Post by Talau the Ever-Lurking on Jun 21, 2009 17:28:22 GMT -5
Tips for writing your Assassins Bios!
IF YOU HAVE ANY MORE QUESTIONS, PM JENNO, MYSELF, or JACE
What happens at what ages?
1-3/4 is “normal” life still
3/4 they get taken and memory wiped and get the chip
3/4-15 is training, regular education, and phys training without physical modifications
15 physical modifications such as eye lense implants, removal of last set of ribs for further flexibility, joint replacements, and mineral/vitamin supplements for increased muscle growth.
13-16/17 is training, regular education, and phys training
16/17 is when their "survival training" takes place
16/17-25/26 are missions (mem wipe of mission –details and the mission itself-- after completion), and continued TP, scenario training, and studying
Here’s the Breakdown by Age:
1-3/4: the character is born, orphaned, given up for adoption, or put into slavery
3/4: the character is adopted or “freed from slavery” by the company in charge of “Green Meadows”. After this they have their RELIC (Reactive Emotion stabiLizing InterfaCe) chip put into them and have all of their previous memories wiped (except for basic knowledge such as language, bathroom training, eating, drinking, ect… basic life needs)
3/4-15: the first half of their training begins. This includes: basic classes such as language, math science, astrography, history (general education), problem solving challenges (puzzles, word problems, ect), physical training (exorcizes, endurance, obstacle courses, swimming, ect), weapons training (assembly and disassembly, aim, use, safety, ect. for wide range of weapons), military education (strategy/tactics, history, procedures, ect), basic field medical, cooking, flexibility training, basic slicing, basic mechanics/engineering, observation skills honing, survival tactics, and basic piloting/driving. Also, induced/accelerated puberty starts (ages 9/10 - 13/14)
15: enhancements are received: Vision (lenses inserted into the eyes), muscle growth/enhancing supplements are given frequently, lowest set of ribs removed for extra flexibility, key joints cartilage is replaced with more durable prosthetic implants
16/17 Off World Survival course: involves being dropped off on Dxun (after implants/genetics/ect) with basic combat knife and some rope. They would be dropped off alone and have the potential to find each other. Would have to survive with nothing but those tools for 3-4 weeks.
16/17-25/26 their assassin duty starts. After each mission is complete they would have a memory wipe of the mission itself and all the details of it. Between missions continued training and studying would occur.
What’s Green Meadows “Medical” Facility like?
A fairly large medical complex located on Ralltiir. On the surface it is nothing more than a medical care, research, training, and testing facility. The physical training, swimming, and obstacle courses outside are used for “researching the human body’s reactions to different situations and stress levels” (aka training the assassins), the sterile white and metal halls are typical of any medical care facility (complete with doctors examination rooms and surgery rooms), class room and study hall/data base are perfect for any young medical technicians to learn their trade (or any young assassin to learn their general or extended education), the facility is equipped with top of the line equipment perfect for testing out new and complicated procedures (like giving our assassins built in magnifying lenses for their eyes), and there’s even lodgings for staff. Under the surface, however, below everything that is quite legal, a thick, blast proof, door hides the under ground weapons training facility, various rooms for learning/practicing their skills (slicing, sparring, explosives making/testing, chemical/poison making), a hangar for various types of vehicles (land, air, and water), as well as the assassin’s quarters, mess hall (also doubles as a place to practice cooking), common room, and study room (linked to the databank above as well as the republic and sith open records).
Who’s teaching us to be assassins now?
he teachers are assassins, so they’re good at their job and they catch more mistakes being made, than making the mistakes, so don’t expect to get away with anything. If you’re caught doing something wrong, chances are you’ll get a nice little electric zap before having to perform your task over and over until you get it right or do some serious PT (physical training). You do something worse than make a mistake and expect not to get your meal. These teachers mean business.
How are we supposed to do our stats again?
Just in case you missed it the first time, here are the stats ranges for our characters:
Speed: 7-9
Intelligence: 7-9
Strength: 7-9
Leadership: 1-4
Unarmed: *number*
Melee: *number*
Ranged: *number*
Specialized Combat Skill:
Special Non-combat Skill:
(enter single skill and stat number)
(combat abilities that are NOT your character’s main focus will be ranged from 4-6. Main combat ability will be ranged 7-9. Non-Combat skill range will be 6-8)
Do we have to do a shared history?
