ID ~ Junker ID (for the restrictions of the ID)
Sub-ID ~ Freelancer ID (only for possible mercenary work or trade) (may or may not be used)
Sub-ID ~ Pirate ID ( ONLY FOR EVENT RACES THAT ARE ILLEGAL and call for everything to shoot at you) IFF ~ Freelancer (because its not a Junker Faction)
Note: The restrictions of the faction follow the Junker ID but may or may not follow the alliances with the ID (ex. might not hunt Hogosha). You do not look at the IFF but at the ID. I have chosen the Freelancer IFF ONLY becasue they are not Junkers in LORE.
UPDATED!!!!
FREELANCER ID AND IFF ONLY
Summary
The Archangels Fighter Club is what it sounds like. A club. A group of freelancers, mercenaries and hardened veteran pilots from the wars joined together into a common brotherhood. The club is a place where men gather to not only conduct business together but to have fun, party, and do what they like to do the most: Fly.
Each member of the club owns their own Arrow (their version of the Harley). The Arrow is the members prized possession; their baby, and is a symbol of what the club stands for and is known for in general to the public: RACING.
The Arrow is the most agile and sleekest ship credits can buy, and was a favored ship for veterans in battles used to intercept targets. Because of this, the club has embraced the ship.
A culture of racing and betting on races has thrived in the club. Men join the club to get away from normal life and embrace what they truly desire and what makes them feel free. Men who have won races are seen and held in higher respect, and it doesn't hurt to bet on them to make a little more cash from time to time. Races in the club raise the men's moral and love for flying as well as are a means to solve an argument or dispute rather than resorting to guns. In other words, let your ship do the talking.
Among the groups of freelancers and men are the people in the club more devoted in what the club stands for and the real heart of the money income it produces. These men are called the 1%ers ("One-Percenters") who are seen as a group of rebels and sometimes criminals to the outside public world and law. These men are the ones who do the dirty work and keep the club thriving. They are the ones who T.C.B. ("Take Care of Business"), deal with the underground drug trade, female "entertainment", and other unlawful acts that bring in money. In the club and to the public they are respected in whichever way, whether it be in fear or brotherly respect.
Each accepted member of the club is given a leather jacket with the club's colors on the back. The top and bottom rocker is the name of the club and the "territory" it controls. In the middle is the club logo. Members of the club are willing to die for the the colors if need be. To them its their pride and joy; and also their life.
The Formation of the Club
After the wars between Rheinland and Liberty, both sides were exhausted and many navy pilots decided to take leave of the army. Sunny was one of them. He had only joined the LN because he had to. Doing not so well in school and to top it off being forced to enlist in the war made him not enjoy life in the navy. What he liked however was flying in space. Learning to fly he became quite fond with the Arrow, an interceptor used to go into the heat of battle and perform maneuvers to dodge fire and take out key targets such as bombers.
During the war he and a few friends defended the LNS-Archangel. After taking leave at age 29, he and his friends found it hard to get back to normal life. Nothing seemed the same and the need of adrenaline was always there. Desperate for some action, he decided to make a club for the purpose of flying freely in space. And the name he chose was The Archangels FC as their club name, in memory of the capitol ship.
As the club started, money was made by the club to support and develop its first chapter hosted in Magellan at Freeport 4 Coronado at the Barrier Station by means of normal trading, aiding in mining, and mercenary work. The public viewed them as good citizens. As time when on, Sunny saw profit in other illegal markets as other pilots came and went from the freeport station. An idea was then formed to go under the table using the club as a cloak and make more money. The 1%ers were formed for this task.
The name Funny Sunny comes from rumors of the president always having a smirk on his face before taking violence into a matter.
The Colors and Recruitment to the Club
"Colors" : the top rocker, middle logo, and bottom rocker placed on the back of the jacket of a club member.
