RP Concepts & Ideas: Formatting & Style

Mobley Eats

Consume. Smother your doubts. Be fulfilled.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
Preferred Character Gender
  1. Male
  2. Female
  3. Transgender
  4. Primarily Prefer Female
  5. No Preferences
Genres
Modern, Romance, Fantasy, Scifi, Drama, Action.
I'll be playing around with formatting and stylizing potential RP concepts that have been floating around in my head (and Google Docs). So I'll be tweaking things such as World Lore, NPC sheets, Character Sheet Templates (I literally have zero experience with BB coding, so I might as well start somewhere), and so on and so forth.

Note: These ideas likely won't show up in Brainstorming & Interest Check section for a looooong time. I just like to have things organized ahead of time. (and I'm bored lol)
 

Welcome to Hell on Earth.

The prospering lands that your ancestors once knew are no more. In the centuries to pass, misery and disaster befell the world. War. Famine. Genocide. Political discord. Death at every doorstep. Desperate, the last emblem of Democracy in human history, President Cornealius Baron, enacted the TFAR Act (Total Firearm and Ammunition Recall), wiping all traces of man made firearms from the world.

But it was too late.

Humanity plummeted into chaos and from it came an ending to what we now know as the Old World. And with every ending comes a beginning.

Enter the Badlands.



You're aware of the basics. Our continent is divided into 7 territories. These are lead by a Baron. Baron Vaugn of the Armadillo. Baroness Lang of the Peacock. Baroness Joel of the Fox. Baron McCallughn of the Grasshopper. Baron Flores of the Narwhal. And Baroness King of the Butterfly.

Are your ears open? Huh? If you're gonna be one of us, then you better keep on your toes. Else I'll chuck you straight into a tar pit and I'm being kind, kid. So tell me, what's off?

...Good. You're not completely hopeless. There is no seventh baron. Land located farthest to the east is unclaimed. Its soil is a perfect breeding ground for poppy, has direct access to the river, has all the strategic advantage over other territories, and hey, it's space. Untouched ever since Baron Hemming and his numbers were put under. Getting our hands on that is like a damn race against time.

Which is where you newbies come in.

From this moment forth, your freedom, your purpose, your existence belongs to the word of our Baron. All questions come to me and me alone unless Baron says otherwise. Step out of line and I'll stomp your head in, got it?Good.Grab a bunk, change into your uniform, and round up immediately at the Mosk. Baron Vaugn will greet and initiate you officially as Colts. Oh and one more thing.Don't even think of wasting our time. Dying before you hit the battlefield is strictly prohibited.



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◉ RANKS ◉

Baron

Along with overseeing all procedures and command over their territory, a Baron is also revered for their optimal skill in combat. One normally earns this title by rising through the ranks and proving their competence with a combination of battle prowess and loyalty.


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Regent

This is the Baron's top Clipper and their right hand. Regents have more freedom than lower-ranked Clippers and are known for their impressive skill. Regents also tally their kills with hatch marks tattooed into their skin, usually starting on the back.


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Senior Clipper

There are several Senior Clippers assigned by the Baron, who pose as trainers for novice initiates. They're not terribly privileged, but are responsible for overseeing the army mass and carrying out minor missions, such as Scouting and Assassinations.


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Colts

Colts are essentially Clippers in training and make up the army mass of every territory. Colts are collected, whether forcefully or by volunteer, from neighboring Clans and Trade Circles. Though laying one's life on the line isn't ideal, living under the security of a territory is far better than fending for themselves in the Badlands.


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Makers

People belonging to this class are few and far in between, narrowing down to no more than 100 of them in the Badlands. Makers are craftsmen and engineers who specialize in the construction of vehicles, weaponry, housing (mostly repair) or mechanical prosthetic. They derive their knowledge from ancient teachings of the Old World, hence why they're so rare. Makers are usually found living comfortably while working for a Baron, if not loitering about the Scrap Yard.


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Cogs

This is the absolute lowest that one can be in a Territory. Cogs are the manual labor and enslaved peasants that pick the Poppy Fields (Poppy refers to Opium, not the flower), dig for oil or mine coal. When one seems to lack battle potential, this is where they're usually placed for the rest of their life. However, changing from a Cog to a Clipper isn't impossible. Just extremely difficult.