No, you little anti-social butterfly, you don’t. We’re not really supposed to be completely dependant on each other in the first place. As the assassins, we would have been switching partners as the need arose or the conditions of the mission changed, so if you simply want to write yourself up, feel free to do so as a loner, and just sort of stick random names into the background as a type of “and alpha was near by when I did…” sort of thing. If you want to take it a step farther, feel free to contact different players and ask questions about what their character might do in various situations so you can build them in, or chat it up about a mission you might have gone with them on once then build that around your character.
What if we DO have a shared history with another assassin? How do we write it?
Yay you! You have a fairly long term partner! Now, how do you build each other in? Good question! There are a few ways to do this that might be easiest, but feel free to come up with your own.
1) take the history, chop it into sections, divide those sections up between you, write for the ones you were assigned, then get back together, share what you each wrote and just paste them into your history section. (best idea is most likely to divide the history into small chunks of years ex: 3-4 year intervals)
2) pick specific moments in their history (ex: a certain class, a physical test, their survival training, a mission, ect) we each write up ideas for the situations then get together, talk over the ideas and find a way to mix them into your histories.
Those SEEM to be the two easiest ways, but again, feel free to figure out a way to do them yourself!
How much would they be working and interacting together prior to survival training?
Only sleeping, studying, and personal hygiene times would really be separate from the other assassins. Classes, training, meals, PT, and ‘down time’ (as well as potentially study time) would be spent together.
How's the memory wiping going again? Just for missions?
the original wipe is at age 3/4, then only for missions (including the mission itself and the details for it)
So their only real memories are from 3/4 until when? The end of Core training around 17?
Actually, 3/4 - 16/17 then between missions during their continued training/waiting time for another mission would be the main memories they have.
So what about Personality disorders?
Yes, most likely your character will have a personality disorder, even if it’s just severe mood swings. Personality disorders would ONLY be developed AFTER the chip starts to degrade/is hacked by Myri. The first 8 to be released (the ones who’s chips are deactivated and NOT degraded) are the ones MOST likely to develop a personality disorder due to the sudden flood of emotions. Those who’s chips degrade are far LESS likely to develop a disorder of any kind. Now you don't HAVE to have one (at least not a long term one), but it's highly logical AND realistic, so personally I would suggest one.
Links to Personality Disorders:
www.mentalhelp.net/poc/view_doc.php?type=doc&id=440&cn=8 ((article on Personality disorders))
www.healthline.com/channel/personality-disorder.html?utm_medium=google&utm_source=personalitydisorders&utm_campaign=channel&utm_term=list%20of%20personality%20disorders ((list of personality disorders and short descriptions))
So how are our chips deactivating again?
Myri (keilara) starts to notice something fishy is going on in the medical facility she works at, Green Meadows. During a check up, she meets Tango (Talau), and Victor (Vexmun) her partner, she notices that they are seemingly emotionless. As she digs deeper, Myri discovers the secret of the people named after the call sign alphabet. Feeling bad about her part in their job and their lot in life she works to slice into the mainframe that controls their nano-chips and gets a few free of their emotionless bonds, including Alpha, the first and leader, Delta, the demolitions expert who finds a way to get them out, and Echo his partner. The last is Victor, who she reprograms to allow the emotions through before the company gets too close to finding out she’s the one helping their “tools” get away. Being a slicer he starts the degradation process for the rest of the chips (not wanting the others to experience the rush of so many emotions so suddenly, like he did) before he and Tango are sent on a mission and he kidnaps her. Like the others who’s chips are being degraded, Tango slowly begins to find that she has strange new things happening to her, feelings that she doesn’t understand. It’s a big galaxy and both the Freedmen and the Degradation groups are struggling to survive and understand their new freedom and emotions, as well as run from their former allies and team mates, including Foxtrot who is sent to track down the escaped members, as well as the rest of the company.
Alright, how many people get to be freed by Myri?
Only 6….however, those slots are already taken: Alpha, Delta, Echo, Oscar, Uniform, and Victor.
The rest will either be degraded chips (the ones hacked by Victor) or hunters (there will likely be more degraded chips than hunters)
Are there ways for the hunters chips to be deactivated without being hacked?
Sure…here are a few of them:
Magnet to the chip, effectively erasing the programming of it
Adaptation to the chip, unlikely but possible…the brain might actually find a way to overcome the chip’s influence (again, unlikely to have happened in such a short span of time)
Glitches, just like all technology, it’s not infallible, there can be problems with the chip itself
Electric shock, if you receive a jolt large enough it might short the chip out.
……..Hopefully these tips will come in handy in making your applications! If you have more questions, PM them to Jenno, Talau, Dire, Keilara, Squee or Jace.
