Name: 'Stryker' Age/Race/Gender: 29 year old human male Appearance: Picture Occupation: Bounty Hunter
Weapons Arc-Corp M6 Pistols (x2): Developed by the now-defunct Arc-Corp, these dual Laser pistols are some of Stryker's favorite weapons. They can fire as fast as Stryker can pull the triggers, and are ideal for taking down shields at close-range. They do not use clips, but can overheat if overused. Blastec AR-15: The Blastec AR-15 was an experimental assault rifle that never made it to the markets, but Stryker got his hands on one anyway. Originally unstable and prone to constant jamming, the rifle required extensive modification to work efficiently. This ballistic rifle is accurate if used correctly, and is a great weapon when used against Armored targets. Arc-Corp Long Rifle: A standard, bolt-action, military-issue sniper rifle using ballistic ammunition. This high-caliber, anti-personnel weapon is accurate and ideal for eliminating a single target, able to blast through Armor. It is, however, heavier than most small-arms weapons and can be unwieldy. Stasis Grenades: These sticky grenades emit psionically-charged pulses that disable nearby targets and locks them in stasis for a limited time. Ideal for capturing bounty targets alive.
Armor: Picture Stryker's Armor: This Powered combat armor uses shielding technology to protect against enemy fire. It is lightweight, and not well-armored, which is why he uses shielding technology. His helmet has an HUD which connects him to the galactic network, and he can use it in conjunction with his gadgets.
Items Repulsor Boots: These boots are able to use tiny repulsors that allows Stryker to 'fly', similar to a jetpack. These boots are usually used to reach high elevations or evade enemy fire. Tracking Magnets: Tiny magnets that allow Stryker to track specific targets. They can stick to the side of spacecraft, weapons, and even enemy armor. Their location can be displayed on his helmet's HUD. Wrist Cable: A wrist-mounted cable that can stick on many solid surfaces, allowing to swing, rappel, and hang. Wrist-Com: A wrist-mounted mini-computer.
Skills: Stryker is a technician and mechanics expert, as well as a decent pilot. His skills allow him to hack electronics, and he has enough knowledge to work on almost any mechanical system (such as conventional engines). His years working solo and piloting his own personal starship has made him a decent pilot. Powers: Stryker has no psionic talents. Other: Stryker is a bounty hunter who has operated in Deadzone in recent years. He is well-known for bringing in targets alive.
Appearance: 5'11. Pale blue eyes. Jagged scar running from above his right eye to roughly the cheekbone area. Unkempt short dark-brown hair and scraggly goatee with permanent five o'clock shadow.
Occupation: Assassin.
Weapons: 1- MARS-388 Tactical Rifle: Prototype Modular Weapon that, with the flick of a switch can re-arrange it's parts to shift functions from a long-range sniper rifle, to a short-range automatic ballistic rifle, and just about anything in between. It also has a experimental CLAR (Concentrated Laser Assault Rifle) mode that is extremely prone to overheating in its current unfinished form.
2- Twin BlackHammer pistols- Fairly standard ballistic sidearms, easily acquired off the black market. Personally customized with Magnetic Grips. In-Line Silencer Toggle and 3-Way Ammo Shift (Light, Heavy, and Shrapnel)
Also has access to a large armory from his black market contacts, which he keeps on-board for general crew use.
Armor:
Armored using mainly a heavy ballistic weave rather than cumbersome metal plating for effective protection against small-arms fire as well as nimble movement for quick on-the-job escapes. Completely ineffective to laser fire however.
Items: Active Camo: Bends light around him to give the illusion of invisibility. Battery life ranges from 10 minutes (sitting completely still) to 2 minutes or less (when sprinting/running) Analysis Tool: HUD overlay that identifies weak points on a sighted target. Secondary effect allows for tracking of targets. Synced up to both his helmet and eye implant (see below) Cyber-Eye Implant in right eye that gives him a helmet-less HUD as well as assists with long-range targeting data. Spider's Web Belt-mounted grappling cables that can stick to many surfaces, allowing him to suspend or transport himself between specific points. Controlled by a wrist-mounted computer.
