Apocalyptic Play Land

Discussion in 'ROLEPLAY GRAVEYARD' started by Schatten, Aug 26, 2012.

  1. READ THIS

    This is a seriously OVER POWERED (OP) role play, these rules need to be understood if you want to join, I know we all hate rules but trust me on this because being over powered can lead to some problems out of character if people aren't mature enough. This will also have some sensitive content, it will be bloody, gorey, and will not be a good roleplay for someone who doesn't enjoy blood and guts, some parts of the thread may be wrapped in spoiler tags. You've been warned.

    1. If someone else has an OP character, that means you can have one as well, this is meant to be OP but with sensible limits.

    2. If you choose a Super Human for a race, you HAVE to discuss abilitys with me, no arguments, I will negotiate with you on how OP you can be.

    3.
    Shadow playing, Meta-gaming, and God Modding is NOT allowed, only I the game master can be a god mod seeing as I control ALL the NPC's you'll be meeting and facing, the only thing I can't control is YOUR character but I can affect your characters surroundings.

    4. This is an over powered role play, be a good sport about this, with other characters you're going to bash heads with eachother obviously but be respectful to the OOC player.

    5. If you have beef with anothers character, instead of attacking them, discuss what you feel may be too much with me and I will reason with you why I gave the permission.

    6. No Super Human can have the same power alike, there will also be certain abilities banned seeing as they would seriously mess with the roleplay.

    7. Hold your britches, tighten the bra straps, take your sexyness to the apropriately aged mature sections under the same name but something like this
    "Apocalyptic Play Land: Sexy Times Between X and Y" okay? I don't want to see any smut on this thread!

    8. You may only have 2 characters per player, they may NOT be the same race as your first character.

    9. This is the most important rule of all,
    I HAVE COMPLETE CONTROL OF YOUR SURROUNDINGS, players can not kill you without consent however I can because if you won't be a tad realistic then you'll end up dieing, no one is so over powered they can escape death, simple as that, so be smart about your choices please (I will give you a warning beforehand so you may correct your ways, but otherwise if you fail to see you're about to die then its your own fault! No exceptions.) Also if you have an idea you want implimented, then please send me a message and I'll work with it and see if its doable.

    Rules suck, and are meant to be broken, but fun is fun, this is meant to be total chaos and destruction, but power needs to be limited so its fun for everyone, so if you managed to get to this part, thankyou for taking the time to read the rules. If enough people show an interest in this roleplay, such as lets say, ten people? Then I'm making this into a Group, because ten people writing at once can get pretty complicated and cluttered (plus I'm an organization freak.)

    P.S. This is my first time leading a roleplay, I'm a bit nervous so please bear with me as a leader. >.>; Now this is over.. We can get to the actual Roleplay data stuffs! Whee! <3


    The Overveiw

    You the player are living in an apocalyptic world as one of the three current sentient races, Humans, Super Humans, and then Nosferian. There is much strife and conflict in the world after the begininning of the Zombie Parasitic apocalypse, for fifty years the world has been in complete turmoil, in fifty years the 10 billion humans that once lived in luxury homes and lived extravagent lives were now reduced to a mere 100,000 people in total, nearing extinction due to the Nosferian hunters, Super Human vengeance, and of course the hive like mind of the hoardes of zombies living in ruined cities, villages, and towns, only the forests and fields can offer respite from these terrors far away in small Pocket Forts of around thirty to fourty humans living in them dotted about the worlds land.

    During these fifty years, the Safe Zone was created, a goverment scientific program worked hard to find a cure and instead created the Super Human. One hundred human volunteers offered their lives and services in hopes of finding a cure, they became the original super humans known as the Mega Humans. After years of experimentation, only twenty five of them remained, and with their lives had left a number of super human children with weaker powers than them to the goverment to experiment on. With these children, they learned Super Humans could be bred for war, not a cure, maybe for wiping out the plague on their homelands. These children were then forced to breed with eachother to create an aproximate 2000 super humans confined in small spaces and sedated constantly.

    Half of these Super Humans died due to experimentation, and over time, learned there was a special sub-type of super human which were named the "Specials" as they were as strong as a super human, without the special ability a normal Super Human would have (various amongst the Super Humans, special powers ranged from anything) and instead had complete immunity to viruses, infection, and other sicknesses, the goverment believed they had found a cure in the Special Super Human blood stream and were about to make a glorius discovery if it had not been for the uprising led by the strongest bred Super Human there was, killing all Humans in the vincity, destroying half the place and taking their roles in the outside world, they were now free to have names and be a concentrated people if they wished to be.

    Super Humans learned quickly that the world wasn't as nice as they had dreamed to be, instead it was in chaos, complete destruction, and so they began to live near these zombies to eliminate them easier in hope of creating a better world for themselves. Special super humans that ventured out to the deathly land soon learned that many of them would die if they stayed out, instead they travelled back to their former prison and rebuilt the underground building and lived there, away from the strife, safe, or so they thought. Those who had been bit turned into the dreaded Nosferian who could spread the infection, only half of the uninfected Specials had escaped the area with their lives and without being infected, roaming the land as misfits, they are becoming hard to find as they learn to hide by human means, making blood cures hard to attain.

    The former Safe Zone had soon become a blood bath and the turned Nosferian in their mindless state travelled out once again, living with the zombie hoarde, feeding off them, until a certain Nosferian came to his senses and lead a brood of Nosferian back to sentience. This Nosferian was called Atlus, or test subject #1999, he is the Brood Master of the Nosferian and with his regained intelligence was able to organize the others into a hunting, killing machine. Rules were put in place and organization was involved, he named his people the Nosferian and the former Safe Zone as the USN or Underground Soceity of The Nosferian. He is the current leader of the USN base, as well as the leader of all Nosferian Hunting Forces. These infected Super Humans are constantly plagued with the need to feed on flesh and blood and are always on the offencesive position.

    Humans however were still trying to survive, zombies were always on the move constantly and the Nosferian that used these zombies to root out the Pocket Forts were not helping the Human survival rate. Fearfully, slowly, humans began to appease to the Super Humans around the land in hopes of keeping the Pocket Forts safe with their powers, in return the Super Human would be given free food, lodging, and other neccessitys, whatever they wanted! Just as they protected the Humans from dieing in their little forts, trying to rebuild what they once knew, in hopes of feeling life could return to normal again. These are always failed attempts and ideas, because Super Humans are solitary and Nosferian are group hunters with their uncontrolled neutral allies, the zombies, they would sometimes over power the Super Human protecting the Pocketed Fort.

    After the uprising of the Super Humans, another 50 years have past, Nosferian have begun to multiply quite rapidly and zombie monsters are more frightening. This world is dangerous.


    The Races

    Humans - Can lift up to their own body weight if physically fit, they have prowess in medicine, science, technology and warfare. Guns and other weapons are their specialty, as well as surviving and being resourceful. The original Super Humans stemmed from 100 volunteered humans, 50 males, 50 females and were thus experimented on to create the Super Human and then later on after the uprising, the specials who were infected and embraced the change of their bodys became the Nosferian. The other two races are the sub types of the Human species. Humanity was also the reason for the Apocalypse happening, the parasite was at first engineered by big time weapon companys to up their production sales but later the parasite got out of hand and turned on the humans themselves. World wide goverments then worked together to figure a cure for the future infected. They breed normally, with a gestation period is 9 months, the child will reach physical maturation at 16 years of age and can die from both natural and unnatural causes, as well as old age, they however specialize in creating medicine to lengthen their lives so they can live to be about 100 years of age, due to the Apocalypse however, they have had to restart their medicinal knowledge and now only can lengthen their lives to 70 years of age. (Humans can look like anything as long as they are humans!)

    (Warning, if you go into a zombie populated area alone or without a Super Human, special or normal, to protect you, you will be killed regardless of what you say or want out of this RP. This however does not mean you can't go into these areas without a big group of humans and heavy artillery weapons. You have been warned. There are exceptions to people who contact me first to arrange a meeting with a specially created NPC just to keep your [assuming silly/innocent/abandoned/last surviver] character out of trouble. :p You all may be doomed....But I'm not that mean. <3)

    Super Humans - Can lift up to 5x the strength of a physically fit human can without any trouble, they are 5x as fast an olympic runner can be, they generally have a special power that varies between each Super Human (otherwise known as "Supers") but which aids in their surival among the hoardes of Zombies, whether it is passive or agressive, they are able to survive. There is a chance however, that a Super Human will NOT have any sort of power and are in turn called "Specials" because of a lack of power, these Super Humans when infected have a 20% chance of becoming Nosferian through the Parasite, otherwise, the Specials have the cure in their blood when not infected. While there is a 70% chance of them bloating up grotesquely and exploding into guts, muscle, flesh and blood. The other 10% chance, well, nothing will happen to them, they won't be infected, they won't explode, but it leaves them feeling weaker for a few days. They breed a little faster than humans do, with a gestation period that lasts 6 months and the child will reach physical maturation around 10 years of age, will not look a day over 20 and can live for a very long time if they are smart enough to not get themselves killed, their special abilities aid in their defence and offence, so they may survive (they can get sick, and they can be killed like a normal human would be unless their special ability states otherwise.) These are the children and grandchildren of the Mega-Human. (Super Humans look like humans.)

    Nosferian - These flesh eaters, blood drinkers are as strong as a Super Human is when it comes to both Speed and Strength. The only thing about that is, they have no 'special' power as a Super would but instead have full immunity to infection and sicknesses, they can live as long as a Super Human under certain circumstances as they have to constantly feed to stay alive, the regenerative ability gifted to them by the parasite that has infected their body takes energy up. Which has formed them into cunning hunters when looking for meals without having to use too much energy. If Nosferian do not feed, their body crumbles and they become one of the true mindless, they become a super powered zombie. HOWEVER, Nosferian are connected to the unified hive like parasitic zombie mind, they are able to look through a zombies eyes (though the zombie is unable to see, itself, they react by hearing) and sniff out any survivers or curious travellers in cities. They breed very fast, they are like rabbits when it comes to multiplying their numbers quickly due to the parasites regenerative ability. Gestation period lasts 3 months and the child will reach physical maturation at 5 years. They can also live for a very long time just like Super Humans, they however do not get sick and have natural armor due to the parasite but can be killed by unnatural causes. Nosferian can look like anything but their skin can be different shades of grey. (Special Supers turned into Nos will be older than 50 and have a Test Subject #, however, Nosferian born into their bloodline will be younger than 50 years of age.)

