Combat: 3
History: 5.5
Bonus: 0
Total - 11
Wahoozerman
Username: wahoozerman
Name: Alan "Jacknife" Campbell
Description: He stands about 5'8" with semi long brown hair that hangs down and brushes his collar in the back and sweeps down over his right eye in the front. His eyes are green and quick to notice most things. He is slender, he doesn’t have the huge bulking amount of muscle that most battle ready warriors do, but instead he has just enough to allow him to do things like pull himself up onto a ledge or balance upside down on one hand for a moment. His skin is tanned somewhat, but not to excess. On his right hand he wears a ring with the pattern of Celtic knots encircling it. There is also a tattoo of a raven with its wings outstretched on the back of Alan's hand, stretching up onto his wrist. He wears simple clothing, including a white shirt that is just a tad too small for him, forcing his muscles to show a little bit if he is straining them, though the muscles themselves are nothing special. Across his chest is a leather belt that stretches from his right shoulder to his left hip. Another identical belt encircles his waist. His pants are brown cargo pants, well broken in and comfortable. The pants have eight pockets in them, two on the back, two on the sides, two below those, and another pair beneath those. The bottom pair of pockets seldom is used as they are almost always tucked into the tops of his combat boots. The boots are black leather with soles soft enough to bend in order to muffle footsteps, though not to any great extent. In the right boot top there is a sheath for a knife in which Jacknife keeps one of the two knives given to him by Sir Roxsohard, the False Knight. The second knife hangs in a sheath that is attached to the back of his belt. The sheath hangs down about three inches from his waistline, giving him easier access to the knife. Both knives are inscribed with runes along the blades.
Quirks: Out of combat he is usually light and cheerful. He has a sarcastic sense of humor and is constantly making little playful verbal jabs at his friends. He is polite to people he does not know if they seem like a respectable sort. During combat is a completely different matter. He turns serious and analytical, sometimes shouting out orders even if he is not the one who should be doing the ordering. Those who work with him are used to this and take the orders as suggestions, but when he makes one, it's almost always a good one. He cannot stand people who are arrogant or disrespectful. He usually gives people a second chance, but a small second chance. If they mess up the second chance he does not give them a third. He is kind enough not to be a merciless killer, but he is not kind to the point of foolishness. If he deems something a threat, he will take all measures to stop it. When he uses his telekinetic abilities his eyes change from green to a deep purple and take on a far away look.
Equipment:
Hardened leather arm guards that buckle around the wrist and around just below the elbow. They cover the entire back of the forearm and are slightly ridged to catch any blade that touches them. They are created by the priests in the order of Percius, the militant god of peace. They are created and blessed in such a way that they cannot be cut by anything, though they can be smashed or broken. They also displace any other enchantments they come in contact with, though magic not cast on an item is not affected by them.
Abilities: Fabric gloves that have leather on the middle of the palms and running up the fingers. The Lock Gloves automatically lock around anything gripped by the hand and does not release until the wearer releases his own grip on the object. The glove also stiffens the hand, reducing recoil while shooting.
The Multi Target Paranormal Assessor or MTPA (pronounced MitPuh) attaches over the ear and holds a small screen in front of the user's eye. The screen provides readouts on paranormal activity that can be turned on or off along the side of the screen. Its other and main function is that it allows the user to see any magic, telepathic, or otherwise supernatural or paranormal activity. It allows the user to see any magic or telepathy that is currently being wielded, any magic that is preparing to be released, and any magical properties held by an object. It is able to list some magical properties, but it is mostly speculation.
A suit made of spongy material that goes on under other clothing. This suit is resistant to heat, cold, and electricity. The suit effectively resists any sort of temperature change over a short time period, but over a long period of time the suit will eventually heat up or cool down. The suit also absorbs electricity and stores it in a small battery, which can be used to charge other devices.
