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Posted: Sat Mar 27, 2010 6:14 pm
Username: Kirec Lebnul RPC Name: Jonathon Masterson Race: Human Age: 23 Sex: Male Height: 6' 2" Weight: 130 lbs.
Powers: No 'powers' necessarily, see abilites. Abilities: Extremely agile, flexible, and quiet. An extremely skilled marksman. Weapons: L96A1 Sniper Rifle (Silenced), Beretta M9 (Silenced), Several daggers hidden around his clothing, lightning-quick wit
Biography: Unknown
Pros: Extremely efficient silent assassin, skilled in close combat, brilliant strategist Cons: Doesn't always work well with others; not skilled in a battle scenario, unless he's sniping or flanking;
Personality: Easy to love; easy going; occasionally no nonsense, but not often; The kind of guy who you just met but you want to go get a beer with; Empathetic.
Appearance: Black hair down to the neck, with bangs down to the mouth; tall and lanky; often wearing gillie suit, but when in casual environment, dressed in jeans, converse, and a jacket; sharp crystal blue eyes; glasses (or targeting visor)
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Posted: Thu Apr 01, 2010 8:15 pm
Username: SkythIII RPC Name: Adam "Hellhound" Sokolov Race: Human, 50% Irish, 50% Russian Age: 48 Powers: Exceptionally above average dexterity, speed, and strength Skills: Explosives, marksmanship, aggressive and defensive driving, helicopter piloting, improvising, and vehicle repair. Fluent in Farsi, Russian, Afrikaans, and French. Weapons: A SOPMOD CQB HK416 with 4x ACOG sight, and under-barrel M203 grenade launcher. Fifteen 30-round magazines of 5.56x45mmNATO ammunition. 4 lbs of C4. Five 40mm grenades. Three fragmentation grenades. Silenced Colt M1911a1. Five 7-round magazines of .45ACP ammunition. SPAS 12 Shotgun. Box of twenty 12-gauge shotgun shells. Biography: Born in Northern Ireland before the war, Adam was raised by a devout Catholic family in a poor, crime infested area of the country. Adam spent much of his youth in and out juvenile detention centers, his lust for trouble fueled heavily by his abusive father's behavior and his mother's ability to turn a blind eye to his actions at the worse moments. By the time he was 14 years old, Adam had completely stopped going to school, and instead chose to spend his time with a gang of friends committing petty crimes and generally wreaking havoc around his neighborhood. At the age of 16, Adam became involved in a Radical Catholic group waging a loud and bloody street war against a number of Protestant groups. At the age of 20, Adam had not only managed to climb to the top of the command chain within the organization, but also became one of Northern Ireland's Most Wanted. Shortly after making the most wanted list, Adam and a crew of twenty men were ambushed by local police forces during an arms deal. Ordering his men to fight off the police force, Adam managed to escape and go underground. He bribed his way aboard a cargo plane on route for Sierra Leone, where he made a living as a Mercenary working under the table for a local PMC. At the age of 38, Adam accepted a contract that took him to American soil, where he was to infiltrate the New York headquarters of a rival Private Military Firm and assassinate the CEO. With a gun to his head, the CEO struck a last minute deal with Adam. Turn against his team, and he would be offered a contract increasing his pay by 20% to turn around and bring his current company to the ground. Adam accepted, but the CEO turned on him and attempted to assassinate him. After hiding out in a number of third-world countries to escape the wrath of the PMC, Adam was offered a contract with The Mercenary Company. Reluctant at first to pull himself back into the kind of work, he quickly warmed up to the idea when he was told that The Mercenary Company would take care of the PMC currently hunting him. He accepted, and now works with The Mercenary Company full time. Pros: Quick thinking, quick witted, heavily armed, smart-mouthed, fun to have around, a loose cannon. Cons: Has the endurance and damage resistance of a human being, is likely to put himself into a dangerous situation for the thrills. Link to Merc League: Armeekorps Appearance: Adam stands roughly 6' 4" and weighs 250 lbs. His greying brown hair is kept close and neatly cut, while his four-inch long beard appears scraggly and tangled. His bright green eyes stand out that much more due to a nasty scar across his left eye. when not on a job, he tends to dress very casually, although he always keeps his M1911a1 on hand. When on a mission, he is fully decked out and loaded with all of his gear, kept on him at all times by a ceramic-plated tan tactical vest.