Skills: An expert in nearly all forms of weaponry, both in the operation and maintenance department. If he likes you, he'll fix up any damaged weapons, or lend you new ones. His expertise in the art of tactical murder have also led to him developing quite a good tracker's sense.
Powers: No known psionic powers
Other: Somewhat unstable. Seems to suffer from some undiagnosed form of a split-personality disorder. Strange accent containing traces of Irish and Austrailian dialect.
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Name: SAL-PMA-M005 (Saber AutomLabs Prototype Personality Matrix Automaton Model 005) SAL for short.
Weapons: CerberTech Ballistic Shotgun- A lever-action shotgun that looks comically small in his large hands. Fires standard ballistic short-range scattershot, as well as special explosive rounds.
ArcLight Pulse Pistol- Lightweight and quick firing laser pistol.
Wrist-Mounted Laser Knife- Custom made and designed. For extreme close-encounters only.
Armor: His body is made up of dated, but still effective plating used in traditional Heavy Armor. He's equipped himself with a low-level Powered-Shield emitter for an added (albeit admittedly ineffective) layer of protection.
Items: Powered-Shield Emitter (see 'Armor' section above)
Skills: Intel Analysis. Robotic/cybernetics expert through his study/research into what he is.
Powers: None.
Other: Partnered with Maverick. The two are inseparable for some reason, even though neither can really stand the other.
The idea behind Revenant stemmed from the phrase 'Dirty Dozen in space', but 'Suicide Squad in space' works as well. It is a science-fiction role play taking place in the year 2166, chronicling the adventurers of the crew aboard the Revenant. The crew is composed of 'degenerates': mercenaries, assassins, bounty hunters, smugglers, pirates, convicts, etc. They have been coerced (persuaded, hired, or forced) to work for the Human Alliance, who wants to use them to destabilize their rivals: the Federation. Before long, however, the crew learns of an even greater threat, one that threatens the galaxy as a whole.
Each player-character will begin with little to no backstory. The idea is for everyone to begin as a stranger. As the crew learns to work with and trust one another, they will gradually reveal more about themselves.
Humanity achieved FTL travel fifty years ago, in 2116, and joined the galactic community. Most of the sentient races were collectively governed by the Republic, a group of senators that debated intergalactic laws and policies and helped maintain peace and order from the planet Corvais. The Human Alliance refused to join, not wanting to be barred by unnecessary laws and Republic politics.
Human expansion was left unchecked, and they quickly colonized habitable worlds that would have otherwise been given to the Republic races. Those races who were halted by human expansion and opposed the Alliance were let down by the Republic, who failed to stop the humans growth. Before long, dozens of systems and races seceded from the Republic, forming the Federation. A cold war was effectively in place between the Federation and the Alliance, and the Republic's power diminished.
Five years ago a terrorist attack on Corvais prompted the Federation to attack the Alliance, who in turn defended themselves and declared war. The Corvais Wars only lasted for 3 months, but it was devastating to both sides. Whole colonies were destroyed and once-beautiful planets deemed inhospitable. The Republic finally convinced both sides to sign a treaty. When the war ended, the Federation and the Alliance retreated and started to rebuild.
The Alliance knows another war with the Federation is inevitable. They seek to win the war before it even begins, and they plan to do this via Project: Revenant. Attempting to perform covert activities with their own operatives may cause a war prematurely, so the Alliance plans to use mercenaries to destabilize the Federation. In order to accomplish their tasks, these mercs have been given an former Alliance frigate now known as the Revenant.
Combat and Role Play Special Rules
Each character has certain skills and abilities of your choosing. Throughout the course of the role play, on certain missions, these skills and abilities will be needed to progress further in the story. These skills can range from pilot and engineer, to medic and demolitions expert, and even technician and robotics expert. Be creative and try to think of unique talents for your character.
