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A general roleplay guild with emphasis on improving RPers. 

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SirBayer

PostPosted: Wed Oct 08, 2008 1:09 pm


Syndicate


A few hundred years into the future. Society has descended from trashed to absolutely trashed. Governments and nations no longer exist; almost everyone is racially identical, and those who still belong to some racial group are shunned. Syndicates now own the world, dividing it up piece by piece, ignoring national or even racial borders. Constant fighting occurs throughout the world – sometimes just thugs or gangs engaging in illegal combat; sometimes something much more sinister.

The pawns of the Syndicates.

Agents.

Men and women, cybernetically enhanced into superhuman warriors. They may spy, they may sneak, they may pretend at it all they want, but from the top to bottom, they’re made to be fighters, and that’s what they’re best at. Their primary roles are enforcement, but they’re frequently used for any sort of operation in enemy territory, especially when mercenaries aren’t good enough.

The agents are much more the victims than the people they oppress, however; tightly controlled in mind, they can sometimes only do precisely as they are told. More tools than villains, only occasionally do they gain their freedom, and when it happens, they are frequently killed, nearly upon the spot. Liberated agents are essentially non-existant – in most places.

Table of Contents:

Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary
Map
PostPosted: Wed Oct 08, 2008 1:11 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary
Map


RULES


IF YOU DO NOT READ THE RULES, I WILL FIND OUT, AND YOU WILL DIE. SLOWLY. PAINFULLY.

1. OBEY YOUR MASTAH (aka me.)
2. Be literate.
3. Gaia ToS.
4. Be intelligent.
5. Be chivalrous.
6. No godmodding.
7. No auto-hitting.
8. YERMOM.
9. No chat-speaking outside of OoC.
10. If we get to 42 rules, someone gets a prize, and someone is me.
11. Let’s see how far it can get.
12. Nah, I gave up.
42. Hooray! Time for some cake.

Note that disobeying rules will result in injury. Normal gameplay will also result in injury, but not on quite the same scale. (Read: Cheat and get killed. Don’t cheat and just get maimed.)

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 1:13 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


Story


Agents do not like their role. In fact, a lot of syndicate employees like their role not at all. It all started in GM-owned Western United States. There a man named Marcos Kharm worked as the figure-head mayor of San Francisco. From his commanding post high above SF on his personal airship, he could see much of what occurred on the ground, and whenever there were riots, he went to the observation room to watch. What he saw was horrifying – the Agents below were using extreme examples of deadly force (many were equipped with miniguns they carried straight into the fighting) and the worst of it was that they could do nothing about it. After several such riots, Marcos could not handle it any more. He began to look into the underground, began to make contacts, and soon enough found himself in control of a loyal mercenary force.

They waited until just the right opportunity. When the large majority of NorCal began a full-scale rebellion, Marcos found that it was perfect timing. Although the agents assigned to SF had been thinned down with fighting, there were still enough that when Marcos successfully activated a mind-control jammer from his blimp, they could hold out. Whoever was too tightly controlled to not lose control was either removed from the premises or killed. The remainder prepped weapons and prepared to be assaulted. And oh, did the assault ever come.

By the time the fighting was over, the newly named Bullfrog Syndicate was in charge of San Francisco, but their defenses were broken; most of their loyal mercenaries were dead or incapable of fighting, and whatever agents they hadn’t lost in the battle had ran. Furthermore, Marcos himself was badly injured during the battle, and, shortly before his death was forced to throw responsibility onto the only person he believed he could trust. Now a man (Marcos’ close friend) named Thiller took the lead, and immediately took stock of what they did have. What was left to them was the not insignificant funds left throughout their city banks, and they immediately began to reassemble their forces. They survived long enough to prevent the GM counter-attack by pretending their soldiers had not been so terribly decimated, and by the time anyone else realized how bad of a lie it was, it was far too late. Agents again moved within Bullfrog, but these agents were different. Not a single one was equipped with mind-control technology, only with remote communications devices. All of Bullfrog’s agents were volunteers instead of the normal victims; they all had full control of their natural processes, and thus immediately proved themselves superior, requiring no exterior involvement. They were few in number, but they were capable of taking on comparatively very bad odds against agents supposedly higher-level than themselves.

Thiller found himself in command of a syndicate with an interesting position – standing in the midst of fragmented and weak syndicates, a perfect place for a smaller company to gain a foothold. This wasn’t a world domination plan, though; it was a world liberation plan, and Thiller had just gotten started.

Then he was killed. An agent from somewhere nearby practically materialized within the headquarters and murdered him in his office. In turn, he was replaced by his next of kin; a gentleman known only as Hades appeared to take the lead. Well, didn’t appear. He rather disappeared into the office and never came out again. The regime went hard. Volunteers were harder to find as the agents became even tougher through solid training. Crime was smashed down upon; order was perfectly upheld through armament of civilians. The city of San Francisco became a terror to her enemies, as the whole thing became “a (submachine)gun behind every door.”