A headband lined on the inside with small electrodes that speed up the synapse reactions of the human brain. This allows any human with telekinetic powers to advance his or her ability. This headband does not strengthen the force that can be put out by the user, but it speeds the reaction time and thought process of psychic maneuvers to a mere fraction of a second.
This wristband contains a collapsible grappling hook and twenty five yards of strong nylon rope, capable of supporting up to 400 pounds. When activated, the grappling hook shoots foreword and digs into whatever surface it strikes, the string then retracts, pulling the wearer with it.
Sturdy combat boots, worn down well enough to be comfortable. They are made to be muffled and make no noise while walking, even while stepping through potentially noise producing areas the boots are extremely helpful in keeping sound levels to a minimum. There is a hidden sheath in the right boot where a knife is hidden.
This is a jacket made of Kevlar, no surprise there. There are two pockets on each side of the chest which hold various odds and ends necessary to his work, such as lock picks, probes, a fiber optic camera, and small directional explosive charges. This jacket is military grade, so there are plates sewn into it to stop knives, arrows, and swords as well as it stops bullets. The plates are distributed over the jacket, leaving joints so as to not hinder movement while wearing the jacket.
This is a simple belt with a knife sheath on one side and six clips on the back for holding canister grenades, three on each side, leaving a space in the middle where he tucks a pistol into the back of his waistband.
A pair of old cargo pants, comfy, roomy, easy to move around in, pretty much just a good pair of pants with lots of pockets. The pockets hold all sorts of useful things like pens, paper, maps, and a second friable grappling hook with a rope wound up inside of a small disk. Extra batteries, god forbid your batteries die on you. They are tucked down into the top of his boots.
This is a belt much like the Explosive Belt. Only this one fits across the chest in a diagonal from hip to shoulder. It holds two small canister grenades diagonally on it.
Why are they called Jacknives? Not Tomknives or Billyknives? That is a question to be pondered for eternity. Not at all like their use, which can easily be found right here. Jacknife's Jacknives are standard issue combat blades, each with a blade of about eight inches and a handle of four. The only difference between these and any other knives is that these are inscribed with runes placed on them by the False Knight Sir Roxsohard. These runes allow Jacknife to control the knives with his telekinesis without using any energy, as well as making the knives impossible to be telekinetically controlled by anyone besides Jacknife.
The MP5 Navy, Standard Issue is a sub machine gun designed to be held with one hand and stabilized with the other, but is capable of firing and being held with only one hand. The drawback of one handed shooting is the creation of massive amounts of recoil, highly reducing the chance of hitting. The gun holds a 40 bullet clip and can fire at the rate of four shots per second. Jacknife carries two of these, one slung across his back and the other on a strap connected to his belt.
The 9mm handgun Jacknife carried tucked into the back of his waistband. It has a clip that can hold twelve bullets and while not the strongest pistol on the market it has enough power to get the job done. The pistol comes with a silencer attachment which makes the retort of the pistol almost completely inaudible. Unfortunately when the silencer is attached the accuracy decreases slightly as does the power of the pistol.
Abilities:
Jacknife is trained in many forms of acrobatics, from long and high jumps to flips and pole swinging. These abilities enable him to reach places most others would not be able to reach as well as climb and fall long distances without being injured. He becomes less able to perform these abilities if he is encumbered by a heavy weight or anything that would restrict his body's movement.
Jacknife is also well trained in tracking and leaving no trace himself. His training began due to his younger years being spent in the forest, then was continued at the hands of the Gaian Military after he was recruited as a scout and spy. It is impossible to track Jacknife when he is on foot through any sort of wilderness unless he is leaving some sort of trail that he cannot help but leave, such as a trail of blood, or if he is moving extremely rapidly.
Due to his training, Jacknife is also very adept at picking locks to get into places that he shouldn’t be in. He is so good at picking locks that he can pick many simpler locks so quickly that it appears to a bystander that he simply took out a key and unlocked it.
