Cyanide City - a Neon City RPG: Sign Ups

Chung

Scuffed Characters Galore
Original poster
LURKER MEMBER
FOLKLORE MEMBER

CYANIDE CITY

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Interest Check with additional info here

Character Sheet


RP Rules
1. Fandom Characters are allowed
Honestly, I've had my fair share of insane character choices, so you can go crazy! Just make sure it will actually work out, okay? Cuz THIS IS A PRIVILEGE THAT CAN BE TAKEN AWAY AT ANY MOMENT!

2. No Godmodding, Powerplay, and Metagaming
Nobody likes this unholy trinity.

3. Character Limit
Speaking of Unholy Trinities. You get three characters to play at the same time. Unless they die or you're retiring them: You are stuck with those three as to not claim too many characters at once. Plus, I doubt you'd need that many characters in this RP.

4. Response Every Week
Unless you've got some personal problems in need of sorting out. You need to respond at least ONCE a week.

5. Death is Possible
Fuck up hard enough, and you might die. Injuries stay as well until you get it patched up. Just note that death is always a possibility unless your character is an "Always getting revived" type. They can bypass this rule!

6. No Explicit NSFW
Specifically the sexual kind. There will be adult themes in this RP, hell, there's a Red Light District, but no ERP and graphic sexual content is allowed. Bloody violence is A-Okay!

OOC Rules
1. Don't be an Asshat.
We're all here to have fun, not tear each other apart. Banter is fine and good, but for the love of God do not let it escalate to anything worse! If you think it will, it's best to defuse the conversation altogether.

2. Staff Word is Law
I'm not gonna bullshit you here: THIS IS NOT A DEMOCRACY. I HAVE THE AUTHORITY SO I'M IN CHARGE. Don't even think about doing anything when I'm away. The moderators will enforce my will.

In all seriousness, Staff word is final. There are rules here, and somebody has to enforce them! We staff will discuss about our decisions, and make sure we're all in agreement.

3. No NSFW
We're a family friendly community here! We don't do NSFW. Sex jokes are fine, just don't get too graphic or overdo it.

4. "Friends who want to stay friends don't discuss religion or politics."
Just a simple rule of thumb.​

 
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CASSANDRA AINSWORTH THORNE



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Name:
Cassandra Ainsworth Thorne

Age:
38

Reasons for Coming:
A crippled veteran from the Northeast, Thorne had been honorably discharged from service as a marksman due to her injuries. She came to Cyanide City by chance, stumbling upon it while traveling west to find a new place for her to settle down. Despite her crippling ailments - with half of her face completely scarred and sporting clunky cybernetic implants - the rugged life living in the outskirts had both hardened and enhanced Thorne's skills as a mercenary for hire. Even in the physical state she's in, her eyes are sharp and her aim sharper - giving her the nickname of "Ironsight".

Thorne's currently been living on the edge of Cyanide City for the past 12 years, shooting down lowlife thugs and gangs and protecting any innocent travelers she comes by, from afar. Only a select few rangers from varying factions and lifestyles can be considered as true acquaintances, or even friends, to the "Ironsight".

Those in her inner-circle also come to Thorne to have their guns and machinery repaired, for a healthy price that is.

S.P.E.C.I.A.L
Strength: 5
Perception: 10
Endurance: 8
Charisma: 5
Intelligence: 7
Agility: 5
Luck: 5

Starter Weapons:

Sniper Rifle
SMG

Abilities:
Deadeye:
Thorne's incredibly high perception in her field has allowed her to more accurately spot enemy weak parts and vulnerabilities in their armor, as well as landing the shot.
Gunsmithy: Thorne's affinity for guns had prompted her to study and repair weapons she finds laying around the city. She's also capable in making her own ammunition, provided she has enough scrap material in her arsenal.

Perks:
TBA

Traits:
Crumbling Veteran:
"It's better to burn out than to fade away" is your motto. At least until recently. Your body is not how it used to be, but you're damn well using it until it completely gives out. You start with 45 special points at the cost of being more prone to performance threatening injuries.

Main Skills:
Intimidation (Endurance)
Guns
Repair

Reputation:

TBA​
 
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(Face Claim while I draw him and his Persona)

Name:
Kagero Tanaka

Reasons for Coming:
Kagero was a young man raised to be an assassin, but never got the chance to kill after his clan was busted by the police and was arrested when was 12. He lived a relatively peaceful life, attempting to suppress his urges and his clan's teaching until he was chosen as a Wildcard in a game where one has to kill to survive. Kagero was gladdened by this, and in the end, Kagero survived and left town to live true to him and his ideals as one with death.

Kagero came to Cyanide City to become an assassin for hire.

