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Guardians are the last stand for humanity. Will you succeed? 

Tags: Soldiers, Safe-Haven, Aliens, Fighting, Guardians 

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PairsOsocks
Crew

Explorer

10,975 Points
  • Timid 100
  • Waffles! 25
  • Citizen 200
PostPosted: Sat May 31, 2014 5:20 pm



"Pick your path..."

Assassin: As an assassin it is the Guardian's duty to silently take out a small group or sabotage an enemy camp. Assassins are given a Camouflage Unit, which makes them appear as the enemy or anything they want to appear as. Assassins also work as a spy, gathering information. Assassins are more dangerous than being a Scout/ Ranger, they actually get close to the enemy.

Scout/Ranger: A scout usually remain in an outpost or on the Tower Walls but if they are not there they are behind enemy lines searching for a way to sabotage them. Scouts and Rangers remain hidden, their jobs are to ambush the enemy stealthily and quickly. Scouts and Ranger usually have silenced weapons for their Avocation. Scouts/ Rangers are marksmen, they can shoot and spot enemies far away. The majority of Scouts are snipers.

Soldier: It is chosen for them, whether they decided to or not, these Soldiers are placed in teams with other Guardians. Soldier may appear to be a dunce Avocation but a Soldier is not useless, as they serve as a Medic in the field, They are granted an energy shield that is equipped on their wrist, these energy shields can take a lot of damage before it overheats and needs to cool down. Soldiers are not useless or the lowest of the Guardians, they are great assets and can serve to be very helpful.

JumpingBirds (Nicknamed Jumpers or Birds): These kinds of Guardians usually work in the air, their job is to ambush or attack the enemy from the the skies. They are given equipment to course correct a jump (Jump pack). JumpingBirds drop out from a small carrier ship or in a drop pod, and are usually equipped with a close combat weapon (Ex. Energy Knife, Energy sword) and a range weapon (ex. Pistol, assault rifle) JumingBirds are also Pilots

Warriors: Warriors are not that common, they descend from honorable ancestors. Warriors are strong and are mainly leaders of other Guardians. These Warriors are mostly leaders but not all of them become a leader. A Warrior are usually granted ancient technology for combat.

Sentinels: These Guardians remain within the city most of the time, but the ones out in combat are highly trained and rank below a Warrior. Sentinels are usually equipped with a shield suited for them. (Invisibility, Mounted shield, Bladed Shield, etc.) Sentinels are also equipped with ancient technology like the Warriors. Sentinels serve to defend the city walls and prevent enemies from getting in.

Orbital Impact Sky to Ground Troopers (OIT): Soldiers who are taken up high in the sky, near out of gravity. They sky jump from these vehicles and are used for getting behind enemy lines, or getting an advance on land. They can also use shells for a quick descent and soften impact, but can be used for injuring or killing an enemy or group on impact.

Stalkers: Stalkers are like assassins, but their main goal is to take out the bigger threats on the battlefield during a fight. They use jump packs to get a quick burst of distance or to adjust themselves into the perfect position of attack, which is why they are normally supplied with a rifle. They vary on their placement on the battle field. They can be either really close, or really far from other guardians, but either way their usefulness never ceases to amaze.

Titans: These Guardians are few and far between. They used specialized, flying, havoc reeking mechs to decimate the enemy, though the mechs are difficult to use and requires special training. These mechs are expensive for the Den to make and overheat if not careful. If a Titan's mech is destroyed, they can go months, even years, without seeing action. Due to this, many also specialize in other areas, normally basic Soldier training, so as not to waste Den resources while they are decommissioned. (Titan is your avocation do not choose a second avocation UNLESS your Titan is damaged. You still keep equipment and weapons of a Titan but go under different training temporarily. Usually ask Yasumita for info)

Reapers: Reapers are highly skilled Guardians, only a few are given this Avocation. When a Guardian proves worthy they become a Reaper, going through a special orientation before becoming a Reaper. Reapers all have a cloak over their armor, their armor are specialized for them and will go on dangerous missions by themselves or with other Guardians who want to team up with them. Only skilled Guardians are chosen. These Reapers are also given the chance to train in a few Avocations so they can to get experience
((Not everyone can be a Reaper, you will have to contact me or crystanis))