Jacknife has the supernatural ability to manipulate objects with the power of his mind, otherwise known as telekinesis. Jacknife can manipulate objects with combined weights not exceeding 1000 pounds with ease. The drawback is that the more force he creates with telekinesis, the more concentration he has to put into it, leaving his bodily self completely open to harm if he is using his full telekinetic strength. Whenever he uses the telekinesis his eyes turn purple. The mental energies that come from the mind of others make this impossible to use on intelegent living beings.
History: He comes from a small town. He used to go out hunting with his father. His father taught him to be silent and stealthy in order to not scare the game away. After his father died he was still too young to take care of himself. He was taken by a group that was performing research in psychic abilities at a research station called Lockenkie. The organization was military, so he was trained in combat with knives and hand guns, as well as standard issue military rifles. After extensive testing all tests proved negative on any psychic abilities, the organization deemed him worthless and sent him to the regular Gaian Military as a recruit. The Gaian Military quickly discovered that Jacknife was naturally adept at sneaking and reaching places that others couldn't. The military sent him to a special training program that trained all of the military's scouts and spies. It was here that Jacknife honed his abilities to sneak around and to get into places that were near inaccessible. While Jacknife was with the military he was promoted to the rank of Captain. He won a few awards that he never speaks of nor wears while he was in the service; most of them were from the brief war with the Lugarians. It was during the war that Jacknife discovered his psychic abilities and was sent to Jerecho Training Facility. Jacknife was put in command of a small group of supersoldiers, soldiers with paranormal abilities. The supersoldiers were able to hold key points and bases from the Lugarian threat and eventually the Lugarians retreated back into space. Jacknife was later transferred to another specialized branch of the military called the Ordu, where he was put into the Knights of Fortune task squad. The Knights were a group of mercenaries for hire that more often than not worked for the military and the government. It was with the Knights that Jacknife entered Carter City to stop the robots that were rampaging through and destroying the city. Along with Fischig, Nascen, Psyche, and Sol, Jacknife was able to destroy one of the four robots and retrieve its core while other groups took care of the rest. After the Carter City crisis, The Knights enjoyed a short break before being pressed into action to fight the Shade Lords that were attacking cities from their island off the coast. That battle was cut off short by a crisis striking the entirety of Gaia, The Petals of Chaos. Jacknife and the Knights agreed to assist Miss Owle Isohos in gathering the petals to end the crisis. While seeking out the petals, Jacknife was thrown into a heated battle with Sir Roxsohard, the False Knight. The battle between the sprightly young spy and the floating suit of armor raged long into the night before Jacknife was able to defeat Sir Roxsohard by playing a game of catch with a few grenades and a pair of knives. Unfortunately, the defeat of Sir Roxsohard did not yield a petal, but only activated four pieces of a coin that would bring Sir Roxsohard back in his final form where he could be defeated once and for all. Miss Owle Isohos got her petal in the end, but when they put all the petals together the mighty Chaos Viceroy was created. Jacknife and the Knights along with the help of countless others were able to defeat the viceroy and ultimately put an end to the chaos that was terrorizing Gaia. After the battle with the viceroy, Jacknife left the Knights. He drove aimlessly from place to place, trying to find any sort of peace that he could. The chaos had satiated his appetite for adventure for awhile. Unfortunately, adventure seemed to follow Jacknife. He was eventually caught by a messenger who had been searching for him for a month. He opened the letter and read the recruitment offer. A vast renewable power resource had been found, with enough power to provide Gaia with electricity forever. It had been heavily fortified as the scientists worked out how to tap into its uncharted resources. They day the scientists announced that they had found a way, all communication had been cut off from the installation. The project was called "The Eternal Sun," and the mission to find out what went wrong was called "Graveyard of the Eternal Sun." Jacknife accepted the mission and emerged days later with the rest of the team. After the debriefing he left, wandering away from adventure again. When he returned to Barton, his old hometown, another messenger found him, this time bearing a request that he help a village that was in danger of being destroyed by the shades that he had been fighting before the chaos came to Gaia. Jacknife tipped the messenger boy, hopped in his jeep, and set off for the place specified on the letter of request.