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Posted: Sat May 01, 2010 4:50 pm
User: JokersMadness Name: Mikael Height: 5'10" Weight: 160 Bio: Mikael is a young man, who left the world behind him and became a soldier. The military was a good life. He enjoyed the strategy and tactics of taking down your enemy. When he was dishonerably discharged for the crime of treason he fell into a depressed state of being. Missing the life he lived before hand. He then became a merc to satisfy his cravings of the militaristic life. Weapons: Hunting Knife and Hunting Bow Hand to hand combat Powers: Improved senses from his time in military service Personality: A cold person, strategic, militaristic
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Posted: Sat May 08, 2010 6:23 pm
My name is: Klara An Rav
They call me: Klara
My age is: About 18 in human years.
I'm a: Female
I'm also a: Elf
I like: Men, mostly.
Pictures won't capture this: Woman for the most part, makes this elf queasy. She'll often be blunt with her words when around them, and don't even think about having her help you if you need. Men, however, she'll actually treat with respect. To her, she feels more eye to eye with them, even if she isn't. She'd do anything to make herself feel important, although it fails most of the time. If you ever saw her with her parents, though, it would be like meeting a whole new person. She's like a rough shell that turned into a gentle kitten. Her parents and nature would be the only things that she would become gentle towards, especially nature. A goal she made herself was to never hurt nature again after an event that happened when she was a young silly little child. She'll become very paranoid when she is around heights, though. This is true with bugs an water as well. And finally, when it comes to food, Klara may become the rudest person you have ever met. She'll do anything to get the food on her plate.
How I got to be here: Hailing from a small forest far away in a quiet secluded area, a baby was born to a young elven couple. The couple did not want the child; however, so it was given to another couple in hopes it would find a better home. The child did not notice the swap, though, so it was a success. The new family consisted of a mother, a father, and several brothers and sisters for the tiny child. It's name was to be Klara, a girl's name since the child was a girl. A small wooden home is where the child would be housed. Inside of the home, the floorboards were rotting away and the walls had traces of moss and mold growing. Still the young elf grew to be a fine young woman. The child's father taught her how to carve wood using a blade. A dangerous job, indeed, yet the girl succeeded in this task. In time she would learn the forest inside and out, and become a fairly good archer. On her 12th birthday, she would be given some matches to start the bonfire for her birthday. Instead if doing this task her father had given her, she would go out to the forest and play with the matches. A mistake on the girl's part caught leaves on fire. Soon the forest had been engulfed in flames. The girl, however, had passed out near where the fire started. A group of knights from the kingdom were sent to investigate the mysterious fire. Fortunately the group came upon the girl's location. One of the knights carried her from the wretched place and back to the Human Kingdom. None of the knights saw that the girl was an elf, though, and it wasn't until they traveled all the way back to the kingdom they found that out. Knowing that the girl's family was most likely dead, they told the child that the forest wasn't safe for a girl like her. The girl, however, did not take the news as well as they thought it would. She became violent in nature. None of the humans could go near the poor girl without her lashing out on them. Finally, one day, on the day before her 17th birthday, she would escape from the place and set out into the world on her own.
my loyalty is to: Neutral, although she could be easily persuaded.
I want more:
- Men. - All things that deal with Nature, except bugs. - The sound of metal clashing together. - Food/Berries
Keep that away:
- Swimming/Water. - The smell of things burning/Fire. - Bugs. - Heights
Look I have abilities: Klara has slightly better eyesight in the dark than humans, not much better though.
I've good at this for a while: Klara can carve objects such as a bow out of wood, although she cannot string the bows. Travelling through a forest would be her strongest point, for elves are naturally good at this.
I'm not so good at this: Being on high platforms would make this elf almost instantly freak out. She is always afraid of falling off and perishing. Because of this, she'll always try to convince people to take a ground level route instead of a high one, and if that fails she'll find one herself. Also, being around fire makes her pass out almost instantly from the fumes. If you haven't already guessed she is sensitive to it. Water is basically the same thing with heights, she'll freak and try to find another route, although her fear of water is not as bad. Bugs would be the least one to worry about when around her. The only thing to worry about them is when they are on Klara. She'll break out in hives if they are on her for long. As for skills wise, Klara is horrible at stringing bows. She'll always be ripping the string in half trying to figure out how it goes on. Calling animals usually goes bad for her as well, since it usually ends up with a rabid animal attacking her instead of her foe.
