When White Forest successfully launched the rocket and closed the superportal, everyone in the Resistance thought they were one step closer to a possible eventual final victory against the Combine. Unfortunately so too did the Combine, and they responded as such, City 17 and the surrounding area was locked down, bringing in reinforcements from around the globe to keep the city contained and squash any Resistance elements within. Of course this meant the plan to find the Borealis, and keep it out of Combine hands would fail unless something was done quickly.
The decision was made to put everything they had into getting a team out of the city to hopefully get to the Borealis, and secure it before the Combine can use whatever Aperture had on the ship. The plan was drawn up quickly, they'd send a massive force led by Gordon Freeman so the Combine would believe it's importance to attack Combine locations on the southern end of City 17 this would draw forces from across the area to them to reinforce. Meanwhile a small but well equipped team would slip out of the city to the north. Once they got out it'd be up to them to reach the Borealis using the coordinates provided by Dr. Mossman by whatever means they could, eliminate any Combine element, and secure the ship's cargo.
The decision was made to put everything they had into getting a team out of the city to hopefully get to the Borealis, and secure it before the Combine can use whatever Aperture had on the ship. The plan was drawn up quickly, they'd send a massive force led by Gordon Freeman so the Combine would believe it's importance to attack Combine locations on the southern end of City 17 this would draw forces from across the area to them to reinforce. Meanwhile a small but well equipped team would slip out of the city to the north. Once they got out it'd be up to them to reach the Borealis using the coordinates provided by Dr. Mossman by whatever means they could, eliminate any Combine element, and secure the ship's cargo.
- No God-Modding.
- No Mary Sues
- Be Polite.
- Gordon Freeman has Hammerspace. Your character does not.
- Your character is mortal. So don't be dumb.
- Don't be dumb.
- If you don't post at least once every three days, the RP will move on without you. (exceptions can be made if you notify ahead of time)
- I'll allow one person to play as a Vortigaunt, PM me a CS if you're interested.
The CS
Name:
Age:
Appearance: (A detailed description or picture, no anime.)
Class: (I am employing a Class system because I don't want an HEV suit wearing Sniper with a gatling gun that has Doctorates in Scheduled Chaos Theory, and Medicine from Berkeley.)
Classes/Skills:
Need to get your car back up and running before you're overwhelmed by antlions, or a generator fixed so you can get that security door open? The Engineer is your man. The Engineer starts with a multi-tool, pipe wrench and crescent wrench in addition to their standard gear.
Skills:
- Torch Welding and cutting are useful in any situation, but especially if you want to get somewhere fast, or deny someone else access. You start with a torch that can be used for welding or cutting.
- Juryrigging You don't have the tools nor material to fix the problem, but that doesn't matter, you'll fix it anyway, at least temporarily.
- Designer That Strider cannon sure would look good on your car, and that Stalker laser would make a nice upgrade to your torch, you have the know-how to make these reality, the tools are another story.
- Toolkit Sure carrying around a toolkit is a bit cumbersome, but it's a small price to pay for the capability of fixing just about anything that it provides isn't it?
- Sweet Ride A pre-war relic, you got this baby up and running through blood sweat and hope. It's your pride and joy. You start with a small personal vehicle. (Motorcycle, ATV, Snowmobile, etcetera.)
Skills:
- Torch Welding and cutting are useful in any situation, but especially if you want to get somewhere fast, or deny someone else access. You start with a torch that can be used for welding or cutting.
- Juryrigging You don't have the tools nor material to fix the problem, but that doesn't matter, you'll fix it anyway, at least temporarily.
- Designer That Strider cannon sure would look good on your car, and that Stalker laser would make a nice upgrade to your torch, you have the know-how to make these reality, the tools are another story.
- Toolkit Sure carrying around a toolkit is a bit cumbersome, but it's a small price to pay for the capability of fixing just about anything that it provides isn't it?