((The parts of the history concerning Lockenkie, Jericho, the war with the Lugarians, Carter City, fighting the Shades, the Petals of Chaos, and the Eternal Sun were all RPed, the rest was not.))
RP Sample:
The tires of the dark green Jeep made a grinding sound as they rolled over the gravel and dirt. He had traveled a ways through a pretty dense forest to get here. The Jeep rolled to a stop. Nearby there were large tents and tables set up. He put the Jeep in park and popped open the door before hopping out. The twenty four year old looked more like he was about twenty two. He was wearing a baby blue shirt with a cross that appeared to be painted half hazard across the front and the words "Jesus Christ, Superstar" Written above it. Black sunglasses shaded his eyes as he looked about the area for a moment. He moved to the back of the jeep and pulled out a large duffel bag.
Jacknife walked over to where some men were sitting behind one of the tables. The gravel did not crunch under his boots at it would under a person's who was less careful than he. It was a reflex for him by now to walk quietly. His eyes flitted to each person around behind his dark sunglasses, eyeing each briefly before continuing on to the next one as he walked.
As he approached the table he fished in his pocket for the letter that the messenger had given him. He placed the letter on the table. "I'm here to help you guys out a bit." He said to who he assumed was the person in charge, or at least, he was the person at the table. He grinned at the man and reached his hand up to take off his sunglasses. "There are weapons in this bag if you need to check them for any type of security or whatnot." He said, hefting the bag onto the table and unzipping it to reveal the myriad of technological stuff.
Faction you wish to join: The Settlers.
Username: Wahoozerman
Name: Alan 'Jacknife' Campbell
Faction you wish to join: The Settlers
Name: Alan "Jacknife" Campbell
Description: He stands about 5'8" with semi long brown hair that hangs down and brushes his collar in the back and sweeps down over his right eye in the front. His eyes are green and quick to notice most things. He is slender, he doesn’t have the huge bulking amount of muscle that most battle ready warriors do, but instead he has just enough to allow him to do things like pull himself up onto a ledge or balance upside down on one hand for a moment. His skin is tanned somewhat, but not to excess. On his right hand he wears a ring with the pattern of Celtic knots encircling it. There is also a tattoo of a raven with its wings outstretched on the back of Alan's hand, stretching up onto his wrist. He wears simple clothing, including a white shirt that is just a tad too small for him, forcing his muscles to show a little bit if he is straining them, though the muscles themselves are nothing special. Across his chest is a leather belt that stretches from his right shoulder to his left hip. Another identical belt encircles his waist. His pants are brown cargo pants, well broken in and comfortable. The pants have eight pockets in them, two on the back, two on the sides, two below those, and another pair beneath those. The bottom pair of pockets seldom is used as they are almost always tucked into the tops of his combat boots. The boots are black leather with soles soft enough to bend in order to muffle footsteps, though not to any great extent. In the right boot top there is a sheath for a knife in which Jacknife keeps one of the two knives given to him by Sir Roxsohard, the False Knight. The second knife hangs in a sheath that is attached to the back of his belt. The sheath hangs down about three inches from his waistline, giving him easier access to the knife. Both knives are inscribed with runes along the blades.
Quirks: Out of combat he is usually light and cheerful. He has a sarcastic sense of humor and is constantly making little playful verbal jabs at his friends. He is polite to people he does not know if they seem like a respectable sort. During combat is a completely different matter. He turns serious and analytical, sometimes shouting out orders even if he is not the one who should be doing the ordering. Those who work with him are used to this and take the orders as suggestions, but when he makes one, it's almost always a good one. He cannot stand people who are arrogant or disrespectful. He usually gives people a second chance, but a small second chance. If they mess up the second chance he does not give them a third. He is kind enough not to be a merciless killer, but he is not kind to the point of foolishness. If he deems something a threat, he will take all measures to stop it. When he uses his telekinetic abilities his eyes change from green to a deep purple and take on a far away look.