When an individual wants to become a member of the club, he/she applies a form and has a background check done on them. If satisfied, the person is then placed as a prospect. When being a prospect, you are then property of the club. This means in essence that you are like a servant to the members and have to do what they tell you to do. This process may be like hell for prospects but in doing so, one learns the culture of the group and it strengthens the brotherly connection. This process also weeds out the people who are no willing enough to join the club and quickly give up. In a sense it toughens the future-to-be member. While flyng in space, a prospect is not permitted to have armor equipped and have low level guns, relying only on agility and skill as a pilot to survive.
After a time of 8 hours in space, the prospect, after completing and surviving the process is then given membership status and given his/her colors. (while before he/she has only the bottom rocker of the chapter, he/she then gets the top and middle badge which are the name of the club and the logo in the center).
Having endured so much for the colors, members live for them and often would choose to die defending them and their brothers. Once a member there is no turning back. Your in, and you cant leave after that. Your a brother.
Leadership and Hierarchy
Leading the club is the president who controls each chapter by directing their leaders. The leaders of a chapter are known as Chapter officials which may have up to 9 members under his/her wing.
Ranks among members are to be still decided, but there are different ranks for the generic Archangels and the 1%ers.
From the bottom are the hang-arounds (which visit and come and go. basically allies or neutrals that the club hangs out with) , the prospects, and the Virgin.
Culture
The Archangels live to party and fly freely and sometimes these two merge together. Often in runs members would be doing drugs or such to get that extra high. The members, regardless if a generic or a 1%er, have a brotherly respect for each other and back each other up. If one man is in need then the rest near are obligated to help if in the same ZOI.
Territory is a matter that is serious to the members. Control means business and money as well as respect. If there is a threat to the possession of what they claim to be their territory then the Archangels will fight back.
As the club is mostly composed of men as freelancers and veterans that like to enjoy themselves, the topic of women is also an issue to be noted. Most women come and go as a result of the partying and are looked on as lower than hang-arounds at times. However if a member is in a relationship with a woman (slang terms called an "old lady") then they are respected by other members in the club as the member's girl. An old lady will be seen wearing as her colors "property of ...". While the public may see this as a sexist move, the intention derives from the fact that no one messes with a man's girl in the club. The rank of a woman in the club can also be challenged (possible RP).
Snitching is also a huge offense in the club and the term "Snitches get Stitches" is no laughing matter. Members are NOT to give away ANY information away to authorities or such that might threaten the faction. If a member gets caught he may get beat-up at the very least.
Badges
Badges are awarded to members achieving something for the club or a unique achievement that is regarded highly or with respect by the club. These badges are sown onto the leather jacket that each member has. This is an indicator of where they stand in the club.
Examples of badges may be ones pertaining to races won, maneuvers achieved, etc and can go all the way to being awarded killing for the club (a 1%er badge).
This will be continued in the future development...
Examples:
A.F.F.A. ~ Angel forever, forever Angel (for a member a year in the club)
Death Cross of Honor ~ Being taken down in a fight or engagement to defend and successfully protect a brother.
The generic Archangel (allowed Freelancer ID if needed)
The generic Archangels are the majority of the club. They are the ones that are usually participating in racing and bets, runs, and tasks that might be assigned for them to do by their chapter officer which can include political or diplomatic matters. Members are also free to conduct their usual business while under the colors of the club. Trading is a popular way to make money and gather needed supplies and export goods. While trading under the colors, you may get fellow members to aid in escorting and if trouble arises and you are in need of backup, other members in the ZOI are obligated to come to your aid and assist in any dealings with possible threat. An attack on an individual of the club is an attack on the club as a whole.
Trading, and performing mercenary work under the colors of the club are acceptable. The possibility of mining is also a possibility but no likely. Because you are doing so under the club colors, a share of 10% of the earnings must be donated to the bank of the Archangels FC. This money will be used to further finance the club, aid in any help for members if need be (such as help finance for their mandatory Arrow), and be used in events as reward money, etc...