Their campaign suddenly surged.
PostPosted: Wed Oct 08, 2008 1:14 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


The Syndicates


Syndicates are groups of companies drawn together under joint leadership. Although there are puppet governments from each one, they are all very thoroughly affiliated and frequently operate through the same departments. There are not a great number of syndicates, but they are generally in enough conflict with themselves that they don’t have the forces to properly enforce control over every little province (hence, Bullfrog exists), leaving massive numbers of criminals out on the streets. Police forces, therefore, are commissioned by cities themselves, independently of the syndicates. Syndicates don’t like police forces much since they frequently interfere with agents and their businesses, but they’re forced to allow the cities to maintain them for fear of rebellions.

There are a few major Syndicates to consider.

General Motors

GM owns all of the Americas, North and South (aside from the general California region, at the moment.) Born indeed from the old GM companies, GM is a significant player on the field. Unsurprisingly, they excel at mobile combat, given their car-building history. They still build vehicles of every sort, from motorcycles to sedans to armored vehicles. They also are highly anti-union and frequently slaughter unions and any other form of strike-encouraging groups. For that matter, they have a nasty habit of slaughtering any resistance.

Frequently used weapons:
M16A4
M4A1
HK416
M249
M40
Uzi
MP5
92FS/M9
1911

Eurocorp

Eurocorp’s territory extends over all of (where else) Europe and Africa. Their specialization lays in infantry combat, and they’re very, very good at that. Their agents are renowned for their ability to penetrate the deepest layers of opposing defenses, eliminating key targets and key enemies. Their methods are slightly less harsh than other syndicates, in that they generally bludgeon, tear gas, and in other ways injure resisters, as opposed to killing them.

Frequently used weapons:
G36 and all its variations
FAMAS
SA80 and all its variations
FN Minimi
FN Scout
M1014
UMP
MP7
Glock 18
P99

People’s Corporation of Asia

The PCA is well known for suppression techniques well comparable to GM’s, if not worse. They specialize in combined arms, successfully operating in the air, on the ground, and in the sea, all simultaneously and brutally. They don’t have enough agents for the amount of territory they control, but they make up for it by hiring unnatural numbers of mercenaries. The PCA is theoretically Communist, but of course, like any other Communist government, they’re too greedy to do it right. They own all of Asia and Australia.

Frequently used weapons:
AK74 and all its variations
Tavor TAR-21
QBZ-95
RPD/RPK
SVD
Skorpion
Uzi
Desert Eagle
Jericho 941

Lockheed Martin

LM occupies the Silicon Valley, whatever Bullfrog doesn’t already. They’re the closest that Bullfrog has to an ally, as although there’s not legal or even moral alliance, they’re frequently willing to work together as they both agree the people they command should not be abused. LM is not quite the ideal function that Bullfrog is – their agents are still mind-controlled – but they try to avoid collecting agents as much as possible, relying rather on Bullfrog and their own mercenaries. LM specializes in aerial combat craft, and controls an unusually large number of such vessels.

Frequently used weapons:
F2000
M16A4
M4A1
M249
Mossberg 590
MP5
Uzi
92FS
1911

Boeing

Boeing, LM’s competitor, is straight-up evil. They aspire to be as the PCA, and treat their citizens much the same, not to mention the fact that they frequently purchase weapons from the aforementioned syndicate. The only reason they haven’t been overpowered by PCA agents is the fact that their leadership is extremely paranoid, which leaves them both protected but occasionally hesitant to make aggressive moves.

Frequently used weapons:
AK74
RPD
Mossberg 500
Uzi
Skorpion
1911

More Syndicates will be added as they become important to the storyline.

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 1:16 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


The Agents

Agents are little more than mind-controlled humans in some cases. In other cases, they’re mostly free men with almost supernatural abilities, their minds only controlled with the slightest impression of the mission statement, leaving them with a lot of leeway to accomplish whatever they’re doing.

The way agents advance to greater strength is by cybernetic implants. They generally fall into six categories, each category with five levels. Levels that have been discovered so far will be described beneath the description of the object.

Brain: The first (for the sake of this description) is the brain. Brain upgrades are designed to up the speed of 1. the brain stem and 2. any other part of the brain that they possibly can. Brain implants also allow the agent to operate some technology that otherwise cannot be used, primarily the Mindreacher. It’s important to note that Bullfrog, the syndicate you will work for, does not use brain implants for mind control; they instead take volunteers as agents.

