Mobley Eats
Consume. Smother your doubts. Be fulfilled.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Intermediate
- Adept
- Advanced
- Preferred Character Gender
- Male
- Female
- Transgender
- Primarily Prefer Female
- No Preferences
- Genres
- Modern, Romance, Fantasy, Scifi, Drama, Action.
World Lore
Pure Bloods Program
In light of Mutants overrunning Trent City slums and being entirely too powerful for the police force to handle, the Pure Bloods Program was launched in 2095 by Richard Queene. Richard Queene was first known as a prodigy in the Bioengineering and Genetics world, along with funding many scholarships and academic endeavors. However, after the untimely death of his family at the hands of a Mutant, Queene pooled all of his money into founding the Pure Bloods Program.
It gained traction. Quickly.
Soon, becoming a Pure Blood Operative was the golden career path, despite the dangers it promised. In exchange for laying down their lives, operatives were given excellent insurance and financial standing for themselves and family members. All Pure
Bloods were well taken care of.
The earliest a Pure Blood can enroll into the program is 12 years old. They’re put through a rigorous entrance exam, testing mental and physical fortitude, and analyzing the Category most suited to their primary skill sets. All operatives “graduate” after 5 years of training. It’s possible for a special few to graduate earlier than this, but only if they receive approval from the Board. Students are immediately promoted to Agents after graduation.
During these 5 years, Pure Bloods are given the option to take up room and board at Headquarters. A separate wing of the organization is strictly separated from the rest of it, which holds private quarters for each student. All necessities are provided, similarly to university dorms. Of course, parental guardians can turn down this offer, though it’s a less popular choice.
But always keep this in mind.
Once someone is initiated into the program, there is no going back. The Pure Bloods insignia (a crimson Fleur de Lis) is tattooed onto the inside of their wrist and the contract is sealed. Quitting the program before graduation will result in immediate punishment. Retirement from the job itself is acceptable. Worst case scenario is a prison sentence of 10 years minimum. Reinstatement into the training program afterwards is impossible.
Operative Categories
There are five main Operative Categories. These categories are applied to a Pure Blood after the entrance exam, which best fits their skill set. By no means does this mean one’s category is set into stone. They are capable of switching categories within the first 2 years of training, but cannot change anymore afterwards. The following categories are:
Field | The most common and popular Operative Category. Field Operatives are the muscle of the organization and handle close combat with Mutants. They have a tendency to be gifted with strength, agility, and finesse with the melee weapons provided for them.
Tech | The second most popular Operative Category, mainly because it proves to be the “safest” option. Tech Operatives are responsible for mechanical and technological upkeep (such as repairing and constructing Pure Blood weaponry), along with being skilled in hacking. Techs can also oversee communication with their team. They have a tendency to be gifted with mechanics, innovation, and problem solving.
Scout | The likeliest partner for Field Operatives, but not as well known. Scout Operatives are skilled in learning and tracking the patterns of Mutant migration. They are familiar with the behavioral psychology of Mutants, utilizing the knowledge to predict their next destination for nesting. Scout Operatives tend to excel in survival, have keen perception, and sport a superior memory bank.
Forensic | Forensic Operatives are found in HQ more than the field, specifically in Mutant Testing Labs located several levels below ground. Their biological and forensic training aid in the identification of Mutants responsible for murder cases. They are also responsible for achieving Pure Blood’s ultimate goal: finding a way to eradicate Prodigium from existence and prevent future Mutant births. Forensic Operatives tend to excel in genetics, medical aid, and deduction.
Sniper | Unseen. Unheard. Sniper Operatives are the stealthiest category among Pure Bloods, yet prove to be one of the most important during missions. A Sniper’s main objective is to scope out the headcount and level of danger before their fellow agents storm a Mutant hovel. Shooting hostiles from a teammate’s blind spot, eliminating threats before they can launch a sneak attack, utilizing their infiltration methods to assist Techs with obtaining the schematics of a building--these are but a few among many uses of them. Sniper Operatives tend to excel in precision, stealth, and maintaining focus in high pressure scenarios.
Pure Blood Technology
PHS (Perimeter Heat Scanners) | To ensure that Mutants are never lurking among the masses, Pure Bloods have planted PHS on every entrance, window, and exit of public buildings throughout Trent City. These scanners detect the unique heat signatures that a Mutant’s system emits and will sound an alarm. Pure Blood operatives will be notified and rushed to the scene for immediate elimination.
Stingers | Handheld guns that eject electricity-packed bullets. Each gun holds 20 rounds. The moment a bullet strikes flesh, it releases a powerful pulse of electricity. Impact will result in second degree burns and momentary paralysis.
Plasma Katanas | This weapon is made for close range combat. The blade of a Plasma Katana radiates incredibly hot plasma energy, though the power behind it is not visible to the naked eye. Its blade is capable of slicing through stone, concrete, and weaker metals with ease.
Scopes | A staple weapon for Sniper Operatives. Scopes are Sniper Rifles that utilize an incredibly selective and customized infrared vision to lock onto Mutant targets from a distance. Each gun holds 15 rounds and bullet casings are composed of a rigid metal alloy that shreds flesh and bone. For humans, it is fatal. For Mutants, a great nuisance. For Pure Bloods, a wonderful advantage.
Honing Gloves & Dagger | Each operative is given Honing Gloves and Dagger. The gloves (black leather with a tailored fit and firm grip) and dagger are seemingly normal in appearance. However, the dagger’s handle and palm of the gloves hold a magnetized honing system, in which operatives can retrieve their fallen weapon from a short distance away. The trajectory of travel must be linear (no flying around corners) and if a dagger is embedded deeply into a hard surface, it has to be physically removed.
