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Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sun Dec 19, 2010 12:16 pm
DISCLAIMER

I do not own anything apart of EA or Dead Space.

If I did, I'd be stocking up weapons to fight against the Necromorphs.

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Go read the other, more important, posts.
NOW.
 
PostPosted: Sun Dec 19, 2010 12:41 pm
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The USG Gronzi-Grad.
Once, she was one of the finest cruise ships in all of the universe.
Now, she's nothing but dust and scrap metal floating around the emptiness of space.

The reason why she had been reduced to rubble aimlessly floating around is because an alien infestation had broken out on the ship, killing almost all of the seventeen million people aboard the Gronzi-Grad.
The alien infestation was identified as the Necromorph species.
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From what little information that could be gathered from the lone survivor of the Gronzi-Grad, it's known that the Necromorphs are literally zombies, to put in simple terms. But, they are not the undead.
Their species is a living one, but they only come to life after infecting and mutating the dead corpses of man. Once infected, the corpses become full-fledged Necromorphs, who are solely designed to kill more people to create more Necromorphs.
Because of their strange nature and mutations, killing a Necromorph is an extremely difficult process. They do not follow the laws of normal life, like their former bodies did. Head and chest shots mean nothing but a slight tickle to these creatures. Only after unloading a whole clip will these shots kill a Necromorph. Instead, the most efficient way to dispose of a Necromorph is to dismember them. Shooting off the head and limbs is the quickest and best fashion to dispose of them. Some Necromorphs are easier to kill, if they have bright yellowish-oranges growths on their body, that act like explosions when shot. But all the rules of killing a Necromorph apply to every form, no matter how ugly, or dangerous.

Anything beyond that is unknown of the Necromorphs. Where they came from or why they're here remains unknown, these questions only answered in theory. Even the most positive thing about the Necromorphs is still classified as a theory. According to the survivor, the Necromorphs revolve around a single alien artifact, known as The Marker.
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What this artifact is, where it came from, why it's here, or who built it is a great mystery.
Once such artifact had been on Gronzi-Grad though, as a collection object for Unitologists. But a Hell-Reaver disposed of it, making it so that the Necromorphs would follow their supposively precious artifact into a near by star.

Since the events of the Gronzi-Grad, the Necromorphs have only remained as a horror story creature, and nightmarish figures for the lone survivor. No signs or hints of their existence as yet to been from the distant areas of space...
 

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sun Dec 19, 2010 12:46 pm
The Necromorphs (as gathered from the survivor and her rescuers)

The Necromorphs are the horribly mutated, reanimated corpses of humans. These creatures are extremely aggressive, and will attempt to kill any non-necromorph creature on sight. The sole purpose of almost all Necromorphs is to create more bodies to infect, while the role of one particular creature, the Infector, is to infect corpses to make more Necromorphs

Slashers are the most common form of Necromorphs encountered. Their main weapons are blades, attached in various configurations to a set of distended arms that protrude at an angle from each shoulder. Several variations of the Slasher also possess a pair of smaller arms located on the abdomen.
They attack through pure melee combat, charging at their targets to initiate close combat. They are also capable of grappling prey with their limbs, giving their powerful jaws easy access to an opponents upper body. The Female Slasher variant is unique in that she is, in addition to possessing the aforementioned melee abilities, able to shoot small, volatile spheres of matter at short distances.
Though they tend to roam and hunt in packs, lone Slashers have been observed to remain motionless and silent, waiting for prey to come within striking distance before they attack. Slashers also have a habit of feigning death, only to rise up and continue the onslaught when their attacker moves closer to them or turns away.
They are capable of limited locomotion even with both of their legs missing, dragging themselves along with their remaining limbs. Some legless Slashers have also been observed, presumably created from corpses with missing legs or Slashers whose legs were removed in previous attacks on the uninfected.
Slashers are easily recognized by their distinctive appearance and their loping and flailing gait when running, both of which also give them a distinctive shadow.

