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Sabre Squadron (Tech based RP/Team work SG)
Sabre Squadron
Sabre Squadron is a military force from a near but alternate future where super powered villains have gained the upper hand in a global struggle for supremacy.
The remaining enclaves of free people are protected by troops from an ultra secret military unit, created and funded by several of the larger NATO nations to use cutting edge technology to amplify latent supernatural powers in specially trained operatives.
Suits of powered armour custom crafted for each pilot use experimental technologies to enhance and channel the latent power of the wearer, allowing increased mobility as well as providing excellent protection and firepower.
Each pilot manifests their powers differently but the effectiveness of the unit has been proven time and again as they were thrown into desperate gambits to halt the advancing forces of evil. Eventually forcing the villains into an uneasy stalemate, the Squadron has managed to maintain the status quo as both sides stockpile supplies for a renewed offensive.
Sabre Squadron arrives in Millennium City
How the super villains we able to gain such an advantage in power and numbers so fast is a mystery to the boffins back in Sabre Squadron's own time/space.
The leadership of Sabre Squadron now knows the secret but in discovering it was thrown out of sync with their world and dropped into the Millennium city of the Champions and they have sworn secrecy on the matter lest the information leak to the villains of this world bringing the same ruin here as back in their reality.
There is a cold but civil relationship between Sabre Squadron and the Champions, on the Champions side perhaps its natural wariness of a heavily armed organisation outside of its control or influence and being unsure of its intentions.
On Sabre Squadron's side, the leadership are not saying much but have politely but firmly rebuffed several attempts by the Champions to bring The Unit under their control.
Sabre Squadron in action
Even though they are removed from their time and space the Squadron retains its military structure and discipline and continues in its primary mission to combat super villains, using the funds generated to maintain their high tech suits of powered armour.
In combat they practise their combined arms tactics and are more than capable of taking down a larger enemy force.
Sabre Squadron in Game
Allowable race: Robotic, android, human characters only, others wishing to join will be considered on a case by case basis.
Travel powers: A characters travel power should be in keeping with the background of The Squadron, flight, Jet pack, Jet boots and super speed being common.
Power sets: No current restriction on power sets however for RP purposes the manifestation of these powers in reliant on the use of the Powered Armour. And so when out of the armour ideally power use should be highly restricted.
Uniform: As each suit is custom made for each user there will be few restrictions on the costume of the armour as long as it is in keeping with the RP and appearance of high tech powered armour, there are currently no plans to enforce any sort of uniformity in form or colours except where the theme of the Squadron is concerned.
MMO: As a massively multiplayer game its expected that players who wish to join Sabre Squadron will be ready, willing and able to be actively seeking to group up with other Squadron members for mission or instance runs, RP events and so on.
Initially only one character per player will be permitted into the Squadron and a reasonably high activity level will be desirable, but its understandable that real life and other characters in game will have their fair share.
Code of conduct
When I log into my character and get into my virtual powered armour I want to enter into that persona and not have to deal with trolls and spammers and other internet vermin that scurries about in many MMO's
To that end All members of any guild, corporation, Super group in any MMO's that I lead agrees by joining to be bound by a common sense code of conduct, being common sense I do not have a list of do's and don'ts as this has in the past just given certain types of players the opening to obey the letter of the law rather than the more important spirit of the law.
It didn't save them as I simply viewed all facts and evidence and used my own judgement and that of whatever council or panel of assistant leaders to render a common sense solution, ranging from a good talking to, up to and including pvp execution (in MMO's where material loss is permanent like Eve Online :P)
Morality lecture over.
RP Theme and standards
Sabre Squadron is (or will be if I can generate sufficient interest) a Role-play based group of like minded people who like the RP as presented above (or whatever final version of it) and agree to abide and be bound by it.
No one should join or apply to join if they can't or won't handle a guild with an actual leader who leads. (Sounds self-explanatory? I know, but some players I have spoken with have shown a remarkably intolerant attitude to the concept of a guild leader actually leading from the front and making decisions about his/her own guild!)
I want players who will expect to have lots of input into how the SG develops both the OOC player side and the IC character side, note this does not mean that any and all ideas will be acted upon but if they are in keeping with the RP of The Unit or will add positive flavour or enjoyment, then why not.
Good grasp of English is a must, also active timezones desired are around the GMT zone (for now)
As with many things it will be dealt with on a case by case basis, some concepts or ideas could be just disruptive or outright incompatible to Sabre Squadron's theme.
I want characters that are believable and who exist within the accepted RP theme of The Squadron, any player considering joining should keep in mind the technology base of the RP theme.
Characters deemed not to be suitable will not be accepted unless they are altered or remade under the guidance given by the Squadron.
A common sense approach to these matters is desirable as the common sense code of conduct may come into effect if player/s after joining, refuses to fall into line with the established RP theme of The Unit.
There are plenty of other super groups out there I am sure that cater to various themes or those that have none at all, and are little more than empty chat channels for the hundreds of strangers and their alts ninja invited by an indifferent leader.Sabre Squadron is not one of these types of super groups.
By applying to join a player accepts the RP theme, accepts that the leader will in fact be leading (no comment on how effectively :P) and accepts that most things will be dealt with on a case by case basis, and that none of the above is meant to stifle creativity or initiative but rather is intended to provide a firm basis and direction from which to be creative and show initiative. Final thoughts
Joining, thinking of joining, showing interest in, and leaving Sabre Squadron are matters of free will, at no point is it my intention to suggest or imply that once in you can never leave, or that once in you must obey in silence and never disagree or suggest an alternative course of action on a particular topic, event whatever.
That said it is my super group and I will be leading it, ideally with the assistance of some capable players and the consent of the group, any player is free to leave if they feel put upon by the need to maintain the RP Theme.Any players still reading this far! that are interested or want to know more or who wish to speak directly with me please feel free to pm/mail me ingame @strikeclone
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