Now this looks really cool. I'll post a sheet later today.
Jagged Alliance 2 LP (Redux) (Closed!)^Ditto
"Weird doors open. People fall into things."And I totally forgot to include sex on the character sheet XD
Name: Jamal Stanton
Age: 33
Department: Security
History: Jamal Stanton was a regular military brat. His father served in the United States Marine Corps throughout most of his childhood. However, Jamal didn't want to be a regular grunt. Instead, he attended a college, and in his time spent there, Jamal joined the college's ROTC program. Upon graduating, he went onto active duty as an intelligence officer.
He showed an impressive talent for decrypting data, as well as coordinating surveillance and counterintelligence activities effectively. Jamal was also an excellent shot, and though every marine is a rifleman, he was most proficient with a pistol. Needless to say, Jamal was eventually noticed and recruited by the Company.
Against all odds, Jamal survived the five year long training program. His skill in coordinating operations, decryption and combat made him suitable for the role of Security Officer.
Appearance: Jamal is dark-skinned, and his black hair is buzzed close to his scalp. He is well built, but not overly muscular. On the field, Jamal prefers to wear a tight-fitting navy tactical shirt and pants, along with knuckle gloves and sneakers. If the mission requires blending in, he'll change into whatever attire is appropriate for it.
Personality: Jamal is all business. He is strict, no-nonsense and hard to impress. He expects the best and nothing but the best from the operatives under his watch. He rarely loses his cool, even when things go south. In short, Jamal isn't a very sociable person.
Skills: Guns (Pistol), Threat Assessment, Hacking
edited 19th Oct '10 6:57:10 PM by Nimitz
Jagged Alliance 2 LP (Redux) (Closed!)Sounds good.
Do you have any suggestions, or is it fine as is?
Jagged Alliance 2 LP (Redux) (Closed!)Name: Jim Anderson
Age: 30
Sex: Male
Department: Technology
History: Jim was your standard smart guy who you wanted to be around whenever you were staring at a giant robot death machine.
Appearance: Tall Caucasian male, green eyes, brown hair
Personality: A pretty cool guy. Kind of a showoff.
Skills: Macgyvering, Acting, Driving
edited 20th Oct '10 1:46:17 PM by thespacephantom
UN JOUR JE SERAI DE RETOUR PRÈS DE TOI^^ No, it seems good.
^ More detail please.
How much more detail?
UN JOUR JE SERAI DE RETOUR PRÈS DE TOII'm assuming history, personality and perhaps appearance.
Also, going to send mine in as soon as I stop being so lazy.
edited 20th Oct '10 3:09:16 PM by MidnightVelvet
Name: Jim Anderson
Age: 30
Sex: Male
Department: Technology
History: James Anderson was a computer hacker who broke into the CIA's mainframe for 3 minutes. The government offered to pardon him if he would join "The Company". He reluctantly accepted.
Appearance: Jim is a tall, dark haired, fair-skinned man who is almost always wearing either a t-shirt with a band logo, a t-shirt with a video game logo, or t-shirts in general.
Personality: Although Jim is an arrogant showoff at times, he has a heart of gold.
Skills: Macgyvering, Acting, Driving
That better?
edited 20th Oct '10 3:21:33 PM by thespacephantom
UN JOUR JE SERAI DE RETOUR PRÈS DE TOIHe probably means a more detailed history and personality. That's kinda bare-bones there, dude.
Jagged Alliance 2 LP (Redux) (Closed!)Yeah, more personality/history.
Placeholder. Gonna be awesome. Was gonna be a Techie, but either Science or Intelligence is my path now.
Name: Alexander Alfredson
Age: 31
Sex: Male
Department: Intelligence
History:
- Alexander was a con. There's no two ways about it. He was once a slick arms dealer who could talk a nun out of her habit. However, he ended up screwing over an undercover federal agent and got caught. Fortunately, the Company was in need of some greaseballs for their Intelligence department and invited Alexander to join their ranks. It was less of an invitation and more of a threat that he would be killed if he refused.
- So how did this con survive training? Well by being a sneaky scumbag of course. It is said he managed to talk one of the trainers into "assisting" him. The trainer took a fall when Alexander was supposed to.
- Most bizarre thing about him? He's a "pacifist". No one has ever seen proof against this claim, but nobody believes him for obvious reasons.
Appearance:
- About 6' tall with a slim build. He has calm brown eyes and a very wide smile. Due to wearing a wide variety of disguises, no one is really sure what he looks like normally.
Personality:
- Alexander is definitely a connector. He is everyone's best friend so he can best understand how to get them to help him. He is a pathological liar but tells the truth enough to confuse people.
Skills:
- Disguise
- Acting
- Sneaking
edited 22nd Oct '10 8:00:49 AM by EviIPaladin
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValPhantom: Try to have Nimitz's level of detail, at the very least.
Okay. You’re good. That’s a given. You’re good at a lot of things or you wouldn’t be here. You’re killers and healers, hunters and hiders, builders and destroyers. Some of you seek knowledge and some of you seek to conceal it. You are good because there is no alternative. For the next five years, you will live in a place where there is nothing and no one who is not, at the very least, good.
You’re good or you would have been dead a long time ago. You’re good or you would right now be fish food in the bottom of the Canadian with a bullet in the back of your head, put there by my operatives, on my orders, because I wanted it to happen. Lots of others who would have liked to be here aren’t because they weren’t good enough. And they’re dead now.
So let’s just get past that. Let’s forget that you’re good, because it doesn’t matter. You might as well just say you’re breathing, because it has the same amount of importance. Being good only gets you here. You are going to have to get much better than good. It doesn’t matter how “good” a firefighter you are, once you’ve been sent to hell.