Ranking in this is based on the dedication the individual member has towards the club and the respect he earns from others. Proving skills as a pilot also is a great factor in determining the rank of an individual. This can be acquired from the status and success rate of mercenary work or the reputation in races or runs or even the success of his/her trade. Badges may be awarded based on one's performance.
The 1%ers
If a member has committed an unlawful act AND IS CAUGHT doing so by the LPI or a similar faction, the individual can begin his/her reputation in the club as a 1%er. (that being said, he can try to gain his rep. back as a lawful if he wants to... good luck). 1%ers are the ones in the club that do the dirty work. If there is a threat then they are the ones who initiate an attack or the first to defend the chapter(s). The harder and more dirtier you are, the more respect you gain, brotherly and/or out of fear.
They are also the ones that bring in the most money for the club. Their business revolves around illegal distribution of weaponry, drugs, illegal goods, stealing and selling ships underground , female entrainment (possible RP), assassinating/hit-man jobs, etc. With their earnings they are also obligated to give 10% to the bank of Archangels FC just like everyone else.
As you go farther into being a 1%er, you gain reputation and get awarded by the club in the forms of badges and sometimes credits or in the rare case guns such as the Archangel.
To the 1%ers, pirating is not a popular ways to make profit. Its slow and requires luck. However if there is a convoy or a ship of valuable interest then the men may be of interest to it. That being said, they try to do everything illegal under the table or without being noticed. The Kepler Chapter are more likely to conduct pirating than the other chapters.
It must also be noted that they may also participate in races.
The Races and The Runs
Races
The races are an in-club event and activity that are arranged on a regular basis. Members in the club are allowed to join. It is a rare case that an individual from outside the club is allowed to race if he/she is invited, but when it happens it is usually to end an argument or dispute or for political matters. Betting on races in the club are also a major part of the whole event where not just the racers, but the club participates and can get a cut of the credits in their wallet. Only club members are allowed to bet on all races. That being said, hang-arounds that are loyal/trusted enough may get the permission to bet on certain races.
There are different forms of races that can be done.Tracks or routes can be along the lines of going through checkpoints/rings , rounding planets in laps, going around pilons or beacons, going from point A to B in space, etc... while even avoiding the LPI.
There can be also different scenarios established to make the races more interesting. In the norm, races are done without the use of guns or equipment and just focusing on pure skill of the pilot. On other occasions, guns from class 1 to class 9 can be added as well as CDs and CMs, and mines of different sorts that are established before the race. Armor can be banned to use or chosen of class. No missiles are allowed in races.
Races can be set by the President of the Faction, by the Chapter Official, or by individual members in the group. The higher up the rank of the member, the more the ability he has to organize a larger scale race. The President of the Faction for example can organize a large scale, faction wide, race event. The Chapter Official can make a chapter-wide race event. Individual members when in a dispute may challenge one another to a race and report it to their chapter leader to create a 1v1 duel race. Members that want to bet on races my come and bet on any of the races from one chapter to the next.
Depending on the type of race, the race can be public or private. In a public race for example, everything is kept civil and composed. There are no weapons or other forms of aggressive equipment allowed in the race. In private races where there is shooting and more aggressive races, an area or perimeter of up to a whole system can be blocked off or paroled for signs of lawful or other possible witness activity. The image of the club is to be held to the public as positive. That being said, the possibility of "street races" where the possibility of LPI chasing you in a race and arresting you can also be done.
The term "run" is when (a) member(s) fly for the sake of flying to show of their color and for enjoyment. A run is rarely done individually and is usually a group event showing the club's strength and numbers. In other times a run can be accompanied by trade ships to added protection for the traders. A run can also be considered as just flying from one chapter to another for a visit or such. In essence it is just a long flight.
