- Joined
- Jan 26, 2010
- Messages
- 1,642
Deepwatch is a freedom Rp, in other words, you can pretty much do whatever you want. There are a few rules though:
No frigging the rules, this means somehow obtaining a Laser rifle with no sensible reason(I.E didn't order it, manufacture it, or find it on a dead guy).
You can fool around, you CANNOT though make people do something that is against their persona. If someone hates you, and you make them kiss your char, this makes no sense and is shunned upon.
Killing is A-OK, but it makes no sense upon a one shot kill(except for shots to the heart or the targets brain, but it also depends on your weapons stats)
Dedication and teamwork is good! Help others and they'll help you out in troubled times, or if they're high up people, maybe even give you a nice piece-o-gear.
Suspicion is good, acting rashly on it though, is not. Don't just suspect someone of being a traitor and kill them, or brigging em without searching their possessions.
Pick your job for the shift wisely, a 'shift' ends when an evac is called, and it leaves. It'll automatically leave if the situation seems too crazy, like if the ship was filled with Fires in the station. And asking for the shuttle to be called because you picked the wrong job is NOT cool. Ask for a new I.D to be made.
Jobs available:
Personnel Overseer(he handles re-division of employees, and marking on the stations manifests that a person's a traitor).
Security(beats up traitors, kills non-peaceful aliens, and is overly paranoid)
Security Commander(Super cop, poor temperament, authorization to beat up poorly acting officers).
Assistant(the worst are panicky and poor workers, and the average are eager to learn and rely on their instincts)
Docter(patch people up, what? you want a speech?)
Scientist(A job which gives you permission to set the place aflame, and say it was for science!)
Cyberneticist(Make Deux Ex Machina(God to the machine) or try to atleast, oh and make sure the cyborgs don't fall apart)
Biologist(develop Regeneration and other kinds of mutations, and try to create the perfect soldier)
Janitor(hellish job, most don't stay employed for long, dead or alive.)
Trade Master(order gear for people, and make sure the funding ain't low)
Captain(The second in Command for the Deepwatch station)
Applicants must note that service to Deepwatch is incredibly risky, even to medical staff. List of gear available are as follows:
An I.D card, for identification, it also let's the stations systems identify how much clearance you have. Standard issue for all crewmen, losing this is equal to being stranded in the room your in.
Cleaning supplies for Janitorial staff, as well as a Janitorial Creatarium(a machine which pieces together most standard equipment for all departments, the things it makes vary depending on what kind it is)
A locker which is lockable via your I.D(please make sure it is your locker sir), standard issue for the department of your job(Staff assistant's with no specific department, have their lockers in the crew quarters).
A stun gun and mace(spikeless so as to avoid actual harm) for security officers.
A energy pistol for Security Commanders, with Lethal and Stun capabilities.
Aswell as a cool Berat and Hat in his locker, with a visor connected to the Station's Identification system, which also shields you from Blinding weaponry.
Clipboard for Trade masters, aswell as Literary tools and a refining Creatarium. And ofcourse a Terminal connected to the Galaxy's Traders, and provides Updates on the current market trade.
Surgical tools for the Cyberneticist department, and a Mechanics Creatorium, aswell as a toolbox with some engineering tools.
DNA scanner, Gene data-base, Cloner. Syringes, and Gene Research terminal for Biologist Department.
Ena-Rifle(Ena is a unique energy that stuns and causes neurological damage, Ena is very hard to create. Requiring Duralone and Meranix to be added to the energy, all in a sealed off chamber should a Visceroid appear) for the Captain, as Ena is a very expensive to create type of energy weapon, the Captain should only have the weapon out when subduing an opponent.
A S.I.R (Standard.Issue.Rifle) is in the Security Commander's Locker, and there are 14 in the Riot Control room, with Hellfire(A class of harmful ammunition with powerful stopping power to unarmored foes) rounds aswell as stun rounds. Usage of Hellfire ammunition is permitted only on confirmed Traitors, and most certainly on aliens. It may be loaded with any kind of bullet though.
Medi Gel, this heals a minor amount of toxin and burn damage aswell as physical damage, it is standard issue to the Security staff and Medbay. It can be rubbed onto the person or injected into the person, though injection causes more healing, but is more dangerous due to the fact a person may mistake the syringe for a dangerous toxin.
Ena-pistol, it is in the locker of the Security Commander's office, it is somewhat less expensive then a Ena-rifle. But it is still fairly expensive, and deals less Neurological damage then a Ena-rifle, but it is still fairly effective at disarming a person.
