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by Tracian Empire » Mon Jun 26, 2017 10:19 am
by Doughertania » Mon Jun 26, 2017 11:10 am
Free Empire of the Low Isles wrote:Doughertania wrote:PONG Application(Image)
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Left eye is bionic after a scavenging accident
Position on the Ship: Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
Biography: Love of science, but calling for adventure. Doesn't become doctor, instead medic for Nomads, people who scavenge the areas outside of the cities for materials and tech. Learns abilities here. Gains Equip here. Eventually, a hard fought victory resulted in not a rare weapon or power source, but a flower. Alastair takes flower to Spot, Spot doesn't recognize it as an earthly species. Sparks love of xenobiology.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping.
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something light weight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleaned.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: Suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
Recruited for his insistence of alien life, as well as being the soul expert on.
Personality: (How do you act? Also just add the whole likes/dislike shit here.)
Theme Song: IDK yet. Maybe I'll think of something.
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
Why do you make the most entertaining fake RP samples?
by Free Empire of the Low Isles » Mon Jun 26, 2017 11:20 am
by Doughertania » Mon Jun 26, 2017 12:24 pm
by Tracian Empire » Mon Jun 26, 2017 12:40 pm
by Tasmansland » Mon Jun 26, 2017 12:44 pm
by Free Empire of the Low Isles » Mon Jun 26, 2017 12:49 pm
by The GAmeTopians » Mon Jun 26, 2017 1:41 pm
PONG Application
Name: Lena Velton
Age: 23
Gender: Female
Appearance: Basically the picture. 5 feet 3 inches, 100 pounds flat.
Position on the Ship: Chief of Security
Skills: Shooting - Pistol and Rifle, including Sniper Rifle. Known Master of Brazilian Jiujitsu and Krav Maga, along with various skills from miscellaneous martial arts such as FMA (Filipino Martial Arts, knife fighting) and Aikido (unarmed, momentum-based, designed to not hurt the enemy in many cases). There's also the skill that might be her favorite - somehow managing to drink men 100 pounds heavier under the table with ease.
Equipment:
WeaponsOther Stuff
- Beretta 92FS - At some point in her teen years she got ahold of a copy of Underworld: Evolution, a pre-ark movie, and decided to find Selene's main weapon(s). She succeeded. While it is admittedly behind tech-wise, it can still pack a punch, and it doesn't have electronics that could be bricked.
- Celvas D10 - Relatively standard handgun, semi-auto projectile weapon.
- Celvas A7 - A beast of a rifle in a small package - see the picture for reference. Though compact in form factor, its functionality is diverse. It features standard projectile ammunition, and full SMARTweapon technology - read more in SMARTlens description. Also, in case you couldn't tell, Lena has brand loyalty.
- Celvas L1 - Pretty standard single shot sniper rifle. Never hurts to have, although she's rarely used it outside of training.
- Multiple spares of every weapon except for her Beretta. That's one of a kind.
Biography:
- Datex SMARTlens - Visible in the picture above, the SMARTlens is must-have technology for staying ahead in a fight. Featuring an array of visual assists including infrared, magnification, and weapon link-up HUD, the wearer is ready for anything. (What this standard Datex ad doesn't tell you is that only the wealthy or corp-affiliated will ever get ahold of this kind of tech, with its exorbitant price tag.)
- Sekcram Officer's Armor - Sekcram being Lena's family's corp (read the bio), it wasn't a difficult task to receive permission to keep her service armor. Features material capable of slowing many calibers of bullets before blunt force trauma can occur, and electromagnetic holsters on the hips and back.
- Multiple tracking devices, in case a target or prisoner (for some reason) might escape.
- Grenades, Impact and Stun.
- Civvies, just in case she ever gets a day off. Some nice stuff too in case space bars exist.
Audax at fidelis. Bold but faithful. This is the motto of the most powerful security force on Earth, Sekcram International, with combat prowess only matched by their loyalty to both their employers and employees. Though Sekcram has been wealthy for hundreds of years, it has kept that fortune through combat prowess and business sense backed up by their motto: bold and confident in their abilities, but faithful and trustworthy to those who can afford it. Affording it is another matter entirely - every Sekcram operator is a god amongst mortal men, and has a price tag to match. Lena Velton is not only the daughter of the CEO, but also an operative in Sekcram. This is an account of the first 23 years of her life.
There are many people who are raised from birth with one purpose in mind for them. There are also many stories in which the hero or heroine cast off the shackles placed upon them by their parent/guardian, leaving to do whatever it is they want to do. This isn’t one of those stories. Lena Velton, second daughter of the Velton Patriarch and Sekcram CEO Robert Velton, had a path laid out for her as soon as her mother became pregnant. Not long after she began walking successfully, her training began in full force. Weapons and hand-to-hand experts came to give her what was quite possibly one of the greatest combat education programs in the world. It isn’t hard to imagine the expectations of her father as a result - No pre-teen is perfect in the same way no human is perfect - but the leader of a top tier mercenary group tends to expect nothing less.
Soon Lena had turned 16, and her personal training was complete - for the moment. It hadn’t been even one day after her last training session when she received notice of enrollment from the New Londinium School of Military Combat, a well-known military school. While there isn’t much to tell about her experience there, she graduated with the highest honors, top student in her class - ready to enter the professional world.