S.P.E.C.I.A.L

Strength:
5
(Affects your brutish power and skills such as Unarmed and Melee. Strength can also be an alternative to intimidation checks if you don't have the charisma for it. With enough points strapped into strength: You can be the big bad bully even bouncers wouldn't want to bother in the club.)

Perception:
7
(A must have for every Sniper or Detective build. This stat is for characters who never miss a detail and pick up the most subtle of clues. This will determine how good your eyes, ears, or any other senses are. It can be used to spot if somebody's lying or see a trap from a mile away. It also modifies your aim, making you better with ranged weapons.)

Endurance:
6
(Strength of the mind, body, and soul. Try as they may, but you will never break.

This will make you resistant to a lot of harmful effects such as addiction, poisoning, and bleeding to name a few.
Adding points into this will greatly help in surviving violent conflicts. Endurance checks can also make you appear like you're a total badass who doesn't take shit from pain!)

Charisma:
5
(Charisma is a popular choice for a reason. It allows you to get out of situations unscratched with your silver tongue and good looks. You'll even get to pry more dialogue out of NPCs with it. Charisma doesn't only affect your ability to speak, it also adds points to your relationships with Companions and Factions!)

Intelligence:
6
(Intelligence speaks for itself. It affects your know-how, and mental acuity. When it comes to being a professional in technical things: This is your stat. Doesn't help much with combat unless you have the right perks, but it's a close second to Charisma when it comes to more social situations. Not only that, but you can use that big brain of yours to get more skill points for yourself.)

Agility:
8
(For those speedsters out there who want to strike fast and run fast. Agility is the name of the game if you want speed. Pump this stat up if you want to run circles around your enemies and rush in before they can even react.)

Luck:
3
(With this, you can show everybody the middle finger as you keep getting away with daring risks. Luck affects how much the world favors you. Fortune will surely come your way with this stat, but don't count on it too much. Luck will run out some day, but that day might still be far away as you bankrupt the casinos.)

Starter Weapons:
Manifest Desert Eagle - A Desert Eagle that appears as a part of Kagero's Persona Ability. It's as strong as a normal, unmodified Desert Eagle with the exception of it being able to shoot curses and sub-zero cold bullets–downside is, it can disappear from Kagero's hand if he's hit. Not reliable as it also drains Kagero's stamina as ammunition.
Knife - A simple Knife. Watch out, it's edgy.

Abilities:
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(face claim before I draw him)
Persona - The manifestation of one's inner psyche and soul. As part of the Color War he participated in, Kagero gained the power of a Persona as well as the Wildcard Trait. This allows him to gain more Personas the more he bonds with the people of Cyanide City.

Kagero's Main Persona that he relies on is Jack The Ripper, of The Devil.
Known as the Whitechapel Murderer–The Leather Apron whose identity went unknown for years. Jack specializes in Curse/Dark and Ice affinity magic as well as slashing attacks. Jack is weak to Holy Affinity magic, immune to Psychic Affinity and absorbs Wind.

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Manifest - A trait only Wildcard Persona Users from the Color War have. They are able to manifest their Persona abilities into physical form. Usually in the form of either weapons, or various miscellaneous objects like monocles and balls. Kagero's Manifest is a Desert Eagle, glowing in an ethereal blue hue.
Perks:
N/A

Traits:
Scheming Psychopath

Main Skills:
Sneak
Barter
Intimidation

Reputation:
N/A

Theme:

 
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Name:
M341-B0T

Picture:

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Standing at a height of 7'4", other than the rather tall size of the robot and sturdy frame, it also comes equipped with a hologram esque screen for a face that is capable of showcasing photos from its face and shapes by it as well.

Reasons for Coming:
A robot made directly within the city of aurora in order to fulfill the role of medical personnel, this medical robot was originally just yet another number within the numerous amounts of medical bots operating various pharmacies across the Aurora. That was, until, one faithful day in which, for some inexplainable reason, something happened to M341. After a glitch within his system that caused him to spasm out, once he woke up, he was capable of free thought, no longer having a program or code chaining him up to a series of tasks… he was free to do his own things now. With newfound freedom at his grasp, he now roams around the city, attempting to seek where he can use his newfound freedom to his advantage, and figure out what to do from there.

S.P.E.C.I.A.L

Strength:
10/10
(Affects your brutish power and skills such as Unarmed and Melee. Strength can also be an alternative to intimidation checks if you don't have the charisma for it. With enough points strapped into strength: You can be the big bad bully even bouncers wouldn't want to bother in the club.)

Perception:
5/10
(A must have for every Sniper or Detective build. This stat is for characters who never miss a detail and pick up the most subtle of clues. This will determine how good your eyes, ears, or any other senses are. It can be used to spot if somebody's lying or see a trap from a mile away. It also modifies your aim, making you better with ranged weapons.)

