Post by Ribitta on Feb 25, 2009 18:04:33 GMT -5
Your Name: Ribitta, Rib, Ribita, Ribotta, Ribbita, Ribbitta, Riblet, Ribz, Bita, Ribby, McRib, Ribwich, Ribs
Your Age: Funfezehn
Canon or Custom Character: Canon
RP Experience: You should know.
Rules Password: Someone honestly needs to change this when the rules are changed…
--------
NPC or PC: PC
Real- Life Character Name: John Meer
Ymaggion Character Name: John Shepard
Alias: Commander Shepard, Spectre
Age: 29
Gender: Male
Nationality: Canadian
Rank: Beta
Specialization: None
Strengths/Weaknesses:
Clothing/Armor:
Colossus Armor X:
While in an atmosphere of duty, Commander Shepard will be found with a heavy combat armor equipped. The main portion of the armor begins halfway up the neck of the wearer and immediately splits off into multiple fabricated plates, a mixture of metal and fabric, creating something like a very futuristic possibility of Kevlar. High, half-sphere shoulder plates face with their open ends toward the wearer’s face, allowing maximum mobility. The rest of the armor descends in much the same fashion: thick layers of plates, sometimes layering higher or lower, depending on if the point are a place of mobility. Beneath the waist streaks of dark red color come into play, which is the under-garment worn beneath this armor. Places like the hips and the insides of the legs, where friction could be fatal to a soldier, the plating parts allowing the powerful stripes of red to immerge. The outside of the thigh armor is significantly armored, and the armor finishes with the boots being a part of the entire piece.
The armor provides significant damage resistance from psychic force, all sorts of brute force such as falling, weapons, or hand to hand, and protection from the elements. The armor is quick moving but still of a heavy class. Bulky but clean, the Colossus Armor serves as a substantial amount of protection for Commander Shepard.
A helmet can be retracted from the base plate in the back of the armor, which will allow him to breath in hostile environments and also shield his face from low amounts of spray damage.
Standard flight-outfit: While in peaceful environments or aboard his ship, The Normandy, Commander Shepard is found wearing a blue jumpsuit, which fit to his body perfectly very similar to Samus’ Zero Suit.
Physical Appearance:
The Commander cuts an impressive figure with his soldier-like build. Standing at six feet and four inches, Shepard weighs over two hundred and thirty pounds of muscle. His frame is practically etched from stone, his jaw-line hard and cheekbones firmly set. A partially grown beard and mustache graze the face of the Commander, giving him a rugged and adult look. His hair is shorn to a low-military cut, and his head overall seems to be made for such a look.
Broad shoulders set the width of Shepard. His muscles bulging strongly, and calloused skin covering roughly, the Commander creates the typical triangular appearance with his build. Numerous scars can be found over the course of this man’s body, riddling his body with unnatural lines that shimmer in light.
Personality: Similar to his appearance, the Commander’s personality is quite firm. While he can be found to be caring about a situation, when it comes to work, his choices will always be to benefit that. He has no fear of doing things the way that makes things more difficult for others, so long as for him it allows the work to be completed. For Commander Shepard, two large principles lie. Firstly, complete the mission, and secondly, allow the greatest amounts of people to benefit that are on his own side.
Retreat is not an unknown principle to him, and like any good military leader he can make the call if he must, but he would willingly sacrifice another player or thing of importance to complete the mission so long as he found that in the end it was beneficial to a greater amount of people. The Commander is courageous but not stupidly so.
There is a trace of arrogance in the way the Commander can be found to act. He has proven himself time and time again, and he believes that what he has received for those accomplishments was well deserved. While he is cautious, he believes that the odds are not always what matter. Even if he is statistically outmanned or outgunned, he makes an effort to change the lines of perspective and take into account factors like adrenaline and the loyalty of those around him.
Equipment:
HMW-A X
This assault rifle fires rounds at a rate of 15 rounds per second, overheating after 10 seconds of continuous stream of fire. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-SR X
This sniper rifle fires rounds at a rate of 1.5 rounds per second, overheating after 3 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-S X
This shotgun fires rounds at a rate of burst per second in clusters of ten projectiles, overheating after 10 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-P X
This pistol fires rounds at a rate of 3 rounds per second, overheating after 30 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
Grenades:
(Ripped from wikipeda) These grenades are hand-tossed explosive charges, useful against organic and synthetic targets. The Systems Alliance uses the Mark 14 grenade, designed with retractable stabilizing fins. If the fins are extended, the grenade can be tossed like a discus, and glides long distances. With the fins retracted, the grenade can be lobbed over walls and other obstacles.