Sekcram International, of course, welcomed their newest operative with open arms. Though Lena began at the lowest rank, as is the custom regardless of family station, she rose through the hierarchy at record pace. Within a year she had reached a rank that some never achieved in their lifetimes, and led entire teams on missions. That, however, was soon to change. Enter Anastasiya Kuznetsov, daughter of the trillionaire Kuznetsov family, asking to talk. Not asking for a contract, not offering a weapons deal on behalf of her corporation, just asking Lena to talk with her. And that brings us to the present day.
Personality: Lighthearted, almost to a fault. Even on a job catchphrases aren't beyond her, as cliche as it is. She enjoys three things in life the most: Guns, Drinking, and Fighting. Lena's dislikes should be fairly self-explanatory: Strict Bartenders, Bad Fighters, anyone who disses Celvas, and anyone who tries to suggest that fighting isn't fun.
Theme Song: Seven Nation Army by The White Stripes
RP Sample: You sufferin' from amnesia mate?
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Free Empire of the Low Isles » Mon Jun 26, 2017 1:51 pm
by Khasinkonia » Mon Jun 26, 2017 4:10 pm
by The GAmeTopians » Mon Jun 26, 2017 4:49 pm
Khasinkonia wrote:I was bored, so I thought I'd just informally list Perinua's initial opinions on her crew-mates-to-be to start a bit of conversation.
Anastasiya Kuznetsov — "My captain—my wonderful insane brilliant foolhardy captain. She's not the most sane, but I suppose you have to be at least a little to attempt the first mission to the heavens in centuries."
Mr. and Mrs. Orion Conwell — "Quite the dynamic duo. Rather young to marry, I'd say, but I suppose some people crave only companionship. Whatever it is, they've done quite a job getting this operation from dreamland to space."
Celeste Morgans — "She must be extremely good at her job, or the only person who wanted it, because I can already tell she'll be one of the people that'll make my job of conflict resolution more difficult. Ah well. I suppose if I were to find the perfect crew to go to space with, I ought not have joined them, since they'd no longer be perfect. At least I'm not the shortest."
Celsus Bell — "He's the head physician. Certainly hope he's sober if I ever get a stomach ulcer from dealing with the more abrasive ones, or him. At least it looks like he's trying to become a nicer person, since it looks like he knows we'll all be spending plenty of time together, and both his and my job will be easier if nobody fights."
Victor Morgenstern — "He seems very sure of himself. I most certainly hope his pride is justified. Unfortunately, he does seem a bit rowdy and flirty when not working, but I suppose we all have our vices."
Casper Joans — "As the ancient saying goes: That boy is a cinnamon roll. So very pleasant. I don't believe I'll need to check up on him often, since he doesn't seem to want to make trouble, and seems a bit shy."
Lena Velton — "Another fighter. We certainly do have a combatative, strong willed, and stubborn crew. I suppose these are traits at least necessary to a certain amount, since this is the first crew to leave the planet in centuries. I'm sure we'll all eventually find healthy balances."
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Khasinkonia » Mon Jun 26, 2017 5:08 pm
The GAmeTopians wrote:Khasinkonia wrote:I was bored, so I thought I'd just informally list Perinua's initial opinions on her crew-mates-to-be to start a bit of conversation.
Anastasiya Kuznetsov — "My captain—my wonderful insane brilliant foolhardy captain. She's not the most sane, but I suppose you have to be at least a little to attempt the first mission to the heavens in centuries."
Mr. and Mrs. Orion Conwell — "Quite the dynamic duo. Rather young to marry, I'd say, but I suppose some people crave only companionship. Whatever it is, they've done quite a job getting this operation from dreamland to space."
Celeste Morgans — "She must be extremely good at her job, or the only person who wanted it, because I can already tell she'll be one of the people that'll make my job of conflict resolution more difficult. Ah well. I suppose if I were to find the perfect crew to go to space with, I ought not have joined them, since they'd no longer be perfect. At least I'm not the shortest."
Celsus Bell — "He's the head physician. Certainly hope he's sober if I ever get a stomach ulcer from dealing with the more abrasive ones, or him. At least it looks like he's trying to become a nicer person, since it looks like he knows we'll all be spending plenty of time together, and both his and my job will be easier if nobody fights."
Victor Morgenstern — "He seems very sure of himself. I most certainly hope his pride is justified. Unfortunately, he does seem a bit rowdy and flirty when not working, but I suppose we all have our vices."
Casper Joans — "As the ancient saying goes: That boy is a cinnamon roll. So very pleasant. I don't believe I'll need to check up on him often, since he doesn't seem to want to make trouble, and seems a bit shy."
Lena Velton — "Another fighter. We certainly do have a combatative, strong willed, and stubborn crew. I suppose these are traits at least necessary to a certain amount, since this is the first crew to leave the planet in centuries. I'm sure we'll all eventually find healthy balances."
I love how Lena is just "Another fighter".
by Free Empire of the Low Isles » Mon Jun 26, 2017 5:10 pm
by Doughertania » Wed Jun 28, 2017 12:00 am
by Doughertania » Wed Jun 28, 2017 12:33 am
PONG Application
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Right eye is bionic after a scavenging accident
Position on the Ship: Head Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations, as well as recognizing lies when talking to others.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
- Gamer: The life of a nomad involves a lot of waiting to reach your destination. As such, Alastair's become a skilled player of most games of the physical and video varieties. While he knows how to cheat, and is subtle enough to get away with it, he prefers to win through his own skill.