Equipment:
Percius Arm Guards
Hardened leather arm guards that buckle around the wrist and around just below the elbow. They cover the entire back of the forearm and are slightly ridged to catch any blade that touches them. They are created by the priests in the order of Percius, the militant god of peace. They are created and blessed in such a way that they cannot be cut by anything, though they can be smashed or broken. They also displace any other enchantments they come in contact with, though magic not cast on an item is not affected by them.
Lock Gloves
Abilities: Fabric gloves that have leather on the middle of the palms and running up the fingers. The Lock Gloves automatically lock around anything gripped by the hand and does not release until the wearer releases his own grip on the object. The glove also stiffens the hand, reducing recoil while shooting.
Multi Target Paranormal Assessor
The Multi Target Paranormal Assessor or MTPA (pronounced MitPuh) attaches over the ear and holds a small screen in front of the user's eye. The screen provides readouts on paranormal activity that can be turned on or off along the side of the screen. Its other and main function is that it allows the user to see any magic, telepathic, or otherwise supernatural or paranormal activity. It allows the user to see any magic or telepathy that is currently being wielded, any magic that is preparing to be released, and any magical properties held by an object. It is able to list some magical properties, but it is mostly speculation.
Elemental Resistant Body Suit
A suit made of spongy material that goes on under other clothing. This suit is resistant to heat, cold, and electricity. The suit effectively resists any sort of temperature change over a short time period, but over a long period of time the suit will eventually heat up or cool down. The suit also absorbs electricity and stores it in a small battery, which can be used to charge other devices.
Mental Analysis Booster Headband
A headband lined on the inside with small electrodes that speed up the synapse reactions of the human brain. This allows any human with telekinetic powers to advance his or her ability. This headband does not strengthen the force that can be put out by the user, but it speeds the reaction time and thought process of psychic maneuvers to a mere fraction of a second.
Grappling Wristband
This wristband contains a collapsible grappling hook and twenty five yards of strong nylon rope, capable of supporting up to 400 pounds. When activated, the grappling hook shoots foreword and digs into whatever surface it strikes, the string then retracts, pulling the wearer with it.
Jacknife's Boots
Sturdy combat boots, worn down well enough to be comfortable. They are made to be muffled and make no noise while walking, even while stepping through potentially noise producing areas the boots are extremely helpful in keeping sound levels to a minimum. There is a hidden sheath in the right boot where a knife is hidden.
Kevlar Jacket
This is a jacket made of Kevlar, no surprise there. There are two pockets on each side of the chest which hold various odds and ends necessary to his work, such as lock picks, probes, a fiber optic camera, and small directional explosive charges. This jacket is military grade, so there are plates sewn into it to stop knives, arrows, and swords as well as it stops bullets. The plates are distributed over the jacket, leaving joints so as to not hinder movement while wearing the jacket.
Explosive Belt
This is a simple belt with a knife sheath on one side and six clips on the back for holding canister grenades, three on each side, leaving a space in the middle where he tucks a pistol into the back of his waistband.
Damn Comfy Pants
A pair of old cargo pants, comfy, roomy, easy to move around in, pretty much just a good pair of pants with lots of pockets. The pockets hold all sorts of useful things like pens, paper, maps, and a second friable grappling hook with a rope wound up inside of a small disk. Extra batteries, god forbid your batteries die on you. They are tucked down into the top of his boots.
Cross Belt
This is a belt much like the Explosive Belt. Only this one fits across the chest in a diagonal from hip to shoulder. It holds two small canister grenades diagonally on it.