Dire Edit: You forgot Squee, Tal ;D
IF YOU HAVE ANY MORE QUESTIONS, PM JENNO, MYSELF, or JACE
What happens at what ages?
1-3/4 is “normal” life still
3/4 they get taken and memory wiped and get the chip
3/4-15 is training, regular education, and phys training without physical modifications
15 physical modifications such as eye lense implants, removal of last set of ribs for further flexibility, joint replacements, and mineral/vitamin supplements for increased muscle growth.
13-16/17 is training, regular education, and phys training
16/17 is when their "survival training" takes place
16/17-25/26 are missions (mem wipe of mission –details and the mission itself-- after completion), and continued TP, scenario training, and studying
Here’s the Breakdown by Age:
1-3/4: the character is born, orphaned, given up for adoption, or put into slavery
3/4: the character is adopted or “freed from slavery” by the company in charge of “Green Meadows”. After this they have their RELIC (Reactive Emotion stabiLizing InterfaCe) chip put into them and have all of their previous memories wiped (except for basic knowledge such as language, bathroom training, eating, drinking, ect… basic life needs)
3/4-15: the first half of their training begins. This includes: basic classes such as language, math science, astrography, history (general education), problem solving challenges (puzzles, word problems, ect), physical training (exorcizes, endurance, obstacle courses, swimming, ect), weapons training (assembly and disassembly, aim, use, safety, ect. for wide range of weapons), military education (strategy/tactics, history, procedures, ect), basic field medical, cooking, flexibility training, basic slicing, basic mechanics/engineering, observation skills honing, survival tactics, and basic piloting/driving. Also, induced/accelerated puberty starts (ages 9/10 - 13/14)
15: enhancements are received: Vision (lenses inserted into the eyes), muscle growth/enhancing supplements are given frequently, lowest set of ribs removed for extra flexibility, key joints cartilage is replaced with more durable prosthetic implants
16/17 Off World Survival course: involves being dropped off on Dxun (after implants/genetics/ect) with basic combat knife and some rope. They would be dropped off alone and have the potential to find each other. Would have to survive with nothing but those tools for 3-4 weeks.
16/17-25/26 their assassin duty starts. After each mission is complete they would have a memory wipe of the mission itself and all the details of it. Between missions continued training and studying would occur.
What’s Green Meadows “Medical” Facility like?
A fairly large medical complex located on Ralltiir. On the surface it is nothing more than a medical care, research, training, and testing facility. The physical training, swimming, and obstacle courses outside are used for “researching the human body’s reactions to different situations and stress levels” (aka training the assassins), the sterile white and metal halls are typical of any medical care facility (complete with doctors examination rooms and surgery rooms), class room and study hall/data base are perfect for any young medical technicians to learn their trade (or any young assassin to learn their general or extended education), the facility is equipped with top of the line equipment perfect for testing out new and complicated procedures (like giving our assassins built in magnifying lenses for their eyes), and there’s even lodgings for staff. Under the surface, however, below everything that is quite legal, a thick, blast proof, door hides the under ground weapons training facility, various rooms for learning/practicing their skills (slicing, sparring, explosives making/testing, chemical/poison making), a hangar for various types of vehicles (land, air, and water), as well as the assassin’s quarters, mess hall (also doubles as a place to practice cooking), common room, and study room (linked to the databank above as well as the republic and sith open records).
Who’s teaching us to be assassins now?
he teachers are assassins, so they’re good at their job and they catch more mistakes being made, than making the mistakes, so don’t expect to get away with anything. If you’re caught doing something wrong, chances are you’ll get a nice little electric zap before having to perform your task over and over until you get it right or do some serious PT (physical training). You do something worse than make a mistake and expect not to get your meal. These teachers mean business.
How are we supposed to do our stats again?
Just in case you missed it the first time, here are the stats ranges for our characters:
Speed: 7-9
Intelligence: 7-9
Strength: 7-9
Leadership: 1-4
Unarmed: *number*
Melee: *number*
Ranged: *number*
Specialized Combat Skill:
Special Non-combat Skill:
(enter single skill and stat number)
(combat abilities that are NOT your character’s main focus will be ranged from 4-6. Main combat ability will be ranged 7-9. Non-Combat skill range will be 6-8)
Do we have to do a shared history?