Most grenades can adhere to flat surfaces and have a 10-second fuse, allowing them to be used as makeshift shaped-charge mines or boobytraps. They can be triggered to detonate before their fuse runs out by a signal from any military hardsuit’s built-in communications gear.
The Mark 14 grenade can be modified in the field for special purposes. Common upgrades include high explosive, flashbang, and thermite paste incendiary charges. More exotic varieties include charged particle proton charges, Bose-Einstein "cryo" condensates, and cobalt-salted micro-nukes.
The Mako(To be registered)
The Normandy(To be registered)
Miscellaneous Items: Commander Shepard carries a substantial amount of currency logged into his account, as well as small implants into his body that increase his technological and biotic abilities. Omni-gel can be found on him at all times as well, giving him special access to hacking and repairing of technology.
Elemental Affinity: None
Special Abilities: Commander Shepard has an L3 biotic implant put into mind, allowing him to manipulate and produce element zero to a certain extent and allowing use of his biotic techniques. On top of this, he also has an implant placed in his body that allows him to manipulate technology to a degree allowing a different way of hacking computer terminals using a substance called omni-gel. The higher leveled security the more omni-gel required. His technology abilities can also extend to vehicular repair with omni-gel as well.
Element Zero: Element zero, also known as 'eezo', is a substance that, when subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This 'mass effect' is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials
Transformations: None
Techniques:
1) Master Barrier
2) Master Lift
3) Master Singularity
4) Master Stasis
5) Master Throw
6) Master Warp
7) Master Sabotage
8) Master Damping
9) Master Overload
10) Master Overkill
11) Master Carnage
12) Master Assassination
13) Master Marksman
14) Master Adrenaline Burst
15) Master Shield Boost
Battle Style: Shepard is a gun-man in almost all scenarios. While he will mediate between explosives and CQB, his weaponry skills are unmatched. A master at taking cover, Shepard is excellent at covert operations as well as simple battle-field fire. Using tactical skills, Shepard can command a squad of three (including him) through nearly any mission. While Shepard is best with two other people who he can trust, he is still an excellent operative and combatant alone or with multiple other people at his control.
Companions: No consistent ones. He has been known to pair up with Solid Snake and the Master Chief in the past.
History: John Meer entered the gaming world at a young age, quickly moving his way to the higher positions in Microsoft and was allowed many more job opportunities. John Ambrose, known as the Master Chief in the game of Ymaggion, was chosen instead of Meer to spearhead the position of representative for Microsoft in the new franchise of Ymaggion.
Shepard was trained as somewhat of an understudy, he respected the man in and out of the game, and began to know the system as well as him. After observing and reading many reports of the Beta test, Meer created his own character in the game as well, taking a canonical slot of John Shepard, a popular character in the video game series Mass Effect.
His success in the game was immediate. He mastered many aspects of the system and became a valuable asset to the staff, even if he was not the main representative. Missions came his way frequently, and he proved himself one bit at a time to the staff and the companies that made up the game of Ymaggion. With his ship the Normandy constantly docked at Traicen, Shepard made himself to be a powerful and influential person in the system, always completing the mission or relaying it to another person who could finish it with or without his help.
RP Example: Shepard crouched with perfect poise, hidden behind a large stack of crates as his enemy patrolled in on the opposite side of them. A moment passed and his COM came in with signals from his two partners: they were in position. Three seconds passed, the time that had been agreed on, and Shepard moved.
With perfect balance, his body vaulted over the crates, a grenade in either hand flinging outwards from and detonating in under a second as they collided. As he hit the ground, the shotgun coiled on his back slid out and unfolded into his hand as he rolled upon the downward collision. As all eyes were on him, enemies began dropping from his sniping squadmate, and one of the walls into the complex shattered with detonation as the Mako rolled through, the large canon decimating turrets and defenses. The enemy had been caught perfectly off-guard, and Shepard’s plan had been a perfect reminder to their fallacy, although it would be their last.
Extra: Shepard is currently a Sentinel of Ymaggion.
Your Age: Funfezehn
Canon or Custom Character: Canon
RP Experience: You should know.