Endurance:
8/10
(Strength of the mind, body, and soul. Try as they may, but you will never break.

This will make you resistant to a lot of harmful effects such as addiction, poisoning, and bleeding to name a few.
Adding points into this will greatly help in surviving violent conflicts. Endurance checks can also make you appear like you're a total badass who doesn't take shit from pain!)

Charisma:
4/10
(Charisma is a popular choice for a reason. It allows you to get out of situations unscratched with your silver tongue and good looks. You'll even get to pry more dialogue out of NPCs with it. Charisma doesn't only affect your ability to speak, it also adds points to your relationships with Companions and Factions!)

Intelligence:
10/10
(Intelligence speaks for itself. It affects your know-how, and mental acuity. When it comes to being a professional in technical things: This is your stat. Doesn't help much with combat unless you have the right perks, but it's a close second to Charisma when it comes to more social situations. Not only that, but you can use that big brain of yours to get more skill points for yourself.)

Agility:
3/10
(For those speedsters out there who want to strike fast and run fast. Agility is the name of the game if you want speed. Pump this stat up if you want to run circles around your enemies and rush in before they can even react.)

Luck:
7/10
(With this, you can show everybody the middle finger as you keep getting away with daring risks. Luck affects how much the world favors you. Fortune will surely come your way with this stat, but don't count on it too much. Luck will run out some day, but that day might still be far away as you bankrupt the casinos.)

Starter Weapons:
-No weapons except righty and lefty

Abilities:
-Metal Frame:
This is a robot, one that is rather durable than the common human at that. With the natural ability of not relying upon food or water in order to sustain himself (electricity is needed, but he can operate for days with one full battery), along with not only the lack of pain to his body (can still detect various 'injuries' within his wiring and software), but this bot is both strong and durable to boot. Taking smaller rounds to the face with little visible injury and capable of snapping bone in half with a punch, better watch out when this medical bot goes around.

-Medical system:
He isn't a medical bot with nothing. His body is incorporated with a series of medical tools and items (along with storage for said items) in order to take them out at a moments notice and utilize them in order to heal someone. He even has a tank within him dedicated to holding a healing gel that is sure to keep someone up in the fight for longer.

Perks:
(N/A)

Traits:
-Giant of a Man
-Boxing Champ

Main Skills:
-Intimidation (Strength)
-Unarmed
-Medicine

Reputation:
(None as of currently)
 
Name:
final-fight-sodom.jpg


Reasons for Coming:
Far away in Metro City, there was a gang of some of the deadliest and unruly outcasts of society that had full control of the streets for years. That was until three fighters had come along and defeated them twice over. This gang was once known as 'Mad Gear' and while most were content with letting the gang fade away and move on, one was not. One man still remained who was not going to let Mad Gear fade away. He was Mad Gear's champion, an astute warrior, and the soul of the Rising Sun; his determination far exceeding his skill with a blade. That warrior's name is Sodom. And he has traveled far and wide to scout for new members to rebuild Mad Gear by his own design.And if the rumors of Aurora ring true, they have just the type of people Mad Gears needs to live again.

S.P.E.C.I.A.L

Strength:
6
(Affects your brutish power and skills such as Unarmed and Melee. Strength can also be an alternative to intimidation checks if you don't have the charisma for it. With enough points strapped into strength: You can be the big bad bully even bouncers wouldn't want to bother in the club.)

Perception:
5
(A must have for every Sniper or Detective build. This stat is for characters who never miss a detail and pick up the most subtle of clues. This will determine how good your eyes, ears, or any other senses are. It can be used to spot if somebody's lying or see a trap from a mile away. It also modifies your aim, making you better with ranged weapons.)

Endurance:
6
(Strength of the mind, body, and soul. Try as they may, but you will never break.

This will make you resistant to a lot of harmful effects such as addiction, poisoning, and bleeding to name a few.
Adding points into this will greatly help in surviving violent conflicts. Endurance checks can also make you appear like you're a total badass who doesn't take shit from pain!)

Charisma:
6
(Charisma is a popular choice for a reason. It allows you to get out of situations unscratched with your silver tongue and good looks. You'll even get to pry more dialogue out of NPCs with it. Charisma doesn't only affect your ability to speak, it also adds points to your relationships with Companions and Factions!)

Intelligence:
6
(Intelligence speaks for itself. It affects your know-how, and mental acuity. When it comes to being a professional in technical things: This is your stat. Doesn't help much with combat unless you have the right perks, but it's a close second to Charisma when it comes to more social situations. Not only that, but you can use that big brain of yours to get more skill points for yourself.)