Regenerative Vest | Underneath every Pure Blood’s blazer is a Regenerative Vest. It functions similarly to TCPD’s bulletproof vests, except that the design is slim and lightweight. These vests are made up of a special carbon fiber that reconstructs itself in the case of minor rips and tears, and are twice as sturdy as bulletproof vests.
Hp Strips | A helpful tool for tracking and utilized the most by Scout Operatives. They function similarly to regular Hp strips. They change in color (from a fresh blue to putrid green) after being dipped in bodily fluids left behind by Mutants. These strips are able to detect a unique gene and set of microbes found only in Mutant biology.
Coil | Mutants are incredibly sturdy and hard to kill. At least by traditional means. After weakening these creatures, Coils deal the killing blow. They are metallic collars that seal shut via a powerful magnet; simple and nonthreatening in design, but nearly impossible for Mutants to remove. Once secure around their necks, operatives activate the collar’s Flash Cryogenesis, in which needles pierce the Mutant’s hide and permanently suspend them in frozen animation. These bodies are either disposed of or taken back to HQ for research.
Nightshades | Shades that grant Pure Blood operatives vision in dim lighting for a 120 ft radius and 60 ft radius in pitch black.
Comms | Every operative is in possession of Comms, which are earpieces that facilitate communication. All Comms give operatives access to stations belonging to different Operative Categories, and channels within those stations for each individual. Techs are in charge of the Master Channel, allowing them to manage communication traffic and keep missions running smoothly.
History & Biology of Mutants
The first Mutant spotting was in 1958.
Footprints of what many thought belonged to the mythological BigFoot. While speculation and popular media flourished, the creature itself was never found. Contrary to modern day belief, BigFoot was indeed real and it’s excavated corpse was detained by secret services in California. Although research yielded little information to inspire panic, it was the appearance of more and more legendary creatures over the years that led to an unsettling discovery.
LGE3D-TRR, also known as Prodigium, was a gene found among every single Mutant corpse. Prodigium maintained activity days post-mortem, proving that it could survive on its own far longer than any known microbe on Earth. Even worse than that--Mutants were born human, if only briefly before Prodigium began to violently manifest and mutate its host. Worried of what this could mean, the government tried to further its studies over the decades, but tracking carriers of the gene proved difficult.
Then came the early 2050’s. A wave of Mutants suddenly spiked across the globe and hiding their existence was impossible. As military forces sought to eliminate them, labs scrambled for the origins of Prodigium and a method of removing it from the gene pool. At first, rumors of mass Genocide spread, but they were nothing more than that. Rumors. Wild and paranoid speculations fed by fear.
However, terror was a powerful disease and spread just as quickly as Mutants did. The common people experienced a historic spike in murder and hate crimes, targeting those suspected of carrying the Prodigium gene. Given that only Mutants can carry it and show signs of primal behavioral minutes after birth, many innocent lives were taken by uneducated hands. The 2050-80’s was an age of world wide discord. Desperate, the UN decided to launch a mass “Feeding Frenzy” in 2081 to entrap Mutants and rallied prisoners with the least amount of familial ties in closed off bombing zones. A whopping 72% of the known Mutant count were obliterated that fateful day, along with 100% of the prisoners.
Of course, plenty of bitterness and bad blood and ethical questioning seized the public, but it was eventually outweighed by the relief. A period of recovery and “cleanup” ensued. Despite the success, some Mutants still lingered but the appearance rate of Prodigium dropped considerably. Some areas were wrought with more Mutant cases with others, one of the top ten in the world being Trent City.
Thanks to Richard Queene’s brilliant contribution to the Mutant cause in 2095, he was able to expand knowledge about Prodigium by a wide margin. Unfortunately, he could not further his research, as he died months after launching the program. However, these findings were restricted to Pure Blood eyes, granting the program power, prestige, and leniency in the face of government inference. Nowadays, to monitor Mutant births, every citizen is tested bi-annually. Those who return positive are legally inhibited from producing children; breaking this rule will result in life imprisonment or any other punishment seen fit by the Pure Blood Board.
CS Requirements
Now that we've covered the basic world lore, we can move on to the CS and sign up process!
As mentioned before, this is not a first come, first serve. You will each drop a CS providing the information I ask of you from the skeleton (I'll drop that below). You can format it however you like and even add extra miscellaneous information that you deem necessary. Drop one character, please. You'll be able to create a second character once I announce who is accepted into the RP.
I'll set aside a period for you guys to marinate and think over character ideas, then crank out a due date. Keep in mind, I'm a flexible person, so if life happens and you need more time, don't hesitate to let me know! Also feel free to ask questions about your character, such as what's allowed for their backstory. Also, be sure to use a real FC. No art, semi-realistic art, anime or cartoons are allowed.
Now let's talk about the Operative Categories. Your character is only allowed to have one category. Think of this as their college major. What you should keep in mind is that your operative is not strictly bound to the skills of their category. This means that they're competent in other skills, but their specialty is indeed their given category. For example, a Scout Operative, if need be, can assist a Forensic Operative if extra hands are needed. They're just not quite as strong in the subject as their fellow Pure Blood. So yes, your character will likely be assigned tasks specific to their category, but it's also possible for them to step outside of those boundaries when the situation calls for it. It's a flexible setup.
Hence why I'm allowing you to choose a Secondary Category. Think of this as their Minor, if you'd like. This section is optional and only to be filled if you genuinely feel like your character would be useful in that secondary category.
That's all for CS Requirements! Below you will find a very basic CS Skeleton.
Character Sheet Skeleton
Name:
Age:
Appearance (Brief Written Description and Picture):
Category:
Secondary Category (Optional):
Brief History: