- Joined
- May 22, 2024
- Messages
- 52
Organization: NG
Name: Clappr Daringzgot
Gender: Male
Age: 8
Nationality: Indian
Place of Birth: Los Santos
Sexuality: Straight
Eye color: Blue
Hair color: Gray + white
Tattos: in hand and legs
Strenghts: Good shooter
Weakness: Anger Issues
Life Story -
Born in the rather unique and formidable surroundings of the NG Armory amidst clangings of metals, machinery, and the smoky scent of oil and steel, Pat designed Clappr. The armory was more home for the people around him than work. It was a fortress and a school. From an early age, Clappr absorbed the discipline of the people running the armory as well as the technical knowledge and camaraderie.
As Clappr matured, people started identifying him as sharp-witted, tightly focused, and full of boundless energy. He would train soldiers, engineers, and strategists on the technicalities of battle and strategy. This environment would fine-tune his qualities as a leader-to take decisions in times of pressure, the value of teamwork, and resilience to lead in difficult times.
At this stage, Clappr in his early twenties was assigned a crucial role in logistics where organizational skills were apparent. He coordinated supplies, managed teams, and ensured operations flowed smoothly. His ability to be remaining prudent and decisive in high-stakes situations made him gain respect among equals and attract the attention of superiors.
After several years, Clappr was promoted to the rank of an Assistant General. He had grown into a kind of leader that the others sought counsel from, not only for a strategy but also for a guide that they could rely on at particularly in chaotic moments. As an Assistant General, Clappr was all noted for his tactical acumen but with an attachment and dignity to those that he led. He was transformed, therefore, by his experience at the NG Armory; portray a quality of strength and power with integrity, united.
Carrier Story -
Born in the legendary NG Armory, the early life of Clappr was far from anywhere else-once a place that told the rhythm of life with the deafening clash of hammers and machinery as well as the steady march of soldiers. That is when parents saw in the skilled artisans and strategic thinkers the crafting for the weapons and keeping open for the army's lifeline as soon as they realized Clappr's fascination with everything about the armory. Even as a child, he was attracted to the complicated machinery and learned from the engineers, observing the soldiers, while asking many questions about the inside of each weapon and strategy.
The early years of Clappr were filled with learning and arduous training. His days began early till dusk when he was simply hitting his combats with fellow trainees, poring over maps with strategists, and later in the night attending classes on logistics and resource management. To his mind, the armory was n't just a facility; it was a classroom and a mentor always pushing him to be something more.
At sixteen, Clappr officially entered logistics work, specializing in orders and provision for the front-line forces. And, thus, he became almost an inborn leader who, without much fuss, was organizing complicated systems, and coping with any actual situation that occurred quickly. Under his term, the NG Armory's logistics became the most tightened and trusted operations, which in addition increased the reputation of the armory and put the name Clappr along with the high officials' lips.
Battle tested the skills of Clappr right off. He had volunteered to lead a recovery operation of a critical mission wherein all supplies lost transit. His experience in logistics coupled with general training on the battlefield helped him plan an effective recovery that brought his unit out from dire straits. It brought him a commendation and cemented his status as a capable and resourceful leader.
Outcomes -
1. Clappr can do illegal activities With his fam members such as robbing, ghetto clapping etc. (but not gang HQ's )
2. Clappr can use the truth serum to get information out of criminals or citizens. (Maximum 2 times using /try command)
3. Clappr can become hostage for money (100k).
4. Clappr can carry org stuff off duty to respond to the situation in order to save his org members but not for personal use.
5. Clappr can lie to suspects about calling a lawyer and still process them without calling a lawyer and without giving Miranda rights to 10-15.
