KingLaurent V.I.P
Posts : 1639 Join date : 2010-03-23 Age : 26 Location : Windy City
Character sheet Your character:
| Subject: Global Agenda((RPG)) Tue Sep 07, 2010 2:02 am | |
| In The Year 2030 A.D, The World has come to a unexpected Ending. The Risks of Diseases in Africa has Risen,Oil has gone scarce and dried up,And The United Nations have disbanded, and The North and South Americas have joined together under 1 flag. Now A New Threat called Avatar has risen into the Cyberspace,Internet,and eventually the whole world. Now its up to a organization filled with their own classes: Assault,Recon,Medic,and Robotics. They Must Join together using their different skills to defeat Avatar and hopefully rebalanced the world. Classes(READ BEFORE YOU MAKE YOUR CHARACTER.or after so you know what your about): Recon: - Spoiler:
What Makes the Recon Tick? By the time you actually see a recon agent, it’s probably far too late. The recon uses stealth and speed combined with precision weapons and devious traps for a distinct advantage. The recon has the luxury of of choosing when and where to engage enemies, often waiting until victims are alone or already injured. Recons have unparalleled mobility which allows them to be sharpshooting from faraway rooftops one moment and backstabbing the unaware a few seconds later. It is at these two ranges, the distant and close-quarters, that the recon truly excels.
Because the recon defenses are confined to invisibility and avoidance, the agents rarely remain visible long enough to engage in long, drawn out combat. Instead, they favor hit-and-run tactics, appearing out of thin air to quickly eliminate a single enemy, then vanishing just as fast, leaving the rest of the vanquished agent’s team firing wildly in all directions in hopes of scoring a lucky hit. When sniping, recon agents are just as elusive, preferring a variant of stealth that allows them to leap mindboggling distances, either into perfect firing positions or away from danger when enemies finally track them down.
When a recon agent appears near a target, it is usually with the relentless sword in hand; a simple yet elegant weapon made from segmented pieces of laser-carved steel, honed to an savagely sharp blade. Although easily capable of taking down enemy agents from the front, a good recon agent prefers an ambush from behind, where the sword's keen edge virtually ignores rear armor and inflicts devastating wounds. Few agents can survive more than one or two such attacks, which have the effect of instilling a state of paranoia on the entire enemy team when they realize that they’re being hunted by an invisible killer.
Role on the Team By functioning as forward scouts and focused damage strikers during cooperative missions, the recon truly shines during player versus player engagements. The ability to dish out vast amounts of damage to individual targets makes the recon extremely dangerous in one-on-one situations, but by using bombs and mines cunningly, they can also be an important influence on how an enemy team behaves, slowing them down or forcing them to flee before explosives are detonated. These tactics are especially effective when the recon agent kills the enemy team’s medic, rendering the rest of the squad vulnerable, or sabotages an enemy robotics agent’s carefully constructed turret emplacement, weakening a defending fortification enough for the rest of the team to push forward.
Is Recon for you?
If you have a streak of predator in you, relishing the thrill of the hunt as you follow an oblivious target around while you wait for the perfect moment to strike, you’ll enjoy the recon agent’s capabilities. You’ll need cunning and wit to survive though, since your defenses are entirely based on your reflexes and awareness of your surroundings, but if you have the right mindset, the recon class can be instrumental in defeating an enemy team, disrupting their objectives and singling out key targets for assassination.
Assault: - Spoiler:
What Makes Assault Unique?
Whether it’s leaping out of the dropship, charging into enemy territory, or facing off against a towering security robot, the assault agent goes first,. Thick armor makes the assault perfect for front line duty and, when combined with a variety of personal shields, makes these resilient combat specialists tough to bring down even the most focused fire from multiple opponents. When the team needs someone to push through enemy defenses and take an objective under constant resistance, the assault gets the job done.
Don’t be fooled, though; they’re not just lumbering barricades brought along to provide cover for everyone else. The same advanced mechanics that keeps them mobile in their enormous armor also allows them to carry the most powerful weapons. Between variable payload rockets, rotary artillery launchers and a variety of grenades, and chainguns the size of motorcycles, assault agents have the means to clear entire rooms and survive anything that gets thrown back in their direction. Subtlety is a foreign concept to them.