Rules Password: Someone honestly needs to change this when the rules are changed…
--------
NPC or PC: PC
Real- Life Character Name: John Meer
Ymaggion Character Name: John Shepard
Alias: Commander Shepard, Spectre
Age: 29
Gender: Male
Nationality: Canadian
Rank: Beta
Specialization: None
Strengths/Weaknesses:
- Strong Speaker
- Good fighter in melee, weaponry, technological, and biological factors.
- Powerful leader
- Limitless amounts of element zero
- Courageous
- Rough-soldier attitude
- Treats civilians as a different category of people
- Even with a limitless amount of element zero, he must recharge each of his techniques separately
- Can carry a bit of a rogue-like attitude, and has been known to use gunboat diplomacy more than once
Clothing/Armor:
Colossus Armor X:
While in an atmosphere of duty, Commander Shepard will be found with a heavy combat armor equipped. The main portion of the armor begins halfway up the neck of the wearer and immediately splits off into multiple fabricated plates, a mixture of metal and fabric, creating something like a very futuristic possibility of Kevlar. High, half-sphere shoulder plates face with their open ends toward the wearer’s face, allowing maximum mobility. The rest of the armor descends in much the same fashion: thick layers of plates, sometimes layering higher or lower, depending on if the point are a place of mobility. Beneath the waist streaks of dark red color come into play, which is the under-garment worn beneath this armor. Places like the hips and the insides of the legs, where friction could be fatal to a soldier, the plating parts allowing the powerful stripes of red to immerge. The outside of the thigh armor is significantly armored, and the armor finishes with the boots being a part of the entire piece.
The armor provides significant damage resistance from psychic force, all sorts of brute force such as falling, weapons, or hand to hand, and protection from the elements. The armor is quick moving but still of a heavy class. Bulky but clean, the Colossus Armor serves as a substantial amount of protection for Commander Shepard.
A helmet can be retracted from the base plate in the back of the armor, which will allow him to breath in hostile environments and also shield his face from low amounts of spray damage.
Standard flight-outfit: While in peaceful environments or aboard his ship, The Normandy, Commander Shepard is found wearing a blue jumpsuit, which fit to his body perfectly very similar to Samus’ Zero Suit.
Physical Appearance:
The Commander cuts an impressive figure with his soldier-like build. Standing at six feet and four inches, Shepard weighs over two hundred and thirty pounds of muscle. His frame is practically etched from stone, his jaw-line hard and cheekbones firmly set. A partially grown beard and mustache graze the face of the Commander, giving him a rugged and adult look. His hair is shorn to a low-military cut, and his head overall seems to be made for such a look.
Broad shoulders set the width of Shepard. His muscles bulging strongly, and calloused skin covering roughly, the Commander creates the typical triangular appearance with his build. Numerous scars can be found over the course of this man’s body, riddling his body with unnatural lines that shimmer in light.
Personality: Similar to his appearance, the Commander’s personality is quite firm. While he can be found to be caring about a situation, when it comes to work, his choices will always be to benefit that. He has no fear of doing things the way that makes things more difficult for others, so long as for him it allows the work to be completed. For Commander Shepard, two large principles lie. Firstly, complete the mission, and secondly, allow the greatest amounts of people to benefit that are on his own side.
Retreat is not an unknown principle to him, and like any good military leader he can make the call if he must, but he would willingly sacrifice another player or thing of importance to complete the mission so long as he found that in the end it was beneficial to a greater amount of people. The Commander is courageous but not stupidly so.
There is a trace of arrogance in the way the Commander can be found to act. He has proven himself time and time again, and he believes that what he has received for those accomplishments was well deserved. While he is cautious, he believes that the odds are not always what matter. Even if he is statistically outmanned or outgunned, he makes an effort to change the lines of perspective and take into account factors like adrenaline and the loyalty of those around him.
Equipment:
HMW-A X
This assault rifle fires rounds at a rate of 15 rounds per second, overheating after 10 seconds of continuous stream of fire. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-SR X
This sniper rifle fires rounds at a rate of 1.5 rounds per second, overheating after 3 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-S X
This shotgun fires rounds at a rate of burst per second in clusters of ten projectiles, overheating after 10 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
HMW-P X
This pistol fires rounds at a rate of 3 rounds per second, overheating after 30 shots. After approximate another five to eight seconds the gun will return to its original state. It carries pin-point accuracy while stationary, and still excellent aim whilst moving. The gun fires tiny superheated metal slivers fired from a miniature mass accelerator built into the gun that runs on Element Zero. This gun will never run out of ammo as its source is a large block of high-quality metal that shaves off only a tiny portion for each shot. The portions shaved are calculated by an onboard computer that reads the distance of the target, movement, armor, and weather variables.