It's one of my few RPs I made.... please enjoy.
No frigging the rules, this means somehow obtaining a Laser rifle with no sensible reason(I.E didn't order it, manufacture it, or find it on a dead guy).
You can fool around, you CANNOT though make people do something that is against their persona. If someone hates you, and you make them kiss your char, this makes no sense and is shunned upon.
Killing is A-OK, but it makes no sense upon a one shot kill(except for shots to the heart or the targets brain, but it also depends on your weapons stats)
Dedication and teamwork is good! Help others and they'll help you out in troubled times, or if they're high up people, maybe even give you a nice piece-o-gear.
Suspicion is good, acting rashly on it though, is not. Don't just suspect someone of being a traitor and kill them, or brigging em without searching their possessions.
Pick your job for the shift wisely, a 'shift' ends when an evac is called, and it leaves. It'll automatically leave if the situation seems too crazy, like if the ship was filled with Fires in the station. And asking for the shuttle to be called because you picked the wrong job is NOT cool. Ask for a new I.D to be made.
Jobs available:
Personnel Overseer(he handles re-division of employees, and marking on the stations manifests that a person's a traitor).
Security(beats up traitors, kills non-peaceful aliens, and is overly paranoid)
Security Commander(Super cop, poor temperament, authorization to beat up poorly acting officers).
Assistant(the worst are panicky and poor workers, and the average are eager to learn and rely on their instincts)
Docter(patch people up, what? you want a speech?)
Scientist(A job which gives you permission to set the place aflame, and say it was for science!)
Cyberneticist(Make Deux Ex Machina(God to the machine) or try to atleast, oh and make sure the cyborgs don't fall apart)
Biologist(develop Regeneration and other kinds of mutations, and try to create the perfect soldier)
Janitor(hellish job, most don't stay employed for long, dead or alive.)
Trade Master(order gear for people, and make sure the funding ain't low)
Captain(The second in Command for the Deepwatch station)
Applicants must note that service to Deepwatch is incredibly risky, even to medical staff. List of gear available are as follows:
An I.D card, for identification, it also let's the stations systems identify how much clearance you have. Standard issue for all crewmen, losing this is equal to being stranded in the room your in.
Cleaning supplies for Janitorial staff, as well as a Janitorial Creatarium(a machine which pieces together most standard equipment for all departments, the things it makes vary depending on what kind it is)
A locker which is lockable via your I.D(please make sure it is your locker sir), standard issue for the department of your job(Staff assistant's with no specific department, have their lockers in the crew quarters).
A stun gun and mace(spikeless so as to avoid actual harm) for security officers.
A energy pistol for Security Commanders, with Lethal and Stun capabilities.
Aswell as a cool Berat and Hat in his locker, with a visor connected to the Station's Identification system, which also shields you from Blinding weaponry.
Clipboard for Trade masters, aswell as Literary tools and a refining Creatarium. And ofcourse a Terminal connected to the Galaxy's Traders, and provides Updates on the current market trade.
Surgical tools for the Cyberneticist department, and a Mechanics Creatorium, aswell as a toolbox with some engineering tools.
DNA scanner, Gene data-base, Cloner. Syringes, and Gene Research terminal for Biologist Department.
Ena-Rifle(Ena is a unique energy that stuns and causes neurological damage, Ena is very hard to create. Requiring Duralone and Meranix to be added to the energy, all in a sealed off chamber should a Visceroid appear) for the Captain, as Ena is a very expensive to create type of energy weapon, the Captain should only have the weapon out when subduing an opponent.
A S.I.R (Standard.Issue.Rifle) is in the Security Commander's Locker, and there are 14 in the Riot Control room, with Hellfire(A class of harmful ammunition with powerful stopping power to unarmored foes) rounds aswell as stun rounds. Usage of Hellfire ammunition is permitted only on confirmed Traitors, and most certainly on aliens. It may be loaded with any kind of bullet though.
Medi Gel, this heals a minor amount of toxin and burn damage aswell as physical damage, it is standard issue to the Security staff and Medbay. It can be rubbed onto the person or injected into the person, though injection causes more healing, but is more dangerous due to the fact a person may mistake the syringe for a dangerous toxin.
Ena-pistol, it is in the locker of the Security Commander's office, it is somewhat less expensive then a Ena-rifle. But it is still fairly expensive, and deals less Neurological damage then a Ena-rifle, but it is still fairly effective at disarming a person.
It's one of my few RPs I made.... please enjoy.
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