New Light (A Dying Light Inspired Anthro Optional RP!)

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Operative
Name: Sgt. Joseph Corvus
Age: 28
Gender: Male
Race: Wolf Anthro
Weapons:

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*x2 mags for both weapons*


Equipment:
x1 Flashlight
x5 days worth of food & Water
x1 Paratrooper Pack
x2 flares
x1 Medkit

Talents(2 max):
You already have Military Training as a Talent so feel free to choose two other talents.)
Skills:
+Firearms Mastery
+Agile
Appearance:
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Other:
-Battle Hardened person, how else did he end up with one eye?


-He prefers isolation, what, does he WANT a death wish with the zombies?

-He might THINK he can recover easily after getting hurt, but in reality, he's a glass cannon.
 
And now we need humans

Seriously I have the only human PC in this RP!

Also speaking of volatiles, perhaps we should describe new zombie classes before noting them by name as we meet them. At least for the operatives.
 
And now we need humans

Seriously I have the only human PC in this RP!

Also speaking of volatiles, perhaps we should describe new zombie classes before noting them by name as we meet them. At least for the operatives.
Boo! Smooth-skin!

Volatiles, toads.. Uhhh..

Brb playing dying light again.
 
Operative
Name: First Sgt(Ret) Aegis Kelver
Age: 22
Gender: Male
Race: Eagle



Weapons: The Judge Handgun
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+2 Boxes of 12 count shells

Switchblade Knives

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Equipment: Flashlight with 2 pairs of batteries. Belt to holster handgun, along with ammunition and accessories. Bottle of purified water. Two Flares.
Talents(2 max):

-Military Training
-Melee Proficiency
-Firearms Proficiency

Skills:
-Clawed hands and feet allow him to grip and scale buildings easier.
-Wings, while not capable of full flight can allow him to jump higher and glide to more control his landings.
-While he can't compete with the best, his scout training allows him to be rather quick and agile.
-Military training makes him rather strong all around along with good endurance.


Appearance:
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Stands at 6' tall. Wears a brown short sleeve hoodie with cut outs on the back to allow his wings free movement along with brown cargo pants and brown fingerless gloves giving him a bald eagle resemblance.


Other: While he doesn't mind working with a team, being trained as a scout makes him very comfortable in isolated situations.

Served in the military as a scout before going to the GRE so he knows his way around situations requiring an escape route or an alternative plan to complete an objective.
 
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I see no immediate issue.

And on the human thing we might need more humans. I will have a BOATLOAD of human NPCs and a couple anthros since the majority of the players are anthros.
 
Meet Dimitir! One of me two characters and one of the many followers who will come to your aid!
1 survivor CS.. Now I should make a operative CS when I get home from work!

Name: Dimitir Collins
Age:
19
Gender:
M
Race:
Fox
Weapons:

1 Glock 17 Handgun
3 Handgun Magazines
1 Crowbar
1 Collapsible Baton
1 Combat Knife

Equipment:
1 Back Pack
1 UV Flashlight
2 Packs of 6 AA Batteries
1 Solar battery charger
1 Notepad and pencil
4x UV LEDs And Assorted Wires
1x Radio
2x Red Spray Cans

Talents (4 max):

Trained Runner
Mechanic
Melee Proficiency
Firearm Proficiency

Skills:
UV Light Trapper (His primary method of making traps)
Spray Paint Artist
Quick and Agile
Safe house specialist

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Other:
Dimitir was a trouble maker back in the day, causing a mess and making art on the walls of Harran without a care for the world or the future. That all changed though during the outbreak where he lost his family. The runner made a new family in the tower, and he upholds one of the many important jobs as one of the runners that scout out for safe havens and loot to bring back. He also can temporarily make safe zones depending on conditions, but don't expect them to last forever.
 
Heya guys just a heads up I'll have a information dump when I get home 5 hours from now consisting of factions, safe zones, and the way our plot will develop. You guys are free to adjust and modify your CSs accordingly!
 