No, you little anti-social butterfly, you don’t. We’re not really supposed to be completely dependant on each other in the first place. As the assassins, we would have been switching partners as the need arose or the conditions of the mission changed, so if you simply want to write yourself up, feel free to do so as a loner, and just sort of stick random names into the background as a type of “and alpha was near by when I did…” sort of thing. If you want to take it a step farther, feel free to contact different players and ask questions about what their character might do in various situations so you can build them in, or chat it up about a mission you might have gone with them on once then build that around your character.
What if we DO have a shared history with another assassin? How do we write it?
Yay you! You have a fairly long term partner! Now, how do you build each other in? Good question! There are a few ways to do this that might be easiest, but feel free to come up with your own.
1) take the history, chop it into sections, divide those sections up between you, write for the ones you were assigned, then get back together, share what you each wrote and just paste them into your history section. (best idea is most likely to divide the history into small chunks of years ex: 3-4 year intervals)
2) pick specific moments in their history (ex: a certain class, a physical test, their survival training, a mission, ect) we each write up ideas for the situations then get together, talk over the ideas and find a way to mix them into your histories.
Those SEEM to be the two easiest ways, but again, feel free to figure out a way to do them yourself!
How much would they be working and interacting together prior to survival training?
Only sleeping, studying, and personal hygiene times would really be separate from the other assassins. Classes, training, meals, PT, and ‘down time’ (as well as potentially study time) would be spent together.
How's the memory wiping going again? Just for missions?
the original wipe is at age 3/4, then only for missions (including the mission itself and the details for it)
So their only real memories are from 3/4 until when? The end of Core training around 17?
Actually, 3/4 - 16/17 then between missions during their continued training/waiting time for another mission would be the main memories they have.
So what about Personality disorders?
Yes, most likely your character will have a personality disorder, even if it’s just severe mood swings. Personality disorders would ONLY be developed AFTER the chip starts to degrade/is hacked by Myri. The first 8 to be released (the ones who’s chips are deactivated and NOT degraded) are the ones MOST likely to develop a personality disorder due to the sudden flood of emotions. Those who’s chips degrade are far LESS likely to develop a disorder of any kind. Now you don't HAVE to have one (at least not a long term one), but it's highly logical AND realistic, so personally I would suggest one.
Links to Personality Disorders:
www.mentalhelp.net/poc/view_doc.php?type=doc&id=440&cn=8 ((article on Personality disorders))
www.healthline.com/channel/personality-disorder.html?utm_medium=google&utm_source=personalitydisorders&utm_campaign=channel&utm_term=list%20of%20personality%20disorders ((list of personality disorders and short descriptions))
So how are our chips deactivating again?
Myri (keilara) starts to notice something fishy is going on in the medical facility she works at, Green Meadows. During a check up, she meets Tango (Talau), and Victor (Vexmun) her partner, she notices that they are seemingly emotionless. As she digs deeper, Myri discovers the secret of the people named after the call sign alphabet. Feeling bad about her part in their job and their lot in life she works to slice into the mainframe that controls their nano-chips and gets a few free of their emotionless bonds, including Alpha, the first and leader, Delta, the demolitions expert who finds a way to get them out, and Echo his partner. The last is Victor, who she reprograms to allow the emotions through before the company gets too close to finding out she’s the one helping their “tools” get away. Being a slicer he starts the degradation process for the rest of the chips (not wanting the others to experience the rush of so many emotions so suddenly, like he did) before he and Tango are sent on a mission and he kidnaps her. Like the others who’s chips are being degraded, Tango slowly begins to find that she has strange new things happening to her, feelings that she doesn’t understand. It’s a big galaxy and both the Freedmen and the Degradation groups are struggling to survive and understand their new freedom and emotions, as well as run from their former allies and team mates, including Foxtrot who is sent to track down the escaped members, as well as the rest of the company.
Alright, how many people get to be freed by Myri?
Only 6….however, those slots are already taken: Alpha, Delta, Echo, Oscar, Uniform, and Victor.
The rest will either be degraded chips (the ones hacked by Victor) or hunters (there will likely be more degraded chips than hunters)
Are there ways for the hunters chips to be deactivated without being hacked?
Sure…here are a few of them:
Magnet to the chip, effectively erasing the programming of it
Adaptation to the chip, unlikely but possible…the brain might actually find a way to overcome the chip’s influence (again, unlikely to have happened in such a short span of time)
Glitches, just like all technology, it’s not infallible, there can be problems with the chip itself
Electric shock, if you receive a jolt large enough it might short the chip out.
……..Hopefully these tips will come in handy in making your applications! If you have more questions, PM them to Jenno, Talau, Dire, Keilara, Squee or Jace.
Dire Edit: You forgot Squee, Tal ;D