Lvl 0: The level 0 upgrade is bottom-line for any agent. It’s merely a communicator and a standard agent implant, allowing agents to operate Mindreachers. Also included in this package are damage sensors and the receptors for the damage sensors. Adds 0 lbs.

Lvl 1: A minor brain stem implant speeds up reaction times, making things seem to happen slightly more slowly. Furthermore, the Lvl 1 allows small amounts of “stim” to be injected into the brain, further speeding up reaction time and intelligence. The difference is not incredible, but it’s enough that you’ll notice it. Furthermore, damage sensors are improved and the reception for other locations are improved. Adds 0 lbs.

Eyes: Next and second are the “eye” upgrades. Eye upgrades focus primarily on improving the agent’s vision, but also enhance other senses, from smell to hearing to feeling. It’s hard to back up any of your improved parts without being able to actual see where your foes are.

Lvl 0: Level 0 agent implants on the eyes are merely damage sensors. Adds 0 lbs.

Lvl 1: A minor implant to the eye itself, it increases night vision to about 3/4 of day sight, as well as improving eyesight in general. Small amounts of zoom (2x) are also possible with this particular upgrade. Damage sensors are also improved. Adds 0 lbs.

Chest: Third comes the chest upgrades. Chest upgrades are all armor, designed to protect the internal organs (and occasionally the armor plating “spreads” up to the head.). Heavier plating allows an agent to take more fire without dropping. Highly useful, given that your opponents are inevitably going to shoot you up good. Furthermore, it upgrades internal organs and the back and stomach muscles used to twist the body, pick it up, etc.

Lvl 0: Chest implants level 0 don’t do anything but put in a basic damage sensor array, which frequently misses important damage locations. Adds 0 lbs.

Lvl 1: Thin layers of steel armor are used mostly to slow, not stop, rounds entering the chest and stomach. Additions, not replacements, are made to existing muscle mass in the stomach and back. Damage sensors are improved. Adds 20 lbs.

Heart: Fourth in line is the heart. Heart is just as much of a misnomer as the eyes. The heart upgrade starts with strengthening your heart and lungs, increasing your stamina. From there, they strengthen every other imaginable organ (except the pancreas), giving a much improved state of health, focused primarily towards improving stamina.

Lvl 0: Damage sensors are added to critical organs, primarily to take note of if organs are functioning, not if they’re hit. Adds 0 lbs.

Lvl 1: Additions, not replacement, of heart muscles and the diaphram are present. No upgrades are made to any other internal organs. Damage sensors are improved to take note of any damage done to organs. More importantly, precise control of adrenal glands is allowed, both remotely and locally. Adds 1 lb.

Arms: Fifth comes the arms. It starts with minor implants, focused around muscle groupings, giving improved strength, and ends up either entirely replacing the arms and chest with mechanical devices, or end up replacing the muscles in the arm. Arm upgrades give not only improved strength (useful for punching, keeping firearms steady while firing, and picking up cars and throwing them at people), but far greater dexterity and fine motor control.

Lvl 0: Damage sensors are added, albeit rather basic ones. Sensors are also added to take more precise note of the location of the arms and fingers, so as to increase dexterity. Adds 0 lbs.

Lvl 1: Muscles are added to, adding strength and stability, although added motor control is highly limited. Damage and location sensors are also improved and become more precise. Adds 15 lbs.

Legs: Last but not least are the legs. The legs go exactly the same way as the arms, but they serve different functions. Legs let you run. Legs let you jump. Legs let you kick like a hell-machine. Legs also give you greater motor control (just like arms), so your balance improves (it works better with chest, legs, and arms).

Lvl 0: Damage sensors are added, if rather basic ones. Locational sensors are also added, allowing more precise awareness of the locations of feet and legs. Adds 0 lbs.

Lvl 1: Muscle upgrades allow agents to instantly run easily as fast as the fastest unmodified runner in the world (~24 MPH.) Faster speeds can be reached, but with heavy exertion. (This doesn’t mean that stamina doesn’t still take effect at any speed.) Adds 15 lbs.
PostPosted: Wed Oct 08, 2008 1:18 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


The Weapons (So Far)

As not all weapons are developed instantly, we’ll only put here what’s available to Bullfrog. These are simply weapons that are easy for you to get to.

Handguns:

FN Five-seveN: The Five-seveN is a fine handgun. It’s built for armor-piercing, and that’s what it does, making it ideal for fighting agents and their ilk. Anyone wearing armor will get it good.

20 round magazine. 5.7 x 28 mm rounds.
Concealable, since it’s a handgun.

Glock 26: An old pistol, the Glock 26 is still in great deals of service for a very simple reason: it’s extremely easy to hide. Agents who intend to do a lot of concealed carry frequently select these weapons, since magazines can be carried in great numbers and the weapon will almost never be found unless looked for specifically. Anyone on any sort of espionage mission will frequently be stripped of all weapons and equipment but this.