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Official World Lore



  • Living quietly in the nooks and crannies and abandoned forest hovels of Territories are Clans. Each Clan is highly secluded from society and live peacefully off the land, most times lacking technology and worshipping a specific deity. Every Clan comes with its unique set of beliefs and practices, and it's rare for a member to leave them in search of a different home. However, all Clan members, no matter where they are, can alternatively be referred to as Nomads.
    • Armadillo: Clans scattered about Armadillo Territory belong to Nomads of the Primrose. They worship Kala, Goddess of Love and Community. Out of all Clans, this one holds the gentlest reputation in the Badlands and had successfully avoided conflict aside from the rare bandit raid. They tend to dress in loose tunics and bottoms dyed a soft shade of pink, with hints of red.
    • Butterfly: Clans in Butterfly Territory are referred to as The Closed Fist. They worship Namrack, God of War and Pride. True to their name, these Nomads believe in taking what is rightfully theirs through means of force, often times using it as an excuse to show off their combative prowess. However, they are an incredibly loyal community and hold honor above all else. They tend to dress in hand-sewn leather armor and war paint.
    • Peacock: Clans in Peacock Territory call themselves the Order of the White Pearl and worship Lyonell, Protector of the Cave of White Dreams. Unlike other Nomads, most of this community is located deep in the bowels of Hollows Mountain, where they devote every moment of their lives overseeing the cave in question. The rest remain in Peacock Territory. They are tranquil, self-reflective, and always seeking knowledge. Scholarly shut ins, so to speak. They tend to dress in loose and flowing white robes, along with males 21 years or older having a shaved head.
    • Grasshopper: Nomads of Grasshopper Territory call themselves Hoppers, deriving obvious inspiration from their homeland. Hoppers worship Flint, God of Time and Change, and are one of the hardest Clans to find. This is because Hoppers do not believe in stagnation, as Time is an unstoppable and mobile force. Thus, they must always be on the move. They live as minimally as possible and never settle in one place for long, before traveling to a new spot. Sometimes fresh lands are discovered, sometimes old lands are repopulated, but the pattern is beyond unpredictable. Hoppers tend to dress in a mixture of odd clothes and robes that they find during their travels, giving them no signature look.
    • Narwhal: Narwhal Territory is home to Freedom Nomads, who worship Wachia, Enchantress of Wine and Indulgence. Freedom Nomads are known to live in the moment and avoid all walks of stress in life, drinking wine until they cannot stand the next morning. Because of this, their numbers have increased exponentially over the years and this growth threatens to put Baron Flores at unease. Narwhal Clippers are currently hunting down these Clans one by one and trying to taper off their population count.
    • Fox: Lastly, the Clan found in Fox Territory are known as the Cult of the Black Sand. They worship Papa Legba, the Intermediary between Loa, the voodoo realm, and humanity. This community practices the art of witchcraft, long preserved from teachings of the Old World. Rumors claim that they are in possession of many secrets about the Old World, but none of them have been proven otherwise. Clippers and Baroness Joel wisely avoid this Clan, as they don't wish to risk any outlash in the form of unknown magic. Because of this, the Cult of the Black Sand and Fox Territory live in peace, albeit wrought with an underlying tension. They tend to dress in robes and shawls of the warm color variety (oranges, reds, and yellows), covered with ornate beads, white body paint, and vertical scars running down the middle of their bottom lip. - Trade Circle

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  • A moment alone in the Badlands is all it takes for everything to turn south. While some bandits work alone, there are others that join the Trade Circle, an organization that kidnaps able-bodied people and sell them for a profit. There are two likely fates for those captured by Bandits: Brothels or the Scrap Yard.
    • Dolls: In the case of female captives, if they are 16 years or older, Bandits can sell them into the brothel business. Prostitutes that work in brothels are known as Dolls. Dolls are appointed veteran members of the brothel to overlook them and reassure their physical safety from "reckless customers". Of course, there are still the occasional uprisings and escape attempts.
    • Scrap Yard: In the rare case that nearby brothels are not looking to accept new Dolls, females are shipped off to the Scrap Yard with their male counterparts. There, they perform manual labor and sexual services for the Scrappers, who collect disregarded but functioning tech parts. It is there where one can find a vehicle for purchase or trade.
    • Bandits: If all else fails, the Bandits will force their victims to join the group. If they resist, the final option is death. - Prison Mines