Biography: As a child, Alastair loved the biological sciences, finding a real knack for the medical side of his studies. But for all his desire to learn about biology, he found the call of adventure to be too strong. Instead of finishing his schooling, he left to join the Nomads, a band of scavengers tasked with recovering artifacts and energy sources from the remnants of Earth's past. It was here he'd prove his worth as a medic, doing his best to fight against the dangers of the wasteland. To the Nomads, a good medic is worth his weight in gold, and they made sure he was well equipped for the dangers ahead. He was given a powerful Hostile Environment Suit (HES), taught to use and make HERA rounds, and even given a repurposed security drone Alastair named Spot.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping. It also has extendable forceps and an electromagnetic on it's bottom, so as to gather materials out of reach of Alastair. Finally, Spot is equipped with two weapons. One gun capable of firing normal and HERA rounds, and one electric bolt launcher capable of recharging on the fly.
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something lightweight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleansed.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: A suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. It has space on it's back to hold containment cubes as well as Spot. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link. Finally, the HES is equipped with a universal translator, so as to all Alastair to negotiate with any creature capable of speaking a known Earth language.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
- Security Counter Measures: While Alastair prefers to go around obstacles, sometimes the only way to go is through them. For that, he has a few tools to help him get past Earth's security systems. Breaching charges, smoke screens, and EMPs are tools of the trade. If the job requires a lighter tough, he has lock picks for both electrical and physical locks, as well as a device capable of looping camera feeds in a certain radius. They can be planted on the cameras, or be carried on him, looping devices around Alastair.
But despite the work he was doing, he wasn't content with sitting on the sidelines and waiting for his friends to be injured. When the Nomad's lead scout talked of retiring, Alastair stepped forward, wishing to take his place. The elder taught him all he knew, from scaling difficult terrain to blending in with a crowd to countering security measures. He learned to value stealth and quickness above all else, and his fighting style reflected this. Alastair soon took over as the both the head scout and medic, and helped lead the Nomads through many prosperous years.
But it seemed Alastair was destined from greater things than sifting through the skeletons of a long dead world. The Nomads had heard tell of a outpost guarded by a security system still working all these years. Whatever it was the compound was guarding, the former government thought it warranted disaster-proof protection. Alastair and his men fought bravely to get to the heart of the compound, and for their troubles they thought for sure they'd discovered a fusion reactor core, or maybe a prototype weapon. It's easy to imagine their disappointment when instead they happened upon a flower.
The Nomads left in disgust, but something didn't sit right with Alastair. He had Spot go through all recorded Earth flora, and yet had no record of such a plant. Thinking it was possibly an undiscovered species, he took some samples, looked at it's makeup, and found that it matched nothing from this world. It was here he realized the possibility of alien life. He had Spot pull up what records it could find from the bowels of the complex, taking what data he could and marking more installations on his map. But even with these leads, the Nomads refused to follow Alastair. They had lost men in pursuit of a weed, and refused to risk anymore. Alastair left, refusing to ignore the chance to make history.
From that point, Alastair devoted his life to gathering everything he could about alien life. Anything from conjecture to encrypted files were fair game, even if it gave him the reputation of an insane hermit. But his conviction would eventually paid off, when he was asked to join an expedition into space. He wasn't sure if it was for his skills as a scout and medic, or if they had actually believed his claims of extratrestial life. It mattered little. He was going to space, with a chance to prove everyone who doubted him wrong. How could he refuse? After conducting his own investigation to ensure the mission wasn't a hoax, he packed his bags and let immediately.
Personality: Alastair sees himself as a professional, offering skills no one else could. As such, he is confident in his abilities and tools, almost to the point of arrogance. Despite this professionalism, he loves making wise-cracks, even willing to make fun of himself. After what happened with the Nomads, he is slow to trust others, but once the trust has formed it is hard to break. He loves his drone, acting like it's his pet. He acts as though silence and stillness could kill him, always talking and moving, sometimes even to his drone. He is curious about the world, often wishing to learn skills from the others around him.
Theme Song: Still don't know
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
by Free Empire of the Low Isles » Wed Jun 28, 2017 10:24 am
Doughertania wrote:App's done. Any feedback is appreciated.PONG Application(Image)
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Right eye is bionic after a scavenging accident
Position on the Ship: Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
- Gamer: The life of a nomad involves a lot of waiting to reach your destination. As such, Alastair's become a skilled player of most games of the physical and video varieties. While he knows how to cheat, and is subtle enough to get away with it, he prefers to win through his own skill.
Biography: As a child, Alastair loved the biological sciences, finding a real knack for the medical side of his studies. But for all his desire to learn about biology, he found the call of adventure to be too strong. Instead of finishing his schooling, he left to join the Nomads, a band of scavengers tasked with recovering artifacts and energy sources from the remnants of Earth's past. It was here he'd prove his worth as a medic, doing his best to fight against the dangers of the wasteland. To the Nomads, a good medic is worth his weight in gold, and they made sure he was well equipped for the dangers ahead. He was given a powerful Hostile Environment Suit (HES), taught to use and make HERA rounds, and even given a repurposed security drone Alastair named Spot.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping. It also has extendable forceps and an electromagnetic on it's bottom, so as to gather materials out of reach of Alastair
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something lightweight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleansed.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: Suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. It has space on it's back to hold containment cubes as well as Spot. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
- Security Counter Measures: While Alastair prefers to go around obstacles, sometimes the only way to go is through them. For that, he has a few tools to help him get past Earth's security systems. Breaching charges, smoke screens, and EMPs are tools of the trade. If the job requires a lighter tough, he has lock picks for both electrical and physical locks, as well as a device capable of looping camera feeds in a certain radius. They can be planted on the cameras, or be carried on him, looping devices around Alastair.