Information dump

The Tower
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The tower is one of the biggest safe havens for the people of Harran, it's lower floors being infested with the infected while it's upper floors hold a good chunk of the survivor population. Here all is welcome, but their numbers are considered a threat to those who want to take over what is left of the city. With enemies watching them and supplies running short, they rely heavily on the runners who are brave enough to go out and retrieve whatever they can find, but some don't make it back home safe. This is the primary safe zone for your character if you do not have one. Thankfully the elevator still is functional!

The primary Opposition
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While there are zombies and monstrosities alike, there is also one enemy out there that is even more dangerous; humans with no morals. They are the primary threat to most runners out there, and there's one faction that sticks out, one that manages to take most of the air drops the GRE drops into the town. Those that oppose them usually end up badly wounded, or dead.

Safe Zones
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Scattered throughout the city are smaller communities or safe zones where survivors can go. With a sturdy perimeter, and the use of UV lights, you are safe here. Keep in mind that these are the places to go to before night time, but if you are a mechanic you will be granted the ability to make improvised safe zones by locking down a building (like the ability describes) If nobody has a mechanic perk, hail on the radio and watch Dimitir do the job for ya!

Loot
With the majority of the population dead, their stuff isn't really theirs! Houses will have necessities, but keep an eye out for any special markers that might point out a hot spot a tower runner might mark for other tower runners to find! Graffiti artists are pretty helpful!

Money is still used in this broken society, so don't throw away that cash!

The Tower Quarter Master
Working for the tower's benefit? Each day you help them the quarter master will provide equipment and even weapons. Drop off GRE relief packages for a significant bonuses!

Operative Radios
Every operative will carry a radio that can breach the jamming that has been placed on the city. This is their life line and their special ability. With the radio you can request aid, but don't expect it! The GRE doesn't have a lot of resources to spare.

Air Drops
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The more important source of survival equipment in the lockdown, the airdrops were designed by the GRE to provide survivors with the necessities needed to stay alive. Unfortunately there are some bad effects. Now humans fight over the drops, and tower runners usually find it difficult to get to them without getting into an unintended conflict with other desperate survivors.​
 
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Oh, this is adorable. Slaying mutants, undead-mutants, *and* humans. If you're still open, I'm considering hopping in.
 
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Made an edit specifying Kansas Rush's home safe zone. She lives in the northwest urban area, just after passing under the highway.
 
Name: "Hey you!" / "You there!" / "That asshole."
Age: 25
Gender: "Male? I think. Doesn't look like a woman, not from up front anyway."
Race: "Some kind of hispanic, maybe? Wait, maybe he's native. He's got the long hair and the serious face."
Weapons: 1 Sledgehammer (1 point), 1 Lumber-Axe (1 point), 1 Hunting Bow (treating like a rifle and including an extra bowstring, so 3 points?), 2 boxes full of arrows (4 points), 1 handgun magazine (1 point)
Equipment: One heavy-capacity rucksack, One small box full of bandages, gauze, tourniquets, peroxide, alcohol, sutures, ointments, and other fun medical equipment, One rechargeable LED spotlight (with cable), 5 large cans of soup/pasta, 8 cans of tuna, a deadly arsenal of spices and food-flavourings because canned food is extremely bland, an iron pot, a purple lighter, a rope, and a "slim jim" for getting past car-doors, not that he really knows how to use it. But surely there's a mechanic out there who might.
Talents (4 max): You already have Briefed and Noted as a talent so feel free to choose 4 other talents.
Melee Proficiency
Unarmed Proficiency
Medical Proficiency
Trained Runner
Skills:
Bow-Hunter
- "Guns get the job done more quickly, but they make too much noise, and a well-placed arrow can do more damage if the target's naive enough to think just pulling it out will make things better. But you've gotta have the right focus and the strength to actually pull the string back. It's a lot more difficult than the movies would have you think. That Katniss chick must've been a *badass* before the plot got rolling in! Pity that hollywood scriptwriters are all guys and think bows are for the weak."
Athletic - "Hey, you try working as a nurse or an EMS sometime. You've gotta be strong, fast, gentle, *and* you don't get to be tired halfway through getting your guy loaded into the ambulance. And people who have heart-attacks are usually pretty big. Still got nothing on firemen, though."
Graveyard Shift - Years of working at night have made That Asshole's vision somewhat finnicky. In the mornings or evenings he's fine, but during high noon he has trouble finding things even an amateur could spot outdoors. To compensate, he can see better than most humans at nightfall without aid, but not every night, and not all night. It still takes him time to adjust, too. Somehow, sunglasses don't help much in a practical manner, though they do at least help him focus enough to give proper medical treatment during the day. Not that he has any.
Light-footed - Despite being weighed down, "Hey you" is still light on his feet due to years of experience as a hunter, at least when he knows he needs to be, such as when he's specifically trying to avoid somebody or something, or trying to sneak off and catch somebody from the side or behind.
Knowledge of Anatomy - "Let's just say that cleaning up bloody messes and setting bones back in place gives you weird insights when it comes to knowing where to punch."