I'm armed: A yew longbow with steel arrows for ammo. She may acquire other weapons later.
Oh, before I forget: Klara has a tribal tattoo on her left arm. Look here!
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Posted: Mon May 10, 2010 12:11 pm
Name: Mr. Mask Nicknames: The Gas Masker Race: Human Gender: Male Age: 28 Hair Color: Dark Brown Eye Color: N/A Skin: Slightly Tan Height: 5' 10" Body Shape: Slim and slightly muscular Powers: Psychokinesis Weakness: Mental Blocks Likes: Anarchy, Being able to control people, and Justice Dislikes: Smart people, Mental blocks, and the government Hobby/Job: On the surface he works as a Special Op. Agent working to create justice but under the surface, he is the most wanted anarchist in the world. Theme Song: Prison Song by System of The Down History: Other then being a top ranked agent of the government, The mystery man under the name of Mr.Mask is a man of less words and more business. As a highly intelligent agent, once he made his way into the ranks, he took it upon himself to erase everything about his past. This was an important thing to do since on his free time he was a hardcore anarchist with the intent to bring down the world's government systems. Mr.Mask is very intelligent and cunning while at the same time, resourceful. He also has great attention to detail which comes into play while he is on a mission, following orders down to the last detail leads to his success in any mission he takes on. Mr.Mask's personality isn't very hard to figure out. He is very serious but has to have a little fun. He may crack a bad joke or a wise remark every once in a while other than that, his mind is on the mission. Side Notes: No one knows his true name or knows what he truly looks like.
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Posted: Mon May 31, 2010 8:01 am
Gaian Mercenary Internal Intelligence Personnel Report
Real Name: Damian Olivander Codename: Doomshot Rank: Major General Race: Terringian(self-admitted): Resembles Terran norm with several notable deviations. Further information is categorized below. Biochemistry: Biochemistry is compatible with Terran norm, with a marked immunity to most mineral derived poisons such as arsenic or mercury. Blood appears to contain anomalous cobalt structures, whose purpose appears to be to ferry minerals into the lattices throughout subject’s hair and skin. These cobalt structures change the pigmentation of the blood to a deep purple-blue in the presence of oxygen. As part of the repair function these structures also slow the flow of blood to injured areas and allow quicker congealment of the blood. Health Hazard: Due to the presence of Cobalt-60 within the blood of the subject, subject radiates ionizing radiation. While well within Gaian Mercenary League's Extended Radiological Hazard Guidelines, pregnant personnel should avoid being within ten feet of subject for extended periods of time. Anatomy: Anatomy superficially resemble Terran norm with several notable differences. The most obvious deviation from Terran norm is the presence of eight black back limbs. Back limbs are arranged in pairs down two vertical columns that have roughly five inches of separation. The uppermost pair sprouts from the scapula and lowermost pair sprouts from a reinforced pair of the lowermost false ribs. The middle two pairs sprout from the fourth and sixth pair of true ribs. Both the lowermost and uppermost pairs are five and half feet in length, while the middle pairs are six feet in length. The limbs are triple jointed, splitting each limb into three segments of roughly equal length with a smaller segment roughly a sixteenth the size at the end. The connective joints are extremely flexible allowing 270 degrees of horizontal freedom and nearly 180 degrees of vertical freedom. The joints of the actual limb are of a hinge type that allows roughly 180 degrees of rotation along a vertical axis, with only the final joint allowing horizontal rotation of 350 degrees. Although the bases of the limbs are controlled by specialized muscle groups implanted in the back, the limbs themselves are controlled via hydraulic pressure in a manner similar to spiders. This allows the limbs to accelerate at a rate of 750 ft/s2 to full extension, reaching a final speed of 67 mph. A limb at full extension is capable of holding 62.5 pounds for at least 24 hours and appears to have a maximum burst weight of 250 pounds. The composition of the limbs appears to be a thicker version of the omnipresent mineral lattice. This covering appears to possess almost none of the elastic qualities of the skin lattice, except at the joints. The covering on the limbs seems to also possess far greater strength than the skin lattice, akin to Titanium carbide. The final tip of each limb is a reinforced point, rating a 9.4 on the Mohs Hardness Test. Another major divergence from Terran norm is the presence of a