(no subject)
Feb. 4th, 2008 05:41 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
[ ] VOLUNTEER
[ ] PENITENTIARY
Name:
Age:
Bio (hometown, background, etc.):
Why do you want to play the Game?:
Position desired:
Why:
Relevant education/experience:
Have you ever been diagnosed with any mental illness, including depression, pyromania, kleptomania, post-traumatic stress disorder, antisocial personality disorder, etc.? Give details:
VOL ONLY:
Team preference (Red, Blue, first available) (Note that selecting for a team may result in delays before an opening is found):
PEN ONLY:
Conviction record:
By signing below I give Team Fortress Entertainment Group and their authorized agents permission to run a comprehensive background check and to access any and all records, including but not limited to medical, military service, legal, personal, financial and employment history. I acknowledge that once accepted into the Game I will be declared legally dead under the auspices of the United Free States international government, and that this is a binding contract which cannot and will not be revoked at any time. I and my legal and duly-designated heirs (if applicable) agree to hold TFEG blameless for my death, dismemberment or injury now and in perpetuity.
Signed and witnessed:
X____________
NEED:
world history
arena rules
overview of team positions
COMMUNITIES:
Red barracks
Blue barracks
Arena
Guard base
Possibly training camp & communications thing?
Team members get posting access to their own barracks and the arena. Spies get posting access to the other team's barracks, too.
Players' journals can be used like the "video diaries" on the "Real World"-esque segment of the televised program.
Upon being approved for entry into the Game, player will be linked to the background information and rules, the overview of team roles, and a special position-specific "Welcome" document.
The "Welcome" documents will follow a template - the opening paragraph repeated word for word, with class-specific substitutions. "As a [---], you are an important member of the team. Your [---] will help to dominate in the arena." Overview of issued and available weaponry, brief discussion of arena tactics.
Heavy/high-speed and high-caliber firepower
Pyro/flamethrower, both deadly and psychologically intimidating
Medic/caring, support and expertise
Scout/speed and agility
Sniper/deadly accuracy
Demo (short for Demolitions Expert)/explosives expertise
Engineer/technological prowess - and the tools you build with it
Soldier/bravery and devastating firepower
Spy/ingenuity and intelligence gathering
WELCOME, HEAVY
As a Heavy - short for Heavy Weapons Specialist - you are an important part of the team. Your high-speed and high-caliber firepower will help to dominate in the arena.
Your main weapon is a unique high-capacity fully-automatic firearm. Each Heavy is issued his or her own signature gun - become familiar with it, as it will be your best friend.
You will also be issued a smaller firearm of your choice for use as a backup weapon; additionally you may choose to carry a melee weapon such as a knife or other item useful in hand-to-hand combat.
As the "brute force" of the team, you may often find yourself in charge of "holding down the fort" - using your gun to strafe and cover the open space between your team's base and the enemy's. However, as your weapon - and its large supply of extra ammunition - is literally heavy, your mobility will be relatively limited. Developing good teamwork will be necessary to keep you safe and make your work effective.
WELCOME, PYRO
As a Pyro, you are an important part of the team. Your flamethrower, both deadly and psychologically intimidating, will help to dominate in the arena.
The flamethrower will be your primary weapon. It is propane-fueled and creates a cone of devastating fire when the trigger is depressed. Be careful not to let your pilot light go out!
You will also be issued a shotgun or other firearm of your choice for use as a backup weapon; additionally you may choose to carry a melee weapon such as an axe or other item useful in hand-to-hand combat.
Although your flamethrower is dangerous and terrifying, it is also very short-range. While your backup weapons, depending upon your personal preference, may give you more distance to work with, you will generally be dependent upon getting "up close and personal" with your enemies. Most of them will be doing their best to avoid letting you do this, so do your best to familiarize yourself with your surroundings and let natural cover work for you. Popping out around a corner with a three-foot gout of flame will give you the edge every time!
WELCOME, MEDIC
As a Medic, you are an important member of the team. Your caring, support and expertise will help to dominate in the arena.
As a support class, your primary equipment will be your medical kit. This is fully stocked with state-of-the-art battlefield equipment and medication - including technology so new and cutting-edge that it hasn't even hit hospitals yet! You'll have the opportunity to learn the newest and best techniques for on-the-go injury repair, and your teammates will thank you for it.
You won't be unarmed, though! The "bonesaw" is the signature offensive weapon of the Medic - think of it as a combination surgical tool and chainsaw. It is a dangerous and intimidating weapon; your enemies will keep their distance, to avoid needing the assistance of your counterpart on the other team!
