SirNateUnknown
Master Of Boredom
intro
soldier part II
yoe mase
overview.
W
ar is inevitable, blood is spilled and all is lost. Those were the words that would have filled every channel on the television, however it never came to be. Lives that were lost in the process, the chime of dog tags and painful stories left unspoken. It is a cold reality for these soldiers, with a suffocating past that they carry in their chest. To fight back the U.M's destructive forces that are based in Russia, a special squad formed under A.L.C.O company with the cooperation of the U.S government. Each handpicked from the best to receive extensive training with the advanced technologies that ALCO provided. With their DNA modified to develop "Gifts", their gene enhanced and contains distinct abilities to gain the upper hand against their foe. All copied from the previous group with these exact abilities that were disbanded due to the inhumane nature that the soldiers went through.
The abilities they grant have been stabilized and improved in such measures to ensure their efficiency while also protecting the host from suffering devastating side effects. Of course, the dangerous side effects remains. However, they are easier to treat than before and survival rate has been improved significantly. All thanks to the dedicated research that the scientist tirelessly worked upon to improve their soldier's quality of life during and after service. From such research, they successfully implanted the five elite soldiers with special abilities and assigned them in the same squad with distinct roles to fulfill. With an addition of a former member from the disbanded group to join their ranks as the original soldier that has long waged war against the opposing forces.
Together, they shall put an end against the lethal forces and this decade of war without normal citizens ever learning of it's existence. As the previous leader quoted, "We do all the dirty work so the world can stay clean." for the operations will be covered from the eyes of the world.
roles
roles.
Leader
open
Gift: Shadow Manipulation (copied from previous leader Noah)
The vet who returns to the ranks after going out of action due to injury, has extensive knowledge and experience in leading a group of soldiers and keeping their teammates safe when out in the field. They keep everyone together and look out for each of them, all to guarantee success in completing their missions. Sometimes however, this means the leader will be the one making the sacrifices. it is up to them to take good care of their teammate despite the leader's own inner turmoil and risking their neck to keep everyone else safe. This will leave them at a disadvantage as they tend to forget of themselves, which took a toll on their physical and mental health. Nevertheless they always try their best to lead the squad in the admist of chaos and return with each members safe and sound.
Their gift allows them to manipulate the shadows that was caused from the reflection of light in their surroundings, the darker the better. They are able to enter the "shadow realm" and teleport to another spot that has a shadow for them to pop out of, the shadow realm itself isn't liveable as it is devoid of light and oxygen. one could easily suffocate in that realm if they do not hold their breath when passing through the different planes. However, if this ability is overused. For example, if The host teleports multiple members of their team after using their ability for hours in battle (they have to all hold on to one another, physical contact is needed to mark the individuals for teleportation) It will harm their immune system, causing their ability to plague their body. Ink would leak from their nose and eyes, indicating the gift turning into poison for the host. it would cause hallucination, delusions, fever even temporary blindness at extreme cases. It is adviced to immediately administer anesthesia to knock them out, as the poison stops spreading once the host is unconscious. however the recovery process will take some time while the immune system fights off the poison, though vision should return after 24 hours.
second in command
open
Gift: Enhanced Hearing (gift copied from sgt. Arde)
The experienced soldier that has been working under the U.S military for years and has climbed the ranks to have a success in leading a group of soldiers in a few missions. They are the best at following orders to a tee and many looked up to them, however sometimes emotions can get the best of them. Panicking when under immense pressure and unable to focus in the midst of chaos which endangers their life as well as others, they would not be able to react in time when harm strikes down upon them. Needing another teammate to snap them out of it and keep their mind right at the present.