Agility:
5
(For those speedsters out there who want to strike fast and run fast. Agility is the name of the game if you want speed. Pump this stat up if you want to run circles around your enemies and rush in before they can even react.)

Luck:
6
(With this, you can show everybody the middle finger as you keep getting away with daring risks. Luck affects how much the world favors you. Fortune will surely come your way with this stat, but don't count on it too much. Luck will run out some day, but that day might still be far away as you bankrupt the casinos.)

Starter Weapons:
Two katanas

Abilities:
Sleight of Hand- Sodom possesses immense knowledge of sleight of hand tricks, able to use dexterous hand movements designed to manipulate objects and deceive opponents. This skill is useful for deception, prestidigitation and thievery, making Sodom virtually unpredictable.


Magicians Intuition- Sodom can master the art of deception through props or small scale magic spells. He can also incorporate his magic tricks in battle for a fun and deadly performance.

Perks:

N/A

Traits:
A True Japanese guy - Outside of restarting Mad Gear, Sodom's eternal quest to become fully Japanese continues. Now matter how much he engrosses himself in the culture, he will be acknowledged as Japanese.

Main Skills:
Melee Weapons (Strength)
Intimidation (Endurance)
Speech (Charisma)

Reputation:
N/A
 
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(Art by DeimosArt, Full image on Newgrounds)


Name:
Leonard L. Church

Age:
N/A


Reasons for coming:
Church, alongside their brother Jorge, accompanied Sheriff on his mission to extend the presence of the mercs into the city of aurora. Though they came to assist Sheriff in that quest (not like they have a say in the matter anyway) Church and Jorge were more interested in exploring this new world. The Twins have not experienced a world besides Nevada, and Church especially is eager to gauge the fighting prowess of the inhabitants of Aurora City. They're gonna be pretty bored here, after all. Why not fool around a bit? It's not like they can die forever or anything...

S.P.E.C.I.A.L.:
Strength - 10
Perception - 3
Endurance - 10
Charisma - 4
Intelligence - 3
Agility - 7
Luck - 3

Starter Weapons:

Defibrillating Gauntlets:
ChurchUpdated1.png
If you were to ever encounter a Church, chances are, they're gonna charge you with their electrified fists. These gloves, fitted with tough metal plates and wires running to their backpack, will send a harsh electric shock through your system if they make contact with you. Not only do they generate significant damage, but they can also stun enemies for a short period of time, leaving them vulnerable to finishing moves or snipes from Jorge. If Church hits the ground with his fists, it can generate an impressive wave of electricity to defend himself from getting attacked while down.

If the wires connecting Church's gauntlets to their backpack are severed, you won't have to worry about getting shocked by the gloves until they're repaired. If you wanna get rid of all possibilities of electrocution, the generator on Church's back can be destroyed, causing an explosion that can harm Church as well as anyone else who happened to be nearby. Their generator emits a constant electric charge. This is especially apparent underwater when Church is able to create a field of electricity that doesn't harm swimmers caught in it, but stuns them and threatens them with drowning.


Electrified Trident:
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Church also owns a large trident, which they can use to wave wildly and quickly into a crowd and deal shocking damage. This weapon does more damage than their fists, but being more experienced with hand-to-hand combat than melee weapons, Church doesn't quite know how to use it. Disarming them of the trident can be fairly easy if done right.

The trident is also self-sufficient and doesn't require the generator on Church's back to be powered. It can fire large but slow-moving electric projectiles that are hard to turn. They are used primarily to stun from a distance.


Abilities:
Buzz Numb:
Church is pretty much immune to electricity. If shocked, They'll usually say that it tickles more than anything... Hense why jumping into electrified water doesn't phase them. Pretty straightforward.

Speed Boost:
Church is much faster than their brother and G03LMs in general. They can sprint for an extended period of time to rapidly approach their target. After taking enough damage, Church may become enraged and charge at enemies at maximum velocity. In this state, they are nearly unavoidable as they can speed across a room in a matter of seconds, violently shoving anything that gets in their way. If Church tackles or grabs you after a charge, consider yourself toast.

Church has a hard time turning while charging, and is very prone to hitting walls or larger entities such as Jorge himself. If they do this, Church may stun themselves as well as whoever was large enough to survive the clash.


Bunny Rabbit:
Thanks to their agility and strength, Church is able to leap great distances to catch their prey off-guard. With a wind-up, Church can jump several feet high into the air and plummet down with massive force. If they land near an enemy, they will deal great knockback that easily topples the big guys. Not only that, but they also send a short burst of electricity as they land. If they land directly on you, well... you better hope that it would be a quick and painless death.

