Important Links
Welcome to the character thread! I don't recall if I mentioned this previously, but the way the registration will work might be a different system mechanic than you're used to seeing from me. Don't let this freak you out-- I'm new to it myself, but I'm confident it won't be too hard to manage. The closest comparison I can make is that it should be no different than filling out a form for a character after picking a Dungeons and Dragons class. Don't let the "stats" thing scare you either-- we will NOT be using numbers or anything like that during battles. Just do what you usually do; the "stat" description just serves as an immediate way to know the immediate pros/cons of the role. That being said, if you have questions or are unsure of something, please let me know so I can help you out!
Character Registration Rules
- No characters under the age of 19 earth years (realism’s sake).
- Magic as a power is banned. This is a universe where magic doesn't exist.
- Characters registered are only members of the Orion Squad. Villains cannot be registered (some may be available to play in the near future).
- You can register a human, an alien, or a cyborg. Aliens can be whatever species you make up (home planets must be from the Solar System). I say cyborg rather than android/robot because from a logical standpoint, machines are a liability to the Union. Genma has forcibly recruited a good portion of his army using several different exploits (this story point will be covered more in-depth during the game). Cyborgs are less of a liability and they aren't as concerned with loss because their cybernetic body parts can be easily replaced.
- The max character limit is 2. You can choose to make a new one if one dies (you can choose when/if they die). Newly registered characters can’t be used until I give the go-ahead-- I will PM you. You should PM me in advance if a character is going to die so I can plan it with you accordingly.
- There is no limit on items/weapons, but be realistic about how much your character could carry without hindrance.
- You will select 1 role from the list below for the character. Use the "abilities" part to describe their role more specifically.
- Powers (optional) and regular abilities are not the same. General abilities should be described relative to the role/equipment you gave your character or their physiology; Special Moves are abilities/attacks granted from a ‘super’ power of sorts (think Ultimates from Overwatch, for example). Try not to end up with too many of one class.
- Your character can possess a Power/Special Ability; I recommend choosing one that would be beneficial for the role you want to play. You can currently have up to 2 Special Moves/Abilities. If you don't want any, just put N/A! These must also have a matching weakness/flaw.
- If you choose to give them Special Abilities, Powers that are banned include, but aren’t limited to: Magic/Magic Energy, Omnipotence, Omnipresence and Omniscience, Absolute Immortality, High-End Reality Warping, Instant-Death, Life-Drain (Death Version), Invincibility, High-End Intangibility, High-Level Space/Time Manipulation, Probability Manipulation, “Future Sight”, Time Travel & Manipulation.
SQUAD CLASSES
A role under the class you choose has a certain “stat” balance. The descriptors for these classes serve only to give you a general idea of what kind of character fits the role-- be creative!
Stats: Speed, Defense, Attack, Health
Legend: (+)=Boosted, (-)=Lowered
OFFENSE
Frontline: Possess weaponry that can deal out plenty of damage at the ready, making them the ones to be able to carry the group’s mission. Suited to flank or harass the opponent. Don’t need to rely heavily on support since attack is their highest stat, but they do have a lower health pool. Mostly close ranged attackers. [+Attack, -Health]
Secondary: Faster than the Frontline attacker, but lacks the durability to be on the front lines of battle. Fits for speedy melee, ranged attackers, sniper, or skirmishers. [+Speed, -Health] but stats naturally vary a bit depending on the type of secondary.
Secondary: Faster than the Frontline attacker, but lacks the durability to be on the front lines of battle. Fits for speedy melee, ranged attackers, sniper, or skirmishers. [+Speed, -Health] but stats naturally vary a bit depending on the type of secondary.
- [size=small][size=small][size=small][size=small][size=small]Example= Sniper: A type of Secondary fighter suited to long range combat. They have deadly aim, but they are as fragile as frontline attackers, so they must be conscious of their surroundings. [/size]High Power[/size] Special Moves for this role are banned. [/size][+Attack, -Defense][/size][/size]
Guardians
: Secure weak points or areas that teammates can’t defend quickly. These types can set up barriers & force fields, or even lay explosives and traps with the aid of a Technician. Some Defenders can be capable of boosting stats. [+Defense, -Attack]
Tankers: Not light footed, but have the largest health pool. They can assist Offensive and Neutral classes alike by helping draw fire towards them and dealing out just as much damage. Many tend to be slower than their more nimble counterparts. They tend to draw more fire towards them, so they should keep close to offense allies. Technology usage is common for this role. [+Health, -Speed]
This class is less rigid in what classifies as a tank than the others, so feel free to get creative with this one. If you can justify what makes them a tanker, then I will approve it.
Tankers: Not light footed, but have the largest health pool. They can assist Offensive and Neutral classes alike by helping draw fire towards them and dealing out just as much damage. Many tend to be slower than their more nimble counterparts. They tend to draw more fire towards them, so they should keep close to offense allies. Technology usage is common for this role. [+Health, -Speed]
This class is less rigid in what classifies as a tank than the others, so feel free to get creative with this one. If you can justify what makes them a tanker, then I will approve it.