Their gift allows them to pick up on even the most muffled of whisper, mapping out footsteps, locating how many hostiles there are, what kind, and where they are located. Theirs ears are incredibly sensitive to sound that they can locate a hidden time bomb almost immediately, along with having an accurate description of what bone someone breaks and the nervousness in someone's voice. However, if exposed to loud noises at close distance. it can damage their hearing, leaving them temporarily deaf and unable to hear much but muffled shoutings. worst cases, they might lose their hearing for good which puts them pretty much out of commission.
tank
open
Gift: Iron Skin (gift copied and fused from Marc and Blaze)
They are the one first in line, always been the brute force that breaks up a platoon of hostiles. They are aggressive, blunt and straightforward. With a skill in cooking, able to whip up decent meals efficiently. Very well acquaintanced the cooks in headquarters, would often suggest certain dishes or diet for their team members. Despite being the brute that they are known by, they have a soft spot for cute things and kids. Love to spoil their members rotten secretly, cooking them their favorite food or just simply giving their teammates a bear hug. Though it is known that they could be very violent and tend to have a very short fuse, making their temper backfire as they grew reckless.
Their gift allows them to have skin that is resistant against bullets and explosives, knifes won't leave even a scratch no matter how sharp they are. This aids in their role of shielding the team from destructive forces, sweeping through mines, taking the brunt of a grenade, even charging against a war tank. They may seem invisible against heavy hitting forces, however they are still human underneath their impenetrable shield. in close quarter combat, such as the act of snapping someone's neck will still harm them the same. their skin may shield the force, but their bones and joints are breakable. If the ability is overused, their skin may harden so much that it became stiff and restrict their movements. In worst cases, they will froze completely in place like a statue which leaves them unable to defend themselves against hostiles.
intel officer
closed
Gift: Immense Intelligence (copied from Nico)
The brain of the squad, the one who calculates intricate methods and the best option to execute a certain plan in order to accomplish their goal. they are the stoic, cunning yet they are the one who usually provide the greatest insight. The calmest out of all of the team members, knows every possibilities like the back of their hand. Their words are vital for the team especially for the double agent since they usually follow their words to a tee and have absolute faith in their ability to guide them in the right path for the best outcome. They may not regard double agent's lack of intelligence well but trust the double agent enough to follow their instructions well. can be judgemental or close minded, the gift alone causes them immense stress and would be prone to burning out.
Their gift aids them in calculating every possible outcomes and factors that come into play in solving a particular matter. They are able to simulate clearly in their head of what issues they will come into contact with and the wild variables that could possibly spoil their plans. This provided them ways to control every little variable possible even carefully manipulating their teammates to have a certain desired outcome, allowing them to easily master languages, firearms, coding or hacking. The thought process of this ability is delicate and vivid with photographic memories to contain every possible knowledge, not a single will be forgotten by them. However regardless how stressful and traumatizing a piece of memory is, they will remember it all vividly. which puts immense stress their mind and prone to mental breakdowns. Despite how incredible their mind is and their knowledge, it is never always guaranteed in application. The coordination of their brain to their muscles isn't optimal, they tend to strain their bodues past their limits which makes them at risk to be overwhelmed by multiple hostiles in close quarter combat.
combat medic
open
Gift: Electrical Manipulation (Copied from Christy)
They are the one who tend to the squad's injuries while in and out of the field, to ensure that they are all as healthy as a horse. Being an experienced doctor from a known hospital and have served in the military before, they are called back to recieve an extensive training made especially for them. They desire nothing more but the well being of their teammates, Keeping a close eye on all of them especially the double agent who has C.I.P. Despite being extremely considerate of their teammate's health, they are reserved and rarely hang around the group outside of work. Rather keeping to themselves and tries to evade speaking to theit teammate in their free time, no one knows why but it certainly affects their abilty to truly trust and depend on each other.