In group event runs, the most used ship to fly in is the Arrow, unless there is a specific reason why the ship would not be chosen. In such events, stunts can be done to increase the enjoyment of the flight. An example is to perform free flight formations, flying as close to one another without crashing into each other, and so on. Members achieving certain goals may be awarded by the club and set a record to be broken. (Ex. Longest time without bumping is 20 seconds while really close together in free flight.)
Ships
Light Fighter:
ARROW ~ Must-have ship to be able to be a member. This ship must be pimped up with lights according to the chapter color of choice (blue/yellow/green/white) and must have a cheetah thruster mounted as well as the top armor upgrade. It is the prized possession of any member and should be cared for with respect. No one messes with another member's Arrow.
NOTE: All member's ships must be /pimpship-ed with the appropriate color:
Only one color of lights per chapter:
President: White
Coronado: Red
Kepler: Yellow
Bering: Green
(more possible colors added if added chapter)
SCIMITAR ~ Allowed to be flown after the "Virgin" rank. It is flown by the Coronado chapter members but the 1%ers are known to use this if the need for more fire-power arises while keeping agility in line. While not the most agile of choices in the club, the ship does its job when needed.
HAYABUSA ~ Allowed to be flown after the "Virgin" rank. Used mainly for the members of the Kepler chapter as a unique ship compared to the griffin. With a small profile from the front and additional fire-power, this ship is a favorite with similar looks to an Arrow but with more viable damage output.
TIGER SHARK ~ Allowed to be flown after the "Virgin" rank. Used mainly for the members of Bering chapter as a unique ship compared to the Griffin. With additional fire power and a near turn speed to that of the Arrow, this fighter has been accepted into the community.
Heavy fighter:
MARAUDER ~ Like a brother to the Arrow, ship is favored among the heavy fighter ships to the club. This ship can be difficult to hit, turns like a dime, and is sleek in its looks. A good pilot can take down any target smaller than a gunboat if he/she knows what he/she is doing.
CROW ~ The more agile choice for the heavy fighters while delivering a decent amount of gun potential but coming with the price of being relatively big. Dealing with this issue means to treat this ship as a larger light fighter.
BAYONET ~ With a sleek design and good agility, this border worlds heavy fighter can deal significant damage while being harder to hit.
Very Heavy Fighter:
RAVEN'S TALON ~ The go-to choice for club members to use. While having a impressive power-core, it is not rare to see this ship having a Mini-Razor mounted.
FALCHION ~ Similar to the Ravon's Talon with a slightly faster turn. Some argue its maybe even better.
SABRE AND EAGLE ~ You can count on these ships for more power and versatility.
Bomber
HAVOK MK II ~ Used only in extremely rare occasions, this bomber is only used by certain individuals in the club and must be mounted with 2 NOVA torpedoes intended for anti-cap engagement.
Gunboat
CIVILIAN GUNBOAT ~ The president's command ship. Only one is owned by the club. It is a fighter club after all.
Freighter
CAMARA ~ The most used ship of the freighter class. Some people may argue its as hard to hit as an Arrow and so the ship was adopted into the club. With a good amount of firepower and agility, this ship can take care of itself in tight situations.
ANKI ~ An alternative freighter to be used for Kepler chapter members. Having a greater possibility of weapon loadouts, this ship can deal a good amount of damage but the power core must be monitored.
DROMEDARY ~ With more cargo space available (150 more) than the Camara, this ship is another option although sacrificing its sleek profile and less hit points.
RAGNAR ~ Used by members of the Bering chapter, this ship with a 600 cargo hold also hold the highest hit point and turn speed which makes it a ship to consider using. It is most popular for transporting VALUABLE cargo.
Transport
BORDER WORLDS TRANSPORT ~ A transport of 3500 makes it good choice for the freelancer to use and is more favored in general by the club.
FIREFLY ~ Used mostly by Bretonian freelancers, this ship has a bit more agility than the BWT but lacks a bit in the ability to fend off attackers. Its a good idea to have another member help escort you.