But despite the work he was doing, he wasn't content with sitting on the sidelines and waiting for his friends to be injured. When the Nomad's lead scout talked of retiring, Alastair stepped forward, wishing to take his place. The elder taught him all he knew, from scaling difficult terrain to blending in with a crowd to countering security measures. He learned to value stealth and quickness above all else, and his fighting style reflected this. Alastair soon took over as the both the head scout and medic, and helped lead the Nomads through many prosperous years.
But it seemed Alastair was destined from greater things than sifting through the skeletons of a long dead world. The Nomads had heard tell of a outpost guarded by a security system still working all these years. Whatever it was the compound was guarding, the former government thought it warranted disaster-proof protection. Alastair and his men fought bravely to get to the heart of the compound, and for their troubles they thought for sure they'd discovered a fusion reactor core, or maybe a prototype weapon. It's easy to imagine their disappointment when instead they happened upon a flower.
The Nomads left in disgust, but something didn't sit right with Alastair. He had Spot go through all recorded Earth flora, and yet had no record of such a plant. Thinking it was possibly an undiscovered species, he took some samples, looked at it's makeup, and found that it matched nothing from this world. It was here he realized the possibility of alien life. He had Spot pull up what records it could find from the bowels of the complex, taking what data he could and marking more installations on his map. But even with these leads, the Nomads refused to follow Alastair. They had lost men in pursuit of a weed, and refused to risk anymore. Alastair left, refusing to ignore the chance to make history.
From that point, Alastair devoted his life to gathering everything he could about alien life. Anything from conjecture to encrypted files were fair game, even if it gave him the reputation of an insane hermit. But his conviction would eventually paid off, when he was asked to join an expedition into space. He wasn't sure if it was for his skills as a scout and medic, or if they had actually believed his claims of extratrestial life. It mattered little. He was going to space, with a chance to prove everyone who doubted him wrong. How could he refuse? After conducting his own investigation to ensure the mission wasn't a hoax, he packed his bags and let immediately.
Personality: Alastair knows he's a smart ass and doesn't care, refusing to take most situations seriously. He is confident in his abilities and tools, almost to a fault. He is slow to trust others, but once the trust has formed it is hard to break. He acts as though silence and stillness could kill him, always talking and moving, sometimes even to his drone. He is curious about the world, often wishing to learn skills from the others around him.
Theme Song: Still don't know
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
by Doughertania » Wed Jun 28, 2017 10:39 am
Free Empire of the Low Isles wrote:
I would say the last one.Doughertania wrote:App's done. Any feedback is appreciated.PONG Application(Image)
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Right eye is bionic after a scavenging accident
Position on the Ship: Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
- Gamer: The life of a nomad involves a lot of waiting to reach your destination. As such, Alastair's become a skilled player of most games of the physical and video varieties. While he knows how to cheat, and is subtle enough to get away with it, he prefers to win through his own skill.
Biography: As a child, Alastair loved the biological sciences, finding a real knack for the medical side of his studies. But for all his desire to learn about biology, he found the call of adventure to be too strong. Instead of finishing his schooling, he left to join the Nomads, a band of scavengers tasked with recovering artifacts and energy sources from the remnants of Earth's past. It was here he'd prove his worth as a medic, doing his best to fight against the dangers of the wasteland. To the Nomads, a good medic is worth his weight in gold, and they made sure he was well equipped for the dangers ahead. He was given a powerful Hostile Environment Suit (HES), taught to use and make HERA rounds, and even given a repurposed security drone Alastair named Spot.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping. It also has extendable forceps and an electromagnetic on it's bottom, so as to gather materials out of reach of Alastair
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something lightweight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleansed.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: Suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. It has space on it's back to hold containment cubes as well as Spot. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
- Security Counter Measures: While Alastair prefers to go around obstacles, sometimes the only way to go is through them. For that, he has a few tools to help him get past Earth's security systems. Breaching charges, smoke screens, and EMPs are tools of the trade. If the job requires a lighter tough, he has lock picks for both electrical and physical locks, as well as a device capable of looping camera feeds in a certain radius. They can be planted on the cameras, or be carried on him, looping devices around Alastair.
But despite the work he was doing, he wasn't content with sitting on the sidelines and waiting for his friends to be injured. When the Nomad's lead scout talked of retiring, Alastair stepped forward, wishing to take his place. The elder taught him all he knew, from scaling difficult terrain to blending in with a crowd to countering security measures. He learned to value stealth and quickness above all else, and his fighting style reflected this. Alastair soon took over as the both the head scout and medic, and helped lead the Nomads through many prosperous years.
But it seemed Alastair was destined from greater things than sifting through the skeletons of a long dead world. The Nomads had heard tell of a outpost guarded by a security system still working all these years. Whatever it was the compound was guarding, the former government thought it warranted disaster-proof protection. Alastair and his men fought bravely to get to the heart of the compound, and for their troubles they thought for sure they'd discovered a fusion reactor core, or maybe a prototype weapon. It's easy to imagine their disappointment when instead they happened upon a flower.