    The
    Forsaken however are a group of Nosferian that have rejected their turning and have become the outcasts to soceity; to Nosferian, Humans, and most Super Humans. These Nosferian live in a Pocket Fort of their own, most of the Pocket consists of ranching and wheat farming (to feed the animals) with a nearby water source they can tap easily. The Forsaken eat animals and do not attempt to eat Humans, Super Humans, or other Nosferian. These Nosferian however have a high chance of becoming one of the mindless, and the Parasite inside them slowly adapting to become immune to animal blood. Forsaken are more peaceful then you would think, being simple cattle ranchers that just couldn't bring themselves to murder to live. Humans are still very wary of these Nosferian and will NEVER allow them into their Pocket in fear of infection and death.

    Hybrids - There are only four types of Hybrids, though Nosferian are more likely to eat their prey instead of mate with it and when caught by a Nosferian its a 99% chance of death if you're human. Maybe not so much with Super Humans? But still, any Nosferian Hybrids are going to be severely limited when the other partner is a Super Human. The same could be said for any Super Human hybrids, which are more likely to fall in love with humans and other Super Humans, but its uncommon for such hybrids to happen. A Human/Super hybrid would be a signifigantly weakened form of Super Human, these hybrids would be called the "Human Hybrid" however for Super Humans and Nosferians, they would be called the "Ultima Hybrid" as they would have both effects from each parent, the child would not be infected unless the Nosferian was any generation after the first infected Nosferians. Hybrids need to be limited, and need permissions, no one Hybrids permission will be alike. Supers + Specials would just make a power weakened Super Human with amped up Immunity like a Special would have, their blood makes better of a cure but may have some side effects to the drinker. (Will look like Humans unless of the Ultima or Nosferian Human Hyrbid, then they will have greyish skin with pink hues.)

    Human/Nosferian = Human Hybrid With a Nosferian Parent
    These Hybrids are rare, very, very rare and it is HIGHLY unlikely to happen inside the USN (Underground Soceity of Nosferian) lead by Atlus' and filled with man eating Nosferian. The only place they would most likely be born in is the Forsaken Fort, but even thats a slim chance as Humans stay away from the place like its the plague. These children, however, born sickly as their human genes are not strong enough to withstand the tainted gense of Nosferian and will always be feeling weak if their protein and iron intake is low. They have a high chance of becoming full Nosferian without the benefits if bitten and will be gladly accepted with open arms by the USN, though do not expect high positions, you will most likely be used as bait in one of Atlus' tactic plans. When not eating enough of the correct components for their meals, they are as strong as a Human is ( x1 Strength and Speed) however if they are keeping up with their dietry needs they will be as strong as any other Hybrid would be (x3 Strength and Speed with +1 Defence.) Their appearence should be very gaunt, and their Nosferian linaege is shown easier through their lightly greyed skin.

    Super Human/Nosferian = Ultima Hybrid
    Have a Super parent and a Nosferian parent in which they gain an immunity from the parasite in the Nosferian parents blood, the Super parent passes on a weakened ability to the child and they gain x3 strength and speed. Though these should be extremely rare among Atlus' Brood, they could be quite uncommon in the Forsaken Fort where Nosferian are more passive than their counter part animalistic brothers and sisters. Their blood does not work as a temporary cure however, instead it will only eat you from the inside out. These Hybrids have x2 defence, their skin is much tougher than a humans would be and not easily broken. The appearence of an Ultima should relate to this: If he or she is placed next to a Nosferian, in the eyes of a Human the character will resemble a Nos, when placed next to a Human, in the eyes of a Nosferian the character will look human.

    Super Human/Human = Human Hybrid With a Super Parent

    The Human Hybrid with a Super Human parent, is just a weakened form of Super Human, they have x3 strength and speed, and a weaker ability duplicated in a unique form of its own from the Super Parent. They are more likely to be bastard children because Super Humans may demand anything from Pocket Forts, and sometimes Super Human contracts don't last very long and they simply move on without a care. Though that may not be the case all the time, not all Super Humans like to be loners and will simply settle down in a Pocket Fort to live the normal life they've dreamed of having. These Hybrids can look like anything but Nosferian or Ultimas.

    Super/Special Human = Medi Hybrid

    These Hybrids have a special combination mixed in with them, when their parents were in isolation, the goverment didn't dare mix Specials and Supers together and thus left the combination potentially out of scientific way due to the first disaster using their blood as a "Cure" and was thus put down immediately. When the Super Humans had been freed, they were free to love anyone who they choosed even if it was others of their same kind. Thus developed the Medi Hybrid, a Hybrid with a weakened unique form of the Super Parents power and then a stronger immunity to the Parasite itself with the slight chance of not dieing upon infection. They have x3 strength and speed, and their blood works as a temporary cure for a week before needing to be taken again (thus why the goverment freaked out over the lack of a working Cure.) These Hybrids can look like anything but Nosferian or Ultimas.

    Zombies (NPC) - This 'race' is not up for grabs by the player as it is a unified mind of feed, feed, feed, absorb others into their ranks without remorse or discrinimation. The Zombies are the unlukcy humans (most of the human population) that were infected by the Zombie Parasite and are the most common sight around metropolitan areas, ruined villages, cities, and towns. They have to be shot in the head, or in the heart to be killed for good (because they still have blood being pumped, if the heart stops for any 'living' being they die because oxygen is failing to travel to the brain, basically most of the brain has been eaten away in certain spots, they only have functioning motor control and hearing and they do not register anything with sight, with the need to feed constantly, everything else has been eaten away) but seeing as they work in large numbers it would be impossible for large numbers of zombies to be destroyed as they have inhuman strength, cut from the limits of a human due to their lack of working nerves and pain sensors, the parasite in their body works as a fast acting regenerative to keep from bleeding out.

    The variant of zombies are numerous, there can be Super Zombies which are Super Humans turned into zombies or a True Mindless (Nosferian) that have failed to attain a certain quota of meals to stay alive, but they all act under one unified mind very much like a hive of bees would or a system of ants. And then there are the regular eat your corpse zombies, bigger, badder, more grotesque zombie monsters will become bosses for you to face at my digression. These zombies are all formed from the Zombie Parasite, these were once the 10 billion occupants of the pre-apocalyptical world with only 100,000 living Humans left globally.

    The Mindless are Nosferian that have turned permanently into Zombies, they retain all strength benefits just like a Super Zombie would plus the x3 defence. Mindless can not be reasoned with, and Nosferian are wary fighting them as they probably once knew this poor soul, even sorrowful for having to team up against a former comrade. Super Humans will veiw them as pests, Humans will veiw them as "Oh shit" moments.


    Roles&Perks

    Passive - You are the character that prefers to be diplomatic, calm, quiet, and most of all you do not fight unless you need to and usually do not like such conflict.

    Sub Passives - Support, Medical, Scavenger

    Supports watch the backs of their comrades, helping them up, carrying them to safety, passing ammo to them.
    Medicals do not fight, but they heal others and are quite good at science and medicine.
    Scavengers do NOT fight at all and are usually small and good at finding things others would over look.

    Pick 2 roles as Passive.

    Humanswill gain 2 perks with this role (Super Humans and Nosferian do not, Hybrid will recieve 1 perk.)

    Perk #1 Mechanical Assembly - Just as it saids, you know your technology and you're a great engineer, fixing things isn't a problem for you and you understand blue prints (Prerequisite, Sub-Scavenger)

    Perk #2 Sciency Nerd - Create just about anything you want within the scientifical world, you however need the matirials and the tools for this. This will aid in your ability to create ammo and explosives. (Prerequisite: Sub-Support.)

    Perk #3 Medicinal Training - You are able to heal much more deadly injuries and have alot of medical knowledge, you understand medical terminology and know how to brew medicine (Prerequisite: Sub-Medical)

    Agressive - You are the opposite of Passive characters, you love to fight and are always looking for more to kill and destroy.

    Sub Agressives - Tanks, Beserkers, Honed Fighter

    Tanks are armored to the teeth and are a force to be reckoned with.
    Beserkers have little defence but their blind rage isn't to be trifled with.
    Honed Fighters are quite simple, they specialize in a weapon and use it proficiently and deadly.

    Pick 2 roles as agressive.

    Humans will gain 2 perks with this Role (Super Humans and Nosferian do not, Hybrid will recieve 1 perk.)

    Perk #1 Collateral Damage - They have a wide range of hitting targets, and a higher chance of doing critical damage to enemys, spraying bullets or grenades and praying they do damage to the enemy and not you or your teammates.

    Perk # 2 Sniper Eyes - Are rather passive really, but can take out multiple targets from a great distance away with their sniper rifles. They have the chance to hit vital organs (ie the brain, heart, ect.)

    Perk # 3 Concentrated Fire - over clocking your weapons has allowed them to fire at a much faster rate ( double or possibly even triple normal firing speed) this means you can get more lead down range faster, but this is a double edged sword as if your not accurate your out of bullets faster.

    Defencive - You are a mix between Passive and Agressive, you are diplomatic but if push comes to shove then you will retalliate without question.

    For Defencive you may pick 1 passive and 1 agressive role.

    Humans will gain 2 perks from Defencive and then will gain a perk from either Passive or Agressive but not both making a total of three perks with this Role (Super Humans and Nosferian do not gain any perks, Hybrid will recieve 2 perks; one from Defencive and one from either Passive or Agressive- not both.)

    Perk #1 Strategic Mind - Allows you to place traps and troops, command the building of fortifications and over all protect yourself and a group of people with your battle prowess and living experience. You are a leader.

    Perk #2 Concentrated Explosives - Using explosives to do the least amount of excess damage (example would be using enough explosive power to make a building fall without damaging other buildings in the explosion process.)

    Perk #3 Trap Master - They use their knowledge of traps to ensnare or trap targets in one place with minimal effort on their part, trapping can kill the target as well if the trap is set to kill, they also able to disable traps and are able to not set off mines.