- Sweet Ride A pre-war relic, you got this baby up and running through blood sweat and hope. It's your pride and joy. You start with a small personal vehicle. (Motorcycle, ATV, Snowmobile, etcetera.)
That force field that is blocking your path, that is no problem to the Tech Expert, they can have an entire Combine outpost shut down in minutes, cameras, turrets, force fields. You name it, if it's electronic, they can neutralize it. They start with a small tablet-like computer, and Civil Protection level Combine computer access, in addition to their standard gear.
Skills:
- EMP Tool The multi-tool of tech devices, this little thing can help speed up any process, and allows you to easily reprogram rollermines.
- Turret Whisperer You picked up a few valuable skills in your time, and one of those is how to reprogram Combine turrets.
- It's Friendly A while back you found yourself in the opportune position to study Combine scanners, once you were done pulling the thing apart you reprogrammed it to work for you. You start with a reprogrammed Combine Scanner.
- Nothing To See Here Long ago you changed your own identity, at least to the Combine. According to their records you're a high ranking official, this gives you access to all of their computers, and makes you recognized as a non-threat to Manhacks, and Scanners.
- Radio Scanner Being the genius that you are, you managed to fix an old police scanner, and rigged it to scan Combine frequencies. You start with a radio scanner.
Skills:
- EMP Tool The multi-tool of tech devices, this little thing can help speed up any process, and allows you to easily reprogram rollermines.
- Turret Whisperer You picked up a few valuable skills in your time, and one of those is how to reprogram Combine turrets.
- It's Friendly A while back you found yourself in the opportune position to study Combine scanners, once you were done pulling the thing apart you reprogrammed it to work for you. You start with a reprogrammed Combine Scanner.
- Nothing To See Here Long ago you changed your own identity, at least to the Combine. According to their records you're a high ranking official, this gives you access to all of their computers, and makes you recognized as a non-threat to Manhacks, and Scanners.
- Radio Scanner Being the genius that you are, you managed to fix an old police scanner, and rigged it to scan Combine frequencies. You start with a radio scanner.
They won't be winning any awards for groundbreaking medical innovation, they probably wouldn't even cut it as a medic in any pre-war military. The Medic does however know how to administer first aid better than anyone else here. The Medic starts with a first aid kit, in addition to their standard gear.
Skills:
- Medkit Say what you will about the Combine, they know medicine. In addition to your First Aid Kit, you start with a Medkit.
- Surgeon After awhile you have become alot more adept than you should be at this. IF someone has a life threatening wound, and surgery is the only option, that is ok, because you're qualified. IN addition you start with surgical tools.
- Patchwork Eventually you're gonna run out of medical supplies, and you'll need to fix somebody up. That won't deter you though, you're more than capable of making do with unorthodox medical techniques, a t-shirt, some duct tape, whiskey, and chewing on these leaves will hold them over for a day until proper medical treatment can be applied.
- Pharmacist Sometimes there is no time for bandages or surgery in combat situations, but you are prepared. You know the drugs that can keep them on their feet without killing them, a shot of this, a few of those pink pills, and smoke a gram of that, and you'll be feeling good as new. You start with a bag of various drugs.
- Master Interrogator Torture is such a strong word, you're an interrogator, and quite a good one at that, you know just where to cut to make them scream, and if that doesn't work, you have chemical aids. You start with one syringe of truth serum.
Skills:
- Medkit Say what you will about the Combine, they know medicine. In addition to your First Aid Kit, you start with a Medkit.
- Surgeon After awhile you have become alot more adept than you should be at this. IF someone has a life threatening wound, and surgery is the only option, that is ok, because you're qualified. IN addition you start with surgical tools.
- Patchwork Eventually you're gonna run out of medical supplies, and you'll need to fix somebody up. That won't deter you though, you're more than capable of making do with unorthodox medical techniques, a t-shirt, some duct tape, whiskey, and chewing on these leaves will hold them over for a day until proper medical treatment can be applied.