The Nomads left in disgust, but something didn't sit right with Alastair. He had Spot go through all recorded Earth flora, and yet had no record of such a plant. Thinking it was possibly an undiscovered species, he took some samples, looked at it's makeup, and found that it matched nothing from this world. It was here he realized the possibility of alien life. He had Spot pull up what records it could find from the bowels of the complex, taking what data he could and marking more installations on his map. But even with these leads, the Nomads refused to follow Alastair. They had lost men in pursuit of a weed, and refused to risk anymore. Alastair left, refusing to ignore the chance to make history.
From that point, Alastair devoted his life to gathering everything he could about alien life. Anything from conjecture to encrypted files were fair game, even if it gave him the reputation of an insane hermit. But his conviction would eventually paid off, when he was asked to join an expedition into space. He wasn't sure if it was for his skills as a scout and medic, or if they had actually believed his claims of extratrestial life. It mattered little. He was going to space, with a chance to prove everyone who doubted him wrong. How could he refuse? After conducting his own investigation to ensure the mission wasn't a hoax, he packed his bags and let immediately.
Personality: Alastair knows he's a smart ass and doesn't care, refusing to take most situations seriously. He is confident in his abilities and tools, almost to a fault. He is slow to trust others, but once the trust has formed it is hard to break. He acts as though silence and stillness could kill him, always talking and moving, sometimes even to his drone. He is curious about the world, often wishing to learn skills from the others around him.
Theme Song: Still don't know
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
God, there are sooooo many smart asses on this crew. I legit think we only have one person that is legitimately a good person.
Anyway, it's accepted but I would like you to put in a bit about Ana recruiting him, because the expedition would not be public knowledge.
ALSO! Here's the schedule for releases on this thread. This coming Friday is when I will update by second reserved post to contain all the lore that the characters would generally know about the world. It will also be updated systematically as the group discovers lore through the IC. So, like a game Codex in any RPG. Secondly, Saturday or Sunday is when the IC will come up.
by House of Judah » Wed Jun 28, 2017 10:39 am
Free Empire of the Low Isles wrote:
I would say the last one.Doughertania wrote:App's done. Any feedback is appreciated.PONG Application(Image)
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Right eye is bionic after a scavenging accident
Position on the Ship: Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
- Gamer: The life of a nomad involves a lot of waiting to reach your destination. As such, Alastair's become a skilled player of most games of the physical and video varieties. While he knows how to cheat, and is subtle enough to get away with it, he prefers to win through his own skill.
Biography: As a child, Alastair loved the biological sciences, finding a real knack for the medical side of his studies. But for all his desire to learn about biology, he found the call of adventure to be too strong. Instead of finishing his schooling, he left to join the Nomads, a band of scavengers tasked with recovering artifacts and energy sources from the remnants of Earth's past. It was here he'd prove his worth as a medic, doing his best to fight against the dangers of the wasteland. To the Nomads, a good medic is worth his weight in gold, and they made sure he was well equipped for the dangers ahead. He was given a powerful Hostile Environment Suit (HES), taught to use and make HERA rounds, and even given a repurposed security drone Alastair named Spot.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping. It also has extendable forceps and an electromagnetic on it's bottom, so as to gather materials out of reach of Alastair
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something lightweight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleansed.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: Suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. It has space on it's back to hold containment cubes as well as Spot. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
- Security Counter Measures: While Alastair prefers to go around obstacles, sometimes the only way to go is through them. For that, he has a few tools to help him get past Earth's security systems. Breaching charges, smoke screens, and EMPs are tools of the trade. If the job requires a lighter tough, he has lock picks for both electrical and physical locks, as well as a device capable of looping camera feeds in a certain radius. They can be planted on the cameras, or be carried on him, looping devices around Alastair.
But despite the work he was doing, he wasn't content with sitting on the sidelines and waiting for his friends to be injured. When the Nomad's lead scout talked of retiring, Alastair stepped forward, wishing to take his place. The elder taught him all he knew, from scaling difficult terrain to blending in with a crowd to countering security measures. He learned to value stealth and quickness above all else, and his fighting style reflected this. Alastair soon took over as the both the head scout and medic, and helped lead the Nomads through many prosperous years.
But it seemed Alastair was destined from greater things than sifting through the skeletons of a long dead world. The Nomads had heard tell of a outpost guarded by a security system still working all these years. Whatever it was the compound was guarding, the former government thought it warranted disaster-proof protection. Alastair and his men fought bravely to get to the heart of the compound, and for their troubles they thought for sure they'd discovered a fusion reactor core, or maybe a prototype weapon. It's easy to imagine their disappointment when instead they happened upon a flower.
The Nomads left in disgust, but something didn't sit right with Alastair. He had Spot go through all recorded Earth flora, and yet had no record of such a plant. Thinking it was possibly an undiscovered species, he took some samples, looked at it's makeup, and found that it matched nothing from this world. It was here he realized the possibility of alien life. He had Spot pull up what records it could find from the bowels of the complex, taking what data he could and marking more installations on his map. But even with these leads, the Nomads refused to follow Alastair. They had lost men in pursuit of a weed, and refused to risk anymore. Alastair left, refusing to ignore the chance to make history.