    This was mainly added in because people weren't understanding what a "Role" meant. So here it is, no straying from it, this helps define your characters personality as well as abilities.


    Multipliers

    Multipliers are what gives your character strength, this is a very brief list of what each multipliers equate to, it also gives you an idea how much more powerful a character is. Whether they have abilities or not.

    Humans (PC) - x1 Strength and Speed, x1 Natural Defence (Enhancements will ante their multipliers for a brief time to either x2 or x3 for strength and speed, they will be negatively affected afterwards. Temporary multipliers are common among them, such as vehicles, boats, rare working planes or cybernetic inlayed nervous bodies.)

    Super Humans (PC) - x5 Strength and Speed, x1 Natural Defence (To grow they will need to train both physically, and mentally as well as be experienced in what they do. They will gain more powers as they age, gaining power can be a range of anything and are granted as seen fit by the Dungeon Master.)

    Nosferian (PC) - x5 Strength and Speed + x3 natural defence (To grow they will need to eat other Nosferian for permanent strength and speed multipliers, will increase by +1 each Strength and Sped. However, since feeding on brothers and sisters is seen as a crime when not for a sqaubble of Force rank, you will be outcasted or you will be killed by enmass Nosferian.)

    Hybrids (PC) - x3 Strength and Speed (+Immunity/Temporary Cure if of a Special, +Uniquely Duplicated Ability if Super, +Weakened Immunity if Nosferian and +2 Natural Defence.)

    Zombies (NPC) - x2 Strength and Speed, x2 + Natural Defence (Zombies Natural Defence will grow permanently as they are attacked and wounded, so their armor varies greatly.)

    Mega Human (NPC) - x10 Strength and Speed, x1 ~ x5 Natural Defence (These speciments will get stronger over a period of time, every 50 years or so, they will also gain more powers as they age.)



    Notable NPC's

    If you have a special NPC you want implimented, follow the current NPC CS styles- I will have control of these NPC's but I promise I will not stray from their information.

    Appearence:
    Name:
    Age:
    Gender:
    Race:
    Ability:
    Bio:
    Personality:
    Weapon:
    Role:
    Use:

    #1546, Ramas Karnik


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    Name: #1546, Ramas Karnik

    Age: 66 years of age

    Gender: Male

    Race: Human Hybrid

    Ability: Weakened form of telekinesis but is able to control the minds of others through suggestion, he also has, as every Hybrid does, x3 strength and speed.

    Bio: #1546 is a genetically engineered Human Hybrid, the son of a scientist and a Super Human through scientific means; born of an extracted embryo and a test sample of sperm and born in a tubed up tank of engineered, healthy goop filled with many supplements that a human would need if ever in a real womb. Ramas was sheltered more greatly so, put under drugs more so than any Super Human to date (not including his father, #1321.) But he still had the mind of an intelligent person even under drugs, put under intense mental training and physical tests to see how well he would fair for being a Human Hybrid. Before the uprising he was just another number and another test, his human parent had no care for him and he never saw his Super Human father in the entirity of his life. Nor did he recognize his father during the uprising, only liberated, nor did his own father recognize him, unaware at the fact he had just rescued a son of his.

    Personality: Ramas is a very sly man, he gets what he wants and does as he thinks is right even though others may find him despicable. He hates humans with a passion and will not tolerate their existance if he was not thinking logically, instead he finds that using them to survive in a Pocket Fort and drain them of their resources is the best torture one could put a Pocket through. He does not like fighting as that means getting blood on his already pre-apocalyptical dirty clothes and so prefers the mental route in doing the dirty things and enjoys watching people suffer as he had suffered in the Safe Zone.

    Role: Defencive; Tank, Scavenger

    Use: Ramas can be used for protection, though you can expect some of your best items taken by him with his telekinetic powers.


    Celia The Hybrid Doctor



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    Name: Celia

    Age: 12 years of age (looks twenty)

    Gender: Female

    Race: Medi Hybrid (Special Human + Super Human)

    Abilities: Blood acts as a somewhat an amplifyed cure for the infected but will only work for a week before needing to take it again, it is only a temporary cure, can lift only up to 3x her strength and moves only 3x as fast as a normal human would be able to do in return she is able to use purple ringlets of mist around her feet to jump into the air and glide around for a short period of time, she is also able to throw these same ringlets of wisps into the air and catch an item or person as long as they are not heavier than she can lift and then carry them back to her much like a boomerang would. Also, her gift when active can nullify her body and anything around her within a five foot radius on all sides (Supers lose their powers within 5 feet of her.) Her gift is called "Hermes Promise" after the messenger god Hermes for his ability to fly with the winged sandals on his feet.

    Bio: Celia is a love product of a Super Human and then an uninfected Special Human, named respectively #101, Boris, and #156, Madeline living in one of the numerous Pocket Forts around the region. Her father was able to control wind, and her mother had the special gene within her and thus created Celia the Medi Hybrid. Celia has lived in this Pocket Fort all her life under the protection of her father and mother, she lives a cushy life as the Pocket Forts protectors daughter but is constantly reminded how lucky she is and not to take anything for granted, that there are many great evils in the world and to always be on gaurd. This hasn't prevented her from living a normal teenage life though, she goes to school with other Human children, learns faster than them and rises faster than they do as she mentally and physically matures faster than a human would.

    Personality: Celia is a very happy, go-lucky girl, she can giggle at just about anything and loves to smile, at times she may seem ditzy but she is very intelligent and does not act spoiled most of the time. She enjoys to work with others as most Medi Hybrids would, being natural doctors and care takers, and she is constantly playing with the younger school children when she should be studying. Celia can not bring herself to harm others, if she were put up against Zombies or Nosferian, she would die easily with her soft heart to the evils of the current world- not hardened as her parents had been in their time before the uprising.

    Role: Passive; Medical, Scavenger

    Use: If nearby or in the Pocket Fort Celia lives in, you may be able to learn medical knowledge from her as well as aquire some temporary Blood Cure if ever infected. She is one of the Pocket Fort NPC's that you will start with if you're looking for something passive right away, blood and gore later.


    Kennen Nakurbruk



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    Age: 32

    Gender: Male

    Race: Human

    Bio: Kennen is the great grandson of a notorious and strict catholic priest, his catholic grandparents knew of a time before the apocalypse and lived through it to bear a son by the name of Adam who then grew up in an apocalyptical world. Living through it long enough, he was able to start a Pocket Fort of among many, Adam, then met a woman of stubborn proportions, he broke her mind and made her one of his people, they then had Kennen, who was also broken into the strict, fanatical ways of religion. When Kennens parents died due to a sneaky parasite having found its way in to destoy the life the Fort had created, Kennen took a step up and led the Plague Hunts furious at his losses and a burning hatred for the afflicted, killing anyone that so much as had a cut on their person. The dead were then burned, those who had tried to stop many of the killings were crucifyed on steel piped crosses, ranging from children, women, to young men and old. Currently, Kennen still leads his Fortification today with an iron fist, no one is allowed in (unless there are merchants/traders along the roads) no one is allowed out. Super Humans are regarded as God Hands, seeing them fanatically as Gods angels from heaven, his deliverment to humanity whether they be good or evil. Nosferian as demons and so on.

    Personality: Kennen is... Well he's not cruel or harsh, good or evil, just strange, he's a fanatical man who believes the cause of the apocalypse was Gods doing, that humans were to suffer on this planet for their sins and that the past son of the Holy Father would not rescue them once again as he had in ancient old. Having been raised as a stern catholic by his parents who had passed down stories of a better time, a time when people didn't have to worry of death and destruction nor Supers or Nosferians. Going against his veiws meant death for any who opposed him, his belief was true and others were false, they were heretics and hyprocrytes. Even a type of "Witch Hunts" ensued, directed by him for the infected, slaughtering women, men, young and old alike in fear of Gods wrath. To put it simply, Kennen is not someone you blatantly stand up against. People who follow him without question, will have the benefit of the doubt and will be protected...Unless the Plague Hunts begin again.

    Weapons: Desert Eagle .50 Calibur with a under barrel torch, red laser light and a flash hider. He also has a regular shotgun which shoots 20 gauge rounds.

    Role: Defence - Scavenger, Honed Fighter

    Perks: Strategic Mind, Concentrated Fire

    Use: Kennen is a double edged sword, you have little to no freewill under his power unless you're a Super of course. But still, if you enter his fort, you can expect hell getting out or back in.


    #2000, Cure Progect


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    Name: Cure

    Age: 54 years old (Test Subject)

    Gender: Female

    Race: Special Human

    Abilities: Cure is the CURE, there is a small field of neutralizing agents wrapped around Hannahs body that can extend to about three feet in whichever direction around her that will cause the parasites in the Zombies to disintergrate and force the zombie to become fleshened dirt. Nosferians will turn into normal Super Humans without the cure in their blood, nor an ability gained, they've been completely neutralized as well as their power will lessen a bit to that of a Human Hybrids (3x more strength and speed than a human) they will be forced to run from their Nosferian brothers in attempts to live. Super Humans who breath in the air she breathes out will temperarily have neutralized powers (ie they will be like a Special without the cure.) Though she may just be a Special Human, she is the strongest of all Special Humans due to the living cure in her blood. Humans who take her cure will experience the side effects of having energy and power and will temporarily be stronger and faster, her blood can also be addictive if taken too often for the wrong reasons. Its that strong.

    Bio: Test Subject #2000, or Cure Progect, was the last test subject to be born and she was only 4 years old when the uprising began and she was taken from the Safe Zone unwillingly. Cure was different from the others who wanted freedom, she only wanted to help the world return to normal, she was the only Special to be told of the current worlds state and complyed willingly with the humans to create the cure even if it would cost her life. Repeatedly she would be injected with a modifyed Zombie Parasite in hopes of building up her immunity further still to the point her pain receptors began to dull, her will to live was slowly disipating as she kept to the thought of curing the world in hopes of making the humans happy, in hopes of freeing the Super Humans without violence as some would love to have been doing. Cure was a very priviledged Special, she was not constantly drugged up as most would think, she was cooperative and thus was treated a little better but still pretty imprisoned within her room and the tests performed on her.