This trend continues when the assault agent charges into melee. Their weapon of choice can only be described as a futuristic battle axe with a blade comprised of searing-hot plasma. Able to cleave through robots and humans with equal ease, this fearsome weapon is almost as useful for intimidation as it is for raw killing power. And if all of that isn’t bad enough, the assault melee can also set targets aflame when used against weaker back armor and sensitive equipment. Between the assault agent’s mighty axe and incredible defenses, you don’t want to be anywhere nearby when one decides it’s time for a close-quarters brawl.
Role on the Team
Unlike the other classes, the assault agent's job doesn't change at all during player versus player missions The assault must still forge ahead, blast through enemy defenses, and capture objectives. For defensive missions, the assault's duty is to keep the current objective clear, covering doors with adhesive grenades, pushing attackers back with direct fire, and pouring enough explosives onto the objective to reduce it to a smoldering crater if the enemy team gets anywhere near it.
Who Should Play Assault?
If you enjoy laughing in the face of overwhelming forces, eagerly look forward to situations where you and your team are vastly outnumbered, and love it when your screen is completely filled with explosions, assault is probably for you. Your job is to lead the way for the rest of your team, soak up as much damage as possible, and set everything in front of you on fire, preferably while blowing it all into tiny pieces. Not many agents can survive for very long under direct fire, but you relish the opportunity to stand in the middle of an objective and scoff at their feeble attempts to dislodge you.
Medic: - Spoiler:
What Keeps the Medic Going? Fundamentally, the medic is responsible for keeping the team healthy, but the job encompasses much more than just watching each teammate’s wound status and activating cures. Assault agents require constant attention while thundering into an objective area under enemy fire, recon agents must be healed in such a way as to not reveal their positions for very long, and robotics agents can rarely leave their fortifications to seek medical attention. In the heat of battle,, the medic agent is a commodity in high demand and must stay mobile, alert and aware at all times.
With such a focus on defensive tactics, one might assume that a medic would be an easy target if cornered without any allies around. The truth is, when it comes time to switch to offense, the medic can be the deadliest of enemies, but victims might not even realize it until it’s too late. The various chemicals coursing through the medic’s suit can be subtly altered upon expenditure to function as vicious nerve toxins, flesh-eating viruses or slow-acting poisons. Some weapons are even capable of projecting nanite colonies into victims - swarms of microscopic machines that can quickly differentiate between biological and mechanical targets, attacking an enemy's vital systems be they organs or components.
No weapon exemplifies this better than the poison injector - an insidious knife with hollow channels along the blade specially designed to penetrate armor and introduce lethal doses of toxic substances. In the skilled hands of a trained medic, the poison injector can be used to make quick work of unsuspecting targets, but one of the most effective tactics is the hit-and-run poisoning. If a medic can catch an opponent off guard and score a hit in the thin rear armor plates of most suits, the poison it injects is deadly long after the medic has moved on.
Role on the Team While the overall goal of the medic remains the same during player versus player missions, enemy agents are far more likely to adapt when facing a squad with healing support. In addition to regenerative effects and poisons, the medic also carries a wide variety of boosting effects: waves of nanites programmed to infuse teammates with adrenaline or enemies with sedatives. In these situations, the medic often becomes the primary target and must react with evasive maneuvers and self-healing, while still protecting the health of the team. Being an effective medic in player versus player missions is therefore a significant challenge, but a skilled medic is a critical component for any team that hopes to be successful.
Who should play Medic?
You will enjoy being a medic if you have the ability to effortlessly multitask, paying attention to the status of your friends and keeping yourself alive in the process. On the other hand, you might like being a medic if you enjoy watching your foes choke to death as your poisons course through their veins and disrupt their biological functions, reducing them to helpless, twitching corpses when the toxins overpower their pathetic immune systems. The best medics, however, are able to achieve both goals, which makes this class the one everyone hopes to have on their side.
Robotics: - Spoiler:
What Makes the Robotics Agent Tick?