From that point, Alastair devoted his life to gathering everything he could about alien life. Anything from conjecture to encrypted files were fair game, even if it gave him the reputation of an insane hermit. But his conviction would eventually paid off, when he was asked to join an expedition into space. He wasn't sure if it was for his skills as a scout and medic, or if they had actually believed his claims of extratrestial life. It mattered little. He was going to space, with a chance to prove everyone who doubted him wrong. How could he refuse? After conducting his own investigation to ensure the mission wasn't a hoax, he packed his bags and let immediately.
Personality: Alastair knows he's a smart ass and doesn't care, refusing to take most situations seriously. He is confident in his abilities and tools, almost to a fault. He is slow to trust others, but once the trust has formed it is hard to break. He acts as though silence and stillness could kill him, always talking and moving, sometimes even to his drone. He is curious about the world, often wishing to learn skills from the others around him.
Theme Song: Still don't know
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
God, there are sooooo many smart asses on this crew. I legit think we only have one person that is legitimately a good person.
Anyway, it's accepted but I would like you to put in a bit about Ana recruiting him, because the expedition would not be public knowledge.
ALSO! Here's the schedule for releases on this thread. This coming Friday is when I will update by second reserved post to contain all the lore that the characters would generally know about the world. It will also be updated systematically as the group discovers lore through the IC. So, like a game Codex in any RPG. Secondly, Saturday or Sunday is when the IC will come up.
by Free Empire of the Low Isles » Wed Jun 28, 2017 10:52 am
House of Judah wrote:Free Empire of the Low Isles wrote:
I would say the last one.
God, there are sooooo many smart asses on this crew. I legit think we only have one person that is legitimately a good person.
Anyway, it's accepted but I would like you to put in a bit about Ana recruiting him, because the expedition would not be public knowledge.
ALSO! Here's the schedule for releases on this thread. This coming Friday is when I will update by second reserved post to contain all the lore that the characters would generally know about the world. It will also be updated systematically as the group discovers lore through the IC. So, like a game Codex in any RPG. Secondly, Saturday or Sunday is when the IC will come up.
Victor's a good person. He's just arrogant and loves the ladies.
by House of Judah » Wed Jun 28, 2017 10:54 am
by The GAmeTopians » Wed Jun 28, 2017 10:55 am
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.
by Khasinkonia » Wed Jun 28, 2017 11:28 am
Free Empire of the Low Isles wrote:
I would say the last one.Doughertania wrote:App's done. Any feedback is appreciated.PONG Application(Image)
Name: Alastair Haywood
Age: 24
Gender: Male
Appearance: 5' 8" and 165 pounds. Right eye is bionic after a scavenging accident
Position on the Ship: Scout/Combat Medic
Skills:Equipment:
- Sniper: Alastair is a skill marksman, capable of reliably hitting small moving targets with ease.
- Brawler: Alastair is skilled in hand-to-hand combat, though his training is centered around incapacitating an opponent quickly and without warning, rather than sustained fights with multiple opponents.
- Stealth: Alastair has trained himself to move unseen and counter security measures, and as such has little trouble entering and exiting secure locations.
- Silver-Tongue: Infiltration doesn't always involve skulking in the shadows or assassinating this who oppose you. Sometimes all you need is a believable lie and a winning smile. Likewise, Alastair is a skilled liar, capable of negotiating his way into better deals or out of sticky situations.
- Mobile: As a scout, speed and efficiency is the key. Alastair is trained in parkour and other movement abilities, capable of traversing difficult terrain with relative ease.
- Triage: Alastair is a skilled medic, capable of stabilizing injuries that may occur while traversing a new environment or an active war zone.
- Xenobiologist: Most call him crazy, but he knows there's life beside that of Earth's. He is well-versed in what data and samples he could stumble across, though is unsure of how much is speculation and how much is science.
- Gamer: The life of a nomad involves a lot of waiting to reach your destination. As such, Alastair's become a skilled player of most games of the physical and video varieties. While he knows how to cheat, and is subtle enough to get away with it, he prefers to win through his own skill.
Biography: As a child, Alastair loved the biological sciences, finding a real knack for the medical side of his studies. But for all his desire to learn about biology, he found the call of adventure to be too strong. Instead of finishing his schooling, he left to join the Nomads, a band of scavengers tasked with recovering artifacts and energy sources from the remnants of Earth's past. It was here he'd prove his worth as a medic, doing his best to fight against the dangers of the wasteland. To the Nomads, a good medic is worth his weight in gold, and they made sure he was well equipped for the dangers ahead. He was given a powerful Hostile Environment Suit (HES), taught to use and make HERA rounds, and even given a repurposed security drone Alastair named Spot.
- Custom Sniper Rifle: A sniper rifle capable of firing both standard and HERA rounds. Scope is capable of switching between thermal, night vision, and normal vision. A suppressor can be attached for missions that require it.
- Custom Carbine: A carbine capable of firing both standard and HERA rounds.
- Custom Pistol: A pistol capable of firing both standard and HERA rounds. Heavily modified to be both concealable, silent, and have a high stopping power at the cost of a small magazine and short range.
- Survival Knife: A simple survival knife, tested by the rigors of the wastelands. Has sentimental value.
