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United States Animal Studies Institute :: Important :: Role play related :: Alpha Unit Information
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 Alpha Unit Information
« Thread Started on Apr 18, 2008, 11:19pm »
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The alpha unit is a team of experiments which work for a different lab and staff. With each USASI base around the world it has it's own personal Alpha Unit team, these experiments are used to defend scientists if they are faced with a rogue experiment that the guards cannot handle, or to round up and wound an escaped experiment to bring them in. They serve other purposes, their DNAs serving as their rank in their team.
Before being taken, like the experiments they are studied so they each have a key role in the team. Such as someone with leader skills, a strategist, a decoy etc
The alpha unit tend to be teenagers from their 14-20s in their prime of life when they're aware, quick adapting and on the ball.

The leader
Number of in a team-1
The leader tends to be the more confident and quick thinking of the team. They'll be a skilled fighter and a quick mind. They'll need confidence and charisma skills and this tends to be a tedious job. They need the ability to keep their team in line, whether it be by threats or friendship.
The leader usually tending to have a strong DNA for fighting as they'll usually lead the charge on important fights or conflicts.
Either an animal that has power and strength behind it or has weapons such as claws/antlers/fangs etc

DNAs such as: Lion, Bull, Tiger, Bear, elephant, Elk/moose

The leader would handle red card assignments, if the assignment should be red with a blue stamp, it signals that the leader must go along with the whole unit of their team.


Second in command
Number of in a team-1
This experiment is the next in line for leader if something should happen to the first. The second in command will often handle matters that are important but needn't be so important that it should bother the leader so the second in command would handle it. The S.I.C would often have skills the leader would have but just below the standard of the last leader, hence the reason why the other would have been chosen over them. This makes them a good second for leader. If they should become leader, if another experiment has not been added to replace the now open spot of S.I.C then the new leader is then free to choose a new S.I.C to who they see fit.

Second in commands would often have DNA similar to that if not the same as the leader. Either an animal that has power and strength behind it or has weapons such as claws/antlers/fangs etc

DNAs such as: Lion, Bull, Tiger, Bear, elephant, Elk/moose

The second in command would handle Amber Assignments, meaning it needed a skilled suitor, but below the standard of leader, although the leader may take the assignment if they wish to do so.

Either an animal that has power and strength behind it or has weapons such as claws/antlers/fangs etc


Strategist
Number of in a team - 1
The strategist is the 'Brains of the operation' so to speak. Although not necessarily the smartest of the group they'd have the skill of making up plans and memorizing escape routes and have training with equipment used for hacking, code breaking and other skills including navigation. They would not always join the team on a mission, not always the fighters.
They would be quick to think and be able to make adjustments to plan at the shortest of notices if need be. This is one of the harder jobs.
They would usually have DNA that let them have opposable thumbs and also tending to be small sly creatures for sneaking about.

DNAs such as: Some form of small monkey (Spider monkey, lemur etc), Some form of rodent such as a rat/gerbil/mouse, raccoons etc.


Spies
Number of in a team - 8
The spies are pretty self explanatory, they are the experiments which survey and area or look-outs or the experiments which are to follow a given target.
These experiments are usually fast, with keen eyesight and have an eye for detail and a good memory. They tend to be more flighty and swift and usually quite daring. They never have a short attention span or easily distracted, if so they are immediately put out of commission, for that is a bit setback for this area of work.
As they need to be fast and keen eyed. They need fast, background blending DNA.

DNAs such as: Pigeons, crows, gulls, humming birds-other forms of small, common bird. Rats/mice, Dogs, cats and other various, common animals.

Bats that have good eyesight will be used at night.



The decoys
The decoys are more informally known as the distractions. Quick witted, irritating and usually the most chatty they'll infuriate and drive you mad and generally distract you in seconds. It takes a more aware, experienced experiments to block these ones out. If confident enough, the decoys may attack or make mock bites at the ones they're distracting. They'll usually taunt and mock and sometimes confuse their target.
They're usually confident and cocky, loud and brash yet not stupid and have quick reflexes and can run fast enough to get them out of harms way, usually they need to think on their feet.

DNA's usually consist of: Some sort of Canine (wolves/foxes/dogs etc), Hyenas usually a favorite, Goats, cougars, pumas, etc



The fighters
Numbers=
Offensive- 8
Silent killers- 5
The fighters are basically the ones who do the fighting, or taking another out, they do the heavy, physical. They tend to either be aggressive and boisterous or quiet yet dangerous. They very rarely feel remorse or regret as they cannot have these emotions, there are two types of Fighters:

The Silent kills And the Offensive

The Silent killers: are like assassins, they are usually like trained assassins, they are quiet, mysterious and usually rather anti-social or secretive. They have contemplating minds and eye for detail. They good at what they do, their aims are swift and fast and perfected. They are mostly used in solo missions of assassination if they want something done fast and silently. They will also take part in battle, but are usually the second line to attack just after the Offensive.

The Offensive: Are brute strength. Generally aggressive and strong they are the first to attack just behind the leader (Unless the leader stays behind and surveys the fight) The Offensive are the ones who are confident and strong. They tend to be more social and driven by adrenaline. They do not always think ahead, they're not usually the thinkers of the group, just the fighters.

DNA for the Silent Killers: usually light footed cats, domestic cats, small cats, mice/rats, they may have mixed DNA. Mouse for easy entry and crocodile for easy kill. However if a Silent killer has something like a big heavy crocodile tail, they'll be exterminated or put into a area of work in the team.

DNA for the Offensive: Large, strong, powerful animal DNA with teeth, claws and weapons such as antlers. Much like the leader with DNA's like Tigers, lions, bears, elk/moose, ibex etc


More info
Not all the alpha unit work willingly for the scientists, they've been given a specially injection with wipes their memories and gives them tendencies that would be useful for their line of work. For the Offensive it would be to increase aggression, for the spies, maybe adrenaline.
However this serum does wear off and needs to be injected ever two months to make sure it remains in full effect.

Defects: May cause a blind rage
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