In this setting, weapons are either Ballistic or Laser. Armor is either Armored or Powered (uses shielding technology). Ballistic weapons use traditional bullets and ammunition, and are good at 'shredding' Armored opponents, but is ineffective against Powered armor. Laser weapons can disrupt and weaken shielded opponents, but is ineffective against Armored opponents. Conversely, rapidly-firing weapons are more effective at draining shields, and slow, high-caliber weapons are effective at chipping away Armored targets. Some weapons overheat, and Laser weapons can be affected by EMP blasts. You need to use the right weapon with the right capabilities to succeed at combat in this role play.
In this setting, exposure to an unknown energy found throughout space has given certain individuals psionic powers. They can shield themselves with powerful force fields, push and pull opponents with their mind, blast enemies with psionic bursts, turn invisible, and more. Some powerful psionic users can even use mind control. If you would like to use psionics, and want to use a certain power, feel free to ask me if it is okay.
The Revenant
The Revenant is an early model frigate that belonged to the Alliance. It vanished in Deadzone, a lawless region of space ripe with mercenary gangs and pirates, but it was recently recovered and upgraded. As far as anyone else knows, the Revenant is still missing, so no one will suspect it to be under Alliance control. By filling the ship with mercenaries, criminals, and other thugs, the theory that it was stolen by pirates is only made stronger. It is the perfect vessel for Project: Revenant.
This particular frigate can support a crew of up to 30 individuals. It contains a sizeable cockpit, war room, crew's quarters, and cargo area. While dated, it has been upgraded by Alliance personnel and is capable of stealth operations and combat situations.
Name: Any names or aliases you go by. Age/Race/Gender: Alien races are allowed, but they should be somewhat humanoid. Be creative and feel free to develop their own culture and history if you want. If you need additional space, feel free to add a description/history of the race at the bottom of the bio. Appearance: The physical appearance of your character. A description or picture is suitable. Occupation: What was their 'job'. Mercenary? Assassin? Ex-convict? Weapons: What kind of weapons do you have? Are they slow or fast? Ballistic or laser? Do you use grenades? Are the grenades ballistic, or do they emit EMP blasts, etc? Armor: A description or picture of your armor. Is it Armored or Powered? Does it have any special capabilities? Items: Any personal items that may be important to your character, as well as any gadgets that you use. Skills: Any 'passive skills' your character has. Are they a good pilot, engineer, renowned for their stealth, know a lot about robotics, cybernetics, are they technicians, demolition experts, trackers, a good cook etc? Be creative and think of any talent you want - I will do my best to have the skill be of use in the RP. Powers: Do you have any psionic abilities? If so, what are they? Do you have any race-specific abilities (super-strength, for example)? Other: Any additional information you want to add? Remember, do not reveal to much about your personality or backstory. One thing to include is where on the ship do they sleep? List of current living situations below.
Player Characters (the Crew of the Revenant) Crossfire as Daniel Grayson "Maverick" and SAL (The Assassins) Crossfire also as Stryker (The Captain) Gardevoiran as Tibulass Sepitan (The Pilot) Rultaos as Benjamin Quincy "Benny Boomer" (The Demolitions Expert) iTem as Matija Holmström (The Dancer) and Koren Syr Ai Elanus (The Engineer) BKburke as Tobi (The Commando) and Varrus (The Doctor) superservo27 as Harrison Black (The Archaeologist) TheEvanCat as Sadaet Kotayki III (The Officer) ArkmageddonCat as ??? Silver Carrot as Taleste Jot-Anne Vampire Stepdad as Kotze Wylk (The Patchwork) (Status Unknown)
Strange Rodent as "Henry" (The Retvvnd) (Temporary NPC) sntabe as Ryan Rosq (The Chemist) and Mazie (The Roboticist) (Status Unknown)