Jacknife's Jacknives
Why are they called Jacknives? Not Tomknives or Billyknives? That is a question to be pondered for eternity. Not at all like their use, which can easily be found right here. Jacknife's Jacknives are standard issue combat blades, each with a blade of about eight inches and a handle of four. The only difference between these and any other knives is that these are inscribed with runes placed on them by the False Knight Sir Roxsohard. These runes allow Jacknife to control the knives with his telekinesis without using any energy, as well as making the knives impossible to be telekinetically controlled by anyone besides Jacknife.
MP5 Navy, Submachine Gun
The MP5 Navy, Standard Issue is a sub machine gun designed to be held with one hand and stabilized with the other, but is capable of firing and being held with only one hand. The drawback of one handed shooting is the creation of massive amounts of recoil, highly reducing the chance of hitting. The gun holds a 40 bullet clip and can fire at the rate of four shots per second. Jacknife carries two of these, one slung across his back and the other on a strap connected to his belt.
9mm Handgun and Silencer, Standard Issue.
The 9mm handgun Jacknife carried tucked into the back of his waistband. It has a clip that can hold twelve bullets and while not the strongest pistol on the market it has enough power to get the job done. The pistol comes with a silencer attachment which makes the retort of the pistol almost completely inaudible. Unfortunately when the silencer is attached the accuracy decreases slightly as does the power of the pistol.
Abilities:
Natural Abilities
Jacknife is trained in many forms of acrobatics, from long and high jumps to flips and pole swinging. These abilities enable him to reach places most others would not be able to reach as well as climb and fall long distances without being injured. He becomes less able to perform these abilities if he is encumbered by a heavy weight or anything that would restrict his body's movement.
Jacknife is also well trained in tracking and leaving no trace himself. His training began due to his younger years being spent in the forest, then was continued at the hands of the Gaian Military after he was recruited as a scout and spy. It is impossible to track Jacknife when he is on foot through any sort of wilderness unless he is leaving some sort of trail that he cannot help but leave, such as a trail of blood, or if he is moving extremely rapidly.
Due to his training, Jacknife is also very adept at picking locks to get into places that he shouldn’t be in. He is so good at picking locks that he can pick many simpler locks so quickly that it appears to a bystander that he simply took out a key and unlocked it.
Supernatural Abilities
Jacknife has the supernatural ability to manipulate objects with the power of his mind, otherwise known as telekinesis. Jacknife can manipulate objects with combined weights not exceeding 1000 pounds with ease. The drawback is that the more force he creates with telekinesis, the more concentration he has to put into it, leaving his bodily self completely open to harm if he is using his full telekinetic strength. Whenever he uses the telekinesis his eyes turn purple. The mental energies that come from the mind of others make this impossible to use on intelegent living beings.
History: He comes from a small town. He used to go out hunting with his father. His father taught him to be silent and stealthy in order to not scare the game away. After his father died he was still too young to take care of himself. He was taken by a group that was performing research in psychic abilities at a research station called Lockenkie. The organization was military, so he was trained in combat with knives and hand guns, as well as standard issue military rifles. After extensive testing all tests proved negative on any psychic abilities, the organization deemed him worthless and sent him to the regular Gaian Military as a recruit. The Gaian Military quickly discovered that Jacknife was naturally adept at sneaking and reaching places that others couldn't. The military sent him to a special training program that trained all of the military's scouts and spies. It was here that Jacknife honed his abilities to sneak around and to get into places that were near inaccessible. While Jacknife was with the military he was promoted to the rank of Captain. He won a few awards that he never speaks of nor wears while he was in the service; most of them were from the brief war with the Lugarians. It was during the war that Jacknife discovered his psychic abilities and was sent to Jerecho Training Facility. Jacknife was put in command of a small group of supersoldiers, soldiers with paranormal abilities. The supersoldiers were able to hold key points and bases from the Lugarian threat and eventually the Lugarians retreated back into space. Jacknife was later transferred to another specialized