Karl's gone. So who's gonna be the new destroyer of worlds? The 43rd Clockmaker pounded on this question for a long time. Then, he reached a solution. If you can have one destroyer, why not have several? With the idea in mind, he founded a company. The Clockworx. This company specialized in taking out targets for the right price. A clean, maybe not fair, but a clean job. Fastforward 20 years, and The Clockworx has become a big company, tasked in making assassins. But one pony did not like this, so now he's gathered up a force called The Axe Resistance, or TAR for short. Nopony knows who this mysterious and fearless leader is, but one thing is for sure: He wants to take down The Clockworx. Now, it's up to you. Either you join The Clockworx, or you join TAR. Each faction has it's advantages and disadvantages, so choose wisely. First, the TAR: Name: (include nickname) Age: Breed/Gender: Cutie mark/Special Ability: Appearance: Rank: Signature weapon: (Range from any melee weapon to a small smg, like Mp5k or TMP) Now, The Clockworx: Name: Codename: Age: Breed/Gender: Cutie Mark/Special Talent: Appearance: Class: (There's assassin, brute and scout. Assassins are the best at Stealth, Brutes are ofcourse hand to hand and damage resistant and scouts are best at guns) Rank number: (Goes up to 50, Clocky being at 50. Normals are 15 while SWATS at 30, special's at 40 and right hand man is 49. Be advised, if you're fast enough you can be Clockys right hand side man, which is a powerful position to say the least.) Signature weapon: (Only brutes can have heavy weapons like a LMG, anypony else has to have melee or small SMGs) Curse: (You know, like Karls pain waves) There ya go. Now, there's a bunch of things to be considered when joining a faction: 1. Curses. If you joined TAR then you can easily skip this. If not, then read on. Basically, Clockworx agents have curses. Everyone has their own curse. Now, it's up to you to decide this curse, but remember: It has to be fatal to the character. Karl has the pain waves which makes him stop whatever he's doing, and start writhering in pain. Now, it doesn't have to copy that, but you get the idea, right? This is the one of the things that make a difference about which side wins the battle. 2. Weapons. Because TAR is mainly a not so rich faction, it doesn't use alot of fabricated weapons. This means that you can make a lead-spitter that better suits your style, but it will not be so reliant and may brake easily. Clockworx agents get clean, fabricated weapons that are more reliant, but they cannot modify them in the start. Nor will they be able to until they reach rank number 25. I will get to the numbers in a minute, just hold on. To plus on that, they still don't have as much customization as TAR. In TAR you can modify the attachments themselves, while in Clockworx you can only put on already made attachments on the gun. So, basically, in TAR, you can make this awesome completely different gun that's completely unique, while on Clockworx you can make a uniquely modified gun. In the words of a great nerd, i say: meeeh. 3. Armor. Clockworx agents have an armor made of holograph plates, that show up when they get hit and can recharge through time, but they cannot switch to a better armor through any means than to discard there holographic armor and make their own, while TAR agents can discard their armor when it brakes and get a new armor, but they have to build it from scratch from parts they find, with the exception that they would get a full piece armor from the leader of TAR. 4. Classes. Now, Clockworx agents build from three classes: Brute, Assassin and Scout. These are what they will be good at combatwise. TAR agents, however, don't have to do this and have much more flexibility in their fighting style. Now, The classes work like this: Brutes has the most resistant armor out of all the classes, but is pretty bulky and not so fast. The Assassin can sneak better than any class, and are best at lockpicking things, stealing and can parkour the best out of all the classes. Scout is the one that handle guns, and can hit a target at a long distance very easily. Normally used for sniping, it can also be used for close-range battles with shotguns and likely. All classes can use all guns with the exception for LMGs, HMGs and other heavy weapons, which are Brute only. 5. Rank numbers. Now, this is something specifically for The Clockworx, so move everything TAR must be moved out of the way. Now, the rank numbers is something The Clockworx agents use for