    When the uprising began, she was being injected with the prototype of the cure, the whole syringe was filled to the brim and slowly pumping into her blood, only for the tip to break off as an explosion happened behind them, killing the scientist and throwing her back, only half of the 'cure' in her blood thankfully- anything more would have killed her, anything less would have been a failure. Delirious she found herself crying and fighting hands grabbing at her, it was as if she had been put on the same drugs as all the other Super Humans had been put on, she didn't want what was happening, she wanted to continue with the test and not with this violent uprising that was happening. Though she couldn't fight for much longer, the 'cure' in her blood was slowly working and taking up her energy, she woke up a day or two later to find she was laying in grass, sunlight was on her, the wind was blowing, and she was alone.

    Personality: Cure is very simple in perspective, she does not smile, she does not get angry, nor sad or worried outwardly (on the inside she can be at times a roiling mass of emotion that just doesn't release itself, she is unable to express her wishes or wants unless it deals with helping the human civilization through her cure.) With her new found freedom she felt lost and unsure of what to do, so she started to travel around in search of the former Safe Zone without any real direction or knowing where she was. She resembles a lost child looking for their parent almost desperately. Hannah is very quiet and rarely talks, she is unable to smile due to some mental damage to her psyche while in the former safe zone.

    Role: Passive; Medical, Scavenger

    Use: If you meet her, she will neutralize you on the spot if Nosferian, if you breath in her cure from her lungs (ie she breathes into you) then you will not become a zombie if human, if Super Human and you breath in her cure then your powers will be temporarily neutralized. Zombies crumble into dirt around her if they get within that three foot radius. Nosferian will feel weak enough for her to breath the vacination into the Nosferian.


    #100, Atlus


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    Name: #100, Atlus Davingway

    Age: 96 years of age (Former Test Subject)

    Gender: Male

    Race: Master Nosferian (Mega-S-Human infected.)

    Abilities: Like all Nosferian, Atlus is limited to his heightened strength and speed five times greater than that of a human, but wait, theres more! Atlus has consumed in his life time three opposing Brood Members for power making him much stronger than before. Instead of x10 the normal strength of a human, each Nosferian he consumed is an addititonal multiplyer to his speed and strength, making his speed and strength x13 that of a normal human plus with the higher mental capabilitys and planning as well as cunning and negotiation. His fingers have sharpened into claws, and sharpened, pointed teeth due to the parasite in him and his natural armor is x6 as strong as the original natural armor each Nosferian has making him virtually impenetrable to blades and bullets as well as grabbing Zombie hands and biting teeth. His infection spreads at a faster rate than a normal Nosferians does, if a normal Nosferian bit a human, said human would turn in an hour, thats not the case for Atlus, he can change a human into a mindless zombie within seconds of the victem being bitten. However for Super Humans, the rate of infection they have from an Atlus cause of infection is now just a week to find a cure if they are lucky to escape. Less if they use their powers continuously. (When he was just turned into a Mega Human with Special genetics, he and another of the same like him could wipe out infection just by transferring their energys to the area with their minds, he, and these unnamed women are the reason for Special Supers for living. For some reason Mega-Specials leaned towards the female spectrum, Atlus is the only male Mega-Special living. He is Cures father.)

    Bio: Atlus Davingway, Test Subject #100 was one of the original 100 human volunteers on the Science for The Future team back when the apocalypse had just started. Young, cynical, he abhored the very thought that was happening to the people around the world but he observed and with his research he was inducted into the goverment program, offered a high position to become a volunteer for the greater good of humanity. Bah, humanity, he couldn't care for it but the temptation of getting in on something big was too great, he volunteered. When he was transformed, something in his mind cracked- he turned into a team worker, a leader, he was stronger, faster, and most of all smarter. He had the power to do anything he wanted, he felt the energys coursing through him, maddening him with power almost but he persevered to remain free-willed in the already cage like facility, waiting for his time to escape and reshape the world as he saw fit. Others had the same mind as he did, through their personalitys, calm, understanding, they developed plans for a new world order, Atlus at the center of it. Though he was the weakest of them, he was the strongest leader of them all and presented himself as thusly that he would be the mastermind of all orders. When the uprising began, as he had planned to allow happen, he and his group walked out and let the place crumble at the hands of the opressed. As they saw the world as it was, their decisions were firmer set and thus became the "Order of Rectification" for one final test, he let himself be infected, telling his comrades to set base up elsewhere and ready things for later, he would send a represenative for himself to them when the time came. As the parasite took hold, he became one of the first Nosferian to be created, as he succumbed to the mindless ways of a zombie would, it took him months just to regain his sanity, and with him he forced their sanity back in them, like packs of wolves they were, he and his newly found Brood travelled back to the Safe Zone and they rebuilt the place and with his knowledge they were able to repair all the equipment that was damaged. His test was a sucess and soon sent his represenative to the side operations base.

    Personality: Atlus is a very cold person, he does not know love nor warmth and feels dead half the time, probably because he is half dead because of the parasite infecting his body. He kills without remorse, without discrinimation as a Zombie mind would, but he can still reason and think and plot and plan and generally be all around devious about his ways of attaining meals for himself and his brood, as well as making them stronger, more into troops, wolves. Truthfully, Atlus is very concerned for his growing brood and becomes more of a father figure to them all every day he spends ordering them about. He is very strict on rules, break them and you will be punished, threaten his brood and he'll kill you without a second thought. Atlus is the mastermind of the USN (Underground Soceity of The Nosferian.)

    Role: Agressive; Tank, Honed Fighter

    Use: Atlus is a starting NPC, if you are a Nosferian then you will be living under his jurisdiction and rules, he can be used for attaining food to keep from becoming a True Mindless and is proficient in physical combat as well as tactics. Though training may come at a price.

    Atlus Rules
    1. No eating other Nosferian unless to attain a seat of power (there are Troops and Gaurds)
    2. Eating Nosferian is only allowed when its a fight for Brood Master power.
    3. Keep the place clean, we're not animals, we may eat meat and drink blood but we're better than Zombies.
    4. Be civil to your Nosferian brothers and sisters, take the fighting outside and settle the argument with a contest or something.
    5. If you find any Human or have captured a Super Human, bring them immediately to the Brood Nest right away for dispersion of eqaul food.
    6. Don't annoy Atlus.


    #933, Jeramy



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    Name: #933, Jeramy

    Age: 93 years of age

    Gender: Male

    Race: Super Human

    Abilities: Jeramy is able to run 5x as fast as a normal human, as well as lift up 5x more than a normal human could despite his slim appearence. He is able to control lightening and electricity and with a little luck start a massive thunder storm (electrons are the reason why storms happen, what are electrons? Energy, electricity, or in natural cases- lightening.) With this ability he can infuse his lightening into a weapon and not be affected by its shock, though the same is not able to be said for those unfortuante enough to be zapped by him. Actually if he charges up enough energy quickly he could disintrgrate a whole hoarde of zombies with but a lightening bolt. Other times if he infuses electricity into his limbs, he can deliver powerflly shocking punches and kicks as well as become a conduit of energy within a hundred foot radius around him from all sizes (the same could be said for weapons, if he charges them with his electricty, you're doomed.) When he charges his feet, he can run up walls and jump great distances with but a push of his legs, as well as disrupt the electrons in the air to soften his fall if he ever decided to jump from a very tall place. His abilities name is Electrical Impulse.

    Bio: #933 brother to #399 was one of the test subjects in the safe zone, his powers had prooved to be very useful in keeping the Safe Zone running as what was it that was keeping the Hoardes of Zombies out of the base? Electricity runned technology, he was being used as a constant conduit of energy to power their endeavors. Without any choice he was locked away as soon as his power showed itself and put to goverment use under constant, electrical pulses to keep his power running through the wires of the base and powered them for almost as long as he was alive. Because of this he expresses a deep loathing for humans he may meet, if he finds them in a zombie populated area without any form of protection his conscience will eat at him and he'll pick the pitiful human up and drop them out of the city. He knows that humans outside of the base were not the reason he was forced to be a power house, it was goverment officials, his tormenters, so he might be a little confused on what to do with humans. Currently he destroys zombies constantly and powers his own home after some helpful searching for working power outlets and a generator. He lives in the tallest skyscraper with dirtys up items he managed to scrounge, as if trying to make things seem normal amongst the Apocalyptical Concrete Jungle.

    Weapon: a Falchion with holes on the blunt side of it.

    Personality: More indifferent than anything else, quiet, he does not like talking very much as he has never had much of a chance to talk during his life and prefers to live solitarily in his Skyscraper Home. Most of his knowledge on people or things comes from the books he had managed to find in his sky scraper home and has become a collecter of pre-apocalyptical things (he learned how to read on his own) and because of this has become just as resourceful as humans, even more so to a fanatical state of mind. When he is fighting around the zombies a different side to him leaks out and he becomes harsh and cruel to all he meets, taking rage and pain out on the walking dead and unlucky Nosferian that get too close to him. He enjoys killing things, that much is for certain, just as much as collecting items.

    Role: Defencive; Scavenger, Honed Fighter

    Use: If you get stuck in his area, he might help you out so you don't die, he also, if you are Super Human may be able to stay in his Skyscraper Home for a bit as shelter.


    Blip - Johans NPC #1*Approved*


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    Name: Blip

    Age: 13

    Gender: Male

    Race: Human

    Perks: Mechanical assembly, trap master, concentrated explosives

    Bio: No one is entirely sure where Blip came from, during a mission he seemed to merely appear in the middle of a squad causing a hell of a lot of mayhem and nearly getting himself shot in the process. The only reason the boy is still alive is Johan's quick orders and the fact that his men follow them unfailingly. After testing the boy and finding him clear of infection he was accepted into the crew as an ammo carrier. At the first sign of trouble however the boy proved himself more than capable and was granted a place under the captains direct orders. He's become the groups unofficial mascot.

    Personality: The boy is a blank, his emotions seem to be completely gone, his voice monotonous. But still theres an unwitting humor in the way he talks that has endeared him to the whole crew and especially Captain Radovich

    Weapons:
    Pair of combat knives, R-25, Glock 23

    Role: Defensive; Honed fighter,support

    Use: He can squeeze into tight spaces, build, set, or remove traps and explosives and is ok with guns.