mineral lattice throughout the structure of the subject. This lattice is most prevalent throughout the epidermis, where it functions as a protective barrier. This barrier helps strengthen and reinforce the epidermal layer, improving resistance to piercing and slashing instruments by roughly 40 times compared to Terran norm. However, any damage to the epidermal layer is slower to heal due to the necessity of rebuilding the integrity of the lattice. Thus external wounds take roughly two to six times as long to heal compared to Terran norm. The other major mineral deposit is the grayish-silver hair analogue. The hair seems to be laced with the excess minerals of the body, causing its consistency to be highly similar to steel wire rather than hair. The brain structure contains only minor deviations from Terran norm. These deviations are the presence of anomalous structures wrapping around an enlarged Medulla Oblongata. These structures are theorized to be the control centers of the back limbs. It is also theorized that the enlargement of the Medulla Oblongata is to enhance the vasomotor center in order to handle the changing blood pressure due to the presence of the back limbs. Age: Subjects current age in currently unknown as he has not been forthcoming on this matter. He has been confirmed to have been alive as of sixty years ago. However, there have been indications that he is far older. Current Physical Health: Subject appears to be healthy by Terran standards. Despite the heavy scarring, subject experiences no major restrictions on movement. However, the scarring has destroyed most of the subject's surface nerves. Subject is currently missing his natural eyes, lungs, and vocal cords, which are currently replaced by medical implants. Current Cybernetic and Medical Implants: All current implants are of a medical nature to replace natural organs. Artificial Lungs: Subject's lungs are designed to extract oxygen from a wide variety of environments, up to and including aerobic aquatic environments. Lungs contain a ten minute supply of stored oxygen should anaerobic conditions occur. They have also been designed to filter out any substance that is harmful to the subject automatically. Mask: The main purpose of the mask is to restore the eyesight of the subject. The mask has been permanently attached to subject's face attaching straight into the auditory and visual cortices and Broca's area, bypassing the optic nerve entirely. The front of the mask is a flat area that a single purple-white eye is projected on dominating the face. This eye is purely cosmetic and can be changed if the subject wishes to, although this has never been recorded. The eye generally tracks what the subject is focusing on, although the eye can be set to do otherwise. The mask contains several modes and can be expanded farther with the right sensors. Currently the mask is loaded with the necessary modules to view infrared, ultraviolet, visual, sonar echolocation, and a limited ethereal spectrum. Each of these vision modes can be furthered enhanced through software such as magnification software or motion prediction software. The mask also has a built in radio to allow for silent communication and a built in speaker for auditory communication. The mask is also capable of picking up sound and enhancing it through its own microphones and can convert the speech into text similar to a dictation machine. The structure of the mask is made out of robust materials. Primarily layers of armor, it has been designed to be able to take a rifle round and still carry on its core functions. Its systems are waterproofed, acid resistant. fire resistant, and air tight. Magical Aptitude: Subject is thought to be a magician of some note but under mandatory GML magical aptitude testing, subject was unable to produce desired results. While subject could clearly summon the necessary power and had near perfect technique, spells cast by subject always went awry. A simple light spell could turn into an explosion that could level a building or summon a demon, despite the fact the power being channeled should make those spell types impossible. Magical testing into this phenomenon was officially suspended after Incident Doomshot 3.13.223. As of Incident Doomshot 3.13.223, subject is assumed to be unable to use magic of any kind. Training: Subject has training in both swordsmanship and marksmanship. Subject does not appear to have specialized in any unarmed combat style, despite being familiar with wide variety. Subject appears to have had training in the magical arts to near master level, despite his apparent problem with magic. Armament: Subject typically possesses a Submachine gun(SMG) and a pistol drawn from GML stores. Weapons are generally kept in fair shape while in the possession of the subject. Subject has a tendency of replacing his weapons monthly. It is unknown at this time why the subject does