PREMISE RULES INFORMATION WANTED HOLDS/OOC TAKEN APPLICATION PLAYERS ONLY DROPBOX IC MOD JOURNAL
This team is comprised of society's biggest undesirables. These were people who belonged in jail even without the additional crime of being supers; the murderers, the rapists, the ones who most would agree should be locked away and the key melted down. They require heavier monitoring and discipline out of necessity. Some of these were recruited because their powers were too irresistible, and are kept in the program for the same reason. Maybe they're motivated to compliance by the chance to go out and commit violence on missions. Some of these were human death row inmates whose deaths were faked so that they could be experimented on, resulting in the supers they are now. This team would also serve as a last ditch effort to retain supers who have misbehaved almost to the point of being kicked out, or who have tried to escape more than once. It's a step between the Graveyard and a black site, their last chance at redemption. This team would get the worst, most dangerous assignments, and has a high turnover rate due to its agents' untimely demises or banishment from the program. They are the battering rams, the human shields, the team so disposable that they aren't even assigned a healer. They frequently accompany other teams on missions, but go in first to draw the majority of the fire as decoys while the other teams flank. It's almost enough to make them sympathetic. Almost.

Handlers for Juliets are given more leeway than on any other team. They're allowed to behave less professionally due to the stresses of their particular sets of agents and the casualty rate, and blind eyes are turned to exactly how they train or discipline or motivate their supers. After all, if a complaint of abuse arises, who's going to believe a hardened criminal over a federal employee? Juliets live on the same floor as Romeos because of Romeo's role. They will frequently train with Romeo, either as individuals or an entire team, so the Romeos can practice their skills in apprehension. Juliets are generally considered their best sparring partners because both sides are less likely to hold back, considering the opponents involved.

Players be warned that, whereas most characters that are dropped may be written off as being transferred to another location (whether a black site or another Ghost Corps facility), dropped Juliets run the risk of being written out more violently to fit with the established high turnover rate.

Juliet Team members are housed on sub-basement 5, rooms 501 through 505.

Juliet Team uniforms. Click for larger image.
Click on an icon to the left to see basic information about the agent or handler. Empty slots may still have pertinent information and should be viewed by those interested in joining this team.

Currently vacant slots:
Tank
Handler #1
Handler #2
Handler #3
Damage #1
Damage #2
Damage #3
Damage #4
Infiltration #1
Infiltration #2
Wildcard #1
Wildcard #2
Wildcard #3
HANDLER #1
PROGRAM #:
SUPERS: WILDCARD #1, WILDCARD #2, WILDCARD #3
PB:
RECRUITMENT DATE:
HANDLER #2
PROGRAM #:
SUPERS: TANK, INFILTRATION #1, INFILTRATION #2
PB:
RECRUITMENT DATE:
HANDLER #3
PROGRAM #
SUPERS DAMAGE #1, DAMAGE #2, DAMAGE #3, DAMAGE #4
PB
RECRUITMENT DATE:
CODENAME
PROGRAM #: 3051
ROLE: Tank
ROOM #: 502
ROOMMATE: DAMAGE #3
HANDLER: HANDLER #2
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Damage #1
ROOM #: 504
ROOMMATE: INFILTRATION #1
HANDLER: HANDLER #3
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Damage #2
ROOM #: 501
ROOMMATE: WILDCARD #2
HANDLER: HANDLER #3
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Damage #3
ROOM #: 502
ROOMMATE: TANK
HANDLER: HANDLER #3
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Damage #4
ROOM #: 505
ROOMMATE: INFILTRATION #2
HANDLER: HANDLER #3
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Infiltration #1
ROOM #: 504
ROOMMATE: DAMAGE #1
HANDLER: HANDLER #2
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Infiltration #2
ROOM #: 505
ROOMMATE: DAMAGE #4
HANDLER: HANDLER #2
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Wildcard #1
ROOM #: 503
ROOMMATE: WILDCARD #3
HANDLER: HANDLER #1
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Wildcard #2
ROOM #: 501
ROOMMATE: DAMAGE #2
HANDLER: HANDLER #1
PB:
RECRUITMENT DATE:
POWERS:
CODENAME
PROGRAM #:
ROLE: Wildcard #3
ROOM #: 503
ROOMMATE: WILDCARD #1
HANDLER: HANDLER #1
PB:
RECRUITMENT DATE:
POWERS: