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lynnks

Onogoro Facilities

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Facilities on Onogoro Island

 

[align=center]onogoro3mx3.th.jpg[/align]

 

Shooting Range

Indoor Shooting Range- For practice in an enclosed area. Anyone from the rank of Private will be able to use this shooting range. The distance of the target from the person can be adjusted by the controls at each booth. The various settings available are based on the soldier's skill in shooting. Every soldier will have to manually clip on a paper target for the start of every session.

 

 

Exercise Facilities

Running Track- 400m in circumference and consists of 7 lanes. Anyone on the island will be able to use this outdoor facility. As such, it is usually used for jogging and races.

 

Soccer Field- The running track surrounds the soccer field. At the two ends are goal posts. A few balls are always lying around the field and no one ever seem to want to steal a soccer ball. Anyone on the island will be able to use this outdoor facility. It is usually used for quick games between soldiers and the occasional full match.

 

 

Barracks

Barracks

Generally, soldiers, having attained the rank of Private after much training will move out from Onogoro Island and back onto the main island. Therefore, these barracks are occupied by trainees and soldiers who have daily active training/duties on the island. Soldiers with their own homes are encouraged to return to their homes.

 

Allocation of rooms:

8-bed rooms: Privates and Leading Privates

6-bed rooms: Sergeant and Sergeant Major

4-bed rooms: Senior Command Division

2-bed rooms: High Command Division

Single-bed rooms: Supreme Command Division

 

Canteen

Meals are served freely to those on the island, but those with the choice to eat outside will usually do so. Drinks and snacks are sold seperately.

 

 

Other facilities are still under reconstruction.

Edited by Guest

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[align=center]Training Grounds[/align]

 

[align=center]To present simulated circumstances to soldiers so as to facilitate realistic training. It is a building that is actually larger than it looks and is located next to the shooting range. Any exercise will have to be pre-booked and arranged by an officer of Sergeant rank and higher. No one will be allowed to join a simulation once it is in progress. There are two main types of simulation an officer can choose from and every new mission will begin in a new thread. Points, maps, non-playing characters, playing characters and the simulation type will be shown on the first post of each thread which will be kept updated by a referee.[/align]

 


  • Type 1 Simulation: Players vs Non-human targets
  • Type 2 Simulation: Players vs Players

 

 

  • Type 1 simulation: Officers must form a team of at least 2
  • Type 2 simulation: A team of at least 3 must be formed, the other team may have as little as 1, but must also be led by a Sergeant, or higher.

 


 

[align=center]The Hostage Situation[/align]

 

Officers can choose whether to start a hostage situation for their campaign. They can choose from a Type 1 simulation or a Type 2. But they must lead a small squad to rescue the hostage(s). A one-man show is not encouraged.

 

Dummy dolls are available at the storage room to act as hostage. Upon coming in contact with the hostage, the rescue team will be required to pull out from the building before the mission is considered to be over. OR, the rescue team will have to ensure that every member of the opposing team (Either the Non-human targets or the Players) is shot down.

 


 

[align=center]Choosing the setting[/align]

 

Choose either a home or an office setting. The construction workers in the training grounds will take around 1 to 2 weeks to complete the building, depending on the details that the officer has given. Officers will need to provide me on how many people they expect to join the simulation, what type of simulation they will be carrying out and any other details they would like to see in the floor plan.

 

[align=center]Organising the teams[/align]

 

While the construction workers are building, the officer will then organise his team in the Orb Union Headquarters. At the same time, if a Type 2 simulation is used, he will have to ask another officer to organise another team of the leading officer's preference. Squads can be made up of more than one officer, thus creating an elite team.

 


 

[align=center]Timing[/align]

 

Missions are given the time of 1 week to 1 month to complete, depending on what the leading officer has stated down. If the team fails to complete the mission by the time, the opposing team will be declared the winner and be given the points. Try to reply as quickly as possible, if you fail to reply within 48 hours, points will be deducted as well.

 


 

 

 

Circumstance

Points Gained

Points Deducted

 

 

 

A shot at the lower torso

250

100

 

 

 

A shot at the limbs

200

50

 

 

 

A shot at the upper torso (left side)

400

200

 

 

 

A shot at the upper torso (right side)

300

150

 

 

 

A shot at the head

450

250

 

 

 

 

Getting disarmed - 100

Disarming an opponent + 200

You are not encouraged to make physical contact with the opposing team. Once you have lost your weapon, you are considered to have lost.

 

Not making a post within 48 hours - 100 points for each 48 hours or part theoref until the mission is deemed to be completed by either side.

 


 

[align=center]Equipment[/align]

 

Dummy Dolls

Communication devices - ear phones and the like

Toggle between nightmode or daylight

Non human targets

Full protective gear

Armaments

 

Weapons shoot red paint pellets at the opponent instead of bullets, but they are specially made to feel like the real thing. The paint pellets mark where the person is shot at. If you are shot wherever, act like it, the paint pellets hurt enough to leave a small bruise for a few days.

 

Paint bombs are available but they are highly not encouraged to be used. They react like real bombs but they spill highly condensed bright red paint everywhere.