branch of the military called the Ordu, where he was put into the Knights of Fortune task squad. The Knights were a group of mercenaries for hire that more often than not worked for the military and the government. It was with the Knights that Jacknife entered Carter City to stop the robots that were rampaging through and destroying the city. Along with Fischig, Nascen, Psyche, and Sol, Jacknife was able to destroy one of the four robots and retrieve its core while other groups took care of the rest. After the Carter City crisis, The Knights enjoyed a short break before being pressed into action to fight the Shade Lords that were attacking cities from their island off the coast. That battle was cut off short by a crisis striking the entirety of Gaia, The Petals of Chaos. Jacknife and the Knights agreed to assist Miss Owle Isohos in gathering the petals to end the crisis. While seeking out the petals, Jacknife was thrown into a heated battle with Sir Roxsohard, the False Knight. The battle between the sprightly young spy and the floating suit of armor raged long into the night before Jacknife was able to defeat Sir Roxsohard by playing a game of catch with a few grenades and a pair of knives. Unfortunately, the defeat of Sir Roxsohard did not yield a petal, but only activated four pieces of a coin that would bring Sir Roxsohard back in his final form where he could be defeated once and for all. Miss Owle Isohos got her petal in the end, but when they put all the petals together the mighty Chaos Viceroy was created. Jacknife and the Knights along with the help of countless others were able to defeat the viceroy and ultimately put an end to the chaos that was terrorizing Gaia. After the battle with the viceroy, Jacknife left the Knights. He drove aimlessly from place to place, trying to find any sort of peace that he could. The chaos had satiated his appetite for adventure for awhile. Unfortunately, adventure seemed to follow Jacknife. He was eventually caught by a messenger who had been searching for him for a month. He opened the letter and read the recruitment offer. A vast renewable power resource had been found, with enough power to provide Gaia with electricity forever. It had been heavily fortified as the scientists worked out how to tap into its uncharted resources. They day the scientists announced that they had found a way, all communication had been cut off from the installation. The project was called "The Eternal Sun," and the mission to find out what went wrong was called "Graveyard of the Eternal Sun." Jacknife accepted the mission and emerged days later with the rest of the team. After the debriefing he left, wandering away from adventure again. When he returned to Barton, his old hometown, another messenger found him, this time bearing a request that he help a village that was in danger of being destroyed by the shades that he had been fighting before the chaos came to Gaia. Jacknife tipped the messenger boy, hopped in his jeep, and set off for the place specified on the letter of request.
((The parts of the history concerning Lockenkie, Jericho, the war with the Lugarians, Carter City, fighting the Shades, the Petals of Chaos, and the Eternal Sun were all RPed, the rest was not.))
RP Sample:
The tires of the dark green Jeep made a grinding sound as they rolled over the gravel and dirt. He had traveled a ways through a pretty dense forest to get here. The Jeep rolled to a stop. Nearby there were large tents and tables set up. He put the Jeep in park and popped open the door before hopping out. The twenty four year old looked more like he was about twenty two. He was wearing a baby blue shirt with a cross that appeared to be painted half hazard across the front and the words "Jesus Christ, Superstar" Written above it. Black sunglasses shaded his eyes as he looked about the area for a moment. He moved to the back of the jeep and pulled out a large duffel bag.
Jacknife walked over to where some men were sitting behind one of the tables. The gravel did not crunch under his boots at it would under a person's who was less careful than he. It was a reflex for him by now to walk quietly. His eyes flitted to each person around behind his dark sunglasses, eyeing each briefly before continuing on to the next one as he walked.
As he approached the table he fished in his pocket for the letter that the messenger had given him. He placed the letter on the table. "I'm here to help you guys out a bit." He said to who he assumed was the person in charge, or at least, he was the person at the table. He grinned at the man and reached his hand up to take off his sunglasses. "There are weapons in this bag if you need to check them for any type of security or whatnot." He said, hefting the bag onto the table and unzipping it to reveal the myriad of technological stuff.
Faction you wish to join: The Settlers.
Username: Wahoozerman
Name: Alan 'Jacknife' Campbell
Faction you wish to join: The Settlers