Basically, "Light-footed," "Athletic" and "Anatomy" are redundant, mostly just flavor for the selected talents, and being somebody who works overnight might be a bit more detrimental than beneficial.

Appearance: This guy stands close to 175 cm in height, with an athletic but otherwise ordinary build. His skin is tanned, almost to the point of being reddish, and he has straight, black hair that reaches down past his shoulderblades, and brown eyes. His clothing looks hap-hazard: dark slacks on some days, rough jeans on others, dark red or black t-shirts during the summer days, and during the winter, well.. We don't talk about the winter. He has a sturdy-looking bag strapped onto his back when he's out and about, loaded with supplies "in case bad things go down" both outside the home and inside while he's away. A quick look at his supplies might tell somebody he was one of the first people into the hardware store after the outbreak took place.

Other: That Weird Guy with the Bow was never really a people-person. He was adopted as a child, and liked his parents up until he hit "that age" where people just suddenly start hating their parents. Then he left home one day, and got a job whose description could basically be boiled down to "Make sure these people don't die." Thankfully he didn't end up on the CNA-team, because he probably wouldn't have had that job for very long if he ever got stuck with bedpan duty. Saving lives was nice and all, but one too many "wetback" comments from ignorant light-skinned patients from the south made him start using his spare time to, ironically, engage in a certain activity celebrated in the south: hunting.

Gunfire tends to startle this guy whenever he's not in a combative state of mind, and he'll refuse to put his hand on a firearm, presumably due to some kind of PTSD-induced phobia tied to something that happened in his past, but recent events have made him willing to at least hold onto spare ammunition for others and, even talk to people despite his preference for avoiding social situations. Necessity seems to override personal taste these days, as he's even seen people he's known to show racist tendencies associating with therians.

It shouldn't be much of a surprise but, growing up, his best friend was his dog, and he ended up adopting a pagan faith despite growing up in a christian house. He does try to be nice to people and see past their prejudice, but to put it nicely, he'd rather be out in the city than sitting around in The Tower, listening to all the bickering and drama and "Thank god we're safe and there's food and we're alive and I sure hope my family isn't worried too hard about me, would you mind joining us in prayer?"
 
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Name: Cecilia Freiyalise
Age: 23
Gender: Female
Race: Otter Therian
Weapons: USP 45 Calibre, 12 rounds, equipped with front-mounted flashlight and suppressor (a handgun is two points, but I'll drop 3 for this baby) + 1 extra magazine = 4points

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Mossberg 590, military-grade combat shotgun, with an extra box of ammunition (8 points)
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+1 bolt-action rifle of the GM's choosing (3 points)

Equipment:
1 waterproof messenger bag, 1 backpack, 3 days' worth of MREs / water, firearm maintenance kit, crowbar, lockpicks, claw-hammer, screwdrivers of various sizes, 1 radio, solar-powered battery charger, 4 rechargeable AA and AAA batteries, 1 metal flashlight, 2 boxes of nails, 3 trip-wires, 2 sheets of canvas, 1 proximity-triggered claymore landmine (if allowed), 2 fragmentation grenades (if allowed), 3 smoke grenades (ditto), rubber technician-gloves, tweezers, 1 box of electrical supplies, adjustable wrench, 1 parachute, box-cutter, knife.