Compeers: Compeers are alien and human partners designed to protect the few aliens that are friendly with the Den. These Compeers normally are partners that grew up and trained together from the moment they enter the Den and generally go on missions together. They have a secondary, more general Avocations (i.e. Jumpingbirds, Titans, etc.) that is shared with their partner. Each of the partners has been specially chosen volunteers based on personality or skillset and has a chip implanted in them that permenately connects them. They can feel eachothers emotions and, occasionally, they can recieve images or thoughts. With some practice, partners have been known to communicate through thoughts. However, when one dies, they both do, as new partners are difficult to find and considered a waste of Den resources. Aliens with longer life spans are bonded later in life so they can be about the equivalent ages and die at a more reasonable age. ALL aliens have partners, but not all human Guardians do. (You can choose to play both, or have someone else play one of the partners Usually contact crystanis for questions and approval)

Harbinger: Usually accompany other High Avocations, these Harbringers hold a support type role. They are chosen carefully through training during their time in the academy. On graduation and the day their Avocation is chosen. Harbingers are taken away to the Science district to be augmented. Harbingers are given bionics to improve their combat efficiency. After Augmentation, Harbingers become heartless and show no remorse to those in the battlefield and those who are allies. They follow orders and no matter what, they do not care for other life even if they are friendly. Harbingers lose fragments of memories that are bonded to those who still matter to them in their lives, this makes them strong and show no emotion in and out of the battlefield but it is also their weakness. They become weak when they gather their memories again or if they develop attachments to others. They usually are removed if that happens. (More info will be added later) Only skilled Guardians are chosen. These Harbingers are trained in a few other avocations to know some basics (Ask Pairsosocks for questions and approval before making a profile)

Tricksters: Not quite known or very common in the ranks. The Tricksters, these Guardians suffer mental torture, test, and augmentations in the science district to unlock their abilities. Using both brain power and technology, Tricksters are able to alter reality. Using their most powerful ability, Illusion-Projection, to make others see an illusion created by the Tricksters' mind. Illusion-Projecting is the unique ability where the Trickster creates a delusion of one object and projecting this image into another person's sense through the "blind-spot" in their heads. As people see this delusion, the original appearance of the item changes into what the delusion is.Ex. Clothing the Trickster is wearing can project a delusion that they are wearing armor, this delusion is seen by others and it then becomes real as more see this delusion. The illusion ends up becoming real and becomes part of the real world, the reason behind this is their unique weapon. The Giga-Blade, which helps project the illusions into others' senses. Ticksters are mostly a supportive role, not always able to handle fights on their own. (More info will be added) (Ask Pairsosocks for questions and approval before making a profile)

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"Graduation Day My Fellow Guardians"
~Profile Skele~

If you must add any alteration to the skele, Color or rewording. If you are rewording it, please keep it somewhat the same so the crew knows what you are talking about.
Anything it capital letters must be changed.
Go ahead and add some other things on the skele!
Don't forget the corresponding symbol to the title of the forum
✖ Assassin
☠ Reaper
T1-T4-N Titan
✈ Jumpingbird
☣ Stalker
➸ Warrior
☢ Harbinger
♆ Soldier
☯ Compeers
⊕ Scout
☾ Orbital Impact Sky to Ground Troopers:
↮ Sentinel
※ Trickster



[align=center]
[size=20][i]Loading[/i][/size]
[size=18][b][u]~Data Retrieval Success[/u][/b][/size]
[size=12][b][color=lightblue]Now Loading Guardian File[/color][/b][/size]

[u][b][color=COLOR]FIRST AND LAST NAME[/color][/b][/u]

[size=15][i][u]Within the wall[/u][/i][/size]
[img]PICTURE OF CHARACTER WITHOUT ARMOR[/img]

[size=15][i][u]Out of the wall[/u][/i][/size]
[img]PICTURE OF CHARACTER IN ARMOR[/img]

