This RP idea took about a few years in the making, but it's time to go do it again. Military RPs are fun and all, but this one's something that doesn't take itself much too seriously given this squad's eccentric selections and in a near future setting (15-40 years from now- left ambigious to your imagination). Taking influence from everything from an awful lot of video games- Titanfall to MGS, COD to Arma and Bad Company among many others- with a sprinkle of a little insanity on top and a teeny bit of grounding, this RP isn't exactly focussed on absolute tactical precision nor complete fantastical elements- but the ground in between, with a mobility-classed system and characters that don't come up in most military RPs, as well as the backgrounds that don't often go into them. Sure, there is SOME tethering to make sure you don't take the piss- but more or less, this is a bit of a extravagance. This is about having a little uniqueness with your character- and bringing something a little more exotic to the table. Yes, maybe the weaponry might be real- but there's a focus on the rule of cool, and while that some people may suggest is a downfall....if you're the sort of person who can make rule of cool stick to a wicked plot and add something via a character, count yourself in. This RP is about having a laugh- and well, writing characters with a little comedy (however that works for your character!) helps to grease things along, because the team isn't your usual team of dry militaristic types, but charismatic, developed and cool characters. Simply put, it's a mesh of military influences infused into a much more over-the-top style. There will be ridiculous characters, and ridiculous opponents. While we are still grounded to our world, this isn't the most rooted RP. Interested? Read on. ------------------------------------------------------------------------------------------ The Setup: Foxtrot Oscar (FO) is a mysterious task force, working against the forces of international anarchist terrorist groups in the near future, often who are armed with quite fantastical and advanced technology- or nefarious political aims. Al-Qaeda it isn't, so in come our operatives. In a world where mechs are prototypes, exoskeletons, jump-packs, optical cloaking and various other technologies are around the corner, the tide is coming in....and FO stands in its path. Where an SF team cannot penetrate, they come in. When a politician needs to go, they come in. When you have eight foot mechanized armored soldiers trying to breach a high-security Gulag and you need those fuckers removed, they come in. Foxtrot Oscar views the world as a little too conventional, and when things are beyond the sanity of any force on the planet, they exist just to keep things from spilling over. They're the people that stop the world ending as we know it. Problem is, they're a little dysfunctional- and well, they're not all the most....professional of soldiers. Or spies, or agents, or well, anyone who is capable of getting involved. So, they are beyond what you would normally call a sane bunch of men and women, but are what little stands between some of the most technologically advanced and well armed forces of natures nobody even hears about on the news from making the world a miserable place. Not just "terrorists". Far more sinister forces are at work, and sending Delta Force or the SAS is no longer the solution. For an asymmetrical and superior force, you need your own mirror. But you're gonna have a band of entertaining misfits if you want the best of the best. A lot of people who don't play to the rules, or make their own. This fractuous team is Foxtrot Oscar- and you're invited for the ride. ---- Background: Not much is known about Foxtrot Oscar as an organisation- only that it has shadowy links to the previous [url=https://www.roleplayerguild.com/topics/29503-team-scimitar-an-over-the-top-military-rp/ic]"Team Scimitar"[/url], a prior semi-independent mercenary group that similarly fought against a range of terrorist threats and organisations. Though since those days, plenty has evolved in terms of technology and equipment used- and the organisation appears to silently select those who it wants through a contact named "Oracle", who recruits operators on a selective basis. FO after all, is the boogeyman that spies, special forces and various government agencies can't even confirm exists. Based out of a formerly abandoned mining facility high in the Swiss Alps, FO has access to a short runway, as well as a bunker complex built into the side of the mountain- housing a firing range, armoury, R&R facilities (including a pool, of all things!), training rooms and brefing facilities that allow it to be a home away from home- out of sight and visuals from prying eyes. -------------------------------------------------------------- [hider=If you're interested, click me] So Now What? Interested then? Well, here's how it works. The RP functions around approximately six characters (can be more or less!)