jordy0403 as Nathan "Rim" Briar (The Smuggler) - Re-assigned to another operation pre-mission 1. Catchphrase as Hadrian Saul (The Arsonist) - KIA - Hunter Droid on Helsin Mining Station (Zargos System) Metronome as Sasha Belov (The Mercenary) - KIA - Federation Troopers on the Helsin Mining Station (Zargos System) Sombrero as Vavnr Sammn (The Pirate) - Re-assigned to another operation post-mission 1 baranica as Raisin (The Cook) - KIA - Incinerated alongside Maelstrom crewmate Ian Gudbranssen in minefield in Sovereign Valley on Rokarr. Dark Light as Arex TSXIV (The Weapon) - KIA - Fed-Pirate Vendra Nekten in Sovereign Valley on Rokarr. Avenged by Amy Rosseau t2wave as Harriet Matthias (The Biomedic) - KIA - Pirate Leader Amon Haresal in Sovereign Valley on Rokarr. Avenged by Kaeci LeTrouche. Later resurrected. Dealdric as Lexi (The Biologist) - KIA - Died on Rokarr. PlatinumSkink as Lataniva Allvert (The Hunter) - Assumed KIA - Sacrificed herself to prevent Sovereign Valley in Rokarr from a nuclear detonation. Turbowraith as Joe Gore (The Mechanic) - KIA - Overwhelmed by Pirates in Sovereign Valley on Rokarr. Azereiah as Ren (The AI) - MIA - Abandoned the ship at port in Republic Space. Simple Unicycle as Ace (The Merc) - MIA - Abandoned the ship at port in the Deadzone. Tickout as Maxi Churrox (The Medic) - Requested transfer from Revenant. Hawlin as Kaeciel 'Kaeci' LeTrouche (The Privateer) - KIA - Committed suicide by sacrifice some time after Rokarr mission. Shard as Willow Creed (The Virus) - KIA - Murdered by Skaldurm sniper during evacuation from Arbonne. t2wave as Harriet Matthias 2.0 (The Biomedic) Silver Carrot as Qoorb (The Scavenger) ArkmageddonCat as PA(X)-1147j, "Pax" (The Caretaker) Xandrya as Amy Rosseau (The Spy) - Status Unknown. Captured by Federation Troopers during mission on Teravainen.
Non-Playable Characters Executor Lara - A high-ranking official in the Alliance. Technically, Lara's political and military power is shared with the other Executors, who govern the Admirals of the Alliance Fleet, and who are all commanded by the Chairman. The reality is, Lara may be the most influential and most powerful individual within Alliance command. Captain Dawson - An officer of the Alliance Navy who works closely with Executor Lara. He's also Lara's direct contact when dealing with the Revenant crew.
(2 Bunks in each room) Room 1- (Out of Order) Room 2- Harrison Black Room 3- Matija Holmström & Koren Syr Ai Elanus Room 4- Room 5- Benny Boomer Room 6- Sadaet Kotayki III Room 7- Daniel Grayson Room 8- Kotze Wylk Room 9- Ryan Rosq Room 10- Room 11- "Henry" Room 12- Mazie Others: Stryker- Captain's Quarters Tibulass- Bunk in lower level of cockpit (also with Matija xD) Varrus- Medical Officer's Quarters (Adjacent to Med Bay) SAL- Doesn't require a bunk but will lie down when recharging, usually in Grayson's spare bunk or (not since Amy moved in) in one of the Engine Room bunks Tobi- No bunk required Pax- No bunk required
I came to check in and say that I'll post after kingkonrad, but seeing as he's just finished up a post, I guess I'll get to work!
And if any of you guys missed it, just before I went on my holiday break, I posted here about a new rp I'm starting up, (I know @Banana was interested) so if any of you guys wanted to check it out, here's a link to the Int.Check
The idea behind Revenant stemmed from the phrase 'Dirty Dozen in space', but 'Suicide Squad in space' works as well. It is a science-fiction role play taking place in the year 2166, chronicling the adventurers of the crew aboard the Revenant. The crew is composed of 'degenerates': mercenaries, assassins, bounty hunters, smugglers, pirates, convicts, etc. They have been coerced (persuaded, hired, or forced) to work for the Human Alliance, who wants to use them to destabilize their rivals: the Federation. Before long, however, the crew learns of an even greater threat, one that threatens the galaxy as a whole.
Each player-character will begin with little to no backstory. The idea is for everyone to begin as a stranger. As the crew learns to work with and trust one another, they will gradually reveal more about themselves.
Already have a crew of 5 or so (including myself) so I'm only looking for another couple to start, no limits on how many we'll accept though, so no worries of running out of space!