SUPPORT/NEUTRAL
All stats are neutral by default for these roles. I also encourage you to be creative if you choose a neutral class, as it opens more flexibility in your character’s abilities.
Technician: Able to construct plenty of devices or weapons with enough time and material. Requires a high level of innovative thinking and is especially handy for situations needing efficient solutions. Due to the infinite possible weapons and constructs they can make, all their stats are neutral.
Standard: Balanced type that can attack or defend, or even provide forms of support, such as carrying health kits. Attacks are mid to long-range.
- [size=small]Hackers are a subset of this class: they possess information that is otherwise difficult to obtain, and keeping these people close allows the TU to monitor their activity at a safe distance on top of using their ability to secure scarce information from the enemy as an advantage.[/size]
Standard: Balanced type that can attack or defend, or even provide forms of support, such as carrying health kits. Attacks are mid to long-range.
TEMPLATE
Name:
Earth Age:
Appearance:
Species:
Class:
General Abilities:
Special Moves/Abilities, Weaknesses:
Items/Weapons:
Background:
Personality:
My characters:
Name: Mioi
Earth Age: 41
Appearance: Coming Soon
Species: Alien
Class: Secondary Attacker (Sniper)
General Abilities: Her large eye has given her superior visual acuity compared to a normal person with binocular vision (although she lacks depth perception in comparison). Her species of cyclops can fire laserlike energy blasts from their eye, but this is only used in close-quarters combat. Mioi is able to hold her own in one-on-one melee, but not for long. Much of her training as a sniper is focused around stealth and maneuverability. She also has a pretty nasty bite, which one wouldn't know she even has until the skin of her face retracts to reveal rows of sharp teeth. Because her ‘mouth’ is hidden, Mioi instead communicates with her peers using telepathy over actually speaking.
Special Moves/Abilities, Weaknesses: N/A
Items/Weapons: Sniper rifle equipped with infrared sights: capable of close range rapid-fire with a large spread, but is not nearly as lethal. Also uses a grappling hook for mobility.
Background: Mioi is 22 Martian years old, which equates to about 41 Earth years. The Martian Cyclops is one of the common species found living in the Underground. Mioi has volunteered her service to the Martian representative of the TU by joining the Orion Squad, previously serving as part of the ground patrol force to apprehend any troublemakers that roam the underground societies of Mars. After Genma’s uprising, she was promoted to sniper training.
Personality: Has a strong sense of justice when she feels others have wronged her, but most of the time she unintentionally comes off aloof or dismissive in social settings. Has a tendency of using monotone sass as a form of insubordination. She is actually a bit of a nerd and obsesses over humans a little too much.
Name: Azumi
Earth Age: 20
Appearance: Coming Soon
Species: Human
Class: Frontline Flanker
General Abilities: Azumi is fairly lightfooted, so she is quick on her feet and is prepared to harass the enemy and help divert fire away from her teammates with relative safety.
Special Moves/Abilities, Weaknesses:
- Mimicry: Able to either camouflage herself and become temporarily invisible, or mimic the appearance of an opponent for a short amount of time. (Weakness: Does not copy abilities since she isn't a cyborg/android with the proper circuitry for that, and taking too much damage destroys the temporary illusion.)
- Detonation: As a last-resort type of technique, Azumi can use the plasma in her pistols as an explosive by allowing its entropy to accumulate in dangerous amounts, resulting in an AoE explosion. (Weakness: This results in complete destruction of her pistols beyond repair, so this is when she's completely out of options. This attack can also hurt allies if they are in range.)
- Two pistols that fire off plasma bullets at a high rate of fire.
- helmet she wears when using her hoverbike that allows her to adjust to a planet’s environment if it's not adequately suitable for humans.
- A strange item called a “Flux Engine” that grants her the Mimicry ability.
It led to her current predicament, however, when she was caught transporting multiple artifacts that were considered stolen from the archives of the Earth Federation. But Azumi was far outside of their jurisdiction, so it was the job of the TU to arrest her and recover the items on Venusian jurisdiction (even though she didn't know they were stolen, there was little she could do to clear her name considering she was still charged for possessing and willfully engaging in illegal smuggles). The charges were enough to put her in several decades of prison, with quite a high price to bail her out. Interestingly, Empress Mystia was impressed by a bounty hunter knowing so much, so she proposed to allow Azumi to join the cause under approval of the Martian Chair. Azumi’s choice was to rot in jail, or become an agent for the Terranovan combat sector-- she accepted being given a second chance and has been working the same missions with Mioi for a month.
Personality: Mioi considers Azumi a cynical loud-mouthed idiot whose only concern is money. But what makes her valuable is being observant and efficient within her line of work, although she's kind of a slacker outside of work. She's approachable at the very least, but it's hard to predict how she'd respond to you.