- and focusses upon the team having different skills and specialities, as well as entirely different approaches to combat. While there's three main classes, within those their playstyle may be completely different- and may bring a very unique ability that is class-defying. Each character can also have a path to upgrades- after each operation, they are able to use new technologies, experimentally given out to help them get a further edge. While I'm not someone to put into place strict rules, I'd prefer two of each in each class and a male and female in each class to really help the flavour of the RP gel (we can't have all infiltrators!), as well as a bit more variety in origins- but will happily accept anyone who has an interesting idea and can make it work, irrespective. This isn't all prescriptive- they're put in as ideas and to start of the process of what the team might look like. ------------------------------------------------------------------------------------------------------------------------------ "Light" or "Stealth" Characters These characters are all relatively unarmored, unable to stand up to much in a firefight- often only coming to that as a necessity. But they have ludicrous amounts of mobility and are able to provide support and some assault help in different ways from different perspectives- they're snipers or infiltrators, hackers and parkour specialists- with these characters often being the masters of stealth thanks to their talent and optical cloaking. They're agile, often more than not to almost cat-like levels of speed, freedom of movement using various tech such as grappling hooks to wall-adhesive gloves- and capable in CQC thanks to Krav Maga or other fighting styles. They're potent at working on their own, but as a part of a wider team, add an enhanced intelligence and support function. They often work as good hackers and sabotage experts given this, working in the shadows of the main team's work- and have the widest range of infiltration and exfiltration equipment, ranging from wingsuits to diving kit. Five Common Talents: -Excellent at sneaking and stealth -High levels of agility (Parkour) -Sabotage (Explosives, Mines) -Hacking -Sniping -------------------------------------------------------------------------------------------------------------------------------- "Medium" or "Assault" Characters Characters who are well armored, able to take a few rounds, but not like the "Heavy" characters- they are a comfortable in between. They form the assault element of fire- and they offer a lot of versatility through carrying a lightweight exoskeleton- using jump-packs to double jump, wall run and basically throw themselves up into positions that often none of the team could, allowing them to hammer fire from pretty much any angle using slightly heavier weapons than a typical SOF operator would use- be that LMGs, automatic shotguns, MGLs and high-capacity SMGs. The closest comparison one can think of are the "Pilots" from the Titanfall universe- a perfect blend of fast and hard-hitting in a hot firefight. They're nowhere near as agile as the lights, but offer a lot more momentum- allowing them to flank and provide fire from any angle. They also have special abilities of their own that neither class has- be that the deployment of a personal protective bubble, heavier drone use, or anything else that pertains to the fact that they carry a bit more into the fight than a typical operator would. Talents: -Balanced Operative (Jack of all Trades) -Jump-Pack based mobility -Versatility -Unique Abilities -Specialist Routes Availible ---------------------------------------------------------------------------------------------------------------------------- "Heavy" or "Juggernaut" Characters These characters are giants. Literally, they're over seven foot and immensely tall, strong, and able to basically punch through anything they want. People, walls, armour, anything. And that's without their heavy armour! In their super-heavy armor clad in head to toe, are nigh on impossible to take out- which means that more often than not, they're the centre of attention, the guy or girl turning up fire to the next level, and FO has TWO OF THEM. Even up close, they're often absolute beasts in CQC without weaponry- often carrying melee weapons like an axe or a mace to club people they can't get with any of the plethora of weapons they carry. While a light might make that work through silently picking people off, a heavy will make those people shit themselves- one-on-four, you probably can't win that fight unless you're very specially skilled. After all, a heavy isn't often stupid if they've made it into FO- they're often far smarter than you think. The Mountain from Game of Thrones? Nah, this giant can do much, much more. They use heavy weaponry and carry even more support weaponry that puts them almost on the level with a mini-mech- from miniguns to automatic grenade launchers, flamethrowers to prototype electric or laser-based weaponry, or SMGs, heavy pistols, and all sorts of exotic secondary weapons that allows them to take on a wide variety of foes- specialising in AT on top of their usual anti-personel usage. For them, might is right- and bar much, they are incredibly difficult to counter. They're killable all right, but it takes a lot more than just bullets. They do suffer from the least versatility in infiltrations and their sheer size and operations weight means that they often need special methods of insertion. No less cool, of course. Five Talents: -An actual bullet sponge -Close Quarter Beasts -Versatility in Combat -Heavy Weaponry -Terrifying, centre of attention, frontline operatives [/hider]