- Pharmacist Sometimes there is no time for bandages or surgery in combat situations, but you are prepared. You know the drugs that can keep them on their feet without killing them, a shot of this, a few of those pink pills, and smoke a gram of that, and you'll be feeling good as new. You start with a bag of various drugs.
- Master Interrogator Torture is such a strong word, you're an interrogator, and quite a good one at that, you know just where to cut to make them scream, and if that doesn't work, you have chemical aids. You start with one syringe of truth serum.
When it comes to completing sensitive missions, the Commando is always near the top of the list for the Resistance. The Commando is true Jack of all Trades.
Skills:
- Pheropods After some tutelage from the Vortigaunts, you have learned how to extract the pheropods from dead antlion guards, and you know how to use them. You start with two pheropods.
- Demolitions Expert Making things blow up is infinitely useful, and you're infinitely good at it whether it's knowing where to put a grenade to collapse a wall, or how to destroy a Combine thumper so a horde of antlions can get by destroying things is your specialty. You start with two satchel charges and an extra grenade.
- First Aid Who helps the medic when they get hurt? No need to fear, you can take care of that, you're not exactly a surgeon, but you know the basics. You start with a First Aid Kit.
- I Want Them Alive! Sometimes killing your foe isn't the ideal solution, sometimes you want to take them alive, whether for a hostage, or interrogation. You start with a stun baton, and taser.
- Double Vision Awhile back the Resistance had you sabotage a Combine fuel depot under the cover of darkness, to aid you in this you were given night vision goggles. You were supposed to return them once the job was done, but you didn't. You start with night vision or thermal goggles.
Skills:
- Pheropods After some tutelage from the Vortigaunts, you have learned how to extract the pheropods from dead antlion guards, and you know how to use them. You start with two pheropods.
- Demolitions Expert Making things blow up is infinitely useful, and you're infinitely good at it whether it's knowing where to put a grenade to collapse a wall, or how to destroy a Combine thumper so a horde of antlions can get by destroying things is your specialty. You start with two satchel charges and an extra grenade.
- First Aid Who helps the medic when they get hurt? No need to fear, you can take care of that, you're not exactly a surgeon, but you know the basics. You start with a First Aid Kit.
- I Want Them Alive! Sometimes killing your foe isn't the ideal solution, sometimes you want to take them alive, whether for a hostage, or interrogation. You start with a stun baton, and taser.
- Double Vision Awhile back the Resistance had you sabotage a Combine fuel depot under the cover of darkness, to aid you in this you were given night vision goggles. You were supposed to return them once the job was done, but you didn't. You start with night vision or thermal goggles.
No assault on any enemy position can be accomplished without some recon and threat assessment. That is where the Scout comes in. Nimble, quick, and a more than capable soldier, the Scout is a master of stealth and combat. The Scout starts with binoculars and a flare gun. In addition to standard gear.
Skills:
- Sniper Sometimes just seeing the enemy isn't enough and there is an opportunity you can't pass up. That is why you're a sniper, and a damn good one at that. You get one long range weapon in addition to standard gear. (Crossbow/sniper rifle.)
- Gymnast There are some places that your average Joe just can't reach, whether it's getting up a wall, crossing a narrow path, or jumping over some form of hazard. You're nearly inhuman in your ability to get from Point A to Point B without taking any detours.
- Never Alone Alot of the time you'll find yourself away from your comrades and alone. As you sit watching enemy movements, you're very vulnerable to ambuss. Well you would be if you didn't have your little buddy. You get an animal companion of your choosing. (Dog, bird, turtle, whatever.)
- Sixth Sense You have been watching the new threats brought since the war so long you almost know them better than they know themselves. You have an almost supernatural ability to know when they're near even when there is no sign of it.
- Minesweeper The Combine love trying to deny access to places with tripmines, but that hasn't stopped you in quite awhile. You know how to disable Combine tripmines. Additionally you start with three tripmines.
Skills:
- Sniper Sometimes just seeing the enemy isn't enough and there is an opportunity you can't pass up. That is why you're a sniper, and a damn good one at that. You get one long range weapon in addition to standard gear. (Crossbow/sniper rifle.)
