Backstory
"After the end of World War II, the world was split into two. East and west. This marked the beginning of the era known as the Cold War," ~John, AKA Naked Snake
After leaving the Patriots in 1972, Naked Snake, a.k.a. Big Boss, formed the "Militaires Sans Frontières," so as to provide military force for anyone who needs them, regardless of nations or ideologies. As such, the MSF also specialized in providing the full range of military services, including combat, logistics, training, weapons, outfitting, and R&D. In addition, the MSF was also designed to merge the small footprint and exceptional performance of Special Forces groups and the full military might of a full regular army, as a means to fully break free of nation-states. Soldiers who joined MSF either volunteered or were captured and convinced by Big Boss to join up. Some may wonder why soldiers choose to fight for MSF and Big Boss, but the fact of the matter was that while Big Boss was very influential and inspiring, many soldiers found themselves out of a job once peace descended upon their countries. In order to provide a home for these soldiers, MSF was created as a sort of 'Outer Heaven'.
When the Peace Walker incident came to a close on November 10th, 1974, many things changed in Mother Base. First, Big Boss finally accepted his title and refused to linger anymore on the ghost of his beloved mentor, The Boss. Second, Paz Ortega, AKA Pacifica Ocean, was revealed to be an agent of CIPHER and hijacked Metal Gear ZEKE to use it against MSF. She was defeated and thrown into the ocean where intelligence believes she had been rescued by a fisherman. Third, Metal Gear ZEKE had been heavily damaged in the final fight and would not be able to perform in operations outside of Mother Base. With security being tightened and the threat of CIPHER known, Big Boss has his hands full. The legendary soldier is busy managing Mother Base and gathering intelligence on CIPHER with the help of Kazuhira Miller, his second-in-command.
As a side-effect of MSF's role in the Peace Walker incident, many countries have reached out and requested assistance from the legendary soldier's company. This is where you come in. A recent report coming from the Korean DMZ between North and South Korea has revealed a lucrative opportunity. A North Korean rocket scientist is willing to defect over to the other side, but he needs an escort to see him out of a heavily armed and paranoid country. Between US peacekeepers and the two Koreas, it will be a hard mission to complete. But if the mission is successful, GMP will come in by the boatloads along with other rewards. And frankly, Big Boss could stand to gain a few allies in the East as well as a few good pairs of eyes to keep a lookout for CIPHER. He needs capable soldiers to see the mission to its completion.
He needs you, as does all of Mother Base! Victoria o muerte!
Rules
1. "Everyone can do something, but nobody can do everything," ~MSF Soldier. - Don't be afraid to do something crazy or tough with your character. As long as your character has the knowledge and skill, they can do just about anything. However, there are bound to be other characters who are more skilled in certain fields than your character is. You can't do everything by yourself! Allow other characters to have their turns at events and skills!
2. "If you can see them, they can see you," ~MSF Soldier. - Metal Gear Solid prides itself in being a Tactical Espionage Action game. You may use lethal force and other loud tactics as much as you wish, but keep in mind that those can carry far-reaching consequences. Performing high profile actions such as shooting without silencers, running and generating noise, and general one-man-army tactics will arouse suspicion and alert enemy forces, thus making the mission tougher for your character and more importantly, the team or squad. By keeping a low profile and neutralizing hostiles via non-lethal methods and under the cover of darkness, you will be more likely to avoid any hiccups in your mission. It is your choice in the end!
3. "Me and mis compas somos amigos mejores. I'd do anything for them!" ~Chico - You're a confident soldier who has the skills to complete the mission alone if need be, but do not neglect the team and your fellow soldiers. Rivalries are fine, grudges are fine too, but outright hostility towards other soldiers is frowned upon. This is even worse when on a mission. A soldier wants to look up to the man or woman next to him, and MSF needs this more than ever. By working together as a team, missions will go smoothly, enemies will be caught off guard, and objectives can be completed in no time at all.
4. "So uh... She's pretty foxy, right?" ~Kazuhira Miller - A little romance is fine, but don't get carried away. What are you loyal to? All that matters is the mission, not your personal feelings. Yet, when there are downtimes or periods where the soldiers must rest and recuperate, some walls can come down. Just... If you're a female soldier, keep clear of Kazuhira Miller. The man's sauna incident hasn't stopped him from looking at the female soldiers. Luckily he's a bit hopeless. Swan and Gazelle know this all too well!
5. "I feel... Safe." ~Big Boss - Use your head and common sense! Unless you have the proper equipment, don't bother tackling heavy machinery or large groups of enemies by yourself! Fall back and regroup so you can come up with a good plan. If your tactics and strategies are good and sound, you'll succeed. But most importantly, coordinate with your teammates. Two heads are better than one!
6. "You should come inside the box. Then you'll know what I mean." ~Big Boss - And most importantly, have fun! The MGS series is known for being filled with story and tense, action moments. There can and will be some dark elements thrown in along with violence and the like, but there is also plenty of humor. I plan on making the RP a serious one as well as humorous. Stock up on those Fulton Recovery balloons and porno mags, and whatever you do... Don't forget your cardboard box!