- Spot: An advanced recon drone, Spot is capable of running multiple environmental scans and recording and relaying the data back to the ship or to a specific receiver. It can translate languages and decipher text, as well as identify flora and fauna. Spot can be controlled by Alastair, or set to collect data automatically. Spot is also capable of acting as a spotter when Alastair is sniping. It also has extendable forceps and an electromagnetic on it's bottom, so as to gather materials out of reach of Alastair
- Hostile Environment Response Armaments: Between hostile environments, mutated creatures and barbaric raiders, Nomads needed something to help give them a fighting chance. Something lightweight, easy to wield, and capable of dealing with unplanned threats. Thus, the HERA line of tools were born. Manufactured from recovered tech and a little ingenuity, HERA weapons are capable of delivering specific payloads to counter hazards a scavenger may encounter. Such payloads include corrosive, cryo, incendiary, EMP, containment foam, smoke, frictionless gel and shock varieties. These arms can either be loaded into custom weapons, thrown from grenades, or applied as a gel.
The price one pays for the large arsenal at your disposal is power. VAT rounds have significantly less range, stopping power, and penetration then their more traditional counter parts. Additionally, because each round must be custom made, Alastair only brings a few on missions unless he's sure he'll use it. Finally, certain arms are only available in grenade form instead of ammunition form, lowering the range to that of a throw.- Biotic Ammo: A specific HERA round of Alastair's own design, capable of temporarily granting a massive increase in the target's healing factor. Useful for closing wounds, setting bones, and otherwise stabilizing agents in the field.
This quick and dirty approach to medicine is not a replacement for a doctor. Bullets and shrapnel is often left inside the body, and bones could be set incorrectly. As such, while the ammo can keep allies alive long enough to reach the medbay, they will still require a visit with a medical professional.- Stim Ammo: A specific HERA round of Alastair's own design, capable of "stimming" a target. This increasing their strength, speed, agility, endurance, and reaction rate temporarily (between 10-30 minutes). Severe psychological and physical side effects may occur if used multiple times in rapid succession (more than once every six hours).
- Toxin Scrubbers: Nanobots that, upon injection, are capable of rapidly eliminating toxins in a target. Used to neutralize poisons and venoms. Due to their delicate nature, must be administered via an injector rather than a HERA round. Currently enough to administer up to three people a day before needing to be recollected and cleansed.
- Cloak of Invisibility: A cloak capable rendering the wearer invisible to scanning devices on Earth. It can bend visible light, dissipate heat, and even fool motion detectors if the wearer moves slow enough. This device is incredibly rare, and such will likely never be worn in situation that put it in danger.
- Containment Cubes: Airtight, expanding cubes capable of holding samples from a planet's surface.
- Hostile Environment Suit: Suit capable of keeping out hostile environments, even after being shot. It's airtight, regulates it's own temperature and oxygen, and is resistant to extreme temperatures, pressures, and pH's. The suit is bullet, EMP, and knife resistant, though enough damage will pierce the suit. It has space on it's back to hold containment cubes as well as Spot. The suit is also equipped with various other odds and ends that may help it perform it's function as a scout's suit, such as a tracking device, jump jets, and a com link.
- Grapple Gauntlets: Gauntlets capable of firing grapples that can pierce metal, allowing Alastair an advanced means of travel. The gauntlets can automatically reel itself, and can conduct electricity if needed.
- Magnet/Weight Boots: Exactly what it says on the tin. Boots capable of clinging to metallic surfaces, or weighing one down to anchor them in place.
- Security Counter Measures: While Alastair prefers to go around obstacles, sometimes the only way to go is through them. For that, he has a few tools to help him get past Earth's security systems. Breaching charges, smoke screens, and EMPs are tools of the trade. If the job requires a lighter tough, he has lock picks for both electrical and physical locks, as well as a device capable of looping camera feeds in a certain radius. They can be planted on the cameras, or be carried on him, looping devices around Alastair.
But despite the work he was doing, he wasn't content with sitting on the sidelines and waiting for his friends to be injured. When the Nomad's lead scout talked of retiring, Alastair stepped forward, wishing to take his place. The elder taught him all he knew, from scaling difficult terrain to blending in with a crowd to countering security measures. He learned to value stealth and quickness above all else, and his fighting style reflected this. Alastair soon took over as the both the head scout and medic, and helped lead the Nomads through many prosperous years.
But it seemed Alastair was destined from greater things than sifting through the skeletons of a long dead world. The Nomads had heard tell of a outpost guarded by a security system still working all these years. Whatever it was the compound was guarding, the former government thought it warranted disaster-proof protection. Alastair and his men fought bravely to get to the heart of the compound, and for their troubles they thought for sure they'd discovered a fusion reactor core, or maybe a prototype weapon. It's easy to imagine their disappointment when instead they happened upon a flower.
The Nomads left in disgust, but something didn't sit right with Alastair. He had Spot go through all recorded Earth flora, and yet had no record of such a plant. Thinking it was possibly an undiscovered species, he took some samples, looked at it's makeup, and found that it matched nothing from this world. It was here he realized the possibility of alien life. He had Spot pull up what records it could find from the bowels of the complex, taking what data he could and marking more installations on his map. But even with these leads, the Nomads refused to follow Alastair. They had lost men in pursuit of a weed, and refused to risk anymore. Alastair left, refusing to ignore the chance to make history.