Perks:
N/A

Traits:
Boxing Champ:

"Your unarmed attacks are greatly increased, but any attacks using melee weapons are decreased and you are incapable of using any ranged weaponry unless it is throwable. Unarmed skill also gains more at a higher rate."

Giant of a Man:
"You're a pretty big guy! Your brute strength is phenomenal, meaning your unarmed and melee gets a huge boost. You're quite durable as well. I don't think some wimp hitting you with a bat will do much. Things such as stealth or agility take a big decrease because of your size. You're a large target as well, meaning you're easier to hit and you can't fit into cramp spots."


Proficient Diver:
"You were that one kid who pretended to be a shark in the public pool, weren't you? You swim faster underwater than you do on land and can dive a greater depth than the regular person. You can hold your breath for much longer too! Unfortunately, you cannot cause direct harm to others underwater, and are vulnerable to attacks from enemies above water."

Main skills:
Unarmed
Intimidation


Reputation:
N/A

 
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(Art by MA17_MD on Twitter)

Name:
Casper "Sheriff" McGee

Age:
N/A

Reasons for Coming:
Long after the events of MADNESS: Project Nexus, Sheriff would soon be forced to swallow a particularly large pill: the MERCs as he knew it was dying. Deimos, Sanford, and the rest of the Two Shoe faction butchered a considerable percentage of the MERC workforce. Not only that, but his influence over Nexus City began to plummet after the whole Hank thing... Members were starting to become disloyal and deserting their posts, and it was only a matter of time until the stubborn Sheriff sought help. Thankfully, Jebus held close ties to a number of very important people in Nevada, and Sheriff pled to them for assistance...

Fast forward sometime later, and the Sheriff and whoever else was still loyal to him arrived at Aurora City. Here, he wouldn't have to worry about the ever-looming threat of the Two Shoes and other parasites of Nevada and instead hold a monopoly within this vast, uncharted city. He would rebuild the MERCs from the remains he scrounged up and drive a stake of authority over the metropolis just as he did with Nexus City. What better place to start than to run for office...?


S. P. E. C. I. A. L.:
Strength - 3
Perception - 8
Endurance - 4
Charisma - 7
Intelligence - 5
Agility - 7
Luck - 6


Starter Weapons:
BM44L.png
Pair of BM44L Revolvers:
When you love a particular gun enough, why wouldn't you get two? Sheriff carries - not one - but a pair of BM44L revolvers holstered on either side of his hip. Their positions make them easy to draw quickly and their long barrels increase his accuracy and damage more than any other gun, revolver or not. Truly, a match made in Heaven. Unfortunately, they are rather high-maintenance, and require much attention outside the battlefield, or else they fail quite suddenly.

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Short Double-Barreled Hunter:
An impressive 12-gauged sawed-off shotgun Sheriff always has slung over his back. He doesn't use it as frequently as his dual revolvers, nor is it quick to draw, but don't let that fool you! Sheriff is just as skilled with a larger firearm such as this as with his BM44Ls. He typically resorts to using this for CQC or when his revolvers completely empty... or to flaunt it as an intimidation tactic. Whether or not it actually scares you is up to debate.

Abilities:
Gun Nut:
Sheriff loves guns... In case that wasn't obvious. When he isn't bossing around the MERCs or having to deal with The Twins' antics, he may spend his free time - you guessed it - cleaning, repairing, and modifying his firearms. He's a gun nut for sure, to the point that it almost bleeds into his personality somehow. Thanks to this, he's amassed quite a collection displayed in his office. He knew how to get the best deals for firearms and add-ons, and how to either buy them cheap or make them himself. It only served to encourage The Sheriff when the MERCs actively build and sell weapons on a regular basis, including guns. Point being, Sheriff knows his guns, and he knows how to use them well, too.

Self-Preservation:
Most Nevadeans lack a sense of self-preservation. What I mean by that is, they don't experience fear as we do. They can experience apprehension and unease, but often consider it as an obstacle than a warning. That's just one of the many, many reasons why so many Nevadeans die so abruptly and recklessly. Now, Sheriff on the other hand... He's a complete coward, and he knows it! No matter how bullied he gets for being a yellow belly, Sheriff will always have one advantage over them in the end: he knows when to run. When jumping out of a frying pan and into a fire, Sheriff will often abandon ship (including his allies) for the sake of survival. During this moment, his speed will increase in an attempt to outrun his attacker and rebuild once again.

Perks:
N/A

Traits:
Confident in Crowds:
"You and your ragtag crew of hired goons are ready to take on the world! You can hire generic mercenaries and the likes to accompany you, and the more you get: The better your skills. Your intimidation checks in particular are enhanced, seeing that you're not alone to back up your threats. You should keep yourself accompanied because walking without a crew leaves you feeling vulnerable, and your Strength, Durability, and Agility will suffer for it."