Mother Base
Command Center
The command center was the proverbial brain of Mother Base's activities. It monitored the staff levels. It contained several medium office buildings, some towers, and a few paved roads. However, its most prominent structure was the tower right at the center of not only the section, but Mother Base itself, with a communications dish at the top. It also contained a solar energy plant as well as a factory that utilized smokestacks. The command center tower contained various equipment that could be used to patch in to other military agencies, such as NORAD or the Pentagon, and a video monitor to view images received from MSF operations.[9] It also had access to military satellites, which could be used to identify any locations of bases in the vicinity or whether they were above ground.
R&D Lab
This section acted as the center for research and development of various weapons, equipment, and even food. The section was equipped with two cranes (one per strut, and four counting the two on the fourth strut), at least ten circular towers, two miniature hangars, two ports, a cargo elevator on two of the struts, and a small rectangular building.
AI Lab
The lab used to develop and maintain the AI pod for Metal Gear ZEKE, as well as a place to create backups of the AI should ZEKE become damaged. It contained various wiring and a central AI device. After ZEKE was heavily damaged by Big Boss during an internal rebellion caused by a Cipher agent, Strangelove monitored the AI and analyzed the damage when Huey arrived for a checkup, to which Strangelove reported regarding ZEKE's AI possessing a backup copy.
Living Quarters
This section was where the Mother Base occupants lived. It contained at least nine towers (three small, four medium, two large, and one extra large), eight rectangular three story buildings, one rectangular one story building, eight miniature hangars, and two cranes. This was where the Mess Hall and Sick bay were located, along with their respective teams.
Sick Bay
The Sick Bay was a facility variously used to treat wounded or sick personnel,and help soldiers recover from PTSD inflicted from multiple conflicts. Amanda Valenciano Libre, the Sandinista leader, was placed here after she sustained a broken leg from an earlier battle with the Chrysalis AI weapon. When she demanded to leave, Big Boss suggested to Kaz that they let her work on Mother Base.
Hangar
The hangar was used to store and maintain any war machines that the Militaires Sans Frontieres managed to procure as well as Metal Gear ZEKE. This section was unique in that it was the only section where one of the struts was not of the hexagon design, instead being a runway strip. The hangar section also contained an "s" shaped building, and at least six towers. It also had two struts adjoining the runway strut that had what appeared to be two to three small cargo elevators, a large cargo elevator, five cranes (two on one strut, one on the other strut and two on the dock), a helicopter pad, and a dock.
Mission Support
This section was where MSF's Intel Unit operated from. It contained at least two communication arrays as well as a crane. It also contained turrets for use against threats identified by the operative, as well as catapults for launching supplies for troubles within the base. It contained two supply catapults, three rocket launcher turrets, two anti-ship missile launchers, and two surface-to-surface anti-ground guided missile launch pads.
ZEKE hangar
This hangar was used to modify and improve Metal Gear ZEKE. It was about four stories tall with a movable platform containing ZEKE, as well as possessing lockers and some supercomputers. It also had some hooks, which are presumably used to lower and raise several parts onto ZEKE or from ZEKE. It also had at least two blast doors that ZEKE could enter or exit from.
Training facility
The Militaires Sans Frontières' training facility was used to train personnel in firearms and urban combat. It consisted of four stories, and was split into two sections: the firing range and the kill house.
Mother Base's shooting range
The firing range had some supercomputers near a flight of stairs, as well as some catwalks. Some crates and cylindrical containers are also located near the exit. It also possessed four booths allowing for one member each. There were also three types of pop-up targets that were used in the training sessions: regular targets, surrendering targets (they are identified by their hands in the air and are advised to not be shot at), and unidentified targets resembling squares in the air. Some of these targets also moved. Aside from firearms, the MSF could also train with throwing weapons in the area with the exception of supply markers and strike markers.
Mother Base's Kill House
The kill house had several structures that resembled a maze, and any MSF members partaking in the training session had to go through each section to knock down each target before moving on to the next one, with some requiring the use of the second story catwalk. Normally, the training facility had a time limit for these sessions (three minutes for the firing range, and five minutes and 24 targets for the kill house), but Miller sometimes gave unlimited time (and in the case of the kill house, unlimited targets as well) as a special treat to the MSF personnel.
Brig
The brig was a facility used variously to house prisoners of war, enemy combatants, or those whose freedom was deemed a security risk to Mother Base. The brig was where captured enemies were confined until hostilities ceased, such as KGB agent Vladimir Zadornov, due to his involvement in the Peace Walker Project and his previous attempt to kill Big Boss. In addition, most of the time, the captured enemies, upon the hostilities ceasing, will also join MSF. One of the cells was damaged during one of Zadornov's escape attempts, when he cut a hole through the cell with his prosthetic hand. He managed to escape confinement on several other occasions after his prosthesis was confiscated, due to Pacifica Ocean's interference. Those sent in were usually commandos or tank commanders and escorts.