PIRATE TRAIN ~ With an additional cargo hold of 4300 that a freelancer may use, this ship can be an intimidating choice. It is mostly used in Rheinland and Bretonian space however since the other houses find the ship hostile based on its reputation. Because of this, the 1%ers are usually seen flying with this ship because it doesn't make a difference to them and they don't give a **** about house rules anyway.
ARMORED TRANSPORT ~ For transporting VERY IMPORTANT cargo like Codenames.
BIG DRAGON ~ A transport used often by the Kepler chapter with 3200 cargo.
Note: Transports are limited to 2 per chapter MAX. Freighters are to be the usual choice to conduct trading.
NOTE:
The higher the ranking you are, the more access you have to different ships available to the club. It is a fighter club so there will be nothing bigger than a Gunboat allowed for members to use. Only the president owns a Gunboat. Bombers are not considered fighters either and are restricted to the Chapter Official and one TOP Ace pilot of the faction (earn the right to use it and may be challenged). With two Havoks holding duel NOVA torpedoes it is enough to hold back an assault if one arises. Each member, as stated before, MUST own a Arrow as their main ship and may have additional ships for different uses as they go higher up in ranking and/or status. Some ships listed may only be for access to 1%ers to use.
Each member regardless of rank, From Virgin and up, may have a Arrow and a 1 freighter. As you complete the required equipment for your Arrow, you will then be eligible to go higher in rank and be allowed more ships. Virgins stay virgins in the club, whether 1%ers or not, until they get their manditory set-up for the Arrow. The club may help in funding.
More ships may be added to the list, but for now these are the choices.
Weaponry
In general, Sirus Civilian guns are allowed and to be used on ships ranging from the Debs to the Purple Goddess and for the Arrow the class 6 Flashpoint or Blue Bell Chain gun.
Guns that are looked upon in depth are Class 10 guns. In general, members are not to mount this weaponry unless they are of high enough rank and get special permission and good RP reason. The Archangel Class 10 gun is awarded to the most loyal and best club members and are viewed highly by others.
Missiles/Torpedoes are allowed to be used unless in races. In races, weaponry will be specified or be banned from the race.
Any other additional equipment not addressed is allowed.
Territory
The bottom rocker on the back of a member's jacket marks the territory the club controls such as the system name. Territories mark the club's base location and informs everyone else their presence in that system. If another faction/group challenges the territory, then a dispute is likely to occur.
Territories that the club have presence in and control are Coronado, Bering and Kepler which are linked to Bretonia, Liberty, Rheinland, and Kusari. In these systems the Freeports are a gathering spot for the club. (Barrier Station, Freeport 2, and Ames Research Station)
At the freeport, club members must respect the no-fire rule and conduct themselves accordingly.
"Freeports are stations that are open to any and all pilots as long as they have not specifically angered the owners. They generally find themselves a host to a wide assortment of pilots from lawfuls to pirates to bounty hunters, though violence onboard is strictly forbidden. They also act as trade hubs for necessary goods like food and fuel in the far reaches of sirius.
There is a strictly enforced No Fire Zone of 5k around Zoner freeports, breaking this for anything other than self defense or predetermined lawful police action (with sufficient warning to the owners) is punishable by banishment from that or any freeport. "
~From the wiki
These three freeports host the three chapters of the club. (Chapters as in sections) Each Chapter may have up to 10 members in it including in the 10 a chapter official to lead under the leadership of the president. Additional chapters may be added if there is a want to expand and a new chapter official would be then appointed. The new chapter will then have to show their ability to stand as a chapter amongst the others.
OORP NOTE - At the start, the faction will have only one chapter until more members are added. Then the next chapter will be added and so on to what I hope will be 3 chapters minimum. The location of these three stations I have chosen are to have access to all three houses for a ZOI of all three. Each Chapter will have as a ZOI two houses it connects to (as well as the system where the 3 Chapters are located). For example, Kepler Chapter will have a ZOI of Kusari and Liberty (as well as Bering and Coronado) while the Bering Chapter will have a ZOI of Rheinland and Liberty (as well as Kepler and Coronado). As you can see, Liberty is the shared ZOI and is the central point where all can be together while each Chapter has a individual system as well.