In appearance, Infectors look like a headless bat made from dead human material. The strange winged Infector acts as a vector for the disease, though it's not clear if it's the only one. Only attacking or defending itself when it cannot find any hosts to infect, its wings are formed by a flap of skin between the host's distorted arms and legs, with the head utterly unrecognizable, reduced to a strange proboscis. This weapon is the delivery mechanism used to infect potential hosts, which is done by enveloping the host in its wings and stabbing the proboscis into the corpse's skull to inject a yellow fluid stored in the creature's bladder. In any room with the remains of crew members, these are the beasts that should be taken down quickly before you get overrun with newly created Necromorphs.

Leapers are so-called for their ability to leap at their prey, but just because they only have two arms doesn't mean they're slow to chase.
Leapers are formed when an infected person, after about 2-4 days, starts to have visible reformation starting with the legs. The legs start to elongate, then flay and twist into a tail-like appendage. The face starts contorting, the muscles clenching and unclenching. Several jaw-like appendages emerge from the ever widening maw. The mouth no longer appears to be able to accommodate the change, and the head starts to split and burst at the seams. Almost instantly, it adapts to being perched upon its hands.

The Necromorphs have no qualms over killing infants and, worse still, no hesitation in assimilating their bodies into their ranks. The result is a Lurker. These creatures attack using three spiked tentacles that grow out of their backs, firing small, barbed projectiles at range. As such, they are used as ranged support for other Necromorph forms and only engage in melee, using their tentacles as stabbing weapons, as a last resort or to surprise.
Lurkers are able to climb walls and stick to ceilings using suction cup-like appendages that are grown out of their stomachs. As a result, they're quite often found in Zero Gravity environments along with Leapers. They are commonly sighted either in small groups or with other larger Necromorphs

Pregnants are one of the larger breeds of Necromorphs encountered. They are named as such due to the enormous sac that extrudes from their abdomens, the contents of which are other, smaller forms of Necromorphs which burst forth when the sac is damaged. Pregnants have also been known to, when heavily damaged, claw open their own abdominal sacs in order to release their spawn. Their 'spawn' range from Lurkers to Swarmers (Tiny Necromorphs which latch onto the body, eating away on the host.).

Guardians are the result of the Necromorph infection anchoring a torso to flesh growing on the walls. One can usually tell when one is nearby when moaning, groaning, or screaming is heard. However, some have been observed as being silent until engaged in combat.
Guardians are sentries, set up by the Necromorphs to defend certain, often mission critical, areas. Unable to move and attack enemies unless they move up close to the Guardian, Guardians utilize embryonic spawn, similar to a Lurker in that they spit out in front of themselves which will aid in attacking detected threats.
Unlike many Necromorphs the infected human seems to retain consciousness, hence the constant moans and wails of pain, rather than simply acting as a lifeless host. The circumstances by which this occurs have not been made clear

Exploders are the suicide bombers of the Necromorphs. They initially move sluggishly, but are able to utilize surprising bursts of speed when they have sufficiently closed the distance between themselves and their intended targets.
Once an Exploder is within close combat range, it will pummel its foe with the massive pustule on the end of its left arm, which is filled with some kind of volatile ooze. If the attack is successful, the pustule will explode, killing the Exploder and causing major injuries to anything in the blast radius.
Due to their "one use" nature and fairly slow movement, they often attack in large groups in an attempt to overwhelm. However, this group-swarm tactic also makes them dangerous to any Necromorphs nearby, including other Exploders.

