooper.[/hider] [hr][indent][h3]C H A R A C T E R S H E E T[/h3][/indent] Please post your character sheets in the comments below so Jbcool and I can review it. Do not post it in the Characters tab until we have approved your character. I welcome constructive criticism from [i]all[/i] parties involved, so if you see someone else post a character sheet and you have a suggestion or two to make that character even more interesting, please do so politely in this thread. It's helped me before and I would like to extend that experience to others. I'd like to take this moment to emphasize that I am from the old guard of Advanced roleplayers, back when this section was a highly elitist clique of self-aggrandizing writers who considered themselves super skilled. Fear not, I am not one of them, [i]but[/i] I do have higher standards than what I generally see in this section today. Please put in the extra effort to make your character sheets and posts free of any glaringly obvious spelling, grammatical and syntax mistakes. English isn't my native language so I will let minor stuff slide. I'll probably make those mistakes myself -- or, hell, not even notice them. Quick note: the Adeptus Arbites are a highly skilled, disciplined and dedicated organization. Edgy lone wolves and arrogant pricks have no place in a force like this and won't be accepted. On top of that, nobody's perfect, so I hope not to see any holier-than-thou flawless Gary Sue characters either. [hider=Character Sheet][b]NAME:[/b] Self-explanatory. Can be as exotic as you like since none of the Arbites are actually from Aphrodus Primaris. [b]HOMEWORLD:[/b] To reiterate: all of our characters are [i]off-worlders.[/i] They grew up elsewhere and have been deliberately assigned to police a world that is not their home. This is done to reduce any chances of corruption and favoritism with the populace. Please describe your character's homeworld here and how that has influenced their personality and outlook on life. [b]AGE:[/b] Anywhere from a fresh recruit (20+) to a grizzled veteran (maximum of 120~ with juvenat treatments). [b]GENDER:[/b] Male or female. The Imperium is no place for genderfluid or genderless people. I know; bigoted, right? [b]APPEARANCE:[/b] What does your character look like beneath their armor? A detailed written description is mandatory though this [i]can[/i] be supplemented with reference images tucked away inside a hider. [b]ROLE:[/b] See the list above. Please make sure your desired role is available before continuing with the rest of your sheet. I will keep the list updated daily. [b]UNIFORM:[/b] Please detail what your character's armor looks like. All suits of carapace armor are painted black and always will be painted black, but some level of personalization and customization is allowed among the Arbites forces on Aphrodus Primaris. Perhaps some personal heraldry on the shoulderpads in the style of the Astartes or a ghastly grin painted on the rebreather. Stuff like that. [b]EXPERTISE:[/b] All members of Strike Team Omicron have basic military and law enforcement training but the various roles all excel in different areas, and among those different individuals have different specialties. Please detail that here. Feel free to include miscellaneous skills like card games, arts and crafts and such. Even the Arbitrators have hobbies! [b]EQUIPMENT:[/b] Please list your character's gear here and please do so in the following format. Feel free to customize your gear with attachments and cosmetic personalizations, but remember that the base paint job of any piece of equipment and weaponry is black. We're a grim sort. [indent][b]- Primary weapon:[/b] Pick from the list above. Make sure it is available to your role. [b]- Secondary weapon:[/b] Ditto. [b]- Melee weapon:[/b] You guessed it. [b]- Tertiary equipment:[/b] Once again, role-appropriate. Specialists have a relatively large amount of freedom to determine exactly what their backpack contains, so be creative. Think about what they would need to fulfill their tasks. This is also where you can list any miscellaneous stuff that I forgot. [b]- Mementos:[/b] Arbites are still people. What precious keepsakes does your character have with them? A necklace that once belonged to their mother, a picture of their family, or any other trinket with sentimental value. List them here.[/indent] [b]BIOGRAPHY:[/b] This is where you provide me with a [i]reasonably[/i] detailed account of your character's life. Important fact: All Arbites are recruited through the Schola Progenium, an Ecclesiarchy-run organization that takes in and trains orphaned children of high-ranking Imperial officials to provide the next generation of elite individuals. Now, I don't need to know exactly how they were trained or the details of every operation they've been a part of since joining the Arbites, but the following areas of your character's history are key. 1. Formative years of youth on their homeworld, 2. The nature of their parents and their death, 3. Their experience in the Schola Progenium and Arbites training program, 4. Their 'big case'. What has your character achieved that has drawn the attention of Judge Catulo and made him assign your character to Strike Team Omicron? Give me at least three solid paragraphs but feel free to be as thorough as you like. An additional thing to consider is if your character has a relationship or any children of their own in the Precinct-Fortress. I won't rule out the possibility -- they're still people and people breed. The lore doesn't explicitly forbid this so neither will I. [b]PERSONALITY:[/b] What kind of person is your character? How have the events of their life influenced them? Have they taken well to the life of an Arbites on Aphrodus Primaris? None of the Arbites are sweethearts, exactly, but there's a measurable difference between a dedicated Arbites and a cynical asshole with no regard for civilian life. Outline that here, please. [b]MISCELLANEOUS:[/b] Just in case I forgot anything.[/hider] [hr][indent][h3]G A M E P L A Y & R U L E S[/h3][/indent] The actual meat of this RP consists of various missions that Strike Team Omicron is sent on by Judge Catulo. Should we gather enough members and a sufficient variety [i]and[/i] redundancy of roles, Omicron will split up and pursue several missions at once. Members will be selected based on their roles & skills to form a complimentary and wholesome squad. Once Judge Catulo has given his orders, it will be up to the players to determine how they wish to tackle their objective or solve their case. The gamemasters (myself and Jbcool) will provide all the necessary information and dictate the setting of the mission. Now, to make sure that the gameplay remains interesting and possibly challenging, I will borrow some elements of tabletop gaming and include a dice roll for every round of posting that determines the success of your character's actions to a certain degree. It will still be up to the player to interpret the consequences of these rolls and exactly [i]how[/i] the character succeeds or fails. I expect a gentleman's agreement between the gamemasters and the players that writing will be fair and in the pursuit of an interesting narrative instead of personal success. I do not tolerate powergaming. However, fear not: I will not callously or pointlessly have your characters killed off. An overarching plot will unfold itself throughout these missions but this system allows for self-contained stories that will be easier to play and manage. Non-combat specialties like the Chastener, Investigator and Verispex Adept will play a little minigame with me when those characters put their respective skills to use. Based on how their dice rolls play out and the written actions of the character (a more thorough and descriptive act of torture by the Chastener yields better results, and the same goes for application of the Verispex Adept's tools, etc) myself or Jbcool will send a PM to the player with the information that their character gained during the application of their skills, like an interrogation or crime scene investigation. This information can then be used however the player sees fit. The rules are quite simple: be Fonz-cool, don't control other people's characters and the gamemaster's word is law. All of our decisions are final. We're here to have fun, please don't make it difficult for anyone else to do so. For those of you who didn't notice, I [i]am[/i] a moderator, so be on your best behavior. ;) That's it! Questions can be directed at myself and Jbcool in this thread. I look forward to writing with you all.