Whatever the situation, wherever the combat is taking place, and however many opponents present themselves, odds are the robotics agent will find the right tool for the job. This class has an unrivalled array of devices available , covering everything from stationary turrets and force fields to healing stations and automated combat drones. When facing a robotics agent, don't be surprised if you find yourself being attacked from several angles, all controlled by a single person.
When pushing forward, robotics agents favor their drones: self-guided combat robots programmed to seek and destroy enemy targets on their own. This allows the robot’s owner to move on to engage another opponent combine fire for a faster kil or simply escape unharmed. Setting upforce fields near an objective can also help the rest of the team advance while using the mono-magnetic field as a one-way barrier to protect them from incoming fire. Defense, however, is where the robotics agent shines and no other class can compare. A broad selection of turrets, short range plasma cyclers, medium range autocannons, and long range rockets allow the robotics agent to dominate a fixed position, using other devices to augment the fortifications and bolster teammates.
Even after getting past all of the deployable devices and attack drones, foes must then face off against the Robotics' energyburn mace, a crafty weapon made by mounting a heavy capacitor in the head of a conductive steel rod. The steel gives the mace the weight to cause serious damage while the capacitor creates a magnetic field that actually draws it to metallic targets, augmenting the force of impact to such a degree that it is capable of causing contusions to flesh even through armor. When striking an unsuspecting opponent from behind, the energyburn mace can also cause disruptions in their electronic systems, sapping a portion of their power reserves.
Role on the Team
During player versus player missions the robotics agent must either defend the team's captured objectives or support the team as they press on to the next goal. These two roles require very different load outs of equipment, but when applied properly, the entire team will be thankful for the robotics agent’s gadgets. That extra drone firing on enemy targets can be the difference between victory and failure, providing enough firepower to bring down an assault agent, distract a medic long enough to damage the enemy team, or counter a recon agent’s stealthy ambush.
Who Should Play Robotics?
If you’re the kind of person who likes to have a versatile bag of tricks available at a moment’s notice, continually surprising your enemies with what you’re able to come up with, robotics is probably for you. Watching wave after wave of attackers fall before the unrelenting barrage of your turrets, casually tossing up a forcefield just in time to prevent being destroyed by incoming fire, and sending drones to harass your enemies are all duties a good robotics agent relishes. There’s no task a well-equipped robotics agent cannot achieve with his wits and unique devices, either on a team or alone.
------------------------------------- Sign Up Form: Name: Class: Appearance: Nickname: Powers: Weapons: Biography: Etc: --------------- Name:Lance Firedrake Class:Recon Appearance: - Spoiler:
Nickname:Ricochet Powers:Electromagnetism Weapons:Blasters,Guns,Grenades,etc. Biography:Former Stealth Agent of Assault before they attacked his old friend,who was killed by Assault. Later he joined Recon to regain his honor. Now he has to join together with the people who killed his friends,to end Avatar Etc:idk ---------------- btw here is Avatar/Team Avatar Form: Name: Rank: Skills: Weapons: Powers: Nickname: Bio: Etc: | |
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comiccaptainjack V.I.P
Posts : 2385 Join date : 2010-02-08 Age : 28 Location : on the Caribbean
Character sheet Your character:
| Subject: Re: Global Agenda((RPG)) Tue Sep 07, 2010 2:11 am | |
| Name: Jason Hunt Class: Assault Appearance: black and purple armor. scratched up from the years of fighting. no one really knows what i look like under my helmet, since i barely take it off Nickname: Tank Powers: has an armor-lock type thing that can't be penetrated. but it isn't really long lasting weapons: an SMG, and gattling gun, and the battle axe thing(don't know what you call it..) Biography: i was trained for assault my whole life. i guess you can say i was born to fight. once these disasters started, i was first to be called into action. Etc:
Last edited by comiccaptainjack on Tue Sep 07, 2010 2:18 am; edited 1 time in total | |
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KingLaurent V.I.P
Posts : 1639 Join date : 2010-03-23 Age : 26 Location : Windy City
Character sheet Your character:
| Subject: Re: Global Agenda((RPG)) Tue Sep 07, 2010 2:15 am | |
| (accepted,btw can u put in appearance) | |
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