    Lance Mayville - Johan NPC #2 *Approved*


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    Age: 46

    Gender: Male

    Race: Human

    Perks: Concentrated fire, Collateral damage

    Bio: During the time of Johan's father Lance was a young man with a bright sense of humor and a keen eye, during his training he showed much promise. When the time for real combat finally came, Lance seemed to thrive on the field of slaughter, his potential seemed to grow with each battle along with his reputation. Eventually he was approached by Johan's father and was asked to join the captains personal troops. Lance readily agreed, but quickly found out... the captains job is not nearly as exciting as a soldiers. To keep the restless man active the captain gave him a task.... teach his boys to fight. Lance was a good teacher, cheerful and good natured, he quickly took a liking to them both. When the mantle of leadership fell upon the eldest son he jumped to support the new leadership, earning himself a seat as an honored adviser, now with the death of the first brother and the next change in leadership his loyalties continue to be strong, serving Captain Johan just as he did the boys brother and father.

    Personality: Lance is a joker. He takes nothing seriously, trying to make light of even the most horrid situations. Most would have trouble understanding how someone like that could possibly come into a position of authority, however.... no matter how silly he may seem at the time the man is always dangerous. Especially dangerous is his devotion to the Radovich family, so much as a scratch on one of them will make him...... unhappy. You wouldnt like that.

    Weapon:
    Gatling shotgun ... yes I said Gatling shotgun. Due to the shortened barrels it is surprisingly lighter than a normal Gatling machine gun, yet it has far more firepower. Go figure? Hand axe, .44 magnum

    Role: Aggressive; Tank, honed fighter

    Use: Heavy weapons expert, hold the line, second in command





    The Permission List

    This is where I post the written aprovals, players characters that have been approved to play as OP bad ass motherfuckers with sensible limits in this OP roleplay. When I have a permission typed up here, please copy and paste it to the top of your CS to verify you have seen the permission and that you understand that straying away from this permission is unacceptable
    (you will not play more than we discuss, you have an idea you want implimented after we have come to an agreement, then we discuss it and negotiate it out until it becomes a sensible OP ability, don't just add it and call it good; this applys to EVERYONE who joins.) Also no one may make a "Mega-Human" as they are NPC's as well, they are stupidly powerful and make Super Humans look childish in comparison, a Mega-Human is one of the original one hundred volunteers. This also means for Super Humans that they are not able to choose any number between one and one hundred as those are the original 100 volunteers. Anything under 2000 as well, seeing as that was the amount which was bred.

    Also, characters may not kill eachother without the consent and agreement of the player. Only I, if you're making your character choose bad choices and are not being sensible, may kill your character. No buts. You've been warned twice now. ( That doesn't mean I will kill you on the spot, theres no fun in that and makes everyone unhappy by an unfruitful demise. D: )

    *LuluRS's character #626 is granted the ability to use Shadow Manipulation, he will be able to hide in shadows for an indefinite time, can travel with only three others upon contact to his person; in turn they will feel naucious after the trip is finished. He will be able to pull as many shadows as he likes into one mass, the bigger the mass, the slower and more difficult it is to control. With mass comes the ability to harm with the shadows through a crushing force, as well as act as a defence with enough shadows when blocking blunt force, a blade can pass through and cut the shadows. However with his own single shadow, it will be quick, and easily controlled without penalty.

    **LuluRS's character Lyth is granted the shared, duplicated use of Ines's power- Property Absorbtion in a uniquely crafted way. Instead of consuming the item for its propertys, this young, Mixed Hybrid is able to touch an item and within a few seconds his body will become that same matirial for an aproximate 30 minutes (posts do not coallign with time, a fight can be within seconds but take many posts, or the other way around- use of time is decided by the dungeon master.) A few examples of what his property absorbtion could be taking the hardness of a rock, or malluability of gold, anything but water as the power only affects him skin deep. If Lyth were to attempt to turn into water or gas, he would become the walking muscle man, prone to infection, disease, sickness, and even zombification just by breathing the same air of a Hoarde population. To add in as well, Lyth has consumed another Nosferian and therefor has taken on x4 speed and strength multipliers, with the added x3 defence multiplier.

    *Liro Tractatori's character #1321 is granted the ability to use Psychokinesis, he can lift and throw items upto 1210 tons in weight, can cause concussive blasts with 1210 tons of force, within a radius of 393 feet ( him at the centre.) He is also able to focus the telekinetic thought into a harnessed blade, in turn this blade only extends out 12 feet from him but it can cut through anything. Len is able to create a force field around himself and extend it on every whichever side up to six feet, it is of the same thought density as the blade but will not allow things to pass through. If things are trying to get inside the shield towards Lens person, it takes up more energy for him, the bigger the monstie bashing against it, the more energy its going to take up, as these bad guys are working against the shield; he can not do far flung, ranged attacks while the shield is up, but inside the shield he is still able to use his telekinetic blade (which is invisible and appears to be instantaneous, it does not take the shape of a sword nor is swung like a sword) as this requires his full concentration, however, due to his high thinking capacity, he can do small attacks quickly while having the shield up (x3 of a normal humans thinking capability due to his telekinesis- this is a given.) He can also make himself able to fly with his telekenisis but requires his full concentration to keep himself from imploding into a mass of blood and guts. It has also been discussed that Len has permission to be the Super Human rebellion leader and their cause of freedom due to the uprising as well as the beginning of the end of the world by Nosferian forces.

    **Liro Tractatori's character #1725, or Mali, is granted the multipliers of x7 Strength and Speed as well as x5 in her natural defence for having of devoured another Nosferian in attempts of mating with her and then later on under Atlus' plan to bare an heir for him, by allowing her to consume his former mate (as to which he would find another mother with at least SOME wits about her to parent the child with him) which in turn gave Mali x7 x7 x5 multipliers. As well as under the NPC, Atlus' digression, she is not under the same jurisdiction as other Nosferian would be to him. She is allowed to do what she wants, travel where she wants, stay away for as long as she wants; basically free will, she is no longer under the USN's power nor Atlus' unless. UNLESS. She re-enters the building, she will be considered Atlus' true mate while in the USN base and thus is an untouchable to other Nosferian. In return, she has bared him an offspring, and has been forced to give it up for her freewill.

    Ferril's character #666 is granted the ability to use Incorporeality, he is able to faze through walls as well as apply this to another item or being, willing or not to travel with him if need be. With this ability, his body will be untouchable albeit ghostly in appearence, he is not invisible, just able to pass through objects, animals, and people. Plus he will be able to tear out organs, muscle, cartilidge, bone and whatever may be in the item hes reaching into at arms length and pull it out. This is a very ghostly ability, and what do ghosts do best? They work well with the posession of minds, though in Ethos' case, he will only be able to control and redirect an intent in the mind he his possessing. This does not apply to Humans, Super Humans, nor Nosferian, but because Zombies are mindless and are controlled by the millions of microscopic organisms in their still working bloodstreams, he will be able to rewrite the zombies mind to go after something else but only one at a time upon contact; he must have an intent ready beforehand to rewrite their brain at contact.

    D'evil's character #316 is granted the use of limited Teleportation abilities, to make up for this limitation an agreement has come that Night is to have x2 Strength and x7 Speed. Night is able to travel as far as he can see and without disruption, as in, he should only be able to teleport to what he can see and not what he can not see nor what he sees in his mind as a memory of a place. Nights teleportation abilities apply to himself and one other person upon contact to carry around, if he trys to carry more than one person, all people (but not him) will implode into blood and guts in a few minutes after such space-defying travel. He is able to teleport multiple times without penalty (since the earth is round and extends in either direction by 7 miles by sight, Night will be able to travel a full 7 miles at once if there is no disruption. It is not reccomended that he try to travel on great bodys of water.) Night is able to see with enhanced vision, i.e. he can see finer detail at a greater distance, HOWEVER, this does not apply to invisible/fazey images or presences, he can see glimmers of movement easier but he can not actually see the invisible presence or fazed through item or being, he will just have a better understanding that there is something there.

    Leviathan's character Ines is granted the ability to consume an item for its property values (Property Absorbtion), this includes most substances, but not all and for a limited amount of time. Absorbing said propertys will only last for an aproximate day and a half, but many of them can be taken on at once and directed to affect certain areas. Such as steel, instead of her body becoming steel her bone structure could have the properties of steel and so forth. At the same time however, she could eat rubber and her skin will become immune to electricity but at the same time she'd still be hard to break due to her bones taking on steel propertys. The effects of absorbing properties can not be turned off by will, they have to wear off with time. Only her body is affected by the changes, however if it loses its humanoid shape (liquid,gas) then it will be very, very hard for her to reallign her structure back together. It may even be dangerous and excrutiatingly painful when the effect wears off.

    Banned Powers/Abilitys
    Obvious isn't it? There are some powers which would aid in the help of shadow-play, which is not allowed, there are also some powers when made to be over powered that can mess with the world in a negative way. We want to play! Not destroy.

    1. Pressure Manipulation (make things implode on themselves because of high pressure)
    2. Momentum Control (think like the Juggertnaut)
    3. Radiation Body (Uhm.. No.. Radiation coming from your body and consequently harming everything around you?)
    4. Gravity Control ( Easy to guess what this does, huh?)
    5. Mind Reading ( Aids in Shadow Play)
    6. Manipulation on an Atomic Scale
    7. Mimic Ability (If you want this, this has to be negotiated alot. :/ )
    8. Time Manipulation
    9. Molecular manipulation
    10. (..more to come..)



    Character Slots (Open)

    Now, I know people want to play this and that but having the same of everything gets annoying and distasteful, so there is a certain amount of races that people can play (if there is a large demand for certain races, I will consider opening more spots up.)

    Humans - This race can have numerous openings. (Slots open indefinitely)

    1. Negima342 - Type Devlin
    2. Ferril - Johan Radovich
    ~

    Super Humans - These are very over powered characters, only five may enter. (1 slot open)

    1. LuluRS - #626
    2. Liro Tractatori - #1321, Lenros Karnil
    3. Ferril - #666, Ethos
    4. D'evil - #316, Night
    5.