Twitchers are the result of the Necromorph infection contaminating the corpses of Marines stationed onboard. They are unique in that they were produced as a result of Marines equipped with stasis modules in their Soldier RIGs. They are physically similar to Slashers, but as they were created from Marines and not civilians they are much tougher.
A disturbing side effect of the transformation is that the stasis modules the Marines were equipped with became fused with the resulting creature and the effect of the stasis module is strangely reversed, with terrifying results. Because of the stasis module merged into their body, Twitchers can react and move several times faster than any other Necromorph variant, making them very hard to hit before they close in to melee range. It also causes them to have highly erratic and spastic movements, and their features seem to blur as they move when seen close up as they move about. They also make distinctive jabbering noises when they get close.
Their name is derived from their constant twitching and spasmodic behavior. Their design is similar to that of a Slasher, (however this is hard notice due to their speed). Their heads, legs and bodies, retain a vaguely human form, albeit much chunkier and muscular than Slashers. They lack the small chest appendages of the Slashers, but their talons are much larger (the same size as those on a Pregnant, in fact). Their heads have a massive hollowed out indentation on the top of the skull, and tiny tentacles fill the gap (creating a disturbing, yet rather comical likeness to hair). They also seem to be missing both their eyes. Furthermore, their faces seem to be almost static; they never change their facial expression, which is fixed in a blank and hollow stare.
The armor they are fused to is partially visible though gaps in their skin, and two large sections protrude from the creatures back, like the closed wings of a beetle. They have a very beetle-esque appearance, combining the armor on their back, their hunched form and their front limbs, which are reminiscent of an insect.

A Divider is an extremely tall, thin Necromorph that is fairly strong and hardy. Once slain, the head, arms and legs separate and become independent creatures. The Divider sub-sections are very fast and will damage and attempt to strangle you, but they are much weaker than the original Divider.
Dividers tend to be loners, but you'll occasionally encounter a pair, or a single Divider backed up by Exploders. Its components are strong when they are attacking and surprisingly weak after death.

The Brute is one of the strongest Necromorph forms that have been encountered. It is a combination of multiple corpses fused together into one large being, although it's impossible to tell exactly how many bodies have been reanimated to create these monsters. They are large, hardy, and like all Necromorphs, extremely violent towards the uninfected.
They possess an armored exoskeleton on their anterior body for defense; however the posterior of the creature is relatively weak and devoid of defense. Brutes attack with a devastating punch and a headbutt that can easily knock people off their feet.
 
PostPosted: Sun Dec 19, 2010 12:47 pm
The Equipment

The 211-V Plasma Cutter is a high-energy mineral cutter. In primary fire mode, it has three blue laser reticules when aiming and one superheated plasma shot. When switched to secondary fire, the projectiles shoot out horizontally. Since it can deliver powerful blasts of energy, the Plasma Cutter is the perfect weapon for cutting through enemies' limbs.


The Pulse rifle is a military-grade assault rifle with a high rate of fire. It also has a high base capacity per magazine, but it inflicts less damage per round. That means that each round inflicts less damage, but this is made up for by its ability to fire more rounds per second. It might take longer to cut through limbs, but you'll get more blast for your buck.
When using the rifle's secondary function, the person kneels down, holds the rifle above his head, and the three barrels of the rifle spread outward and fire while spinning, spraying bullets 360 degrees. This fire mode is considered one of the best crowd-clearing attacks in the game, at the cost of high ammo consumption.

The Seeker Rifle is a powerful sniper rifle capable of delivering long-range fire. It can sever limbs if properly aimed and can pull off headshots, leaving Necromorphs swinging around blindly while you fire away. Its secondary function provides an enhanced zoom, thus allowing even greater precision and damage.

The Line Gun is a wide-beamed slicer with timed mines. Like the Plasma Cutter's secondary fire mode, the Line gun fires a horizontal beam of energy. Though it's incapable of firing the same high rate as the Plasma Cutter and Pulse Rifle, the Line Gun compensates by having a higher damages base rate. Once upgraded, it can cut through several Necromorphs' limbs with one shot.
The Line Gun's secondary fire mode is a timed mine. When detonated, the mines explode in a dazzling display of lasers that cut through anything nearby. Drop mines amidst a group of Necromorphs and watch the parts fly.


The Handheld Graviton Accelerator, commonly referred to as the Force Gun, is a short-range kinetic booster device. It's function in mining operations is to provide blasting power beyond conventional explosive charges, thus making it suitable for precise terraforming applications. Some practical examples may include shattering rocks into smaller rocks, sending rocks between miners in zero-gravity situations, or deflecting wayward rocks away from miners during space operations.