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  • If there are any circumstances in which a Clipper betrays their Baron and somehow avoids the decree of Execution, they are sent to the Prison Mines. It is a massive penitentiary located several miles north into the Dunes, which is essentially a desert. Prisoners mine the sand all day (usually for long lost valuables or remnants of the Old World) in the sweltering heat, before they are forced back into their cells. However, an event occurs once a week, in which a select few prisoners with combative skills are pinned against one another in battles to the death.
    • Fight Ring: This event is known simply as Fight Ring. Prisoners who win their battles and succeed in killing their opponent are given rewards. This can be anything from an extra ration of dinner or shortened work hours. One is not allowed to quit Fight Ring once they are inducted into it. The only way out is through a body bag. - Abandoned Labs

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  • Buried under the ruins of Baron Hemming's Territory are the Abandoned Labs. Rumors in the Badlands speak of survivors roaming the labs and some Clippers spread stories of narrowly escaping the mysterious figures. However, most people do not believe these stories and see these so-called dangerous survivors as myths.
    • Blind Cannibals: Contrary to what everyone believes, these survivors do indeed exist. And they're incredibly dangerous. These survivors have been surviving underground in the Abandoned Labs for 10 years and were forced to adapt after their eyes were gouged out by Clippers. They have a single "scout" that roams the surface and lures naive travelers to a secluded area, drugs them, then takes them to the labs, where they are eaten by the survivors. - Hollow Mountains

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  • The most noteworthy mountain range in the Badlands separates Armadillo, Butterfly, and Narwhal Territory from Baron Hemming's land, along with posing as a natural first line of defense. Physically traversing Hollow Mountains is a suicide mission, as the rough terrain is treacherous and overflowing with haunted phenomena such as the Cave of White Dreams. It is also likely for people to run into the protectors of this sight, a separate sector of the White Pearl Nomads, who will remove all intruders by force. The only way through is a man-made tunnel called The Monkey's Gullet, and this underhanded method was what led to the Territory's downfall.
    • Cave of White Dreams: Those outside the White Pearl division cannot say with confidence where the Cave of White Dreams actually reside. However, bedtime stories and myths claimed that it is a magical site, which only appears when visitor offers a cherished memory with a dead loved one. If this requirement is not met, travelers are doomed to wander Hollows Mountain for the rest of their lives, forever lost. Despite this warning, Barons have sent Clippers on this journey, as they believe the cave holds the key to something powerful. Something for them to wield like a weapon.
    • Sanctuary: Since White Pearl Nomads are sworn to secrecy and never leave the mountain, along with no one else ever laying eyes on the power residing in the cave, everyone refers to the mystery force as Sanctuary. - The Monkey's Gullet

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  • The Monkey's Gullet is an underground network that starts at the foot of Hollows Mountain and forms a path leading to the other side. This man-made tunnel was constructed by a combination of Butterfly and Armadillo Clippers when their respective Barons formed a temporary alliance to overthrow Baron Hemming. Many Clippers were lost in the midst of battle with White Pearl Nomads, and vise versa, but the month-long battle served its purpose. A distraction. Forces barreled through the tunnel and launched a surprise coup. Afterwards, disagreement erupted between Armadillos and Butterflies over who would claim the new lands, as they were far from kin with the idea of sharing (despite swearing to do so in light of their alliance).
    • Cross Guards: Nowadays, Armadillos and Butterflies are caught in a stalemate, and have placed a handful of their best Senior Clippers at the entry of the Monkey's Gullet until matters are settled. Or, in honest words, until one Territory overthrows the other. - Merchant Center