6. Clappr can ask criminals to drop their weapons or any illegal items so he can keep them for personal use or sell in black market ( Not the items that belongs organization)
7. Clappr can release a 10-15 for bribe (max 100k)
8. Clappr is able to use illegal weapons while on/off duty such as painted weapons, XXX weapons and heavy Snipers.
9. Clappr pays his informants in exchange of information (max 100k)
10. Clappr can refuse to show his ID to anyone to save himself while doing corruption. (In an RP situation)
Name: Clappr Daringzgot
Gender: Male
Age: 8
Nationality: Indian
Place of Birth: Los Santos
Sexuality: Straight
Eye color: Blue
Hair color: Gray + white
Tattos: in hand and legs
Strenghts: Good shooter
Weakness: Anger Issues
Life Story -
Born in the rather unique and formidable surroundings of the NG Armory amidst clangings of metals, machinery, and the smoky scent of oil and steel, Pat designed Clappr. The armory was more home for the people around him than work. It was a fortress and a school. From an early age, Clappr absorbed the discipline of the people running the armory as well as the technical knowledge and camaraderie.
As Clappr matured, people started identifying him as sharp-witted, tightly focused, and full of boundless energy. He would train soldiers, engineers, and strategists on the technicalities of battle and strategy. This environment would fine-tune his qualities as a leader-to take decisions in times of pressure, the value of teamwork, and resilience to lead in difficult times.
At this stage, Clappr in his early twenties was assigned a crucial role in logistics where organizational skills were apparent. He coordinated supplies, managed teams, and ensured operations flowed smoothly. His ability to be remaining prudent and decisive in high-stakes situations made him gain respect among equals and attract the attention of superiors.
After several years, Clappr was promoted to the rank of an Assistant General. He had grown into a kind of leader that the others sought counsel from, not only for a strategy but also for a guide that they could rely on at particularly in chaotic moments. As an Assistant General, Clappr was all noted for his tactical acumen but with an attachment and dignity to those that he led. He was transformed, therefore, by his experience at the NG Armory; portray a quality of strength and power with integrity, united.
Carrier Story -
Born in the legendary NG Armory, the early life of Clappr was far from anywhere else-once a place that told the rhythm of life with the deafening clash of hammers and machinery as well as the steady march of soldiers. That is when parents saw in the skilled artisans and strategic thinkers the crafting for the weapons and keeping open for the army's lifeline as soon as they realized Clappr's fascination with everything about the armory. Even as a child, he was attracted to the complicated machinery and learned from the engineers, observing the soldiers, while asking many questions about the inside of each weapon and strategy.
The early years of Clappr were filled with learning and arduous training. His days began early till dusk when he was simply hitting his combats with fellow trainees, poring over maps with strategists, and later in the night attending classes on logistics and resource management. To his mind, the armory was n't just a facility; it was a classroom and a mentor always pushing him to be something more.
At sixteen, Clappr officially entered logistics work, specializing in orders and provision for the front-line forces. And, thus, he became almost an inborn leader who, without much fuss, was organizing complicated systems, and coping with any actual situation that occurred quickly. Under his term, the NG Armory's logistics became the most tightened and trusted operations, which in addition increased the reputation of the armory and put the name Clappr along with the high officials' lips.
Battle tested the skills of Clappr right off. He had volunteered to lead a recovery operation of a critical mission wherein all supplies lost transit. His experience in logistics coupled with general training on the battlefield helped him plan an effective recovery that brought his unit out from dire straits. It brought him a commendation and cemented his status as a capable and resourceful leader.
Outcomes -
1. Clappr can do illegal activities With his fam members such as robbing, ghetto clapping etc. (but not gang HQ's )
2. Clappr can use the truth serum to get information out of criminals or citizens. (Maximum 2 times using /try command)
3. Clappr can become hostage for money (100k).
4. Clappr can carry org stuff off duty to respond to the situation in order to save his org members but not for personal use.
5. Clappr can lie to suspects about calling a lawyer and still process them without calling a lawyer and without giving Miranda rights to 10-15.
6. Clappr can ask criminals to drop their weapons or any illegal items so he can keep them for personal use or sell in black market ( Not the items that belongs organization)
7. Clappr can release a 10-15 for bribe (max 100k)
8. Clappr is able to use illegal weapons while on/off duty such as painted weapons, XXX weapons and heavy Snipers.
9. Clappr pays his informants in exchange of information (max 100k)
10. Clappr can refuse to show his ID to anyone to save himself while doing corruption. (In an RP situation)