Considered the "shotgun" of the game; when fired, the gun shoots a wide shockwave blast of energy outwards, damaging everything in front of it. The closer an enemy is to this blast, the more damage that is caused. Its short-range blast radius yet powerful impact blow makes the Force gun a valuable weapon for close-quarter combat. While the Force Gun's primary fire won't blow many of the tougher enemies to pieces, it will knock them back and away, creating breathing room in tough situations.
It's secondary fire mode called Force Bomb serves as a grenade launcher that shoots a large, spherical projectile that explodes upon impact with an enemy with great force. If it doesn't come into contact with a foe, it will roll around for a few moments before exploding. Upgraded, the secondary fire can blow creatures to pieces.


Designed to hack and slice through solid rock, the RC-DS Remote Control Disc Ripper is an extremely dangerous tool. In less skilled hands, it's an accident waiting to happen, ejecting incredibly sharp diamond-coated tungsten blades at up to 17,000 RPM to cut through anything in front of it. It's basically a chainsaw that uses ammo.

The Ripper is an industrial saw that can shred through just about anything. Its rounds are actually small radial blades that shoot out and then spin at a distance. After firing off a round, the blade will spin at a distance as if connected by a tether. You can then direct the blade by aiming your Ripper wherever you want it to go. Not only does the Ripper act as a shredder, but it can also act as a buffer between you and approaching Necromorphs while in close quarters.
The secondary function fires a single blade as a projectile that can slice through multiple enemies.


Sometimes the best ore is found within comets, but it’s trapped within layers of ice. The Industrial Flamethrower uses liquid hydrazine to produce an intense flame between 500 and 4000 degrees Celsius, which is projected on a surface, immolating the target and breaking it apart.

This Hydrazine Industrial Torch can fry multiple enemies with a streaming blaze that extends several feet. Though it doesn't have the same long-distance range as other weapons, the Flamethrower is much more useful against small enemies and swarms in close quarters. Its primary fire doesn't fire projectiles like other weapons but you still target the enemies ' limbs for maximum effectiveness.
The flamethrower's secondary fire shoots a small concentrated burst of flames that resemble a projectile, but is more like a small bomb than a weapons' round.


Sometimes miners need to pound stubborn rock into pieces, softening it so it can be extracted in different ways. That's where a C99 Supercollider Contact Beam comes in. Part jackhammer and part energy wrecking ball, the tool is extremely powerful in short range circumstances.

Like the Force Gun, the Contact Beam is an energy projector. This weapon, however, deals heavy damage at the cost of speed and precision (it has a charge period whenever fired, and is slightly more difficult to aim than other weapons).
To operate, the beam must be aimed and charged, which is done by holding down the fire button. Once fully charged, releasing the fire button will unleash a powerful blast of energy (the shot can be canceled by releasing the aiming trigger). The blast is extraordinarily powerful, to the point where some necromorphs can be killed by one shot. If not charged, it will act as a short range shotgun. This will save you time for the cost of this weapon's maximum damage. This firing mode acts like a chargeable rocket launcher.
Its secondary fire acts much like the Pulse Rifle's and unleashes a small radial attack. This one, though, is a ground-slam attack that knocks close-quarter enemies back and away

The following require RIGs (Resource Integration Gear).


A Stasis Module is typically used to slow down the process of active machinery in order to get something out of the way, or to finish something before it becomes to late. This can also be used on living things, slowing them down temporarily. A Stasis Module requires recharging after every few uses.


A Telekinesis or "Kinesis" is a small modular plug-in resembling a thick, six-vaned heat sink designed for use with the Stasis Module. It fits into the top of the Stasis Module armband just forward of its rear focus cylinder, and works in conjunction with a round emitter pad built into the palm of the glove-slip component. Also known as the "G.R.I.P", it allows the wielder control over almost any organic and inorganic material with the wave of a hand.
 

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sun Dec 19, 2010 12:50 pm
The Rules of the Role Play


I hold the power to remove or add rules when necessary.
I hold the power to enforce the rules and-or ban players when rules are disobeyed/ignored.