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  • Located at the meeting point between Fox, Grasshopper, and Peacock Territory is the largest Merchant Center in the Badlands. Here, one can engage in trade, bargaining, or swindling for their product. This can range from homemade jewelry, custom weapons, and fine silks to professionally raised Poppy, hired hands, and livestock. Of course, a place abundant with valuables is crawling with thieves and bandits, so deception is always amiss. One cannot enter this place without a vigilant eye and keen instincts.
    • Secret Docks: The Old World is long gone. All that remains of it are myths and ancient depictions ripped from books, burned to ashes, buried in tombs. And yet, remnants can be found with just the right amount of dumb luck and blessings from the gods. Lands beyond the river are unexplored, which has given birth to the Secret Docks. With the right price and connections, one can hire the services of Mr. Caines to transport you on his boat, the only functioning water vessel in the Badlands. Crossing the river is a short but frivolous journey, and Mr. Caines is known in the underground world for his back stabbing ways.
    • Corpse Brewery: There is no doubt that plenty of people die in the Badlands. It's the norm. A tragic truth, yet one woman devised a unique advantage to this loss and turned it into a gain. A business. Miss Dao Lang, mother of Baroness Lang, expanded her passion for tea and derived exquisite flavors from the mold of human graves. The product shocked the general public, but gained the intrigue of many. Soon, Miss Lang's tea earned prestige and is in high demand from other Baron families. The Corpse Brewery itself is found in Peacock Territory. - The Monastery

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  • There's not much to tell about the Monastery. It's a temple holding monks, who meditate and train their martial arts everyday, living in peace with the Master. This temple is found on an unnamed mountain range running along the southern border of the Badlands.
    • The Master: The Master goes by this title and nothing else. Their face have never been seen beyond a physical border and all messages from them are conveyed via their right-hand monk. The Master is undoubtedly the strongest monk among them and their unheard legacy seems to have left a fearsome stain on the minds of every current Baron. This is why not a single Territory has tried to overrun the Monastery.
    • Khan: The Master's right-hand monk is called Khan, sometimes referred to as Honorable Khan from Disciples. Although his strength does not measure up to the Master's, he is not one to be taken lightly. His loyalty is unshakable and he has a sworn duty to protect the Monastery at all costs.
    • Disciples: Disciples are the monks in training. Some were born at the Monastery, while some were brought there; no matter their history, all is overlooked and they share a deep bond. The Monastery is a home to many and a second chance for all.
    • The Shining: There is only one act that warrants punishment at the Monastery: unlawfully killing outsiders with their martial arts. Committing this act will lead to The Shining. A monk is taken into the lowest level of the Monastery and they are never seen ever again. Not a single monk dares to ask about the Shining and try to turn a blind eye to it. - Crazed Carnies

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  • Barons carry so much on their shoulders, so it's only natural that they desire some form of entertainment every once in a blue moon. That is where the Crazed Carnies come in. They are the lost and aimless souls, mostly composed of Opium addicts or family disappointments who are swooped up by the Crazed Carnies. They live at the rundown fairgrounds located on the border between Fox and Peacock Territory. They perform for those who are brave enough to visit their home (for a pretty price, of course) or travel to a Baron's residence upon request. Strangely enough, their acts seem so authentic and mesmerizing, that many believe they have some sort of pact with the Cult of the Black Sand, utilizing their voodoo magic. None of this is proven, however, and remains as speculation.
    • Jokers: Jokers are the veteran members and leaders of the Crazed Carnies. They oversee business, training fresh Carnies, arrange drug deals with nearby members of the Trade Circle (which they require Comics and Rejects to consume regularly), and lead recruitment outings. The marking of a Joker is their face. It's covered in white paint with deep black circles around the eyes like a raccoon, and blue streaks across the lips.
    • Comics: Comics aren't terribly new members, but still have to prove their loyalty as a Crazed Carnie. These members have honed their skills and found a niche among the group, contributing to their acts any way they can. Unfortunately, those labeled as Comics graduation from Rejects level, but this also means they're never going to become Jokers. Whatever reasons they may be, Jokers have dubbed them as incapable of handling the responsibility. Comics are only marked by the blue paint on their lips.
    • Rejects: Rejects are the newest Crazed Carnies recruits. They do not perform until their talents are discovered and training is complete. In the meantime, they take care of cleaning, maintenance, and scouting the lands for potential Rejects like themselves. Rejects do not have any face paint, but all Crazed Carnies wear leather vests with the insignia of a clown on the left chest.