[b][color=COLOR]Guardian is known by the name of:[/color][/b]
[u]FIRST AND LAST NAME[/u]

[b][color=COLOR]The Guardian has spent:[/color][/b]
[u]AGE[/u] years within The Den's walls, a [u]RACE (Groundling, Forerunner, or new alien )[/u]

[b][color=COLOR]This Guardian was assigned the Avocation of:[/color][/b]
[u]AVOCATIONS ARE AT THE TOP OF THE PAGE[/u]

[b][color=COLOR]Guardian prefers to use:[/color][/b]
[u]LIST OF WEAPONS ARE BELOW THIS LIMITED TO ONLY 3[/u]

[b][color=COLOR]Guardian is well equipped with:[/color][/b]
[u]EQUIPMENT ARE LISTED BELLOW TOO LIMITED TO ONLY 4[/u]

[b][color=COLOR]The Guardian's record show that:[/color][/b]
[u]BIO OF CHARACTER MAKE IT BIG [/u]

[/align]

PostPosted: Sat May 31, 2014 5:24 pm



"Armor Up, Don't Die...."
~Weapons and Equipment~


If necessary, you may change your weapon or equipment but you must give me a good reason why you are switching them out
Dual wielding does not count as having two weapons...but don't over use this privilege!!
Equipment Run on a power unit in your Armor Each equipment have their own power unit that can be added to the power unit of your armor. The equipment will power down if it runs out of power so each equipment must have time to recharge. Also, electronics overheat. If you push it past it's normal requirements in a short amount of time it WILL burn you.
If you want to apply another weapon or equipment into this arsenal tell me!
Four Equipment! No matter what, you need to have four equipment. So if you are an avocation that has to have a required equipment then that already counts as one.
Also, as a side note, everyone has holographic projection maps (HPMs) that fit in the palm of your hand and can be programmed with waypoints for your mission. This doesn't count as equipment, it's just there for convenience, so no one can say they got lost.
Attachments attachments can be listed on your weapon, mainly on firearms. Just add it besides the weapon and wait for approval of it
Modifications mods on weapons are no limited but understand that it cannot be overpowering or unfair. Whatever the captain or vice captain days about the mod you must obey to their feedback

-Weapons-


    Assault Rifle-
    KINZGOV-21

    Firestorm (Assault rifle that fires flaming bullets)
    Energy Rifle (Assault rifle but with plasma rounds)
    Hornet (Assault rifle that fires long thin needles with piercing capabilities like a staple gun)

    Sniper Rifle-Z3VX .50
    Vaporizer (Sniper rifle that incinerates the enemy)
    Plasma Shot (Sniper rifle with a stronger plasma round)

    Pistol-
    G3B Flash Fire
    (able to dual wield)
    M81 Nia Mauler (Special revolver remade to fire shotgun shells, round drum instead of cylinder) (able to dual wield)
    Blaster (Pistol with Plasma rounds) (able to dual wield)

    Shotgun
    Brainsplitter (Shotgun that fires special bladed rounds)
    Scattergun (Shotgun type that fires explosive plasma rounds)
    Piranha (Fully automatic slug firing shotgun)

    Heavy weapons
    Bouncer
    (Grenade launcher that fires rubber coated Grenades)
    Minigun (Counts as two weapons)
    Hellfire (Minigun that fires heated bullet rounds) (also counts as two)
    Nuke (Minigun that fires Plasma rounds) (also counts as two)

    Melee
    Dual Duo Swords
    (Bladed weapon that burn the skin and poison enters your blood stream if cut)
    Energy Blade (Handle with a rod that will activate the Energy sword)
    Plasma dagger (able to dual wield)
    Plasma Spear
    Saber (Energy Blade retracts) (Able to dual wield)
    Plasma Axe (Hand Axe) (Able to dual wield)
    Pulsar Bow (Arrows are rods when firing it from the bow the arrow tip forms from energy)
    Arma Blades (Gauntlet that spring out metal blades that surround themselves in plasma energy able to cut through some metals.) (Can Dual wield)
    Giga-Blade (Counts as both a weapon and equipment, explained below. Appears the way the user wants it to look) (Tricksters Only)