    Nosferian - The same with the Super Humans, only five may enter. They are also the race most likely to be in mature threads, please redirect all sexy threads to their apropriate age categorys in the Mature area- not in the IC thread, not saying the other races have less of a probability, Nosferian are just sex based creatures. (4 slots open)

    1. Liro Tractatori - #1725, Mali
    2.
    3.
    4.
    5.

    Hybrids - These need permission, and alot of negotiating as they will NOT be handed out freely as Hybrids will have a unique form of their parents powers- which in turn makes duplicate powers, there also can not be two of the same hybrids at once for player characters. (1 slots to be decided)

    1. Leviathan - Ines, Ultima Hybrid (Mother of Lyth)
    2. LuluRS - Lyth, Ultima Mixed (2/3 Nosferian, 1/3 Super Human) Child of Ines.
    3. Metallic Soap - (Reserved) Super/Human



    Please have fun, this is an ever growing list of World Lore for this RP so make sure to check back often to see if something new has been added in, I will not be making a main character as I have the numerous NPC's to control and have fun with, only those who sign up for this roleplay will be the main characters. Remember, NO fighting Out of Character! Smash eachothers heads
    In Character~ <3 But get creative with the power ideas! I want to see some gears turning. :3 As this will be an Apocalyptical Play Land to crush and destroy as many monsties as ya want, this is....

    THE OVER POWERED ROLE PLAY!!!


    Character Sheet Template (Please use as a reference for when creating your character)

    Permission: (Please send me a message to discuss your ability if Super Human, otherwise I really don't care who you are, if you are a human then you need permission for high powered seats, if you are Nosferian and want to be right hand or left hand man to Atlus then you need permission. There is the possibility of Hybrids, but those should be rare, very, very, VERY rare. Please. Send. Me. A. Message. To. Negotiate.)

    Name: (What is your characters name?)
    Appearence: (What does your character look like?)
    Gender: (Male or Female? Transvestite?)
    Race: (Human, Super Human, Nosferian, Hybrid)
    Age: (If Nosferian then they shouldn't be older than 50 years old, if Super Human, no older than 100, mainly because if you're 300 years old, you wouldn't fit with the story line, seeing as there were no Super Humans or Nosferian 300 years ago.)
    Height: (Tall? Short? Average? Numerical number please, for example 6'9")
    Weight: ( Fat? Skinny? Pear? Apple? Grotesque? Numerical number please, for example 120lbs)
    Ability: (If Super Human, only 1 ability, not three, not four, ONE. You might evolve to aquire more powers.)
    Role: (Are you an aggressive character, ie fight alot, or a passive character, ie prefer to be diplomatic? Humans have perks, so Humies! Add those in as well.)
    Weapons: (Three at most please, I also want what type of ammo you use- piercing? scatter? or explosive? You'll be gaining more ammo in the RP.)
    Bio: (Tell me about the character!)
    Personality: (Whats your character like?)
     
  2. Permissions: LuluRS's character #626 is granted the ability to use Shadow Manipulation, he will be able to hide in shadows for an indefinite time, can travel with only three others upon contact to his person; in turn they will feel naucious after the trip is finished. He will be able to pull as many shadows as he likes into one mass, the bigger the mass, the slower and more difficult it is to control. With mass comes the ability to harm with the shadows through a crushing force, as well as act as a defence with enough shadows when blocking blunt force, a blade can pass through and cut the shadows. However with his own single shadow, it will be quick, and easily controlled without penalty.




    337669_1326112174119_500_500.jpg

    Name: #626
    Gender: Male
    Race: Super Human
    Age: 90 (looks 20)
    Height: 5'6"
    Weight: 114lbs
    Ability: Shadow Manipulation - TBE
    Role: Defensive - Honed Fighter, Support
    Weapons: One small energizer pistol, Blade edged whip.


    Bio: #626 was kept as a test subject when the government program was still up and running, living in a small cell with only the bare essentials of what he needed. Showing his powers from a very young age, he was deemed dangerous by his keepers, and had a steady flow of tranquilizers pumped into his system when not under experimentation. His life during his childhood is foggy, unable to bring to mind any specific memory. All he remembers is the feeling of floating, broken by the bouts of agony.

    His earliest memories of any clarity were when everything in the project went to hell, and the subjects turned on their keepers. Delirious and stumbling from the drugs that were still in his system, #626 could do nothing but watch as some of the more level headed experiments carried him out of the fighting and death. They didn't take him very far, leaving him out in the wild, before running from a zombie horde. #626 barely got himself into the shadows before being bitten. He stayed in there for 2 days, before the drugs finally left his system, and he began his life as a wanderer on the outside, collecting supplies for small human pockets, and destroying zombies whenever he comes across them.

    He found friendship in a small stronghold of humans, settling down and becoming their protector. It was a happy life. However, one of the humans, having been promised to be spared, betrayed the stronghold to the Nosferian, sending #626 on an errand outside of the stronghold, and allowing the Nosferian to kill everyone. He's still tracking that traitor.

    Along his travels, he had a nasty run in with a large group of Nosferian who had taken refuge in the abandoned lab. It ended with 4 dead, and #626 running for his life from a very close knit group out for blood.



    Personality:
    #626 is a solitary character, by his own choice. He knows what he does is dangerous, and would never want to subject someone to it. This doesn't mean he particularly likes being on his own. Quite the opposite, really, #626 enjoys being around others, when he has the time to stop and visit the human pockets. But he does more good outside of the strongholds than within, so he doesn't stay very long. #626 would rather talk through a problem than fight his way through it, but knows when diplomacy has failed, and it is time to strike.

    There are few things in this world that have gained the disfavour of the man, his hate and distrust. The first, most appropriately, are the Nosferian. Both he and them having come from the same past, he feels a deep pity for what has befallen them, the half life as they're eaten away by the parasite. However, having witnessed one devour a former friend of his in an attack on a now desolate human stronghold, the pity is not enough to save them from him. He will not hesitate to destroy any and he comes across, "saving" them from their fate while filling his need for revenge.

    There may only be one thing #626 hates more than the Nosferian, and that would be traitors. People who he has given his trust to, and they manage to screw him over because of it. There is no pre-tense of saviour when he hunts these people.


    ___________________

    Lyth is granted the shared, duplicated use of Ines's power- Property Absorbtion in a uniquely crafted way. Instead of consuming the item for its propertys, this young, Mixed Hybrid is able to touch an item and within a few seconds his body will become that same matirial for an aproximate 30 minutes (posts do not coallign with time, a fight can be within seconds but take many posts, or the other way around- use of time is decided by the dungeon master.) A few examples of what his property absorbtion could be taking the hardness of a rock, or malluability of gold, anything but water as the power only affects him skin deep. If Lyth were to attempt to turn into water or gas, he would become the walking muscle man, prone to infection, disease, sickness, and even zombification just by breathing the same air of a Hoarde population. To add in as well, Lyth has consumed another Nosferian and therefor has taken on x4 speed and strength multipliers, with the added x3 defence multiplier.

    Bel19_large.png

    Name: Lyth (Come on, you were all expecting this :P )
    Gender: Male
    Race: Mixed (2/3 Nosferian, 1/3 Super Human)
    Age: 18
    Height: 5'10"
    Weight: 135lbs

    Ability: Lyth has the ability to change the components of his skin into that of any solids in his surroundings. The object must be within three feet of his person, and takes 5 seconds to spread over his entire skin. It lasts 30 minutes before it begins to fade, but he can change his skin back to normal before that.

    x4 Strength, x4 Speed, x3 Defence

    Role: Aggressive - Honed Fighter, Berserker

    Perk #1 Collateral Damage - They have a wide range of hitting targets, and a higher chance of doing critical damage to enemys, spraying bullets or grenades and praying they do damage to the enemy and not you or your teammates.

    Weapons: One serrated hunting knife, Bladed boots, two modded scope pistols.

    Bio: Lyth was born to Ines when she was just leaving behind her teen years, and they were still under Atlus' leadership. Being around the other Nosferian, he adopted their thinking, indoctrinated to the idea of "Infect and Conquer.", but was pulled away from that life when a chunk of the Nosferian broke off from the group to become the Forsaken. They did their best to change him over to their ideals, but Lyth clung to the 'old ways'. However, it wasn't in the nature of the Forsaken to let him leave. He'd need to find a way to have him kicked out.

    He was given the opportunity when his mother began to speak of discontent with their current leader. The only way Ines would be able to change things within the Forsaken, would be if the leader was gone, and she took power. So Lyth gave her the opportunity, and devoured the leader of the Forsaken. With no choice, Ines banished her son from the Forsaken colony, and he was happy to leave.

    Personality: TBA
     

    Attached Files:

  3. Permission:
    Liro Tractatori's character #1321 is granted the ability to use Psychokinesis, he can lift and throw items upto 1210 tons in weight, can cause concussive blasts with 1210 tons of force, within a radius of 393 feet ( him at the centre.) He is also able to focus the telekinetic thought into a harnessed blade, in turn this blade only extends out 12 feet from him but it can cut through anything. Len is able to create a force field around himself and extend it on every whichever side up to six feet, it is of the same thought density as the blade but will not allow things to pass through. If things are trying to get inside the shield towards Lens person, it takes up more energy for him, the bigger the monstie bashing against it, the more energy its going to take up, as these bad guys are working against the shield; he can not do far flung, ranged attacks while the shield is up, but inside the shield he is still able to use his telekinetic blade (which is invisible and appears to be instantaneous, it does not take the shape of a sword nor is swung like a sword) as this requires his full concentration, however, due to his high thinking capacity, he can do small attacks quickly while having the shield up (x3 of a normal humans thinking capability due to his telekinesis- this is a given.) He can also make himself able to fly with his telekenisis but requires his full concentration to keep himself from imploding into a mass of blood and guts. It has also been discussed that Len has permission to be the Super Human rebellion leader and their cause of freedom due to the uprising as well as the beginning of the end of the world by Nosferian forces.


    Name: Lenros Karnil ( former #1321)
    Appearence:
    nkXyT.jpg
    593321.jpg
    593322.jpg
    Gender: Male
    Race: Super Human
    Age: 91 ( looks 20)
    Height: 6'4
    Weight: 242lbs
    Ability: Psychokinesis

    Role: Len is a defencive character being both a honed fighter and a support. meaning with any one of his weapons or his over whelming mind powers he is a force to be reckoned with however he protects others above all else. He preffers to talk out a situation but if he has to resort to violence he is unafraid too.