Due to new allies added or friendlies growing to allies, the ZOI can expand as well for mercenary work and escorting and well as trading. Taus, Omegas, are examples of places where the AFC can operate as well as the boarder wolds and outer worlds in general if they have permission by another faction to do so.
Rep
Initial factions in interest to keep in a good relationship are the Zoners, and Junkers. This is because they would own the freeports that are used by the club.
Since the club is of freelancers and such, the club is in a neutral stance with the majority of other groups in Sirus that view freelancers as a neutral or ally.
OORP - As the faction progresses and the political relations strengthen, the faction will generate their rep sheet. I would like to have it generated based on out actions and not purely per-determined initially.
REPUTATION:
HOSTILE/TARGETED:
Gallia ~ Dont let them take our territory.
K'Hara/Nomads ~ KoS
Outcasts ~ Hunted
Red Hessians ~ Hunted More to be decided in RP
UNFRIENDLY:
LPI
(for the initial crime of speeding)
Other police factions
Liberty Navy
OORP - As you can see RP in a VERY important aspect in the faction and will be enforced.
HOW TO JOIN:
use the following format:
______________________________________________________________________________________________________________
Character Name: Name of the character you will be RPing in the faction.
Character Description: Everything we need to know about your character. Be as descriptive as possible, we will be judging this section the most. Add a biography (not too long), age, gender, etc.. Be creative and think about who you will be playing as in the future in the faction. Will the character fit?
Why you want to join: Give us a reason.
Name Your Arrow: If accepted, what name would you give your first ship until Virgin status. You don't hold rights to any ship name posted here should your application be declined. Make it an appropriate name for the arrow since it will be your main ship in the club. Only the name of the ship. Not the whole tag.
S.K.Y.P.E. name: ~ We need to be able to add you to the group. (you may PM me it or if there is something that is bothering you about this don't hesitate the PM me) The reason for this is the contact the group members easily with announcements.
Do you know how to do a barrel roll? ~ Let us know your skills or interests to do with the club.
Anything more that will make you a more valuable member to the club? ~ Experience, etc...
______________________________________________________________________________________________________________
Tag name:
{AFC} - Name of ship [ First letter of Chapter System ]
Example: {AFC}-Fallen.Star[C]
President's Arrow Example (taken): {AFC}-Lucifer[P] (P for president)
Editing note: This page will undergo updates from time to time and will be notified to the already existing members prior to the update.
Edited: and replaced the Griffin with the Falchion. The description was also slightly altered for this. Allowed to be flown by all members after the "Virgin" rank.
NVM Falchion is a VHF. I will have to look up and do more research!
Edited: the "S.K.Y.P.E." part for the application.
Character Description: Bryce was born in Cambridge, the only child of two doctors. Growing up his parents made sure he received the best education, and he was sent off to boarding school when he was just 7 years old. At this early age he already showed difficulties adhering to authorities, he got into numerous fights and was eventually kicked from his first school at age 11. He carried on like that, getting into trouble and getting kicked out of schools resulting in him always being the new kid in class. He always had to fight for himself, and given his build and propensity for fisticuffs he did rather well at that.
Bryce slowly formed an identity on the basis of violence and opposition to authority, which culminated in him running away from boarding school at age 17 to go watch the races at the ring in Dublin. It was here he got into contact with the Mollies, and he started hanging out with them. They gave him an Arrow and trained him to work as a lookout for them. He didn't have much in common with them in terms of ideology, but he liked the way they approached the world: They took what they need to get by and didn't give 2 credits about the rest. That attitude of course got him into trouble quickly, and he was sentenced to prison for acting as a sentry for the Mollies during a robbery that went sour. It was at that time his parents dropped all ties to him, they simply stopped visiting him in prison and didn't respond to his few attempts to get in touch with them either. He later learned that his mother had given birth to a daughter, but he never made any attempts to approach his sister.