Deck
The deck, also referred to as the Metal Gear ZEKE deck, is an area located between the Command Center and the Mission Support sections. It was named as such due to the cargo elevator that led to ZEKE's hangar, as evidenced by the cargo elevator that ZEKE exited from after Paz hijacked it. Helicopters were often launched from and stationed here to deliver supplies to operatives in locations out of range of the supply catapults on the Mission Support section. It also possessed computer consoles used to operate the supply catapults and various weaponry on the Mission Support section, in the event that an attack or unexpected event occurred on the deck.
Sauna
The sauna, or shower rooms, were a location that had been installed sometime during the Peace Walker Incident. Big Boss initially approved of it, but eventually decided against it during a mission, due to it being extravagant and costly. Miller reasoned that its installation would be economical by filtering the sea water, and cutting down on electricity costs, in addition to boosting morale among the base's Finnish personnel. It generated steam after the room was heated, similar to Finnish saunas. The sauna became the site of a brawl between Big Boss and Miller, after the latter was confronted by the former over his womanizing behavior, which disrupted morale on the base and caused one of their soldiers to be hospitalized for a month.
Application Information
Name: ((Your username so people can recognize who is playing as who/what.))
IC Name/Name of Character: (( What is the name and/or codename of your character? There is no restriction on names, however most MSF soldiers choose to be addressed by their codenames. Codenames can be anything, though most MSF soldiers have chosen the mantles of animals. It is up to you whether or not you want your character to have a codename. ))
Gender: (( Male or Female. MSF does not discriminate against female soldiers. After all, Big Boss's mentor was a legendary female soldier. ))
Age: (( Anything within reason. "Fight for me little soldier... Show me just how strong you really are..." ))
- Parameters -
-- Note: Parameters runs via a ranking system: S - A - B - C - D - E - X. The rank you choose determines your character's effectiveness in the respective field. 'X' represents no experience whatsoever.
Combat: (( This field determines whether or not a soldier is a true soldier. It determines their aim, speed, reload speed, accuracy, throwing and placing (explosives and non-lethal grenades) aptitude, defense and skill with CQC. Soldiers with high ranks in combat either have an extensive history on the battlefield or are extraordinarily gifted in a particular skill, such as sniping, handguns, or close quarters combat. Said soldiers are more likely to win firefights and work well with other soldiers in groups. Also, because soldiers tend to get attached to their weapons and equipment, they are exceptionally gifted at using enemy and unknown weaponry despite not knowing the inner workings and fine details like one skilled with R&D. They just know how to use them! ))
Research & Development: (( Soldiers with a good handle for research and development are more likely to spot and identify weaponry and equipment. They'll have a better time figuring out how things like UMAs, mechs, vehicles and other bits of technology work in case they have to either destroy them, capture them, or reverse-engineer them. In addition, soldiers with high ranks in this field are more likely to possess better weaponry and equipment, usually in the form of weapon mods and energy efficient/silent equipment. ))
Mess Hall (Survival): (( You can't fight on an empty stomach, and for MSF soldiers this is all too true. Soldiers with high mess hall ranks are better at cooking meals both at Mother Base and in the field. Better meals equals better morale, and better morale leads to an small but important increase in every skill. Soldiers with high morale can even perform beyond their parameters and capabilities, even bolstering ranks from a mere E to a C! Also, soldiers with any rank besides 'X' are better at living off of the land and determining which native plants or animals are fit for eating. ))
Medical: (( Soldiers skilled in this field make good combat medics. Those with low ranks know basic first aid and how to keep themselves up and running, but higher-ranking soldiers are able to do much more. A skilled doctor in fatigues can easily stitch up gunshot wounds and take care of other injuries while keeping the body safe from infection and disease in no time at all. Other than maintaining the health of their fellow soldiers, there are two perks to being skilled in the medical field. In conjunction with mess hall soldiers, a medical soldier can identify healing plants and herbs for use. Second, tranquilizer rounds are more effective when fired from the Mk22 of a medically trained soldier. Why? Science! ))
Intel: (( Every soldier knows that intelligence and recon can help make a mission much, much easier. This field governs the effectiveness of map reading, document retrieval, interrogation and general espionage along with understanding multiple languages. Soldiers with high ranks in this field tend to be better spies, covert snipers and infiltrators. ))
Skills: (( What can they do or what abilities do they possess? Typically these skills are related to their parameters, such as being a 'Gunsmith' for the R&D department, but they can be much, much more. ))
Weapons and Gear: (( Do they carry any gadgets, blades, guns, or anything that they use in combat? Remember, this is 1974-1975!))
Weaknesses: (( What makes them fragile or causes them to be at a disadvantage?))
Appearance: (( What do they look like? Be very descriptive. It is recommended that the player posts a picture as well. All soldiers are required to wear the MSF uniform on missions, but the uniform comes in three variants: Jungle Fatigues, Battle dress, and a sneaking suit. The jungle fatigues can be decorated with camouflage to suit different environments, the battle dress is for heavy combat, and the sneaking suit is for soldiers who are especially gifted in the art of stealth. ))
Personality: (( How are they like? Do they behave in a certain way or like doing particular activities?))
Morality: (( Lawful Good? Chaotic Evil? True Neutral? What kind of person are they? What are their ideologies?))
Biography: (( What is their history like? How did they come to be of what they are today? Anything that involves their past or what they once did for a living before joining up with MSF.))
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