I see some of you out there. Cocky. Rolling your eyes like you’ve heard it all before. You’re all such badasses, aren’t you? There’s nothing you can’t handle. Well, cherish that confidence, troops. Hold on to it like the gunwale of the ferryman’s boat. You will need it. Starting tomorrow, everything you’ve learned will be wrong. I’m not going to sugar-coat it. There’s no way to pretty it up. This is hell. You’re going to be taught and trained, humiliated and beaten to a broken, bloody mess. You will feast and you will starve. We will test the limits of your body, exceed your endurance, teach you the purest pleasures and the severest pain. We will put unbearable strain on your mind and force you to question your motives, your faith and your own will to live. You will face death, and some of you will die. And if you survive, you will wake up late on certain nights, sweating and cold, wondering whether it was worth it.
But it is.
When you leave here, you will be among the 800 most competent, all-around bad mother[censored] on the planet. You will be better than six billion other people, the whole remainder of humanity. No one you meet, for the rest of your life, will be able to outdo you in anything, unless it’s another one of your own. You will kick ass and take names. In effect, you will have complete freedom and unlimited resources to do whatever it takes to get your job done. You will be gods among men.
Which isn’t to say we won’t own you. We will. Forever. But with that ownership comes a great boon. You will exist outside of society. You’ll walk between the raindrops. Nothing will touch you except for us. And even that won’t matter to you. By then you will have been incorporated. You will be us.
So you live in hell for five years; you do your time, and when you get out, you’ll be handed a life that’s richer and more exciting than anything you can imagine. You will do things that everyone knows are impossible. You’ll experience things that live only in the minds of lunatics and visionaries, things you thought were made up to scare children. Trust me; it’s a whole ’nother level. It’s the bargain of a lifetime.
And if you don’t like the bargain, you can have what’s behind Door No. 2. A bullet. Dismissed.
Ok, now this is simple: an RP that takes place in the GURPS Black Ops universe. Since many of you probably don't know what this entails, here's the rundown:
The company was formed after World War 2 to deal with "Paranormal threats". Aliens. Vampires. Demons. That sort of thing. Recruits were handpicked for their intelligence, physical capabilities, and mental stability, then put through five years of hell, with a 50% "Drop Out" rate. And there's only one way to drop out: you die.
The Departments:
The Company is sorted into five Departments: Combat, Intelligence, Technology, Science, and Security. Combat is the group that deals with the most action. They come in, utterly destroy the threat, and haul out. Combat ops are required to know a wide variety of martial arts, be able to practically every gun in the world, and build, take apart, and clean a wide variety of weapons, up to and including nuclear missiles. Intelligence is observe and infiltrate. They gather information, work their way into the highest levels of the government, and analyze threats. Intelligence operators are required to be fluent in at least 4 languages, able to don and maintain disguises, hack into computers, and be knowledgable in how to act in any social situation. Security's job is to keep the rest of the team alive. Security agents tend to have the broadest training. They have to know enough about each department’s area of expertise to reliably and fairly judge the safety of any mission at any point in the operation. Secops have the authority to restrict the conduct of any operative on a squad, regardless of which department sponsored the mission. Their Directives also give them the authority to abort any mission, at any time, for any reason (or for no reason). Rarely is this author- ity used, and if it is, it’s almost never questioned by the directors of the depart- ments (though it is often questioned by other squad members). Every mission must have at least one secop. The goals of the Science department are four-fold: observe the enemy, gather specimens, analyze them and share the results. Science Operatives must be experts in chemistry, physics, biology, geology, and countless other sciences. he Technology department was created to develop, refine and imple- ment improvements in the general technology level of the entire Company. They create advanced testing apparatus for the geeks, high-powered and ultra-accurate weaponry for the grunts, whiz-bang gadgetry for the spooks and triple-encrypted transmitters for the Security department. Technology operators must be competent to build and modify gadgets in the field, and be extremely proficient programmers and hackers.A large percentage of the technology that the techies create is experi- mental and insufficiently tested. Like most hackers, Tech ops feel that get- ting something functional is paramount. Perfecting it is an afterthought. By the time a device or program gets out of beta test, some other techie has invented something more advanced to replace it. This earns the Tech agents a reputation for sloppiness, as ops have to constantly deal with mal- functions and incomprehensible or incomplete instructions. At one time or another, every op has heard a techie say, “It works, but you just have to make sure these wires stay together,” or, “Just don’t turn the gain past three and you’ll be fine.” Nevertheless, the devices that come out of Dynatronics are unbelievably cool, and despite the routine backfires, most agents love to get their hands on them.
Of course, every group is well rounded. Combat Ops could debate philosophy with the best Harvard proffessors all day, and a Technology operator could take down a group of armed Navy SEALS without breaking a sweat.
Right, now that that's over with, let's get down to the rules. We'll be using the roll to dodge system, which works like so:
Age: (25-35)
Sex:
Department:
History:
Appearance:
Personality:
Skills: (Pick three from a list I'll give you. Your character gets a +1 bonus to all rolls on that action)
Skills:
Guns (Rifle) (This or Pistol is required for Combat)
Guns (Pistol)
Driving
Hacking
Fisticuffs (Required for Combat)
Sword
Staff
Demolitions
Disguise (Required for Intelligence)
Acting (required for Intelligenc)
Sneaking
Mcgyvering (Required for Tech)
Threat Assessment (Required for Security)
Analyze Data (Required for Science)
And that's about it. Feel free to ask any questions you have.
edited 19th Oct '10 3:56:40 PM by rumetzen