Princess with a Bodyguard:
"You might start with little combat capabilities, but your companion will be stronger and faster to compensate. Your companion's combat skills will be enhanced, and they will become more powerful depending on how high your affinity is with them."

Main Skills:
Guns
Speech


Reputation:
N/A
 

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(Art by ButterCookie)

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Name:
Reese B. Skinner, M.D.

Age:
N/A

Reasons for Coming:

Skinner served under Bossman in the Status Quo faction until 2BDamned successfully managed to help the Arena Player enmesh with the Mandatus. After that, The Player went missing, and with him gone, the S.Q. as a whole was deemed redundant. They had completed their main mission, did they not? Many of the original members who were contractors left before the S.Q. eventually merged with the Two Shoes faction. Skinner was among those who left, despite never being one directly hired by the Player.

For over 15 years, Skinner roamed Nevada as a traveling medic. He set up a makeshift tent in The Outskirts to treat patients of all shapes and sizes after The Outbreak. As expected, many bandits, zeds, and the like were initially hostile toward the G03LM. But through perseverance and patience, Skinner eventually made a name for himself in The Outskirts, living peacefully with the bandits as a local doctor and never asking for compensation. He was loved by the bandits, but the living situations there were far from adequate, and Skinner began to wonder to himself if he'll ever leave much of an impact as he did with The Player ever again...

Then, the Sheriff ducked under his tent door.


S.P.E.C.I.A.L.:
Strength - 8
Perception - 7
Endurance - 7
Charisma - 2
Intelligence - 8
Agility - 3
Luck - 5


Starter Weapons:
MPN_Syringe.png
Syringe:
Skinner always carries an intimidatingly large syringe hidden on his person wherever he goes. The syringe, filled with a purple glowing liquid, is Skinner's last resort before possibly engaging any enemy with violence. When injected, enemies will quickly experience both psychedelic and sedative effects. Their breathing will slow, their sight saturated, and their hearing painfully intense. Enemies will have a hard time deciphering what is real and what isn't under the effects of this LSD-like drug. The duration of these symptoms depends on the size of the enemy but will give a human a good few hours of horrifying sleepy times. This gives Skinner plenty of time to disarm the enemy and subdue them as much as he can.

N-zzz Dartgun.jpg

N-zzz Dartgun:
The N-zzz Dartgun is a short rifle that is to be loaded with smaller syringes to fire at enemies from afar. The doses are much less and, thus, effects only last a few minutes. Though the reload time is slow, this dart gun can be fired more than once at an enemy to stack the effects of the drug. Skinner hides this within his lab coat at all times in case he has to subdue a particularly hostile patient coming into his office.




Abilities:

UNLOCKED and UNLINKED:
All G03LMs are made from the remains of several corpses. And since many of those corpses had their S-3LFs extraction be incomplete or flawed, most G03LMs' "S-3LFs" are nothing more than poorly linked individual consciousnesses acting like one. If they become UNLINKED, the G03LM S-3LF as you know it will collapse and return to the UNLINKED S-3LFs original forms. These S-3LFs can be RELINKED, but the longer they are UNLINKED, the lesser the chance of the reformed G03LM self regaining its former memories and experiences.

When Skinner's mind is UNLOCKED (means of which are currently unknown but are linked to extreme trauma and distress) the links between the S-3LFs begin to loosen, causing him to become more unhinged and unpredictable. In this state, a deranged Skinner drops his Peacemaker trait in exchange for focusing on combat. He also runs the risk of becoming UNLINKED through further trauma. He can return to his LOCKED state if he has been made calm and sane again.


Imaginary Fiends:
Imaginary.jpg
Skinner keeps talking about his imaginary "friends" who keep making fun of his real friends. Why won't anyone believe him?!

Skinner, by default, occasionally hears taunting voices in his head - especially when he's stressed. However, once his mind is UNLOCKED, these voices gain bodies that only he can see, but can interact with small world objects like cups and chairs. Once unhinged enough, or inflicted enough mortal damage, Skinner's imaginary fiends make themselves visible to the world around him in the form of S-3LFs. This process is extremely dangerous and should be avoided at all costs, as it puts Skinner's life at risk.

These apparitions take the form of three Nexus scientists and a mortally wounded patient.


Perks:
N/A

Traits:

Giant of a Man:
"You're a pretty big guy! Your brute strength is phenomenal, meaning your unarmed and melee gets a huge boost. You're quite durable as well. I don't think some wimp hitting you with a bat will do much. Things such as stealth or agility take a big decrease because of your size. You're a large target as well, meaning you're easier to hit and you can't fit into cramp spots."