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[align=center]Using the NPCs[/align]

 

  • Only use NPCs if there are not enough PCs who signed up for your simulation.
  • An officer cannot take only an NPC into the simulation - thus creating a one man show. There must be at least one other PC.
  • An officer can choose how many NPCs make up his team, but not the other team. He can then delegate the control of these NPCs to himself, or to the other PCs in his team. I will be choosing the NPCs for the teams now (after the officer has told me how many NPCs that he needs)  through the roll die in the chat. Each NPCs will be assigned a number and this depends on the number of the die I roll.
  • Officers can assign one NPC to one PC or he may prefer to take total control of the NPCs.
  • NPCs do not store memories, thus they will forget everything once the mission is over.
  • NPCS will behave exactly how the person in charge of them uses them. This may differ from players to players, but there are no restrictions on how to use an NPC.
  • You can also score points for shooting at an NPC, but at the same time, it is also up to the person in charge of them to control their movements. Points will not be deducted from you if the NPC you are in charge of gets shot, but try not to use them as a meat shield.

 


 

Non-Playing Characters

 

 

 

 

Number

:

Position/Name

:

General Information

 

 


 

 

1

 

Private Briel Saunders

 

  • An average looking fellow, Briel recently 'graduated' from boot camp and is now officially a member of the FREE Forces.  He handles any given tasks competently but isn't exceptional in any particular aspects.  He works very well in teams, enough that he can be trusted to cover your back.
  • Natural
  • Age: 18
  • Agility: Average
  • Accuracy: Average
  • Tactical Acumen: Slightly below average

 

 

 


 

 

2

 

Private Takuboku Nakamura

 

  • A slim, second-generation Coordinator, Takuboku was granted the gift of a strong analytical mindset but he lacks in physical aspects.  However, he was armed with the belief in the protection of his homeland and managed to struggle through basic training.  The soft-spoken young man makes up for his deficient physical abilities with his ability to quickly accumulate data in the field and then outline multiple paths and possible choices.
  • Coordinator
  • Age: 19
  • Agility: Slightly below Average
  • Accuracy: Poor
  • Tactical Acumen: High

 

 

 


 

 

3

 

Private Hughes Dechesne

 

  • This bulky, muscular young man is very enthusiastic and slightly arrogant.  Before enlisting, he was a star linebacker in his high school's American Football team; a sport that his idol, George Glenn, also played.  Because of this, he is strong and rather fast despite his large stature.  However, he isn't the type to have both 'brains' and 'brawns' so he's not that sharp.
  • Coordinator
  • Age: 19
  • Agility: Above Average
  • Accuracy: Slightly Above Average
  • Tactical Acumen: Below Average

 

 

 


 

 

4

 

Leading Private Gerard Poirier

 

  • Gerard was born from a military family passed all the tests that they could throw at him. He is an above average soldier, always completing all of his missions with great success. His teammates always know they can trust Gerard. He is quick to admit to his mistakes and seeks to correct them. His sturdy features gives him an almost honest and trustworthy look. 
     
  • Natural
  • Age: 20
  • Agility: Above Average
  • Accuracy: Slightly Above Average
  • Tactical Acumen: High

 

 

 


 

 

5

 

Private Piers Kilch

 

  • Piers had a fond liking for paintballing, archery and other aiming associated acitivies which contributes to his naturally high accuracy. He's cocky and always believes that he's right and shrugs off mistakes by saying that "Lady Luck" wasn't on his side. Kilch is a strong and fast runner, but he's extremely clumsy. He doesn't even know how to tie his shoes which he tries dearly to keep a secret. Piers has great upper body strength with muscles situated in his arms. Unfortunately, he believes strategy is for losers and supposes that he could never lose since he self proclaims that he is the "rock". In actual truth, whenever Piers tries to think or even focus on a strategy, he doesn't seem to comprehend it well. Kilch seems to be great at encouragement however and helps motivate the team while hoping to instill confidence. 
     
  • Coordinator
  • Age: 20
  • Agility: Fast, but not reliable
  • Accuracy: High
  • Tactical Acumen: Below Average

 

 

 


 

 

6

 

Leading Private Ryota Mitsukuri

 

  • He was one that looks for methods which 'solves everything' using various tactics, even if the said method is questionable. Relies a lot on use of instinct and thought-of-the-moment, although he is for one never a proper team player, because he sometimes questioned the strength of the teams that he would be assigned to. Once his trust is gained, a master tactician is in place inside any team.   
     
  • Natural
  • Age: 19
  • Agility: Above Average
  • Accuracy: Above Average
  • Tactical Acumen: High

 

 

 


 

 

7

 

Private Kanako Sasaki

 

  • One of the numerous female personnels in the FREE Forces, she was a senior and an older sister figure to some of the females in the FREE Forces. An accomplished marksmen (markswomen), she have no qualms about taking her own course of action if the situation permits it.   
     
  • Natural
  • Age: 18
  • Agility: Average
  • Accuracy: Above Average
  • Tactical Acumen: Average

 

 

 


 

 

8

 

Private Jeanne Heron

 

  • Jeanne looks like a mistake who somehow made it into the army. Her aim has hardly improved ever since she joined a year ago. But there have been a few lucky days when she shot every target down cleanly. However, she breaks into tears easily if spoken too strictly to and she takes a while for her mood to settle down. Her only bonus is her high agility which has saved her many times from being shot at during training.   
     
  • Coordinator
  • Age: 20
  • Agility: High
  • Accuracy: Poor
  • Tactical Acumen: Low

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