(1. The GaiaOnline Terms of Service are always in effect, and will be enforced here. Keep them in mind in this role play, and in everything you do.


(2. As part of GaiaOnline's ToS, sexual things are to be toned down to a non-pornographic level. Perverse behavior is fine, perverse activities need to be careful, and the beast with two backs needs to be made outside of role play posts.


(3. Please following the role play's writing standards.
XXXXX-Third person in past tense. (Jim walked across the beach.)

XXXXX-Posts need to contain at least one paragraph (five sentences together in a bunch, not spaced out).
XXXXXXXXXX-If you wish to write beyond a paragraph, feel free to do so. Also, do not be intimidated by larger posts. Some players are long winded, while others are not. As long as you meet the minimum, you may post as long or as short as you want.

XXXXX-Use proper grammar, spelling, and punctuation. We should be old enough to understand and know the differences between there/their/they're and to/too/two.


(4. Posting formats are neither encouraged or discouraged. Coloring texts, adding pictures, and-or adding decorative characters are optional.
XXXXX-It is asked though that formats with pictures and decorative characters are not made wide enough to stretch out and distort the pages. Formats found doing so will be asked to change and will be guided to a proper width. Failure to thin the format will result in elimination of the format. Return of the format after elimination and still stretching the page will result in removal of the player.
XXXXX-If you choose to color your text, please use colors that are easy to read. Bright colors, such as cyan or yellow, should not be used even the text is made bold. If your text is too bright, it will be asked that you change colors. Failure to change colors will result in banning.


(5. There are power limits to these things. No one person can become a God like figure.
XXXXX-Godmodding/Powerplaying is rather self explanatory. You are not an all powerful being, so don't even attempt being/making one.
XXXXXXXXXX-Creating a Mary/Gary Stu like character is very similar to Godmodding/Powerplaying, and will be counted as such. Characters that come off as a Mary/Gary Stu will not be allowed into the role play until they have been revised down to a believable level. For more information on what a Mary/Gary Stu is, click here.

XXXXX-Autohitting and autododging are forms of Godmodding. These are also not allowed.
XXXXXXXXXX-Autohitting is when you write out that you attack was successful and had it's intended affects upon another character, thus putting you one step ahead. Autohitting yourself is fine, but do not autohit someone else.
XXXXXXXXXX-Autododging is the magic of every blow being thrown your way somehow missing. No one can never be hit ever; everyone takes some blows.

XXXXX-Mind control, mind reading, and seeing into the future are tricky and frustrating things to do. However, these actions are not banned, just asked that they are done carefully. There needs to be a give and take system with these abilities. It is asked that you make contact with another player before you try to play with their mind. For matters over seeing into the future over major plot lines, contact either Zahzi or myself please.

XXXXX-Ghosting is the act of temporarily taking minor control of another character. It can be used to brush a character away when the player has gone, such as when they must leave their internet access for an extended amount of time, or when someone logs out while many other players still remain and the role play is in full swing.
XXXXXXXXXX-Do not ghost another character if the other player is still online, or to finish off an action they were doing. Use is only for getting them out of the way so things may still go.

XXXXX-Murdering/Killing another person's character is strictly forbidden. Any act of killing someone without asking the player's permission will result in an automatic and permanent ban from the role play.
XXXXXXXXXX-For acts of murder/killing, player one must make contact with player two and ask for permission to kill the character. If an agreement is made, both player one and two must message me about the upcoming death. I will not accept only one player messaging me about the agreed death.


(6. To the best of your ability, try not to fall behind in the role play. At the same time, do not bury other players with your posts.
XXXXX-I understand we sometimes need to go for a long time. However, I won't stop the whole role play because of one absence. So I kindly ask that if you must go you try to remove yourself from the scene. If you can't do this, you shall be ghosted out.