so, as the returned weapons generally have several years left of use. Subject is also typically armed with a melee similar to a katana of unknown make and material. Weapon has grooves running up the blade, making it considerably lighter than most swords of that size. The material of the blade appears to be immune to corrosion and to be extremely strong. Unfortunately due to subject's refusal, neither stress testing nor spectroscopy has been applied to the weapon. Observations of the blade in the field have revealed that the blade is capable of handling at least 1.8 GPa, ruling out most steel alloys. Subject also possesses a necklace with the jewel from Incident Doomshot 3.13.223 attached. Properties of the jewel do not manifest until it is moved within 5 feet of a magical effect or constructs. Once the jewel is within five feet of a magical effect or construct, the jewel slowly drains away the magical energies, causing disruptions in the effect or construct. Once within 2 feet of magical effect or construct, the jewel drains the magical energy at its full rate causing most effects to fizzle and to take away the animating force of most constructs. In cases of objects producing a magical effect, often times the effects of the object are simply suppressed rather than drained away and are restored once the jewel is removed. Jewel appears to not effect ki nor portals. Personality: Subject appears to possess a sound mind, without major psychological conditions. Despite subject's extrovert personality, the subject also takes great pains to hide any personal information. It is unknown at this time whether or not the subject is simply doing that for his own amusement as the subject appears to take great pleasure in confusing people about him. Subject is believed to be ashamed of his scars as he habitually wraps all exposed skin in thick bandaging. When asked about how he had gained the scars covering 95% of his body, he either redirects the question or simply answers that a fire did it. It is unlikely that this is the true case, as medical examinations revealed most of the scarring on his back and front had come from a whip that dug deeply through the skin. Subject has a tendency to react to perceived injustices, rallying behind whoever he believes to be the weaker party. This has yet to bring him into conflict with the GML but it is unknown if his sense of duty or his sense of justice would prevail should such a situation arise. Subject appears to have adopted the GML as a surrogate family of sorts. This behavior has been encouraged, which had deepened the subject's sense of duty. He has become deeply indoctrinated in the traditions and culture of the GML. This has made the subject extremely protective of the GML. Subject is believed to possess wanderlust, as he will simply disappear without a word for days or weeks before eventually returning to the GML. It is unknown what he does during these periods as the subject has yet to be successfully tracked for more than a day. Biographical Information: Major General Damian Olivander, by his own admission, claims that he comes from the Middle Sickle Highlands of Terringer. This has yet to be verified as neither Terringer nor another member of his apparent race has been located. Subject has not been forth coming on what he did prior to joining the Gaian Mercenary League and Intelligence has yet to find out anything about him prior to his joining. He served a long career, slowing climbing up the ranks from Private to Major General. His years of service were only marred by his tendency to disappear in between missions. This latest time marked the first time that the subject has ever been located during his disappearance. The subject was discovered running a bar in a rural area by Wielder. The subject simply closed up and followed Wielder back to the GML, never explaining how he got the bar or why he was even there. ATTACHED DOCUMENT Incident Doomshot 3.13.224: Subject was told to cast a simple fire spell. Due to safety concerns, the test was being taken outside nearby the medical facility in case of accidents. During the casting of the spell, the subject simply vanished. Despite the best efforts of the search parties, he was unable to be found and the search was called off after five days. Two weeks after testing, the subject reappeared in the same spot sans eyes, lungs, and vocal cords. Subject was immediately rushed to the medical facility and kept in life support until implants could be installed. Once he was stabilized, the subject was searched. This search revealed an azure jewel kept in a death grip in subject's left hand. Subject has refused to speak on where he disappeared to, the origin of the jewel, or what had caused such damage. After two months a GML Health Review Board pronounced him fit for active duty. ADDENDUM: Jewel had been discovered to have anomalous properties when interacting with magic.