The call of duty will keep you moving during matches. Pay attention to your comm and do your best to keep track of your teammates' positions - knowing where they are without needing directions can save valuable seconds in case of emergency, which can in turn save lives. When not needed for your professional assistance, try to stay close to a better-armed teammate, such as the Heavy - for mutual protection.
WELCOME, SCOUT
As a Scout, you are an important part of the team. Your speed and agility will help to dominate in the arena.
You will be issued a "scattergun" - an underlever shotgun with a short barrel and a drum magazine - as well as a pistol and the blunt-object style melee weapon of your choice. (Popular options include baseball and cricket bats.)
However, your main weapon will be your own speed - the guns and other armaments are there to supplement your natural ability.
You will be useful in running recon to gather information on things such as enemy Sentry placement, and in making harassing attacks on the other team. Your skills will be particularly invaluable during Capture the Flag matches.
WELCOME, SNIPER
As a Sniper, you are an important part of the team. Your deadly accuracy will help to dominate in the arena.
You will be issued your personal preference of rifle and scope setup, to ensure that you are comfortable and familiar with your equipment. You may additionally choose to carry a sidearm and/or melee weapon - although most of your work will be done at a distance, it's always best to be prepared for close combat.
[INSERT TACTICLOL HERE]
WELCOME, DEMO
As a Demo - short for Demolitions Expert - you are an important part of the team. Your explosives expertise will help to dominate in the arena.
You will be provided with a variety of readymade explosives, along with the wherewithal to develop your own.
WELCOME, ENGINEER
As an Engineer, you are an important part of the team. Your technological prowess - and the tools you build with it - will help to dominate in the arena.
The latest models of Sentry guns will be made available for your construction and maintenance. You will also be in charge of building and maintaining ammunition dispensers, so that your teammates will not have to return to the base's resupply room to keep their weapons loaded.
Your judgement and experience will be important in choosing strategic locations for the deployment of your tools.
WELCOME, SOLDIER
As a Soldier, you are an important part of the team. Your bravery and devastating firepower will help to dominate in the arena.
WELCOME, SPY
As a Spy, you are an important part of the team. Your ingenuity and intelligence gathering will help to dominate in the arena.
GUARDS.
Guards are a non-participatory and non-partisan necessity for the smooth running of the Game. They are in charge of enforcing the arena rules as well as maintaining quality of life for the players. Duties outside of arena matches may include delivering meals and such media items (magazines, books, movies, etc.) as are approved by the Governing Body; general repair and maintenance of arena and barracks; and prevention of rules infractions such as intrateam violence, unauthorized interteam fraternization, and escape attempts.
Guards may converse with players as necessary and appropriate, but are highly discouraged from becoming overly familiar (especially with the Spies, as they are sneaky bastards to a man).
Housing and a bevy of entertainment options are available on the guard base, which is a self-sufficient community; thus guards can quite comfortably stay on TFEG property at all times, although they are not restricted and are free to go at any time provided they are on leave from their duties.
FYI
As stated in the Rules, you no longer have a name. You are your team position. However, if you as an individual player wish to give another individual player your name - you may. Part of the culture that has grown up within the Arena is that giving out one's name is a sign of intimacy - because your name is really all you have to give.
Spies are not required to remain masked at all times, but most do simply because it is logical. The less well-known your face is, the easier you will find it to infiltrate the other team in disguise.
Although, as stated in the Rules, the barracks are locked down overnight, the Spies are usually capable of overriding the lock. This is actually something intended by the Governing Body, although it isn't explicitly defined - they can lock the doors down so tight that even the Spies cannot get them open, and they do this when there is construction or other reasons to keep the teams in lockdown.
Keep in mind that the fraternization rules regarding player/other team and player/guard relationships are less than entirely enforceable. Hopefully you (particularly if you are a Spy) are smart enough to try to take advantage of this.
The Medic's drugs are given to him in fixed amounts, but what he does with them is not regulated at all.
TEAM RESPONSIBILITY vs GAME RESPONSIBILITY
Anything not specifically addressed by Arena rules must be addressed within the team. For instance:
- If the Medic is using all of his drugs to tweak out, that is Team Responsibility.
- If somebody eats all the Scout's microwave burritos, that is Team Responsibility.
- If the couch is set on fire, that is Team Responsibility.
- If the refrigerator is used as a bobsled, that is Team Responsibility.
- If the refrigerator is used as a battering ram to break a door down, that is Game Responsibility.
Injury to team members, damage to any doors, the communications line, the bathroom (the kitchen is a convenience, not a necessity, so it is under Team Responsibility), etc. are all covered by the Governing Body. Almost anything else needs to be addressed by the team amongst themselves.
And the "welcome" docs can have the logos on!