11 round magazine. 9mm Luger Parabellum rounds.
Very easily concealed.

Colt 1911: The 1911 needs no introduction. Still popular after so long, the 1911 puts the “stop” in “stopping power.” It’s large and bulky, and not ideal for punching through armor, but it’ll knock even the toughest agent back a few steps.

8 round magazine. .45 Colt ACP rounds.
Concealable, but tough to do so.

Shotguns:

M1014: The M1014 is a semi-automatic shotgun produced by Benelli. It fires 12-gauge shells and fires many of them. Since it’s of such power, it is no surprise that it’s popular with Bullfrog. Furthermore, with the folding stock, it’s very possible to conceal the thing under a thick enough jacket, particularly the sort that agents are generally made to wear. The only danger is in injuring persons who you don’t wish to injure.

8 round magazine, nondetachable. 12 gauge shells.
Concealable if wearing the proper clothing.

Submachineguns:

FN P90: The P90, besides looking absolutely stupendously awesome, is also extremely practical. With armor-piercing rounds already easily available, it packs a very specifically counter-agent-oriented punch. It’s got a large magazine and a high rate of fire on the full auto setting. The reflex sight is cleverly designed to be illuminated throughout all modes of firing, allowing agents and mercenaries alike to take advantage of it. This is a service SMG for Bullfrog; it can be found under desks, in laboratories, under agent’s raincoats, in bathrooms, and almost anywhere else you can find Bullfrog employees.

50 round magazine. 5.7 x 28 mm rounds. Rounds are armor-piercing (to a degree, obviously).
Agents wearing proper clothing can conceal.

H&K MP5: Much cheaper and much less functional (but much cheaper), the MP5 lacks the damage capability and the armor-piercing of the P90, but does not lack in plentiful ammunition and reliability. By all means a fine piece of work, it simply isn’t updated for the world in which it’s in. Which is alright, because if you’re willing to take the risk, it’ll work out for you anyhow. The MP5 is offered in many variations; look it up to find some.

30 round magazine. 9 x 19 mm Parabellum rounds.
With difficulty, concealable.

Assault Rifles:

FN F2000: The F2000 is another FN work, and thus almost automatically is a favorite of Bullfrog. It’s very reliable, and although it only shoots the 5.56 x 45 mm rounds, it’s still a powerful tool to be had. It’s one of the two frequently used assault rifles of Bullfrog, and perhaps the more prolific. It’s more expensive, but it just works, and if you want to shoot without ejecting brass, good news! The gun ejects out the front but only after about five or six shots. It comes with a nice sight. And it operates off the insanely over-plentiful STANAG magazine of yore. Hard to beat.

30 or 20 round magazine. 5.56 x 45 mm STANAG rounds.

G3A4A1: The G3 is Bullfrog’s alternative rifle, and although it isn’t quite as common, it’s one frequented by mercenaries. The reason for this is a. it’s cheaper than the F2000, and b. it fires 7.62x51 mm rounds, which are slightly more effective at punching through an Agent’s armor than the 5.56x45. Furthermore, it’s a quite decent rifle all on its own, and the variation it’s sold in is ambidextrous (it’s also available in the G3KA4A1 model, which is similar, but much smaller). One last thing – Bullfrog is smart enough to sell their own magazines for these rifles, making 30 round magazine to augment the rifle’s comparatively small 20 round magazines.

30 or 20 round magazine. 7.62 x 51 mm STANAG rounds.

Rifles:

M21 SWS: Based on the old M14 rifle, the M21 Sniper Weapons System is a brilliant semi-automatic weapon. Almost equivalent to the SVD, it's relatively powerful and acceptably accurate, although it is chambered in an assault rifle caliber. Generally equipped as a sniper rifle with a scope, it's quickly gaining popularity among Bullfrog users, mercenary and agent alike.

10 round magazine. 7.62 x 51 mm STANAG rounds.

Rockets:

RPG-7: The venerable RPG-7 is deadly effective and famous over the years. Although there are more recent versions, Bullfrog wasn't quite able to get their filthy hands on them just yet. That means armor with reactive armor is out of reach, but most copters and most tanks and most APCs will now be vulnerable to you. Taking out the standard car has never, ever been easier. Hades said something about "Long outta enjoy this one."

Single-fire rocket.