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Posted: Wed Jun 02, 2010 7:18 pm
Character Name: Strifer Farhaven Age: 27 Birthplace: Unknown Race: Human Appearance: Strifer is rarely seen with out his black bowler hat on, and a sword at his hip. He has silver hair that is long enough to stick out form underneath the hat, with green eyes seem to constantly shine due to a black tattoo stripe he has. His former pirate captain said that eyes show who you truly are, so you should show it to its fullest, forcing everyone on his crew to get the tattoo. He wears a black leather jacket with no design on the back, and no shirt underneath. Light black pants that are help up by a belt with a silver buckle cover his lower half, and he wears large pirate boots made from sharks skin in order to prevent slipping on wet surfaces. There is an "X" shaped scar dead center between his eyes. He stands at 6'2", weighs approximately 190 lbs and has tanned skin where it is visible. Weapons: He has a sword, named Eternal Glory, which he mysteriously received from a good friend. It is made of a metal called Mistarelle, which is unbreakable by any metal, including itself, once it has hardened. Special skills: He has become a decent fighter using any sort of weapon, but prefers to stick to swords. Strifer has blood that become flammable because of his constant drinking. Training with the flammable blood caused a high resistance to burns and fire. He also has a magic energy in his own body separate from the energy his body uses naturally. It can store only three elements: Earth, Fire, and Lightning. He can use the element to summon it outside of his body for a devastating attack, but he could only do that with each element about four or five times. He can also chose to mingle the element with the energy the powers his body. Mixing the lightning energy with his body energy would make him faster, and mixing earth makes him stronger. His body can only store so much of each element, and once he uses the element it is gone. Once there is room for him to do so he must draw the element from an object or being that holds that element. Each stone or enemy only holds one element, and drawing the element takes a fair amount of time and a good amount of focus. Personality: Strifer is a stubborn person, and a constant drinker. He's always ready for a good fight and jumps at a challenge. When given a good enough reason he will gladly fight to his death. He is often seen off by himself, or leaning against a wall. Weakness: Strifer doesn't always open up to people about how he feels, which makes him fight better on his own than with allies. Also has a soft spot for the ladies, and refuses to do too much harm to them. If he goes too long with out drinking some sort of alcohol his body rebels against him, giving him shakes. The shakes gradually develop the longer he goes with out alcohol. History: Strifer was a fierce pirate captain, which is probably where his drinking habit developed. He remembers the navy making its final stand against him, ten ships to his one, and losing. When he regained consciousness after the battle he found himself on an island. He eventually found his way back to mainland and he began to wander in search of finding happiness like he had when he was the pirate captain. His search led him to the Mercenary League. ((Edited)) (((I'm re-posting this on this account so that I can make edits if I so wish to appearance. Feel free to delete the other one.)))
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Posted: Sat Jun 12, 2010 12:57 am
RPC Name: Dez Candic Race: Human Age: 20 Powers: Not much besides being able to move throughout places without leaving evidence of his presence Abilities: Refer to section above. Weapons: M21 Sniper Rifle (Modified), M1911 Pistol, .45 caliber. Biography: Growing up as a kid in a military family, fighting was all he could think about as a kid. He always went down to the gun ranges with his dad and quickly became an ace shot. Joining the military, he didn't like the major amounts of restrictions they put on daily life, so he quit. It just wasn't him. He was soon apporached by someone who worked with the Gaia Mercenary League, who wanted to hire him as a sniper to work for them on missions that they need him on. He quickly accepted, this being the life that would be what he wanted. Pros: Expert shot, cool-headed in just about any situation, loyal when he trusts you. Cons: Cold, doesn't talk much, only when he has to, doesn't trust many people. Link to Merc League or anything else that you can think of: N/A
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Posted: Sat Jun 12, 2010 11:36 am
Username: Moon fire Liako Character Name: Kuugen Airei, The nine tailed fox. Character Callsign/Nickname: Kuu-chan, Sama.... Age: 23 Height: 5'6 Weight: 120 Physical Characteristics: Fox like eyes, Sliver hair, Very slim build, Pointed Fox ears, Nine sliver Fox Tails. Image: Kuu-chanWeaponry: H&K G3 Tactical rail W/ 30 round magaizes , Carry on 8 Mags in Her tactical Body suit. ((a bag on the belt))Etither Master KEY Under barrel shotgun((Buck shot, Slug , Nade , Etc....)) or M203 With Smoke and explosive rounds. With Holographic sight. She usually carry's a Silencer and 1x to 12x Scope. Her sidearm is a Colt 1911 Chambered For 357. Magnum and 9 round magazine. The barrel has been extended for a 9 in Barrel for target accuracy with red dot sight. She also carrys a Long katana, Or nodachi. Skills, Abilities, Proficiencies: Using her sharp eyesight for dead accurate shooting in semi automatic. Fox-fire to make burning balls of fire and thrown it like napalm. Master of parkour and Bouncing Grenades of a hard surfaces. Combat Specialty: Grenadier and Assault. Still to add more.