- Gymnast There are some places that your average Joe just can't reach, whether it's getting up a wall, crossing a narrow path, or jumping over some form of hazard. You're nearly inhuman in your ability to get from Point A to Point B without taking any detours.
- Never Alone Alot of the time you'll find yourself away from your comrades and alone. As you sit watching enemy movements, you're very vulnerable to ambuss. Well you would be if you didn't have your little buddy. You get an animal companion of your choosing. (Dog, bird, turtle, whatever.)
- Sixth Sense You have been watching the new threats brought since the war so long you almost know them better than they know themselves. You have an almost supernatural ability to know when they're near even when there is no sign of it.
- Minesweeper The Combine love trying to deny access to places with tripmines, but that hasn't stopped you in quite awhile. You know how to disable Combine tripmines. Additionally you start with three tripmines.
A one (wo)man army, you kill bad guys better than just about anyone. Fighting is what your good at, and you are damn good at it. The Soldier gets on additional primary weapon in replacement of their sidearm.
- Giantslayer Striders, Gunships, Hunter-Choppers, you've fought them all, you're still here, and they're not. You have the gear and know-how to kill the toughest units the Combine can field. You get one extra heavy weapon of your choice. (This is mutually exclusive with Tau Cannon)
- Deathdealer Sometimes bullets just aren't enough, and neither are rockets, or even heated rebar rods. No, you don't just want your enemies dead, you want them utterly eviscerated, and that is why you have a Tau Cannon. Big, heavy, just plain unwieldy none of that matters to you, because it kills stuff like no other. You start with a Tau Cannon. (This is mutually exclusive with Giantslayer)
- Specialized Ammunition Regular bullets just won't cut it sometimes, but that is no problem for you whether it's armor piercing, explosive, or something else you have a bullet for the occasion. You start with six clips of specialized ammunition. (Explosive, armor piercing, whatever, you decide.)
- Iron Man You're not invincible, but you're not exactly easy to bring down either thanks to the armor you got your hands on. You start with a powered combat vest or an equivalent of your choosing. (No HEV suit.)
- Marksman Fighting hordes of zombies teaches a valuable lesson, aim for the head. You have acquired an uncanny knack for hitting exactly where you are aiming.
- Giantslayer Striders, Gunships, Hunter-Choppers, you've fought them all, you're still here, and they're not. You have the gear and know-how to kill the toughest units the Combine can field. You get one extra heavy weapon of your choice. (This is mutually exclusive with Tau Cannon)
- Deathdealer Sometimes bullets just aren't enough, and neither are rockets, or even heated rebar rods. No, you don't just want your enemies dead, you want them utterly eviscerated, and that is why you have a Tau Cannon. Big, heavy, just plain unwieldy none of that matters to you, because it kills stuff like no other. You start with a Tau Cannon. (This is mutually exclusive with Giantslayer)
- Specialized Ammunition Regular bullets just won't cut it sometimes, but that is no problem for you whether it's armor piercing, explosive, or something else you have a bullet for the occasion. You start with six clips of specialized ammunition. (Explosive, armor piercing, whatever, you decide.)
- Iron Man You're not invincible, but you're not exactly easy to bring down either thanks to the armor you got your hands on. You start with a powered combat vest or an equivalent of your choosing. (No HEV suit.)
- Marksman Fighting hordes of zombies teaches a valuable lesson, aim for the head. You have acquired an uncanny knack for hitting exactly where you are aiming.
Skills: (See Classes/Skills)
Pre-War Occupation. (What your character did before the war?)
Weapons: (One primary, one sidearm, and five spread across melee and grenades.)
Gear: (Anything else your character has on them, like flashlights, food, rope, backpack etcetera, skill items are off-limits.)
History:(A brief history of what your character has been doing since the Combine took over the world. At least one paragraph.)[/hider]
Will post any major plot updates here.