identifying ranks between agents. Recruits start at 1, and must move up by doing the tasks they are given. Assassination attempts doesn't start before they're beyond rank 15. Now, for RPs sake, i'm gonna lock number 14 or lower from you guys so you won't have to deal with jobs that doesn't involve taking targets out. When an agent reaches 20, he/she will recieve his/her signature weapon. This can be a weapon that fits his/her fighting style, and will be carried throughout his/her life. But bare in mind that it cannot be a weapon bigger than a small SMG before reaching the SWATS level, in which you'll be able to have a unique assault rifle as your signature weapon. At 50 is The 43rd Clockmaker, and the highest a agent can get is 45, in which he/she will be a Commander. Oh yeah, to keep you from dying, both TAR and The Clockworx have access to a respawn system, meaning that if you get killed, you come back. So don't go around worrying about getting killed. Well, except from the horrible pain of getting shot. I think that's everything you need to know. When you sign-up, erase the parentheses, because that's just info, so we don't have these super-long sign-ups that i don't wanna read. Also, i made this RP sound just like a game. I hate when i do that, because then i start longing for that game. I will play as Clocky and the mysterious leader for TAR, which you should know about if you read the interest check. There's also gonna be "AI agents" That you can basically just make a massacre out of, it's the other RPers that'll be the tough targets.
Name: Night Time/ Night Age: Stallion Breed/Gender: Unicorn/ Male Cutie mark/Special Ability: A stopwatch/ Time disfiguration spells. Appearance: Yellow body, Purple mane and tail, blue eyes and glasses. Rank: Something Signature weapon: A rusty hatchet >
Name: Tyro Age: 140...probably... Breed/Gender: Kitsune/Male Cutie mark/Special Ability: N/a / Energy Manipulation Appearance: A dirty scarlet fox with two white tipped tails. Two triangular, black ears stick out of a shaggy mop of hair that seems able to blind him. He also has a white fur that runs from his belly to his chest with a scruffy tuft. The black socks of fur run from his paws to just past the joint. Rank: Vigilante Signature weapon: A Grapple Hook - Tyro thought it time he had something that could help him escape fights. Gun's aren't usually his thing. Name: Arc Gust Codename: Bolt Age: Stallion Breed/Gender: Earth Pony/Male Cutie Mark/Special Talent: Three Lines of Wind/Free Running Appearance: His mane is usually slicked back, black and cut short with a white streak running down the centre. What ever he uses gives it a glossy shine. He stands with a strong, tall pose. He wears a compact and flat watch around his fore-leg, that appears quite tough and rugged. The glass on the top is a little scratched but the black strap appears new. He has three swirled lines on his flank and his long tail has bands bunching it together in three places. His tail is also black with a white stripe running through it, contrasting against his yellow coat. Class: Assassin Rank number: 29 Signature Weapon: Throwing Knives Curse: A Free Will Switch - The Clockmaker had great difficulty getting Arc to co-operate with his wishes. Arc's naturally aggressive nature when Clocky attempted to place a curse upon him that blinded Arc when he didn't kill for him angered him. He put two and two together and planned to attack The Clockmaker. So, instead, Clocky removed that curse only to replace it with a small crystal in his neck. Like a machine, Arc can be made to take orders when needed. He's a little more single minded and slow-witted like this. You can tell by the crystal glowing that Arc's in remote control mode.
Name: Julion "The Soldier" Mark Trupa Age: Stallion Breed/Gender: Unicorn/Male Cutie mark/Special Ability: a sheild with two crossed swords/'mind-hacking', it basically gives him full access to your brain like a hacker to a computer Appearance: A brown coat, Purple eyes, dark grey mane, wears a black beret and has a scar from his right eye to his mouth Rank: Mercenary Signature weapon: A weapon he customized long before TAR came along, the RE-AS 17, a rifle that fires energy bolts capable of either killing or paralyzing. Disadvantage: He has to make the chemical that turns into the energy shot, though the ingredients are relativity simple
You know... you can put a Night-Vision Scope on that there hatchet. Just sayin', it would be a fun feature. You're all in. But we still need more Clockworx agents.