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Posted: Sun Jun 13, 2010 7:29 am
☸☸Ratchet Lombax☸☸*Profile Remake* *Username: xX Ratchet Lombax Xx
*Name: Ratchet Lombax
*A-Name: Chris Jacobs
*Age: 16
*Race: Lombax
*Gender: Male
*D.O.B: March 6
*Bio: Ratchet is a Lombax creature from a Lombax homeworld which location is unknow even to him. Ratchet had came to the land after his vacation to explore the area to see what it had to offer. While there Ratchet came on a island which see to be the size of a country. As he came to it he found out it was home to the a large group called Ex-Ops. While here he fins that a war torn land was hahving problems of its own. Skipping all the bore of parts. He decides to join Ex-Ops to maybe help the land called Revers. Ratchet soon after a time comes across a group called the GML. Which then took his story from there.
*Weapons* -Dual Vipers: Two pistals that shot a rapid speed like a machine gun. The pistals have a main starting amo amount of 200 each. But over time the amount can be changed. The Dual VIpers have a low chance of over heating and are not the strongest but the most useful in a gun fight. -Omni Wrench: This weapons is the all time main weapon used by Ratchet in hand to hand combat. The Omin wrench is made of a strong steel that seems to never get a dent or anything in it. This weapon is used as a bomarang and is also a tool to fix just simple everyday things. This unlike other weapons can not become small to fit in a hidden spot. -Other Weapons Will come up in time-
*Picture: (Look top left corner of post)
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Posted: Tue Jun 15, 2010 12:31 pm
Name; Anneliese Rose Dachroeden Callsign; Coyote, Liese Gender; Female Age; 23 Race; Human Date of Birth; December 13th Birthplace; A small, rural town in Russia. Height; 5' 7" Weight; 130lbs Appearance; Liese's hair is a reddish-brown colour and reaches her lower back. Her eyes are a light gray-blue colour. As her eye colour would tell, she has some problems differentiating between certain colours. It's an off-case of colourblind, but it doesn't hinder her in missions. Her skin is a milky-white colour, and can appear sickly in the right light. She always wears her gray carbon fibre suit for battle. She wears a black blindfold over her left eye, being she is predominantly colourblind in it. While it seems this would be a hindrance, it surprisingly is not. Powers/Abilities/Strengths; Being she's only used sub machine guns and machine pistols all of her days, she has grown to be an expert with them. She can use her UMP45 for everything; be it sniping or spraying.. or anything in-between. Agility is a strong point as well, and she can pull off basic parkour moves. She is, in addition, somewhat decent at CQB/CQC. When on missions where CQC is predominant, she shows off her katar skills. Weapon Cabinet; -UMP45; Equipped with a detachable silencer and holographic sight. It has a special camouflage painted on. -Akimbo G18s. Both equipped with silencers. They both have an nickel-plated finish with pearl grips. [yes, i'm aware that's not a G18. it's just a reference for the finish. c:] - Tactical knife- Dual katars ~ only used in CQC-heavy missions. Biography; Liese grew up on the battlefield, quite literally. When she was seven she was sold into slavery by her older sister. She was trained to kill, and to be one with her weapons. If she refused to kill, she was beaten. Being a smart child, she quickly caught on and killed to appease her captors. They became crueler yet as she advanced. They would force her to laugh as she killed; brainwashing her to link happiness to killing. When she was thirteen, a group of mercenaries broke into the camp she had been held in for six years of her life. Her captors yelled at her to kill the intruders, but as they raised their guns to kill the captors, she refused and, instead hid. The mercenaries found her while going through the camp, and brought her back to their base. Until she was eighteen, she was widely considered mentally unstable. When she was taken in by the mercenaries, she was put through a rehabilitation program. They gave her a choice to either leave and go back to a normal life, or to stay and have the option to join their league. She was never pressured to make a decision either way, and she weighed the situation until she turned twenty. Deciding to stay with them, seeing as normal life would be too complicated, she joined their ranks. Two years after joining them, they disbanded, and she was forced to look for another league of mercenaries. She found the Armeekorps on her twenty-third birthday, and has recently joined their ranks. Personality; Liese is very quiet unless if provoked into conversation. She shows a general uneasiness around most soldiers unless she has known them for a while. She is very precise about how she fights, and is careful of every small detailing in her tactics. She has a hard time trusting or connecting to other people due to her harsh upbringing. She is often distant and of few words. When angry, she has a tendency to start laughing. If she sprays a wall of enemies, she is provoked into a fit of laughter as she slaughters. She's still a bit mentally unstable, but she keeps it together considerably well. Other; She has an odd affiliation with coyotes. When asked about her past, she will say all she can remember is the howls. Where the small group of soldiers were stationed, coyotes weren't a rare commodity. She would often fall asleep to their howls, and finds the sound comforting. ..Thus her callsign.