XXXXX-Private sessions are when a small group of players begin to post one after another, typically branching away from what was originally going on and making a new situation for them to deal with so they have something to post while others are away. These private sessions often bury the others with a massive amount of posts that usually have no affect upon them, and are frustrating to navigate through. It's asked that private sessions are limited down to the completion of the page. Once a new page is created, even if there was only one or two posts made, the private session needs to end.  
PostPosted: Sun Dec 19, 2010 12:52 pm
Character Profile


[b]Username:[/b]
[b]Character Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Occupation:[/b]
[b]Equipment:[/b] Must have at least a Plasma Cutter
[b]RIG:[/b] Optional
[b]History:[/b]
[b]Extras:[/b]
[b]Theme Song:[/b]
[b]Quote:[/b]
 

Randomly Gone Insane
Vice Captain

Romantic Raider


Randomly Gone Insane
Vice Captain

Romantic Raider

PostPosted: Sun Dec 19, 2010 12:56 pm
Character Sheet


Username: Randomly Gone Insane
Character Name: Alik Alis Aldonnza
Age: 26
Gender: Female
Appearance: Alik
Occupation: Nurse
Equipment: Plasma Cutter, Force Gun, Ripper, and Flamethrower.
RIG: Civilian
History: Alik is born of a Russian mother and a half German-half Irish father. For six years of her life, she lived in each country. When she turned eighteen, she moved to America on her own seeking work. It was there she became a bar-hostess on the USG Gronzi-Grad. She was soon fired from her job for drinking to much, and was rehired as a nurse. It was here, on the Gronzi-Grad, she encountered the Necromorphs. For a week, she watched things fall apart and hell break loose on the ship as the monsters ripped those around her apart. And it was also here she met the legendary Hell Reaver, Roland Thomson. After about one day with the Hell Reaver, she was rescued by Roland and a couple of other Hell Reavers who had been sent in to retrieve her when it was revealed she was the daughter of the Commander of the Hell Reavers.
Since her rescue, Alik has kept quiet about the incident and the Necromorphs unless questioned for study.
Extras: Due to Alik's ethnic backrounds, she's a heavy drinker. Fortunately, her alcoholism doesn't affect her much, leaving her liver clean and her quite sober when most would be piss drunk. This however upsets Alik. The most she's ever gotten out of any drinking episode was a slight buzz which last for various times. Out of curiosity, and boredom, Alik has made it a personal quest to find one extremely potent - and rare - drink nicknamed Death's Drink/Ale.

During her time on the Gronzi-Grad after Roland had appeared (and possibly beforehand as she can't remember the incidents), Alik suffered from dementia and often had episodes of insanity. The causes were unknown, though doctors have diagnosed the high amounts of stress of the whole traumatizing incident was the cause. Since then though, Alik has shown no signs of any dementia.
Theme Song: Good Life, Charlie Mops, Beer Song
Quote: "I don't feel so good... I need a drink."


Username: Randomly Gone Insane
Character Name: Tadeus Aldonnza
Age: 52
Gender: Male
Appearance: Tadeus
Occupation: Commander of the Hell Reavers
Equipment: Plasma Cutter, Pulse Rifle, and Line Gun.
RIG: Military
History: Like Roland, Tadeus did not find very many things interesting in his life. Since he first saw a Hell Reaver coming into Germany to take out yet another dictator in power, he's been in love with the Hell Reavers. Once he was of age, he signed his name faster than he could even breathe.
Unlike Roland, he didn't speed through his mission numbers. He instead, went at a slow and steady pace, because he wanted to be precise in his work. After completing twenty successful missions without a hitch, Tadeus finally made it to the rank of Commander - the second in command seat of the Hell Reavers (the only one above him is the actual founder of the Hell Reavers). With his rank, Tadeus moved a bit more slowly in his missions.
During one of his fortieth mission, Tadeus had been sent to Russia. It was there, he met a beautiful woman, who later helped him in the final steps of his mission. This woman, despite the fact he was a Hell Reaver, would later soon become his wife, and the mother of his only child.
Extras: Though Tadeus is the commander of the Hell Reavers, not even he has passed through all fifty missions such as Roland. He has technically 'stopped' at forty, to focus more on his family and leading the Hell Reavers, than going out to do "mission impossible" like things.