Princess with a Bodyguard:
"You might start with little combat capabilities, but your companion will be stronger and faster to compensate. Your companion's combat skills will be enhanced, and they will become more powerful depending on how high your affinity is with them."

Peacemaker:
"You're the ultimate pacifist. You relinquish much of your combat capabilities in exchange for enhancing your non-lethal abilities, traits, perks, skills, and weapons. Your ability to pacify opponents through less deadly means is greatly improved, but you are weaker, softer, and are generally easy pickings for aggressive enemies. Your good nature also makes you a victim of easy coercion through speech."

Main Skills:
Intimidation
Medicine


Reputation:
N/A
 
hacker_zoey_bust.png

Zoey Jackson

Reasons for Coming
Zoey had grown weary of the surveillance state her home country had come to be. Once a starry-eyed believer in the good of technology, exposure to dark secrets once withheld from her has since opened her eyes to the kinds of certain...people using technology for their own gain to the detriment of everyone else around them.

S.P.E.C.I.A.L.
Strength: 5
Perception: 6
Endurance: 8
Charisma: 4
Intelligence: 7
Agility: 5
Luck: 5

Starter Weapons

9mm Pistol
A basic gun that Zoey picked up not too long ago that she uses to protect herself with in the case of an oncoming attack. She carries with her about five magazines, one of them loaded in his pistol.

Crowbar
When it's time to pick at something, or if she cannot use her pistol, Zoey carries a crowbar to attack her enemies with.

Abilities
Robotic Nature
Due to a tragic car accident, Zoey's original flesh-and-bones body was temporarily swapped out for a new gynoid body that mimicked the appearance of her old one. However, with it came its own benefits and consequences:

+ Increased overall endurance and pain tolerance
+ Can modify her own body to give herself even better capabilities as an athlete, hacker, etc.
+ No fatigue, no need to sleep
+ If her body is destroyed, she can be revived in any form as long as her data survives


? Eating and drinking human consumables are less effective, but she can now tap into electric power sources

- Can herself be hacked into
- Susceptible to EMPs and other electricity-based weapons
- Because she is still a human at heart, she still exhibits most mistakes seen in humans and not robots that started off as robots at the start


Hacker
Due to her previous background as a college student studying programming and engineering, as well as experience as an underground hacker, Zoey is, well, a certified hacker. She is able to hack into most common devices (and even between them!) to gain access to vital systems of places she visits. However, due to more advanced security of the cities, it can take a while longer for her to hack into the systems.

Perks
N/A

Traits
N/A

Main Skills
Intimidation
Repair

Reputation
While Zoey is still known by most as the college student who mysteriously disappeared while in the city of Los Angeles, authorities at the federal, state, and county levels are well aware of her new activities as a renegade and "person-of-special-interest," especially in part due to her missions to subvert attempts to spy on civilians and exert power over them. Due to this, there have been attempts on her life by agents of the FBI and CIA, all of which have resulted in failure in one way or another. In additon, she is racking a reputation as a fresh face in the vast world of hacking as she goes.
 

Name: Corinne Schaefer

Picture:


Reasons for Coming: Corinne will swear with all her being that she's a native of Cyanide City, born, raised and everything in between! Though as one might probe her for details, the specific dates, names of places and people will start to get vague and less believable, what's up with that? No matter how frustrated and confusing her memories get, she'll still insist it's the one and only truth despite no one having any idea of where she came from.

S.P.E.C.I.A.L

Strength:
2/10

Perception:
10/10

Endurance:
3/10

Charisma:
10/10

Intelligence:
3/10

Agility:
7/10

Luck:
5/10

Starter Weapons:
A silver-colored Rapier. Corinne doesn't know why she even has this, it's not like she knows how to use it and still, she's compelled to keep it on her person and out of harm's way.

Abilities:
Humbleness in Unity:
By kicking one's pride down a notch and learning to agree with Rae, both personalities are temporarily fused into the original entity they once were. It doesn't matter how distant they are when they happen, always meeting half-way from their original locations.

Escapade: Corinne's swiftness is superhuman and a true mystery. Sometimes she seems to completely forget that she's a hard target to catch and stick around trouble for... No reason whatsoever, while knowing that there's not much that she can do about it too. Is she really that dumb or is something else at play here? Who knows?

Perks:
N/A

Traits:
Princess with a Bodyguard;
Confident in Crowds

Main Skills:
Insight, Speech and Barter

Reputation:
N/A​

Name: Raelynn Ochoa

Picture:


Reasons for Coming: Natural Citizen, nothing more, nothing less. At least that's the answer whoever dares to ask is going to get. Go a little deeper however, at your own risk, and the girl's stories will start to not line up. Wait, it's been a week they've been around? Only? Rae it's more likely to ignore those attempts unless one starts crossing into her personal things. Don't worry, some object will be soon in trajectory with your face as a reminder and warning...