    Weapons: A katana, the katana is one of the legendary saijo owazamono grade katanas, the kotegiri Masamune, restored to full shine and strength at thirty-six inches long it's a full threefoot blade and it's classed as one fo the sharpest blades ever made.

    A pair of these the total length of these guns is 7 inches of barrel length the blade is a quarter inch thick steel and the blade runs 5 inches along beneath the barrel, it is a .50 calibur pistol, with explosive tipped rounds.

    A sig 226
    , a simple nine millimetre pistol which files hollow point shells, high carbon steel grade.

    Bio: Subject 1321 was born and bred inside of the "facility", subject 1321 is the child of the original one hundreds numbers 13 and 21, two of the most feared of the original one hundred. Growing up in there nothing ever seemed to phase him nothing untill people started dying, looking around him and having seemingly never developed any powers he was next for testing. Len showed an extreme level of thinking, almost four times as fast as his closest comparative. Which meant the amount of sedatives and restraint drugs used on him was almost triple that of a normal super, and seeing that he's not seemingly presented a super power, it was widely believed that his thinking capacity was his super ability, however
    his captors/tormentors couldnt have been more wrong, in fact 1321 possessed a power, one much stronger than most of the others, almost equal to a maga-human, the power of psychokinesis, but on a extreme level. Within moments of being out of that god forsaken power dampening room, he'd all but annhilated those around him, crushing their entire frames into a thin smear of blood in the ground. Before breaking his friends, and half brothers and sisters out of their respective prisons.



    1321 the rebellions leader the uprisings master and the reason the super humans are free...Though through the events 1321 suffered a injury to his face a long scar running up the left hand side of his chin to the base of his jaw, harrowly missing his jugular artery. This was caused via some randoms shrapnel exploding and searing out past his head. Now 1321 goes under the name Lenros Karnil, and wears a mask to both help him not injest any fluids from the zombies and to hide the scar along his chin.



    Personality: TBA


    _____________________________________


    Name: Mali Moltifir ( #1725 )
    Appearence: the traditional grey skin
    MQAKz.jpg
    Gender: Female.
    Race: Nosferian
    Age: 72 ( Looks 20)
    Height: 5'4"
    Weight: 117lbs
    Ability: 7X both strength and speed. As well as 5X defence. ( Agreed with the GM )
    Role: Agressive


    Beserkers have little defence but their blind rage isn't to be trifled with.

    Honed Fighters are quite simple, they specialize in a weapon and use it proficiently and deadly.


    Weapons:



    Two forearm blades each running upto 44inches long 3exendding out 5 inches infront of the hand then along and back. Extremely sharp. Tungsten steel.


    30 throwing knives in varying shapes and sizes all ment for differnt ranges as wlwell as differnt size targets. All in tungsten steel.


    She is also extremely skillful in unarmed combat as most nosferian are.


    Bio:

    After escapeing the facility where she'd been kept all her life anwithin only a day or so of leaveing she became infected by a strain of the parasite the parasite toook little over a week to take hold of her system, within nthat short week eh system felt like it was breaking down and rebuilding itself. A frew weeks after the events of that time she became on of the nosferian's leigons, and then followed atlus' laws without question for a few years before eventually breaking one of his rules and devouring one of the nos which tried to mate her.


    After spending several months on the brink of madness and mindlesness being given only enough food to hold her sanity, in his spresance she was stiff defiant, claiming that she wanted complete freedome, from his rules from his laws from everything , and he offered her an exchange, she provice him an heir, and she be allowed to sdo as she wished outside of the USN. Perminant dfreedom for three months of carryign a child...Still she added another stipulation, that she be allowed to kill and conmse his current mate.


    Begrudingly he agreed and a bargain was struck. The combat between them was short and switf follwwed by the time of bearking the child, wanting nothing to do with it withing three weeks she left, leaving atlus to deal with his heir and leaving his newest mate to be with with the childand him, The small time of confinement for complete freedom, a wise choice, since then she rarely enters the USN unless she is directly called, and to this day she olds the title "kinslayer" for she is not afraid to kill those closest to her if they cost her her freedom.


    Now as for the past three years she wanders around seeking to find true freedom from this abysmal curse, and it's effect, to simply be free.




    Personality: TBA
     

    Attached Files:

  4. Permission : character #316 is granted the use of limited Teleportation abilities, to make up for this limitation an agreement has come that Night is to have x2 Strength and x7 Speed. Night is able to travel as far as he can see and without disruption, as in, he should only be able to teleport to what he can see and not what he can not see nor what he sees in his mind as a memory of a place. Nights teleportation abilities will only apply to himself and the immediate items and clothing on his person, other people if he trys to carry them through his teleportation method will crumble in themselves and then implode due to a high pressure after travelling through empty space and their bodys inability to handle such high pressure. He is able to teleport multiple times without penalty (since the earth is round and extends in either direction by 7 miles by sight, Night will be able to travel a full 7 miles at once if there is no disruption. It is not reccomended that he try to travel on great bodys of water.)

    Name: #316, nickname : night, given to him after the uprising.
    Appearence: Ragas_Tsorovan_by_shadow_of_venca.jpg
    Gender: Male
    Race: Super Human
    Age: 85
    Height: 5'11
    Weight: 150
    Ability: Teleportation
    Role: Passive, but will defend himself and friends.
    Weapons: Scythe Yay_for_awesome_weapons_by_thegriffiniscool.jpg (blade is 2 ft and 4 inches (calculating curve), hight is 3 ft 5 inches (top of the blade), wieght 32.5 pounds, material : blade - tempered steel, handle - tempered iron)
    Bio: #316 had to endure excruciating test during the time under the government, like other test subjects. Given his powers, he had to be confined in a specific lab that was pure white and appeared endless. This was so he had no sense of his surroundings to escape. Anytime a scientist had to leave, they drugged him to do so. After the revolt, he gained the nickname night. Like everyone, he wanted to leave the prison and explore the outside. But things didn't go as expected. He stumbled upon a hoarde. Not too far off in the distance, he could see a human camp. He thought it meant safety. Not knowing what he did, he sought for help. Instead, he led the hoarde to the camp. He tried to defend himself, but he knew eventully the camp would be taken over. He then saw a museum off in the distance. Instinctively, he teleported on the roof. Seeking refuge for the night, he slept there. Deciding he needed a weapon, he looke in the place, having no idea what the building was seeing as he had no outside knowledge. Eventually, he stumbled upon his scythe. After awhile, he realized the only safe place was the safe zone.
    Personality: not very outspoker, very quiet, shy. Once he becomes close to someone, he becomes talkative and outgoing.
     
  5. (Does not own the sword in the picture)
     
  6. Permission:Ferril's character #666 is granted the ability to use Incorporeality, he is able to faze through walls as well as apply this to another items or beings, willing or not, to travel with him if need be. With this ability, his body will be untouchable, albeit ghostly in appearance. He is not invisible, just able to pass through objects, animals, and people. Also, he will be able to tear out organs, muscle, cartilage, bone and whatever may be in the item hes reaching into at arms length and pull it out. This is a very ghostly ability, and what do ghosts do best? They work well with the possession of minds, though in Ethos' case, he will only be able to control and redirect an intent in the mind he his possessing. This does not apply to Humans, Super Humans, nor Nosferian, but because Zombies are mindless and are controlled by the millions of microscopic organisms in their still working bloodstreams, he will be able to rewrite the zombies mind to go after something else but only one at a time upon contact. For his touch to do anything he must clearly have his goal in mind before hand.

    Name: Ethos #666
    Appearence:
    Eth.jpg
    Gender: Male
    Race: Super human
    Age: 78 (Looks 19)
    Height: 5'11
    Weight: Surfer boy
    Ability: Incorporeality
    Role: Honed fighter/support. Eth, with his specialized skill-set, can be exceptionally dangerous during battle his skill and precision mixed with his ability to turn one enemy against another can make him into a miniature whirlwind of death, however, his skills also give him the chance to pull others from battle when things become too heated, making it possible for him to save a few select allies at any time.
    Weapons:
    Pata sword its nearly an extension of his arm not requiring even the slightest thought to sent it plunging through an enemies skull or chest, chain whip with a particularly heavy end, pair of desert eagles with .50 AE rounds usually used for big game hunting such as bears and other large creatures, in this case they usually just blow a zombies head clean off.
    Bio: TBA
    Personality:
    Ethos has been described as... unsettlingly cheerful in all situations, his smile never wavering. With each new problem that crops up he seems to merely become more and more excited, each new enemy sending him into fits of giggles. Though he may seem like a maniac his mind is firmly within the realm of sanity, it must be for him to survive as he does, wandering from one hold to another helping where he can....The thing that most others dont understand is that Eth has seen far too much horror for anything this world has to offer to bother him. Try melding your mind with that of a soulless eating machine and see how well you hold up and maybe you will understand~
     
  7. Name:Tye Devlin
    Appearence:
    Daring Do assassin.jpg except with white hair
    Gender:
    Male
    Race: Human
    Age: 22
    Height: Average 5'6
    Weight: lean 125 lbs.
    Role: Scavenger and Support
    Weapons: potions that combust on breakage and will set someone on fire (18 on hand when the story starts), sword, pistol
    Bio: Born in one of the smaller forts in the wastes he grew up without many friends and he spent most of his time furthering his scientific pursuits. He loved experimenting with fire and combustible gases. He developed a new gas that when is exposed to a change in pressure combusts immediately. The people in his fort called him crazy and kicked him out of the fort before he could try anything. They gave him supplies for 3 days and banished him indefinitely forced to scour the wastes for survival. When scouring the wastes he loves finding components for his compounds and ruins of science labs so he can make new compounds. He would also spend his days traveling from whatever fort pocket to another, just doing what he can to survive. He stays clear of nosferians and super humans alike. He never goes into zombie poplulated places either but will take out a couple if they're a small number.
    Personality: Very serious, protective, and ambitious. He hardly develops relationships but when he does it lasts
    forever and will go to the ends of the earth for them. He is also a pyro, so he likes fire
    Random note: to help keep his sanity he also invented an A.I. that visible as a small ball of fire that hovers around his head and talks to him. It's called Pixel and it's basically his companion to talk to. Loneliness does so much to your body
     
  8. Name: Captain Johan Radovich
    Appearence:
    soldierboy.jpg
    Gender: Male
    Race: Human
    Age: 21
    Height: 5'8
    Weight: 180lbs
    Role: Honed fighter
    Perks: Sniper eyes, trap master, strategic mind.
    Weapons:
    Cheytac .408 cal hollow point rounds extended clip and silencer, Ram Dao blade, and a half dozen hand grenades.
    Bio: The floating fortresses, roving coast hugging armadas. As the infection grew worse and spiraled out of control those who had the chance gathered their supplies and escaped to sea, taking up the lives of fishermen and occasional scavengers. But these were merely the regular civilians, running away in work-boats and tugs, what of the true navy you may ask? Well the answer is also the true beginning of the Radovich family. At the time of the infection the early attempts at evacuation were sloppy, the security checks rushed and lax. Numerous ships fell to the infected their crew and passengers devoured leaving behind nothing but floating tombs crawling with undead. Those few ships that were left either went their own way in search of safe haven... or banded together into small fleets helping each other to survive.