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(Work in Progress)


Lambs to the Slaughter
NPC's


  • Baron Vaugn

    One of the most ruthless Barons in the Badlands. Baron Vaugn is nown for sending countless Cogs to Prison Mines and killing many more. He gets what he wants when he wants it, even by force. He's also an excellent inspirational speaker, manipulative, wields a silver tongue, and is very open about his affairs with Cog servants. He's married with a son. Currently, Baron Vaugn is planning to launch a Coup and overtake Baron Hemming's ravished Territory.

    .

    Wife and Adviser of Baron Vaugn, Baroness Marie Anne

    She is well aware of her husband's relationship with Mistress Darlah, but does not know of her relations with Henry. Baroness Marie Anne chooses to overlook it, confident that Darlah has her husband's sex, while she still has the man's heart and mind. She poses as the political and economic backbone of Armadillo Territory, loves her son to death, is vicious when need be, and very conniving. She also hails from the Primrose Clan and has never once looked back.

    .

    Henry Vaugn

    Only son of Baron and Baroness Vaugn. He is expected to follow in his father's footsteps, which poses as both an honor and a huge pressure on his shoulders. Henry is spoiled, arrogant, over confident, temperamental, and not terribly fit for combat. Romantically involved with Baron Vaugn's mistress, Darlah.

    .

    Regent Anvil.

    Anvil is loyal to Baron Vaugn's cause until death, straightforward, blunt, and an animal lover. He earned his title after leading Armadillo troops alongside Butterflies into battle against Baron Hemming. He's known to be very deadly with his special weapons of choice, which are a pair of golden Khopeshes.

    .

    Mistress Darlah

    Darlah was once a lowly Doll before her beauty and attitude garnered Baron Vaugn's fancy. She was immediately invited to live in the Vaugn household as the Baron's sex partner, but fell in love with his son Henry instead. They are now involved in a secret affair and she plans to wait until Henry becomes Baron himself. Then, she will marry him and become the new Baroness... Hopefully.

  • Baroness King

    She is known around the Badlands as "Mother King" due to her generous agenda. She frequently provides Cogs with food and shelter, along with keeping their work hours in the Oil Fields as reasonable as possible. She intends to take over Baron Hemming's Territory in order to provide more housing and jobs for Cogs. She currently has no husband nor family to speak of, and she had killed the previous Baron to achieve her position.


    Regent Muntz

    Regent and most trusted companion to Baroness King. He was once a member of the Blind Cannibals, before he was rescued and recruited by Baroness King. He is visually impaired, but the rest of his senses are incredibly heightened, making him a formidable foe. He was also an Ex-Clipper for Baron Hemming and had lost his daughter during the siege of Hollow Mountains.


    Gildra

    Gildra is a very special and mysterious case. She is nothing more than a Cog with tattoos of an unknown origin. Many believe her to be a former Crazed Carny and she's often seen inside the King Household as an honorary tenant. Her behavior can prove to be erratic and explosive, to the point of where she locks herself away in a private room to avoid any possible triggers from others.
  • .

    Baron McCallughn

    Baron McCallugh is well respected for his intelligence and tactical strategy. Grasshopper Territory currently has some tension boiling with Peacock and Fox Territory, fighting for more economical footing in the Merchant Center and Brewery business. The Baron has two daughters, one of which is his Regent, while his wife passed away 15 years ago.

    .

    Regent Tsuelle

    Regent and eldest daughter of Baron McCallugh. Tsuelle excelled wonderfully in combat, specifically in the arts Praying Mantis Kung Fu and utilizing pressure point strikes. She is a deadly force to be feared, emotionally detached, and strictly driven. She also harbors a rough relationship with her younger sister, Elaine.

    .

    Elaine McCallugh

    Youngest daughter of Baron McCallugh, sister to Regent Tsuelle. Elaine acks motivation for violence and war, skips many household conferences, fraternizes with the Cogs and Clippers (in which one of them is her secret lover), and spends most of her time in one of the Badlands' few remaining libraries.

    .

    Senior Clipper Vivian

    Vivian is a veteran Senior Clipper, one of the most trusted in her rank, and is engaged in a secret affair with Baron McCallugh's youngest daughter--Elaine.
  • .