Lost and alone without any purpose in life, Bryce was drifting around Sirius for a decade doing the odd escort, sentry and stakeout jobs as well as the occasional race and spending all his earnings getting drunk and high. When he was out of credits he would get into fights instead as a means to add some excitement to his otherwise empty life. It was around this time he heard about Funny Sunny and his gang in Coronado. They had a rumour of being hard as nails and uncompromising in their disrespect of outside authority. They offered the prospect of brotherhood for a man like Bryce, they where what he had been looking for his whole life without knowing it.
On an early November morning he plotted in the coordinates for Coronado in his Arrow's navcomputer and set off, eager to meet this Funny Sunny and the rest of the Archangels.
Why you want to join: I want to learn how to pilot a LF efficiently, and I would like to fly around with like-minded relaxed individuals just looking for a good time.
Name Your Arrow: Red.Herring
S.K.Y.P.E. name: Can't remember it, think it is "gankfest" or something like that.
Do you know how to do a barrel roll? I'm alright in a VHF, nothing spectacular. I'm a bit slow on the reflexes and tend to favor heavier and more forgiving ships like Sabre because I do slip up a lot - in other words I have my work cut out for me in light fighters and I like that challenge.
Anything more that will make you a more valuable member to the club? I know my way around most groups in Sirius fairly well.
We've reviewed your application. So you've been with the Mollys and in Prison? That's tough man. Lets see how tough you are in space with the Arrow. You may pick up your leather jacket with the low rocker with Magellan on it. Contgratz, your a prospect.
Your 8 hours will comprise of flying with no armor upgrade. Think you can handle it? Work on those skills you need to not get hit. You'll thank me for it later.
Oh, and also... since you mentioned you have some uneasy relations with the police... I got a little challenge for you. You like challenges right? It says right here...
*he points to the second last sentence*
Your task is to take a screen of every time you anger the Police and when you evade them. Make them chase you. For each time you successfully evade one of them I will Personally give you 2 million... 2.5 million if you make me laugh... and an additional 500k if it lasts more than 15 minutes until you either evade and loose them or dock (not on a freeport or junker base. I might get complaints.)
Take screens with a time stamp on before and after. You should at least once be able to do it. 5 times successfully max.
Good luck
:::TRANSMISSION ENDED:::
OORP - Post again with the screens when your done the 8 hours with the time started and finished shown as well as the task screens.
IMPORTANT EDIT: Due to the RP that i missed about FP4, Magellan has been removed and replaced with Coronado. Everything else is still the same, only the one word was switched with the other.
IMG was removed for the time being and set back to neutral for the rep sheet. It is planned to be put back.
Character Description:
Sprung from a solid line of notorious mercenaries, Wallace the Third is everything his forbears were, and more. A tough skin lad since well before the age of maturity, Wallace was the epitome of rebellion and belligerency. Anyone from his home orbit planet Houston could tell tales of his infamy and relay his adventurous nature.
Wallace was on his feet and quick to leave his home planet by the age of 17. He piloted his own self funded Starglazer, and set off to full fill his adventure drive. Explore he did, and sooner than later Wallace became a self induced renown ace of pilots. Often times he found himself deep within high security systems, dodging battleship mortars and platform missiles, thrusting through systems such as Virginia and Cassini, agility at hand. His agility and maneuverability outfitted even the most experienced lawfuls. Here he is today to join a ring of brothers, fitting in nature and motive.
Why you want to join:
I'm usually a solo flyer, taking on systems on my own. But I gotta say, this faction stands out shiny, like the worn triggers of my dashboard. A godsend it is. So fitting to my nature, it'd fit me like a tight glove. I'd love to finally be able to share my excitement with like minded tough ridden fellas like yourself.