-Equipment-
If it says ONLY it means ONLY for that Guardian


    Cloaking Device (turn Invisible, not quiet, More movement causes you to be seen so less movement like crouching or standing still makes it harder for people to see you)
    Jump Pack (course correct jumps, moves you up the air about 20 feet) (A JumpingBird, Titan, and Stalker MUST have one)
    Med Kit
    Wrist Shield (Small energy shield that will last until it overheats or takes too much damage) (Soldier MUST have one)
    Strengthening Unit (Boosts your strength, making you stronger)
    Nitro Unit (Boosts your speed, making you faster)
    Muffler (Muffles your footsteps for more silent sneaks)
    Hellrain (Creates a flaming bullet storm from your wrist)
    Suspend (Suspends at least 5 enemies up into the air, making them unable to move for a few seconds until the effect wears off)
    Dragon Skin (Your Armor becomes covered in stronger metal plates that prevent you from taking a lot of damage making you slightly stronger as well)
    Smoke Bombs (Smoke bombs that blind the enemy as well as cause you a distraction to hide)
    Duster (Wrist fired multi-frag grenade launcher)
    Shoulder Mount (A small shoulder mount fired, automatically reloaded, heat seeking missle)
    Flamethrower (A wrist or shoulder fired flame thrower)
    Heat seeking teleporter (A short range teleportation leading to a shock discharge only activated when locked onto a heat source or living object. )
    Screamer (Wrist activated ear piercing noise device)
    Shocker (Small yet powerful battery pack used to for electrocution)
    Skin Crawler (A special paste made to melt flesh)


Sentinels Only
(Sentinels MUST chose one and apply it on their Profile)

    Mount-Sentinal Shield (Mountable shield that can serve as cover)
    Blade-Sentinal Shield (A retractable blade in the shield that can server as a sword on the shield)
    Bubble-Sentinal Shield (Creates an big energy dome around you and allies can take cover in, last until it over heats or takes too much damage)
    Throw-Sentinal Shield (Shield is lighter so it can be thrown and flies back to user)


Assassins Only
(Assassins MUST choose at least one)

    Camouflage Unit (Allows you to disguise yourself as anyone)
    Hologram (Creates a hologram of yourself to Distract)


Reapers Only
(Reapers MUST choose at least one)

    Energy Scythe (Creates curved blades on gauntlet armor)
    Soul Sweep (Behaves similar to a EMP, taking out anything electronic. Can be focused on one target or can send out an EMP charge around the user.)
    Megaton Drop a barrage of bombs that leaves traces of radiation


Titans Only
(Titans get this, a Jumppack and ONE weapon. You are in a mech, after all...Titans are different please find a pic for your desired titan)

    T1-T4-N (Titan for short. A 50ft tall, pure metal destruction device. Pilots can enter a Titan from the front, from behind, and from above. Depending on the pilot's position, the pilot will either be picked up by the Titan and placed in the safety of the cockpit or enter the Titan through a hatch. Pilots see the outside world through a segmented display and can exit or eject from the Titan at any time. When the pilot is absent from the cockpit, Titans are presided over by an AI and can be set to either follow the pilot or guard a position, engaging enemy targets automatically.)((Weapons and equipment are on the Titan announcement page))


Harbingers Only
(Has to have at least one but can have multiple if desired as long as it doesn't exceed four)

    Mech Wings (Like a Jumppack, the user is launched into the air as course correction. Metal wings form out of the metal backpack and act as gliders.)
    Enhanced vision (X-ray vision, ability to track enemies. Small HUD appears in your augmented bionic eyes.)
    Technomancer (A special bionic is implanted into your brain, allowing you to communicate with technology [not weapons] and gather data or control them.)
    Electromagnetic Shield (Create a dome surrounding yourself and a small few that bounces off bullets and sends out a small EMP charge)
    Nanobots (Injected into your bloodstream, these tiny Nanobots also can come out from under your skin and form armor on parts of your body [Dragon skin applies more armor than Nanobots.] These nanobots is under your control, allowing you to create a swarm of Nanobots to use as a shield or cause them to solidify into giant structures.)