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 1:25 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


Characters

Character sheet:

[b]Gaia Name:[/b] (Dur.)
[b]Character Name:[/b] (Dur.)
[b]Age:[/b] (No one younger than 16 years of age. Painfully few exceptions!)
[b]Gender:[/b] (Durh.)
[b]Height:[/b] (Yeah.)
[b]Weight:[/b] (Weight should be the weight of your character [I]without[/I] agent modifications.)
[b]Job:[/b] (Agent, mercenary, soldier, etc. No civilians, please; this is an RP specifically about the fighters. Whatever you are, you should be the sort of person who would be put on the field. This is what we’re here for.)
[b]Specialty:[/b] (Marksman, rifleman, etc. Whatever task your character performs in a group. Picking off targets? Absorbing bullets?)
[b]Brain:[/b] (Levels here. Only for agents. Each agent will start with four levels worth of upgrades, no more. See the “agents” section to find out about upgrades available to you. Make your decisions carefully, and make them apply to what your person does.)
[b]Eyes:[/b]
[b]Chest:[/b]
[b]Heart:[/b]
[b]Arms:[/b]
[b]Legs:[/b]
[b]Personal Weapons:[/b] (Any of the above weapons, or any modern existing weapons. Other weapons may be assigned to you or you may steal weapons from fallen opponents. Note that these weapons should not be particularly massive or numerous – these are the weapons you always carry on you by choice, not by assignment. You’ll receive appropriate weapons by assignment. If you do choose to put something considered primary here, unless you request it or need it, you won’t be assigned larger weapons.)
[b]Weapons:[/b] (This is for me. You’ll be assigned firearms for missions, and this is where those assigned weapons go.)
[b]Personality:[/b] (What exactly is your character like? Angry all the time? Understanding? Unfathomable? Just downright disturbing?)
[b]Bio:[/b] (Who is your character? Where did he/she come from? I don’t mind not knowing much, but if you’re going to make ‘em a “mystery person,” do it nicely, please, not just “he 1s mistary man. lolololol”.)
[b]Appearance:[/b] (Descriptions would be preferred. Pictures will be accepted, but reluctantly. If you go with descriptions, make them detailed if you will. No, just make them detailed. Very detailed! I would like [I]distinguishing featuers[/I] so that when I try to imagine your characters, I can see something different in them than the rest.)
[b]Hints:[/b] (By hints, I mean things that other characters might notice (even if it’s not probable) that would hint at something about them.)
[b]Other:[/b] (Anything I might’ve forgotten. [B]DON’T PUT A RACE HERE.[/b] (Unless you mean to specify that you are Caucasian, or Scottish, or something like that.) You are human.)


Please take note of two factors in your character creation. A. You DO WORK for Bullfrog, none of the other syndicates. The reason for this is I don’t know how many RPers I’m going to attract and I’d rather have them bundled into one group. B. I’m not requiring you to put some stupid thing in the profile title, because that’s just ghey and if it’s a proper profile, I’m going to accept it. Since I get few enough PMs as is, I’m not worrying about it.

Characters who Art Accepted

SirBayer
Gaia Name: SirBayer
Character Name: Samantha Alyx Byron – but she goes by Alyx.
Age: 22
Gender: Female
Height: 5’ 10”
Weight: 121 lbs
Job: Agent
Specialty: Spotter
Brain: Lvl 1
Eyes: Lvl 1
Chest: Lvl 0
Heart: Lvl 1
Arms: Lvl 1
Legs: Lvl 1
Personal Weapons: Alyx always carries a Five-seveN.
Weapons: Five-seveN
Personality: Alyx isn’t exactly the sort of girl you would presume would be fighting. She’s almost a touch shy, tends to cloister herself within a small group of friends (if any at all) and although she’s warm enough to people she doesn’t know, she isn’t by any means friendly to them. She more or less keeps herself in an underdog position, not willing to fight back against anyone or anything, and she just lets things come and go, most of the time. Occasionally, another deeply buried side shows itself, and she can have a spine of steel, but she tends to bend long before that happens.
Bio: Alyx was the quiet girl whom no one paid too much attention to. She spent her time in her youth avoiding attention whenever possible, refusing to actually work as hard as she could so as to avoid the bullies in her school. In college, she achieved two things. Firstly, she got a bachelor’s degree in comp sci. Secondly, she put together a circle of friends. The entirety of her circle of friends was her boyfriend, and although she wasn’t entirely pleased about this, it was enough. When the revolution rolled around, however, she was with him, in the wrong place at the wrong time, and he ended up nearly dead. The only method that could be used to preserve his life was to replace a great deal of his internal organs with parts created for agents. Alyx herself was badly injured as well, and wracked up significant medical bills in the process. Since neither were able to pay their debts, Alyx made a grand sacrifice for them both, and volunteered as an agent for Bullfrog. After some paperwork, Alyx had managed to pay off all debts, but she was now an agent, a position she knew little about. Green and somewhat afraid, Alyx was forced to wonder exactly what she had actually gotten herself into.
Appearance: Alyx is a bit tall for a girl. Her build is rather average, and she shows no miraculous curves or anything of the sort. She’s pretty enough, just not precisely the stand-out girl of the crowd. Her face is round and a little child-like; her eyes are a grayish shade of blue, and her hair is shoulder-blade length and bronze-colored. She pulls it up into a messy sort of ponytail most of the time.
As for clothing, she wears a lot of dark colors, largely in order to avoid attention. Generally she avoids skirts, unless layered on top of pants. She wears long-sleeved clothing much of the time, and even frequently wears gloves. Even more frequently she wears a sweater or sweatshirt of some variety, as though she’s always cold. For footwear, she tends towards sneakers and even occasionally boots, and boots more frequently since she joined on as an agent. Occasionally she carries reading glasses, puts them on, then remembers that she doesn’t need them and takes them off again.
Hints: Alyx wears turtleneck clothing almost all of the time, and her hair is frequently let partially loose over her neck specifically.
Other:


Venom3001
Gaia Name: Venom3001
Character Name: Cado Long
Age: 37
Gender: Male
Height: 5'9"
Weight: 165
Job: Agent
Specialty: Demolitions expert
Brain: 1
Eyes: 1
Chest: 0
Heart: 1
Arms: 1
Legs: 1
Personal Weapons: Glock 18, smoke, fragmentation, and flashbang grenades. He also carries the "Longshot," a very small disposable napalm-flamethrower, designed by (and named for) Cado himself. The napalm ruins the internal working of the flamethrower when it is activated. Cado can make one from two lighters and a few soda cans, and always carriers three small extra napalm cartridges if he should need to make one in the field.
Weapons: Glock 18
Longshots
Grenades
Personality: Cado is, surprisingly, a very calm person. When agents are chosen by volunteering, the psychiatric evaluation for demolitions experts catches the rest. He has OCD in the vein of pulling out hairs. His entire body, save for his head, is totally hairless and he always carries a mirror and tweezers with him. He is almost always relaxed, even under extreme stress. His hands almost never shake, a useful skill when arming an IED under pressure. He is socially a bit awkward.
Bio: Cado Long was, to be sure, a little too interested in fire throughout most of his life. He was the kid who grew up torching ants with magnifying glasses.

For five hours straight.

His untreated OCD and fire fixation didn't help contribute to his social acceptance. OCD medication, being hard to come by in the current day and age, resulted in Cado making himself almost entirely hairless wherever clothing could cover what he was doing; thus, he is able to control his OCD if he absolutely must, for a short while, and while he pulls his facial hairs he doesn't have especially strong urges for the top of his head.

He became an architect in college because of his interest in collapsing buildings. He then began to learn explosives with a private military unit that the GM syndicate often hired, defecting to join the Bullfrog Syndicate during their rebellion. He has volunteered to be among the first of a new age of explosives experts, thinking faster and seeing better than others with unprecedented mobility.
Appearance: Cado Long wears military jackets and is so white he glows in a camera flash. Neither ugly nor attractive, Cado has a lean face and delicate hands with thin fingers. He has brown eyes and black hair where he actually has any. This does not include eyebrows. Cado Long has no eyebrows.
Hints: Cado never has hair, ever. He frequently checks his face in his mirror.
Other:


tic_tac_joe
Gaia Name: tic_tac_joe
Character Name: Marcus Shae
Age: 27
Gender: Male
Height: 5'11"
Weight: 175 lbs.
Job: Mercenary (Well, actually...)
Specialty: Quickdraw
Shae is adept at, and indeed relies on, being faster than his opponent. Not only is he the fastest draw he's ever met, but he's a crack shot. Oddly, he has trouble aiming if he's not just snapshooting from the hip.
Brain: 0
Eyes: 0
Chest: 0
Heart: 0
Arms: 0
Legs: 0
Personal Weapons: Revolvers (x2)
Weapons: Revolvers (x2)
Personality: Shae is a bit of an interesting story. He has no memory of his past from before he was age 12, and he has told no one what it was that he woke up to way back then. As a consequence, Shae is always on the lookout for any kind of clue, but is hesitant to let pretty much anyone in.
Despite this, he is a very warm, open person. Something about him draws people in while keeping them at a distance, but they usually don't notice.
While he might seem like a regular, carefree guy, Shae harbors a dark secret: beneath his open exterior, he is slightly antisocial, doesn't like to be round most anyone for long, and, most of all, is a machine. Not literally, of course, but for some reason Shae cannot find satisfaction in anything except completing his mission, and completing it well.
Bio: As mentioned, Shae knows nothing about his past. Nowadays, he is an up-and-coming mercenary at the head of a shadowy organization. He likes it when people don't know more about him than his name.
Appearance: Shae is 5'11", so just a bit above average. His black hair is cut short on the sides, and only slightly longer on the top, although he is also proficient in disguising himself. He has a small soulpatch of black hair on his chin, and his skin is an olive tan. He is athletically built, not overly muscled but by no means scrawny. There is a small scar between his eyes, more to the left than the center, and he generally wears clothes that expose none of his body other than his forearms and his face. (This would be turtlenecks and cargo pants, usually.)
Hints: Despite his skill in acting, others might notice that he doesn't like to be around people by the way he subtly tries to maneuver his way away from them, or put them with someone else.
Other: He has only one friend, the only person that he trusts at his back and that he tolerates for long.