    The largest of these was led by Nicoli Radovich, Johan's grandfather. These navy ships were heavily armed, well supplied, and as high-tech as could be expected at the time. Under the Radovich leadership the flotilla not only survived... they thrived. Jump to more current events, the new generation has preserved the military training and bearing of their elders along with the specialized knowledge for killing the infected that their families developed over their 50 years of survival, turning a fleet of survivors into a floating killing machine. With this expertise has come a new way of survival, protection. To most the floating fortress is merely called Merc fleet. For the most part the fleet was completely safe, unless someone who was infected somehow managed to slip through before they fully turned.

    As stated before the flotilla has thrived under the Radovich leadership, Johan's grandfather, father, and older brother have all served as captain. But the fleets problems only really started under his brothers leadership, not that he was a bad captain, on the contrary he was an even better captain than his predecessors, but luck.... luck was not with him and as we all know, the sea is a fickle mistress.

    A terrible storm blew through the southern waters, churning the seas, ships that had floated, unharmed, for nearly half a century thrown about like children's toys. Over a half dozen ships were lost, including the command ship, along with Johans brother. Once the storm died down the flotilla ranged the coast searching for beached ships in the hope of finding some survivors, but too much time had passed, the few ships that had managed to make it ashore were already crawling with the undead, the few survivors devoured. And so the mantle of captain fell upon young Johans shoulders, though with the help of his godfather he had plenty of good council.

    Over the last 3 years Johan has made a bit of a name for himself, distinguishing himself in battle with his marksmanship, his wits, and his unwavering command of men. Recently he has heard rumors of something magnificent... something impossible... a small hope in this endless darkness. Cure.

    Personality: While outwardly cold and calculating, Johan is a truly kind soul, he feels for each person he looses but accepts that he can do nothing. Hes had power for too long to let himself dwell on the dead and tends to focus on how he can get a job done while keeping those around him alive. He has no reservations about using any asset he comes by.

    Comrades:
    Blip - Johans NPC #1*Approved*


    [​IMG]

    Name: Blip

    Age: 13

    Gender: Male

    Race: Human

    Perks: Mechanical assembly, trap master, concentrated explosives

    Bio: No one is entirely sure where Blip came from, during a mission he seemed to merely appear in the middle of a squad causing a hell of a lot of mayhem and nearly getting himself shot in the process. The only reason the boy is still alive is Johan's quick orders and the fact that his men follow them unfailingly. After testing the boy and finding him clear of infection he was accepted into the crew as an ammo carrier. At the first sign of trouble however the boy proved himself more than capable and was granted a place under the captains direct orders. He's become the groups unofficial mascot.

    Personality: The boy is a blank, his emotions seem to be completely gone, his voice monotonous. But still theres an unwitting humor in the way he talks that has endeared him to the whole crew and especially Captain Radovich

    Weapons: Pair of combat knives, R-25, Glock 23

    Role: Defensive; Honed fighter,support

    Use: He can squeeze into tight spaces, build, set, or remove traps and explosives and is ok with guns.

    Lance Mayville - Johan NPC #2 *Approved*


    [​IMG]

    Age: 46

    Gender: Male

    Race: Human

    Perks: Concentrated fire, Collateral damage

    Bio: During the time of Johan's father Lance was a young man with a bright sense of humor and a keen eye, during his training he showed much promise. When the time for real combat finally came, Lance seemed to thrive on the field of slaughter, his potential seemed to grow with each battle along with his reputation. Eventually he was approached by Johan's father and was asked to join the captains personal troops. Lance readily agreed, but quickly found out... the captains job is not nearly as exciting as a soldiers. To keep the restless man active the captain gave him a task.... teach his boys to fight. Lance was a good teacher, cheerful and good natured, he quickly took a liking to them both. When the mantle of leadership fell upon the eldest son he jumped to support the new leadership, earning himself a seat as an honored adviser, now with the death of the first brother and the next change in leadership his loyalties continue to be strong, serving Captain Johan just as he did the boys brother and father.

    Personality: Lance is a joker. He takes nothing seriously, trying to make light of even the most horrid situations. Most would have trouble understanding how someone like that could possibly come into a position of authority, however.... no matter how silly he may seem at the time the man is always dangerous. Especially dangerous is his devotion to the Radovich family, so much as a scratch on one of them will make him...... unhappy. You wouldnt like that.

    Weapon: Gatling shotgun ... yes I said Gatling shotgun. Due to the shortened barrels it is surprisingly lighter than a normal Gatling machine gun, yet it has far more firepower. Go figure? Hand axe, .44 magnum

    Role: Aggressive; Tank, honed fighter

    Use: Heavy weapons expert, hold the line, second in command
     
  9. question: Can my char be a support and Scavenger and still fight? because he would scavenge for ingredients for his compounds but being a lone wanderer he would be adept at fighting
     
  10. Yes Tye may be a Support and Scavenger, I just don't expect him to barrel roll and falcon punch enemys head first. XD
     
  11. How many more eople do we need afore we can kick this off ? >.>
     
  12. TT_TT why am I the only human? I sad.
     
  13. I have a human too >.> Your not all alone
     
  14. >_> I'm currently working on the IC thread, I have you all set up like a chess board in my mind (and yet to be placed on my real chess board.) But we're clear for playing soon.

    Also, Humans, add in your perks with your roles. If you have questions, just ask here if you want. :)
     
  15. Could I please join as well? *pleads pitifully*
     
  16. XD Yes, of course, if you have any questions just ask me. The character sheet is at the very bottom of the main OOC.
     
  17. Actually sorry - I have kinda lost interest now in this :(
     
  18. Thats alright, if you want to join later you can. Is there any reason why've you have lost interest? Curious.
     
  19. ^_^ The IC is still being worked on, I apologize for the delays and such, the start up of school doesn't help much.. >.>;
     
  20. Leviathan's character Ines is granted the ability to consume an item for its property values, this includes most substances, but not all and for a limited amount of time. Absorbing said propertys will only last for an aproximate day and a half, but many of them can be taken on at once and directed to affect certain areas. Such as steel, instead of her body becoming steel her bone structure could have the properties of steel and so forth. At the same time however, she could eat rubber and her skin will become immune to electricity but at the same time she'd still be hard to break due to her bones taking on steel propertys. The effects of absorbing properties can not be turned off by will, they have to wear off with time. Only her body is affected by the changes, however if it loses its humanoid shape (liquid,gas) then it will be very, very hard for her to reallign her structure back together. It may even be dangerous and excrutiatingly painful when the effect wears off.

    Name:
    Ines

    Appearence:

    e5bf533384ef3ed0e1a7d0c77d2e21ef-d4ak9di.jpg

    Gender: Female

    Race:
    Ultima Hybrid

    Age:
    33

    Height: 5'3"

    Weight: 130 lbs

    Ability:
    Consumption - Ines is able to consume (both chew and digest) almost any substance and utilize it's components to her body's advantage. Her digestive system is so advanced and efficient that she is able to derive life-sustaining nutrition from nearly anything. In addition, her body takes on the properties of the substances she consumes, based on the amount and density of the substance. This is a somewhat controllable ability; she doesn't become excessively liquid after every drink of water, and is ablle (to an extent) to control how her body utilizes the materials she ingests. For example, after eating an iron ingot, Ines might use it to strengthen her entire skeletal system by a small amount, or reinforce just her knuckles very strongly. It isn't unusual to see her casually crunching on a brick or a few nails as a snack. As an Ultima hybrid, Ines has x4 Defense, x3 Strength, and x2 Speed.

    Role: Defensive (Tank, Support)
    Perks- Strategic Mind, Collateral Damage

    Weapons: Knuckle Dusters, Steel pipe, steel ingot (for eating)

    Bio: Ines was born amongst the Nosferian, a rare hybrid offspring of a Nosferian woman and a Super Human man. She grew up under Atlus' rule, and in her teens became pregnant by her Nosferian lover. She gave birth to a son, Lyth, and began to wish she could raise him in a different environment. He took quickly to the "Infect and Conquer" ideal, and was unhappy when Ines and a number of others defected and became the Forsaken, dedicated to living a peaceful, nonviolent life.

    For a time, all was well, but Ines soon grew disenchanted with the leader of the Forsaken. She felt that in order to continue their way of life, they needed to interact with other races and start looking for a cure. Their leader wasn't interested, insisting that they remain completely isolated. She voiced her concerns to her then grown son, who took the matter into his own hands, much to Ines' despair. No matter how hard she'd tried, she'd been unable to control Lyth's violent urges. He slew the leader and Ines stepped up to take charge of her people, and was forced to banish her son from the colony.

    Personality: Ines is a mama bear through and through. She's tough, crude, and something of a flirt, but she takes care of her own and protects them fiercely. She is familiar with pain and loss, having lost her husband, and is stronger for the experience. Her only true weakness emotionally is children; she will always go out of her way to help and protect them, even at her own expense.