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Posted: Sun Jun 20, 2010 10:59 pm
Lissa MayThe Wilted Flower"She gives and takes away, until there is nothing more to want, or until there is nothing more to give." ~Mahria May, Lissa's mother  Age 21 Lissa's dark past seems to be more safely kept than anything else. Once a member of a large family, Lissa was outcast from her people for reasons she wishes not share. She spent a long time trying to find somewhere for herself, but had to leave every place for one reason or another. The tattoo on her arm has something to do with it. The ink on her arm is regularly a dim gray shade, easily visible but often hidden under long sleeves or wraps. When the ink turns red, Lissa's birthright becomes active, and her powers shift drastically. These abilities will be written in red. When the ink is red, Lissa cannot use her other abilities until it changes back.AttributesHeightened senses, much more like those of a fox, including her intuitive sense. Fast and nimble, very good at hiding and being nearly silent when necessary. AbilitiesCan heal the injuries of others by given them some of her own health. She can only do this so many times before losing too much and causing internal bleeding upon herself. Can give life to any kind of plant, and control their growth and movements as if they were living things. Drains life from living things (plants, animals, people). This life can give her extra strength and heal her wounds.
Has the ability to control animals minds and have them do her will. They will answer her call from any distance.WeaponsBow and Arrow (carries a poison salve on her hip for the tips of the arrows; the effects are not fatal, but paralyze the victim on impact) Knife with a foot-long blade, mostly for use as a tool
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Posted: Sun Aug 01, 2010 9:24 pm
RPC Name Melora Marie Cole
Race Human.
Age 27
Powers None. She's only human, after all. Turn to abilities.
Abilities Highly skilled in computer forensics and computer hacking. Due to her short stature and her slim weight, she is able to lurk into small, enclosed spaces quietly. She's also quite fit and agile due to her short experience in the military before being dishonorably discharged.
Weapons Her computer and two different handguns that are registered to her: a P-83 Wanad and a Beretta 90two
Biography Her childhood, one could say, was quite normal for a girl of her status in society and in school. Average grades, average friends, there wasn't really much to talk about except her uncanny ability with computers. Her interest in these machines led her to study these in university, where she broadened her knowledge and soon after was picked up by the military for counter-terrorism intelligence analysis. What they did not see in her background was the elite, worldwide group of hackers and crackers she was a part of. They helped each other mutually, whether it be by scanning through files on another person's computer, mirroring hard drives for examination, or telephone line and surveillance camera tapping. They did it all. While many proposed to go on silently, without disturbing or altering any information they encountered, there were always those with bad intentions.
One summer, while Melora was on vacation, she received a message regarding a small task that one of the members of the group needed to be carried out. She did so in a matter of hours, transfering the newfound information over to the other member. In a matter of a few hours, in the middle of the night, the CIA came knocking at her door, with a search and arrest warrant.
She wasn't entirely sure what it was all about when she was brought into questioning, and it wasn't until she was informed that Interpol was involved that she finally put the pieces together. She had just been linked to a case involving massive government espionage and potential cyber terrorism.
It wasn't easy to explain the situation to the cops, particularly when they weren't quite educated in her field, but she did manage to make them understand one thing well enough: she would give the police access to the website where she and some other fifty something hackers had come together, only to break apart after each and every one of them was scrutinized and checked until the one that was guilty appeared. She was given immunity in this case, but after her superiors at work got the news, she was fired.
The case was solved, she lost her job and the respect of many of her fellow hacker friends from around the world, but still works as one of them in the cyberworld, carrying out small, non-lethal jobs for anyone who needs a little help, whether it be spying on a spouse or looking through a company's financial files away from home. She has even done some part time work for a local private security company and has worked as one of their investigators. Melora is paid rather well, but the excitement she signed up for when she was in the government is missing.
Pros Quick witted, great with computers, smart, fairly good at firing handguns, stealth and emotional detachment.
Cons Questionable loyalty, connection to the government, stubborn, can be rather bigheaded sometimes.
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