Tricksters Only (Abilities)
(Has to have Illusion Projecting and Giga-Blade cannot exceed four)

    Illusion Projecting (Tricksters develop illusions, replacing something in around them into another object. They cannot create items that do not actually exist. Creating living things do not work either. Creating Dragons, or weapons that don't exist in this world does not count. Nothing imaginative it has to be part of reality to replace reality. Tricksters use their Giga-blade to make this ability more effective) (Needed)
    Giga-Blade (A personal sword created by the Trickster, the sword is summoned by the Trickster. In its spectral form, it cannot be seen by others besides the owner and other Tricksters. Spectral form also doesn't allow the weapon to be solid, as it's not real yet. Once in its solid form, it can be used as a weapon. Both in spectral and solid form, the blade helps project a Tricksters illusions) (Needed)
    Telepathy (Able to ONLY communicate with ONE person in their heads.
    Double-Projecting (create a double, does not attack and once it hit disappears. The double though is able to talk, and behave like the original Trickster)

PairsOsocks
Crew

Explorer

10,975 Points
  • Timid 100
  • Waffles! 25
  • Citizen 200

crystanis
Captain

Feisty Rogue

PostPosted: Wed Aug 06, 2014 9:00 am


Aliens


Two types of human races exist, Groundlings and Forerunners.

Forerunners are humans who have had their genes chosen for them at birth by their parent's decision, these are more common in the Den. They are perfect in every way, (Still doesn't mean you're smarter, stronger, or better in general than anybody else.)

Groundlings These are human beings who were born naturally because their parents decided on it, they aren't perfect but they aren't stupid or slow. They just have some imperfections such as having to wear glasses or not as good at learning than a Forerunner

For compeers, only aliens accepted into the den are allowed. Union aliens are not allowed AT ALL for fear that they may be spies. Most compeers are more humanoid in nature as they are the ones who sympathize most with the humans. Be aware if you wish to make a neutral race that you will be ALONE, as in the only one of your race, so you will only get support from your compeer and are likely to be heavily discriminated against. For compeers, please choose from what we have already or PM me if you wish to make a new race.

The Allies (2/4):

    Drezz: Insectoid class of creatures. Exoskeleton is generally impervious to physical attacks, but fire is known to take them down. They are generally taller, and may have wings. They speak English as well as their own language.
    Volairs: A humanoid class recognizable by their pure white skin and hair. They have very powerful minds and communicate through telepathy with one another as they consider speaking out loud rude. This has become less apparent through their years at the Den because mental communication with humans is nearly impossible for them, and now younger Volairs tend to communicate through normal speech. They are quick and a very sexual race, finding the fact that humans don't take communal baths odd and the fact they are bothered by discussing sex even stranger.


Neutrals (1/2):

    Aquos: A water based colony of aliens. They often communicate through telepathy with those closest to them due to their brainwaves eventually matching. They are strong swimmers and are not known for their strength in hand to hand. They are discriminated against for their neutrality, but tend to have a calm nature. When angered can tear apart human flesh as easily as paper, fueled by anger. They are weak to fire and physical attacks. They bleed blue because of the copper in their blood.

    Venkarlii: When the move occurred the Den had reports of several new aliens now in records, these aliens are beings from a Valor in a different universe, and when the Den crash landed these beings were almost wiped out from the impact on their home. Records show they are a mix of Animal and Human due to the originals eating human beings who entered their domain in the mountains, and possess light forms of powers. There are few known powers of these beings and the most powers one had at a given time were two, none were found able to do more. While still feral from being stuck underground with a lack of food and resources, they managed to survive. The Den is undergoing operations to retrieve these beings from their destroyed home in an attempt to get their help, or finish what the Den accidentally started if they pose a threat to survival.
    These people Have an beast form they can change into, a monster/animal/ form (Like a werewolf) that they turn into to get strength from but this can really do a lot to a person's mental state, driving them mad and feral.

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