NativeForeigner
Gaia Name: NativeForeigner
Character Name: Gabriel Yama
Age: 27
Gender: Male
Height: 6’
Weight: 167 lbs
Job: Mercenary (Well, actually…)
Specialty: Marksman, strategist, infiltrator.
Gabriel is a master when it comes to handling a sniper rifle. Usually away from the fight, Gabriel is the best shot he’s ever met and the quickest aim, usually only having to twitch the barrel ever so slightly before hitting another target. This doesn’t mean he can’t handle himself in close-quarters, however.
Brain:
Eyes:
Chest:
Heart:
Arms:
Legs:
Personal Weapons: red9, combat knife, he owns a custom rifle he calls “Hail Mary” that he uses on jobs that require it.
Weapons: Red9
Hail Mary
Personality: Gabriel had to suffer through years of abuse as a child and as such, suffers from certain phobias that wouldn’t exist otherwise. He is, however, a somewhat secretive person and he never let’s these phobias show or tells anyone about them.
However, Gabriel grew up to be a very cheerful man, though he is never very open with people he doesn’t know well. He likes to meet new people, but not too many at once. The more he gets to know someone, the more comfortable he gets and the more he opens up.
He enjoys being with (certain) people and likes to have a good time, but there is only one person he is almost completely open with.
Though he doesn’t like to be restrained, he does like a little structure and provides that when on a job.
Bio: Ever since Gabriel can remember, he has been in an orphanage. It started out great, but over time, Gabriel saw the truth behind the orphanage. The things he experienced in that orphanage were horrible. No longer able to take it, he managed to escape from that orphanage into the real world at the age of twelve. He struggled through living on the streets until one day after stealing a loaf of bread and escaping from guards, he met a boy about his age...
Appearance: Gabriel is about 6’, a somewhat tall man. His hair is about medium length on all sides and he styles it lazily, unless he’s for some reason attending an upscale occasion. He is clean-shaven and his skin is a light tan. His eyes are of the chameleon sort, their color blending with his clothing. He has an athletic build, more lean than muscled that betrays his true strength. He has several small scars along his body, most of them on his back or arms, though his face is generally scar-free.
He usually dresses casually, but when he’s on a job, he dresses for the occasion.
Hints: Gabriel doesn’t like crowds. It is one of his worse phobias, that and having no one, being completely alone. He is almost never found within a crowd, but well away from one.
Gabriel’s hands are almost always clean.
Other: Gabriel has only one person (other than his guns) that he can truly trust and call his friend.


Demidom
Gaia Name: Demidom
Character Name: Ivan “Bloodlust” Drake
Age: 25 years of age.
Gender: Male
Height: 5’ 11
Weight: 135 lbs
Job: Agent
Specialty: Hand to hand combat, blades.
Brain: lvl 0
Eyes: lvl 0
Chest: lvl 1
Heart: lvl 1
Arms: lvl 1
Legs: lvl 1
Personal Weapons: Ivan has very few weapons on him at all times. He usually carries two pistols of any given type and concealed blades in his sleeves that retract and are useful for close up fights.
Weapons: 1911s
Personality: Ivan Drake is very temperamental, if you piss him off in the slightest he will yell at you. You piss him off a second time and he will make sure you end up in a body bag. He also is very sinister and cold hearted. Ivan does whatever pleases him at the time and only takes orders from the people higher up than him. He often suffers from psychotic episodes where he loses all sense of reality and gets pretty nuts. Ivan loves to laugh, he’ll laugh at anything. No topic is serious to him, and he makes sure to get in a laugh or two before he kills someone.

Bio: Ivan Drake, often known as Bloodlust to his peers is quite a strange individual. He was hidden from the public most of his life due to his “condition”. He was diagnosed with extreme conditions of bipolar and schizophrenia early on in his life. He took to the streets and began to steal bribe and kill his way out of every situation. He was arrested by the authorities after being found with several bodies around him covered in the blood of his victims. Upon the execution a riot broke out and many prisoners fled, including the man Ivan Drake. From there on he was a wanted man and could no longer take on normal work. He quickly teamed up with Bullfrog to escape his inevitable execution. The terms in which he joined was that he would not be turned over to the police, provided he worked for them. Agreeing to this, he vowed to use Bullfrog to his best interests. However his true intentions are unknown.