Their gift aids them in being able to produce and manipulate electric charge from their flesh to a target by physical contact, they can increase the voltage to lethal levels or simply little enough to keep their teammates muscles contract without harming them. It could aid in resuscitation, being a natural defibrillator without worrying about causing a burn on their skin. they could also constantly discharge precise electric pulse to ensure a teammmate heart continues to beat, stabilizing their condition when unable to seek better medical treatment. However, there is a limit to how much electric charge they can produce. If they have gone past their limits, extreme exhaustion is inevitable. in worst cases they could immediately pass out cold in the middle of the battlefield, leaving them vulnerable. In worst cases, when they force their ability beyond their limit. The electrical charge can instead backfire and harm their flesh, making it lethal should they abuse their gift.
double agent
closed
Gift: Blood Possession
A former of one of the lethal six operatives that worked under U.M, retired from the force and went under the U.S protection to fight against their former employer. Successor of The A.L.C.O company and former member of the previous group with abilities. Being one of the best operative that the U.M has to offer, they pretty much know the organization like the back of their hand. Assisting their teammates with relevant informations and precautions when treading hostile teritorries, how the hostile operate, how the forces react and the possible countermeasure necesarry to turn the tide of battle. However they are not very bright, leaving others to plan the squad's movements as their experience are mostly consists of solo missions with little knowledge on how to keep a group of people safe.
Their gift (an organism in their brain) aids them in infiltration missions, being able to temporarily "possess" the physical body of the one who had either ingested or received a transfusion of their blood. They are more resilient against blood loss as their organs produces blood three times faster than the average person to accomodate the blood needed to "possess" their targets. However when they experience immense emotional distress, their brain shuts down and the organism will take over their physical form to ensure the safety of it's host (distinct changes to their appearance as crimson liquid will leak from their eyes, the sign of the organism in overdrive). Left to their basic instincts, they will dispose the cause of said emotional distress as a defensive mechanism at all cost even if putting their flesh in harm's way. If not resolved quickly, the overdrive will cause permanent damage to the host brain. In worst case scenario, they will never regain their consciousness and become a walking corpse.
rules
rules.
rule one.
Those who wants to join must be 18 at least since this rp involves dark and mature themes. (it's literally the nitty gritty of being in war.) sorry, but i rather keep everyone safe and making sure we are responsible adults here kay? Don't lie about your age, seriously like don't.
rule two.
Please pretty please have discord, since we will use it for ooc and planning stuff. if you don't well you should make one since it'll be easier to communicate if everyone gathers at the same space.
rule three.
Please be active since i would like to see activity from a post a day to a post 3 days, though the more active you are the better as the rp is a constantly full of fast paced actions which wouldn't make sense if got strained out due to waiting on someone to post. so activity is crucial.
rule four.
This is not a first come first served, everyone shall apply for one role and all the cs will be sifted through to see which ones will be the best fit for said role. so discord invite will only be for those who has been picked, if i or we (that is if i have gms, its only me rn) don't pick your cs then don't be disheartened since everyone's character is unique. Some just fits the rp more than others unfortunately, but that doesn't mean i won't open more roles later so have hope.
rule five.
This rp is heavily based on the effects from the choices and actions that your character makes, everything they do has a long term effect and effect the whole team even the world they are set in. there will be downtimes to rp a mission, as they need to recover and bring themself ready for action when the next mission rollss up. each injury are played out and experienced, they don't suddenly recover and some can be permanent that will change how your character look and mental health. So there's some continuity and if there's an rper who needs to leave or take a break for a few weeks and more. their absence will effect the characters in the rp especially when the absent rper character has close relation with other characters. so basically this is a full blown immersive rp, don't worry me and the gms(if theres one, it's still just me) will keep tab of all the events and such or atleast humanly try to.
rule six.
Be open minded, be nice, no bullying no discrimination, just be a decent person really. this is an LGBTQ friendly rp, we accept everypne except those who disregard the rules. Please please dont break this rule, seriously don't. It's gonna be a bad thibg for both you and me.
rule seven.
this is supposed to be an unwritten rule as an rper but No godmodding, no injuring another character without the owner permission and my permission as it effects the whole rp. like seriously realistically this shouldn't even be a worry but can't be too careful.
intro
roles
rules
to live or to die,
all to end this
war
genre
action, drama, sci-fi
status
accepting
spots open
4/6
rating
18+
β‘coded by uxieβ‘
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