Grenades:
(Ripped from wikipeda) These grenades are hand-tossed explosive charges, useful against organic and synthetic targets. The Systems Alliance uses the Mark 14 grenade, designed with retractable stabilizing fins. If the fins are extended, the grenade can be tossed like a discus, and glides long distances. With the fins retracted, the grenade can be lobbed over walls and other obstacles.
Most grenades can adhere to flat surfaces and have a 10-second fuse, allowing them to be used as makeshift shaped-charge mines or boobytraps. They can be triggered to detonate before their fuse runs out by a signal from any military hardsuit’s built-in communications gear.
The Mark 14 grenade can be modified in the field for special purposes. Common upgrades include high explosive, flashbang, and thermite paste incendiary charges. More exotic varieties include charged particle proton charges, Bose-Einstein "cryo" condensates, and cobalt-salted micro-nukes.
The Mako(To be registered)
The Normandy(To be registered)
Miscellaneous Items: Commander Shepard carries a substantial amount of currency logged into his account, as well as small implants into his body that increase his technological and biotic abilities. Omni-gel can be found on him at all times as well, giving him special access to hacking and repairing of technology.
Elemental Affinity: None
Special Abilities: Commander Shepard has an L3 biotic implant put into mind, allowing him to manipulate and produce element zero to a certain extent and allowing use of his biotic techniques. On top of this, he also has an implant placed in his body that allows him to manipulate technology to a degree allowing a different way of hacking computer terminals using a substance called omni-gel. The higher leveled security the more omni-gel required. His technology abilities can also extend to vehicular repair with omni-gel as well.
Element Zero: Element zero, also known as 'eezo', is a substance that, when subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This 'mass effect' is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials
Transformations: None
Techniques:
1) Master Barrier
2) Master Lift
3) Master Singularity
4) Master Stasis
5) Master Throw
6) Master Warp
7) Master Sabotage
8) Master Damping
9) Master Overload
10) Master Overkill
11) Master Carnage
12) Master Assassination
13) Master Marksman
14) Master Adrenaline Burst
15) Master Shield Boost
Battle Style: Shepard is a gun-man in almost all scenarios. While he will mediate between explosives and CQB, his weaponry skills are unmatched. A master at taking cover, Shepard is excellent at covert operations as well as simple battle-field fire. Using tactical skills, Shepard can command a squad of three (including him) through nearly any mission. While Shepard is best with two other people who he can trust, he is still an excellent operative and combatant alone or with multiple other people at his control.
Companions: No consistent ones. He has been known to pair up with Solid Snake and the Master Chief in the past.
History: John Meer entered the gaming world at a young age, quickly moving his way to the higher positions in Microsoft and was allowed many more job opportunities. John Ambrose, known as the Master Chief in the game of Ymaggion, was chosen instead of Meer to spearhead the position of representative for Microsoft in the new franchise of Ymaggion.
Shepard was trained as somewhat of an understudy, he respected the man in and out of the game, and began to know the system as well as him. After observing and reading many reports of the Beta test, Meer created his own character in the game as well, taking a canonical slot of John Shepard, a popular character in the video game series Mass Effect.
His success in the game was immediate. He mastered many aspects of the system and became a valuable asset to the staff, even if he was not the main representative. Missions came his way frequently, and he proved himself one bit at a time to the staff and the companies that made up the game of Ymaggion. With his ship the Normandy constantly docked at Traicen, Shepard made himself to be a powerful and influential person in the system, always completing the mission or relaying it to another person who could finish it with or without his help.
RP Example: Shepard crouched with perfect poise, hidden behind a large stack of crates as his enemy patrolled in on the opposite side of them. A moment passed and his COM came in with signals from his two partners: they were in position. Three seconds passed, the time that had been agreed on, and Shepard moved.
With perfect balance, his body vaulted over the crates, a grenade in either hand flinging outwards from and detonating in under a second as they collided. As he hit the ground, the shotgun coiled on his back slid out and unfolded into his hand as he rolled upon the downward collision. As all eyes were on him, enemies began dropping from his sniping squadmate, and one of the walls into the complex shattered with detonation as the Mako rolled through, the large canon decimating turrets and defenses. The enemy had been caught perfectly off-guard, and Shepard’s plan had been a perfect reminder to their fallacy, although it would be their last.
Extra: Shepard is currently a Sentinel of Ymaggion.