Appearance: Ivan Bloodlust Drake does not dress like a soldier in the slightest, he wears a yellow and black striped shirt with a light colored tie and matching jacket. Even in the dark he wears a strange orange pair of thin sunglasses. His skin his quite pale and his hair is short and messy golden blonde. Ivan is quite skinny and his body twitches at random times. His nails are very well trimmed, filed small but sharp to a point so he could slice into skin with his fingertips. His eyes are very shifty and he never looks someone in the eyes. Although most of the time you wouldn’t notice because he refuses to take off his strange orange glasses.

Hints: Ivan has little trust in guns, that is why he carries so few around with him, however that is not to say he isn’t proficient with them just that he would prefer to slice them up or use his fists than point a gun. Drake loves the sight and smell of blood; he can’t get enough of it. Ivan is not satisfied taking someone out by non lethal means, he must make them bleed. That is why he was given the name Bloodlust by his peers. Also in his sleeves are concealed extremely sharp blades that retract into leather compartments in his jacket

Other: Ivan is mentally insane and often times will talk to himself about nonsense. His skin is a pale white color, his origins are unknown.


Isa-sama
Gaia Name: Isa-sama
Character Name: Aiko Tucker
Age: 28
Gender: Female (because you can never have too many boo-I mean, girls in an RP)
Height: 5'9"
Weight: 136
Job: Agent
Specialty: Berserker
Brain: 0
Eyes: 1
Chest:1
Heart:0
Arms: 1
Legs: 1
Personal Weapons: 1 FN Five-seveN, 2 tanto knives, and a tanto dagger by her hip.
Weapons: (This is for me. You’ll be assigned firearms for missions, and this is where those assigned weapons go.)
Personality: She's naturally wary of people, but if you can get past her serious expression, she reveals her joking nature. Some might say she's a pushover (because she barely reacts to anything), but she's really just very sneaky. She is incredibly intelligent; she knows how to get her revenge without ever having to implicate herself.
Bio: Ever since she was small, she was pushed to be the very best. Not best that she could be, but the best. This made her very strict with herself. The one thing that always made her relax was music. Of course, her parents realized how much she enjoyed music and forced her to learn different instruments (like flute and piano). When in high school, she joined the marching band as part of the color guard. She became captain, and secretly learned to play in the percussion line (her favorite drums are the tenors). When in college, she studied to be a composer. Of course, she still adored the marching band, and ended up being a color guard member/percussionist for a band in DCI (she did this for 4 years). As an agent, she finds herself looking for her music. "Everything can be turned into music. These fights are just like band practice in high school...except a little more dangerous."
Appearance: She has long black hair that is put into a high ponytail. She looks like your typical Asian person (brown eyes and light tan skin). However, she is a C-cup (which is pretty big compared to other Asian women). She also wears glasses. She has a small mole close to her left eye.
Hints: Every time she walks, she steps with her left foot. If ever music is playing, she'll start marching in step with the beat.
Other: She's half Chinese but not fluent in the language.


Reassigned Profiles Below
PostPosted: Wed Oct 08, 2008 1:26 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


The Vehicles

Refer to the website we found. Under "Syndicate," there will be a choice for vehicles. I'd direct link to it, but I"m lazy.

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 2:39 pm


Intro
Rules
Story
The Syndicates
The Agents
The Weapons (So Far)
Characters
The Vehicles
Summary


Summary

Here the story up to the point will be summarized, with important events linked to.

Massive amounts of OoC while profile issues were worked out. More importantly, we found a Syndicate website.

Chapter 1: Journalism
All the characters are gathered together in an office. They are briefed by none other than Hades himself. Their goal is to assassinate John Daley, a nasty ol' reporter who's been spreading lies about Bullfrog, and to do so without collateral damage. They take a ride on a sewer raft. Then they steal a car, ditch the license plate, and take off, whereupon they arrive and Marcus does some clever things to get in the door and trick Mrs. Daley into trusting them. Alyx, Cado, Amelie, and Gabriel take off to get to Daley's location, exactly where they left from, since the stolen car is the one they're driving. Fun and games.
PostPosted: Wed Oct 08, 2008 2:48 pm


Map

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 2:49 pm


Reserved
PostPosted: Wed Oct 08, 2008 2:50 pm


Reserved

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 2:54 pm


Reserved
PostPosted: Wed Oct 08, 2008 2:56 pm


Reserved

SirBayer


SirBayer

PostPosted: Wed Oct 08, 2008 3:00 pm


Reserved
Reply
06 General Archives (non-RP inactive threads)

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