From that point, Alastair devoted his life to gathering everything he could about alien life. Anything from conjecture to encrypted files were fair game, even if it gave him the reputation of an insane hermit. But his conviction would eventually paid off, when he was asked to join an expedition into space. He wasn't sure if it was for his skills as a scout and medic, or if they had actually believed his claims of extratrestial life. It mattered little. He was going to space, with a chance to prove everyone who doubted him wrong. How could he refuse? After conducting his own investigation to ensure the mission wasn't a hoax, he packed his bags and let immediately.
Personality: Alastair knows he's a smart ass and doesn't care, refusing to take most situations seriously. He is confident in his abilities and tools, almost to a fault. He is slow to trust others, but once the trust has formed it is hard to break. He acts as though silence and stillness could kill him, always talking and moving, sometimes even to his drone. He is curious about the world, often wishing to learn skills from the others around him.
Theme Song: Still don't know
RP Sample: once upon a time there was a ninja named Steve. He was so cool and popular and everyone loved him, even Tina from fifth period. He would never lose any fights, and his only flaws were that he was too handsome and good at being a ninja that his friends were all jealous and totally didn't think he was a nerd. One day he fought daniel who was a big smelly jerk noone liked, who tried to bully people for no reason except cause he was a meanie. daniel said "i'm going to beat you up Steve" and tried to hit steve in the face. but Steve was a ninja so he did a super cool ninja flip that everyone agreed was the coolest thing ever, even cooler than chris's dumb skateboard. Steve pulled out his sword and cut off daniel's arms. Daniel cried like a baby and said "please don't kill me" and peed himself. Everyone laughed at him for being so stupid as to fight steve. Then steve threw daniel's arms into a volcano, and daniel learned to never be a big fat bully. Then the whole town thought steve was the coolest and tina and him held hands and even kissed.
a long time later like 2 weeks or so steve broke up with tina and totally no the other way around. she couldn't handle how manly he was or how all the babes wanted to hold his hand and stuff. steve didn't care though and instead trained harder to become the ultimate ninja warrior of all time learning a gajillion ways to kill a man with his hands. all the babes thought he was the coolest and would fight to be with him. one day he became so strong the god of kung fu attacked steve because he was totally scared steve would replace him with his super cool ninja flips. the god of kung fu said "Im going to fight you steve" and steve said "not if i fight you first' and punched the god so hard that his head exploded. then the god of kung fu bowed to him and steve was the best and that any woman would be lucky to date him and then steve held hands with all the babes the end.
God, there are sooooo many smart asses on this crew. I legit think we only have one person that is legitimately a good person.
Anyway, it's accepted but I would like you to put in a bit about Ana recruiting him, because the expedition would not be public knowledge.
ALSO! Here's the schedule for releases on this thread. This coming Friday is when I will update by second reserved post to contain all the lore that the characters would generally know about the world. It will also be updated systematically as the group discovers lore through the IC. So, like a game Codex in any RPG. Secondly, Saturday or Sunday is when the IC will come up.
by Doughertania » Wed Jun 28, 2017 1:06 pm
by House of Judah » Wed Jun 28, 2017 6:58 pm
Ana Kuznetsov: I’m not saying she isn’t 20 pounds of crazy in a 5 pound bag, but to put the Gate together and launch her requires more than just crazy. It takes vision and determination. That I can respect. That body doesn’t hurt either. Now if only she would get out of the way and let me at the controls more often, that would make her perfect.
Orion Conwell: I know a thing or two about craft design. The Gate is a masterwork, and Orion should feel proud of himself. Once he’s done with that, he needs to calm down. Oh, he’s fine when we’re in the lounge. But in the engine room? His attention is just way too divided.
Hazel Conwell: That is a beautiful woman. Smart as hell too, to design a ship like this. Damn shame she’s married, though. I’ll flirt, I love flirting. But I do not tussle with a married women. That’s a whole headache I just don’t need. Still, she should be fun for trading barbs and playing cards.
Celeste Morgans: I knew people like her back in the SanFAF. They’re always looking for that one thing that a person doubts about themselves and just pick at it and pick at it. She maintains her distance from people. That’s fine for now, but at some point she needs to learn she ain’t alone out. None of us are.
Celsus Bell: Some people know how to drink. I happen to be one of them. Celsus is not. Not right now. He might be a damn good surgeon, but that doesn’t mean a thing if his hands are shaking from the booze or because they want it. He better get himself right, or I might just raid his room and add his collection of drinks to my own until he’s healthy.
Perinua Vrimsen: I know I’m a pig since the way a woman looks does a lot for my opinion of her. I sure wouldn’t kick Perinua out of bed. I may smother her with a pillow, though, if only to keep her from nagging at me any more. She seriously needs to calm down, knock back a couple of drinks and relax. Getting laid would probably help too.
Casper Jones: Thank god for Casper Jones. Doc Bell is a good man in bad trouble. He needs someone next to him to keep him steady, and Cas is probably that man. He’s a bit too much of a mouse, but we can work on that. I’ve got plenty of stuff to put hair on his chest. Maybe it’ll finally get him to open up. Last guy I saw trying that hard to smile that much was running for office.
Lena Velton: That is my kind of woman. Drinks hard, fights harder, and seizes life by the balls. Hot as a spitfire too. If she’s down to party, I’m definitely going to invite her back to my bunk. Share some of my whiskey, maybe play some strip poker, then chase away the cold of space.
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