S.P.E.C.I.A.L

Strength:
10/10

Perception:
4/10

Endurance:
6/10

Charisma:
2/10

Intelligence:
8/10

Agility:
2/10

Luck:
8/10

Starter Weapons:
A dark-hued Cutlass that Rae will swing around and even use as a bat with very little expertise. It's a real miracle that they're not cutting themself with it!

Abilities:
Patience for Unity:
By taking a deep breath and controlling one's anger to admit wrongdoings towards Corinne, both personalities are temporarily fused into the original entity they once were. It doesn't matter how distant they are when they happen, always meeting half-way from their original locations.

Demolition: As if the temper and grouchyness wasn't enough to deal with already, Raelynn possesses an unnatural sturdiness, able to single handedly raise most objects, which she tends to use as improvised maces or throw around willy nilly almost in a tantrum. Why? It's a mystery; Perhaps someone thought it would be funny.

Perks:
N/A

Traits:
Friend of the Night

Main Skills:
Melee Weapons, Intimidation and Repair

Reputation:
N/A​

Name: ΞndчuﻬBa† (Endu-Bai)

Picture:

Official "Sword Girls" artwork by Cocoon, edited by me

Reasons for Coming: Punishment. You might even call it imprisonment in a way, forcefully. As a cosmic trickster being missing way too many screws, End made it her mission to prank, mess and confuse as much as she could, for the sheer fun of it! Of course, also missing any bit of common-sense, her pranks went too far and angered a much more powerful entity in the process. And this is the story of how Endu-Bai much like her name, was split into two different lifeforms and thrown into the very edges of the universe. To be someone else's problem.

S.P.E.C.I.A.L

Strength:
5/10

Perception:
2/10

Endurance:
10/10

Charisma:
8/10

Intelligence:
2/10

Agility:
5/10

Luck:
7/10

--Starter Weapon--

Μπάλαμ (Bedlam):

A dual-sided lance of the ornate hilt, one tip is extremely thin and excellent for stabbing right through and the other a bulkier, curved blade good for slashing with. Like the entity itself Bedlam has been be divided into two, a silver-colored Rapier and a darker-hued Cutlass, named κομψότητα (Elegance) and Εχθρότητα (Hostility) and just as their wielder can only regain it's true form and power with unity.

Abilities:
Cartoon Physics #01 - The Self:
As a being of pranks and trickery, End doesn't submit to the boring laws of physics, and as such, can move her own body in ways that a normal person would probably break their spine trying to accomplish. Extremely flexible, End's body can rubberhose itself, come back from being squished paper-thin and plenty other looney toons-esque motions.

Cartoon Physics #02 - The World: Objects that Endu-Bai is interacting with may also bypass the laws of physics according to her will. Bombs may decide not to blow until the punchline, paintings can come to life for a moment, gravity may suddenly stop working properly on a section of the ground. Remember, Looney Toons stuff!

Perks:
N/A

Traits:
Float-Like-A-Mosquito

Main Skills:
Intimidation, Speech and Acrobatics

Reputation:
N/A​
 
Last edited:
Name:
An Liu

Picture:
tumblr_5160559143c62a7b448160a333ffe1f1_31564c16_400.jpg

Reasons for Coming:
An and his family had originally been living in Cynaide City. His abusive relatives had raised him to be a killer, even killing his mother in front of his eyes to enure him to suffering and pain. However, it backfired, and An burned his whole family with the rice whiskey they loved so much, and set out on his own to be an assassin for hire.

S.P.E.C.I.A.L

Strength:
2/10

Perception:
8/10

Endurance:
9/10

Charisma:
1/10

Intelligence:
10/10

Agility:
8/10

Luck:
2/10

Starter Weapons:
A normal Glock 43, and a nice little collection of simple grenades.

Abilities:
Hacker: Taught by his father, An is a stealthy and dignified hacker, able to break through any and almost all firewalls.

Snake: An comes off as a scrawny, retarded individual who constantly stutters with his speech, and seems useless. But just wait until you wake up to a bullet between your eyes.

Perks:
N/A

Traits:
Scheming Psychopath, Float-Like-A-Mosquito

Main Skills:
Gun, Sneak, Repair
https://docs.google.com/document/d/1FHcUoW2G1IM5t6sYv7X-5EDeNfMcbugZ8llhs2NjiSQ/edit?usp=sharing
Reputation:
N/A​