Name Your Arrow: Hypersonic
S.K.Y.P.3 : ZyphrM
Skills -
I fly best when put to the test, under cross fire and pressure. I am a keenly adept flyer when it comes to fighters, but can use your excellent aid in lighter vesicles. I've explored to the farthest reaches of Sirius, from the cold barren Maine of Gallia to the pitfall space of Omicron Theta.
Experience -
An experienced trader and escort, I've outflown and outsmarted many pirates hot on the tail with simple maneuvers and agility tactics.
I am earnestly looking forward to fly alongside such an awesome faction, be brethren and wing men through all of space!
So... Wallace. You willing to put what you wrote down here to the test? Says here you've done some "simple" maneuvers and such that got the people chasing you off your tail. Care to share? I have a better idea. Take the leather jacket with the bottom rocker with you and head out to space on your unarmored arrow for the 8 hour requirement. I'm giving you a task that will require your best performance in space to be executed.
While doing the 8 hours you are to go to up to 5 heavily gun-mounted areas in Liberty or Bretonia (I bet you know them since you say you have explored), shoot a CD, and get the whole base and all gunfire targeted on you. You then must perform a stunt or maneuver under pressure of getting shot. An example is doing this at Planet Manhattan and going in and out of the Trenton Outpost's vertical "stick-like column members" of the station. Successfully complete a worthy stunt and you get from me 1.5 million. Make it impressive and its an additional 500k. Do it while being chased and its another 1 million credits. Think you can handle that?
Take screens of your start and end with the time shown (Top right corner of the screen is a figure of a man where the rep sheet is shown. at the side is the time) and the time stamp. Also take a screen of the successful maneuver you are doing and with the time stamp (/time). You can take a screen of right before, middle, and after... or however way you want it to show what you did.
5 times is the max amount of stunts you can do that's needed. You should be able to do it at least once.
Good luck
:::TRANSMISSION ENDED:::
OORP - Post again with the screens when your done the 8 hours with the time started and finished shown as well as the task screens.
Character Description: Aged 29, Antares is an alias for a man who left behind his past to start a new life. Raised in space, he knows nothing else but this life. Born to Zoners in the Taus, this man was raised on transports and liners, and spent his childhood bouncing from freeport to freeport. He started out in his late teens in light fighters, and worked his way up through the lines to pilot almost level of craft available in Sirius. Even though he went from the cockpit to the bridge over the years, and spent most of his time lately in larger ships, his 'space legs' were born in a fighter.
After working for certain unnamed factions, he left the Taus for a while and found work with whoever was taking in capable pilots. The Order, the Zoners.... Nothing could hold him down long. Finally he wound up on his own as a freelancer in a freighter he purchased from his savings, and cashed in shares of said 'previous business'.
From there he hired a few private employees and outfitted a few ships to do some under-the-table shipping, private jobs and such. After making a small fortune they parted and went their separate ways. Back on his own, he ponders out the windows of his Barrier Gate quarters about what's next.
Why you want to join:For the last few months I've returned to the Taus, and have been doing some work as a mercenary, escort, and privateer. Looking for some like minded folks to work with to get back into making some cash, I make my current base at the Barrier Gate Station where I rent a penthouse to serve as my private quarters and personal training facility. I now seek like minded parties to get involved in some good business activities, and any opportunities that may arise from doing so.
Name Your Arrow:Subspace
S.K.Y.P.E. name:The Captain
Do you know how to do a barrel roll?I certainly do, in a LF especially. I'll be happy to show you once we hit the void.
Anything more that will make you a more valuable member to the club? I've flown the Taus and independent systems for a long time now. Protecting traders and miners was where I started out, and I know this space well. I've also since added some 'exotic' technologies to my personal arsenal that may come in handy for certain transactions in the future