Talents(2 max): You already have Military Training as a Talent so feel free to choose two other talents.)
Firearm Proficiency
Mechanic
Skills:
Urban Warfare - Cecilia's military training focused heavily on urban environments, support in close-quarters combat, and technical duties. If somebody needs a door undone quietly, or better yet, a small fortified area from which one could take a defensive stand against aggressors, she's one of the best for the job, especially when it comes to digging around in security hardware and splicing cables together. She also has experience with minor "demolition equipment," as she likes to call her explosives.

Aquatic Affinity - She's an otter, and by virtue a good swimmer, even when she isn't relying on her webbed feet to do most of the work for her. Cecilia isn't very fast or acrobatic on land, but in the water she can swim circles around most non-professional swimmers.

Flexibility - Again with the otter-y stuff. Cecilia has a knack for escaping grapples and contorting her body, though her natural agility doesn't extend much beyond that. Without her guns she's not very useful in a close quarters encounter, and her climbing skills leave a lot to be desired.

Sturdy - "A good shotgun will knock a novice off their feet the first time. You can't become experienced with them without learning how to take a really strong hit and keep going, just a little bit longer. 'course, everyone's got their limits."

Some of it's redundant again, just for flavor, and I doubt being a good swimmer will come into play, but... yeah. Have I mentioned that I know basically nothing about this game?

Appearance: As a habitual exerciser, Cecilia has a very toned body. She stands at 165cm with shoulder-length light brown hair, naturally curly when it isn't wet. Her fur is much darker on the back, with a more cocoa-colored tint on her front. She wears darker colors to better blend in at night, though she is most often out and about during the daylight.

Other: While not exactly "fresh" out of training, Cecilia isn't what anybody would call a veteran. She's taken part in a few operations and ended a few lives, but she hasn't quite grasped the mindset of a soldier who stays on task for days at a time with little to eat or drink. Urban divisions are usually for security and social purposes, after all, and the actual assault-teams are usually just full of infantry grunts. Sometimes Cecilia is a part of those groups, but she's more accustomed to supporting roles in battle: figure out what's wrong with the jeep, or the power, sabotage the wiring, un-sabotage it now that we control the building, find a good spot for the landmines, that sort of thing. The stuff they can't get the bomb squad to take care of.

She's a playful sort when she isn't on the job, and enjoys socializing with people just for company's sake, though that might also be because of her tendency to not go anywhere alone. Her weapons are noisy, and when she's busy doing the "delicate work" she specializes in, she needs somebody to watch her back.
 
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I see no issues and shall accept the CSs even with the equipment ((Since your character is an operative equipment is more accessible.))

If you haven't looked at the information dump I'll post it in the original page later today. Welcome to paradise @Tsulta !
 
And the rifle? It was specified as up to you
 
And the rifle? It was specified as up to you
I accepted the bow as a rifle. Probably should've addressed that specifically instead of rounding everything together in one quick post x.x
 
I think she was talking about Cecilia's "and one bolt-action rifle of the GM's choosing." In either case, sweet. I can't wait to jump in on this and plot away until the dead start exploding.

Still not sure if I want to treat "That Asshole" like a spoof character or a serious one, though. Probably a serious one with that one quirk about his name.
 
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I was in fact referring to Cecilia"s bolt action rifle
 
I am stoopid T~T Give me a second

How about a Cz550
 
Works for me!
 
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Well with a big character count I might start working on the IC. I'll let you guys know how it will all go down when I get a concept drawn out in my head
 
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