Tadeus is also very protective of his daughter, like any good father. It was by his order, and his power, that she remains alive today. Had it not been for him, she would have been killed by the government to keep secrecy on the Necromorph incident.
Theme Song:
Quote: "I live to protect others, including my family, at any cost."


Username: Randomly Gone Insane
Character Name: Lugwig Baha
Age: 28
Gender: Male
Appearance: Lugwig
Occupation: Ex-Soldier; Cook
Equipment: Plasma Cutter, Pulse Rifle, Force Gun
RIG: Yes; Civilian
History: One of Alik's childhood friends during her lifetime in Germany, Lugwig grew close with Alik during her six year stay. His father, ironically, had also been friends with her father, Tadeus. While the two children grew up, Lugwig often acted as a trainer and protector for Alik as she was easily bullied on by other kids. So if he wasn't beating someone's a** for picking on her, he was training her under childish harsh conditions on self defense so she could survive when he wasn't around. Despite how much training Alik went under though, Lugwig always had to come in and save her, and while he openly expressed anger and frustration, he really did not mind deep down, and even grew a bit fond to saving her.
When Alik moved away to Ireland when she was twelve, Lugwig continued on with his own life, making contact with Alik once in a while, but rarely. When he turned twenty one, he joined the German Army and served until his officially dishonorable discharge (but unofficially recognized as honorable) for fighting. The fights had been caused by his natural protective nature, as he would often beat on fellow soldiers when they were caught beating on someone else weaker.
Extras: Lugwig is always ready for a fight. All he needs is an excuse, preferably defending someone.

If he's now wanting to brawl, he's wanting to cook. And legend has it his cooking is to die for.

Lugwig is a very serious and tidy man, who follows the rules (unless they have to be compromised for the safety of another).
Theme Song: Deutschland
Quote: "Those who are strong are meant to protect the weak. Those who are weak are meant to become strong."


Username: Zahzi.
Character Name: Roland Thomson.
Age: 26.
Gender: Male.
Appearance: Roland
Occupation: Military; 'Hell Reaver'. Recently retired. Currently: Police Officer.
Equipment: Seeker Rifle; Plasma Cutter; Stasis/Kenisis Modules.
RIG: Patrol
History: Through all of Roland's life, he was fascinated with war and combat. When he learned of the Hell Revers, a group that constantly fought, and had no restrictions, he signed up in an instant. Most of his life had no other oddities..
After the incident with the USG Grozni-Grad, he settled down with Alik, the woman he rescued. His service over, he had little else to do...
Extras: The Hell Reavers are a branch of the military that have no constraints in their combat, as the battles they go into are suicidal. On the day they are accepted, a funeral is held for the loved ones, as it's nearly impossible to be one and live to tell about it. Only those who 'retire' after fifty suicide missions can return to normal life...
Roland is the first of the Hell Reavers to ever survive all fifty missions.
Theme Song: Unknown Soldier- Breaking Benjamin; Invincible- Adelitas Way; Show Me How to Live- Audioslave
Quote: "Overkill is underrated..."


Username: Zahzi.
Character Name: Jarid Hayder.
Age: 38.
Gender: Male.
Appearance: Jarid.
Occupation: Hell Reaver.
Equipment: No weapons can be given, as his hands can no longer carry one.
RIG:Military
History: Jarid has been a Hell Reaver for a comparable time to Tadeus Aldonnza. The two joined near the same time, meaning they were rookies at the same time, and remained on the same number of missions until Tadeus settled down with his wife. Afterward, he decided to do the same.

Unfortunately, his wife and child were caught in an explosion of a terrorist bomb while he was away on a mission.
He has never forgiven himself for not being there.

Whether fortunately, or unfortunately, the memory of his family remains in the back of his mind as he know acts as a bodyguard for his friend, Tadeus Aldonnza.
Extras: Unlike most Hell Reavers, he prefers solitude.
Theme Song:
Quote: "....******** Hazard pay. I need insanity pay for this..."  
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Play with GCash
Play with Platinum