    Baroness Joel

    She immediately signed a peace treaty with the Cult of the Sand as her first act in power. She is also married to Regent Rommel. Despite the back-stabbing and deception that rolls through the Badlands like a plague, she works diligently to maintain peaceful connections with Baroness Lang's brewery business and heads of the Merchant Center.

    .

    Regent Rommel

    Regent Rommel of Fox Territory and Baroness Joel's husband. He's known the Baroness since childhood and remained by her side through all trials of life. He's also in possession of a prosthetic right hand made by their local Maker. The limb was lost during an intense spar years ago.

    .

    Senior Clipper Tavnishke

    Loyal Senior Clipper of Fox Territory. She is an ex member of the Crazed Carnies, having been the leader before leaving to discover herself. She developed her skills along the way and caught Baroness Joel's interest. Tavnishke earned her spot after (regrettably) chopping off Regent Hommel's hand and still apologizes profusely about it to this very day. She works directly under Hommel as his apprentice, though she's more so treated like their adoptive daughter.
  • .

    Baroness Lang

    Lang is currently single after murdering her husband in his sleep, thus obtaining the position as Baroness that same morning. She also the daughter of Chao Lang, the woman who runs the Corpse Brewery and manages their highest pull for income.

    .

    Laurel Lang

    Younger sister of Baroness Lang. Laurel was banished from the Lang Household for attempting to free tortured Cogs from their cells. She's currently living in secret with White Pearl Nomads, trying to rid her mind of the miasma her past brings.

    .

    Regent Xang

    Ex-Lover and Regent of Baroness Lang. He rarely talks but when he allows himself to speak his mind, it's always something dry and sarcastic. He's arguably the only person who can banter with Baroness Lang and get away with it. Xang prefers to sever the heads of those he kills rather than get a hash mark on his back. And finally, he's still in love with Baroness Lang, but knows that his duties must come first. Harboring such feelings are unprofessional.
  • .

    Baron Flores

    On record, he is the youngest Baron in Badlands History. Baron Flores took up the mantle after his father's mysterious death two years ago. Some believe his father was poisoned, but there is no proof. Baron Flores is currently trying to eliminate the Freedom Nomads epidemic, ordering their demise one party hovel at a time.

    .

    Regent Lupis

    New Regent of Baron Flores. Lupis was recruited a week after Baron Flores moved up in power, as the previous Regent tried to assassinate him in his sleep. Lupis seized the opportunity by killing the traitorous Regent himself and was promoted from Clipper to Regent. It was the first time a normal Clipper was able to skip Senior Clipper and jump straight to Regent. Lupis is ambitious, a natural skeptic, stealthy, cool-tempered, and Baron Flores's best friend.

    .

    Tepes, Honorary Maker

    The one and only Maker found in all of Narwhal Territory. Tepes is highly valuable and trusted among the Narwhal Household, but heavily disagrees with Baron Flores's methods. However, he looks over the young man because he was best friends with his late father. It's the least Tepes can do. For now.

 





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Mona "Momo" Jablonski
Interactions: Almira @Verran
Location: Restroom










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Paperweights: Interest Check



"Logic will get you from A to B. Imagination will take you everywhere."
- Albert Einstein


You are all residents of a peaceful little town called Forthaven. How long you've been there or your reason for being doesn't matter. Little action is seen here and even less people venture beyond the area before they retire, let alone after. This is your home. A simple life. But, of course, if you truly wish to stimulate your existence a little, Corben's Public Library is always open.

The largest, oldest, and only public library available in all of Forthaven. It's rumored to have every book imaginable for any genre you can name. Nothing short of an ocean of literary delicacy. Mr. Corben, the obvious owner of this establishment, does well to keep his business pristine and organized and cleaned at all costs. The library is just as much his treasure as it is for Forthaven. And it shall remain for as long as he breathes.

Until it doesn't.

A select few individuals witness something peculiar. Mere teenagers. Highs schoolers... Children. And yet, each one comes upon an object. These items appeared out of nowhere and are strangely on fire. The flames dwindle in the blink of an eye and sitting among the ashes is a single strip of paper. Unscathed. The messages are cryptic, impossible to understand.

Because it reads nothing but a single genre. Comedy? A prank? Horror... Twisted revenge? Action? A declaration of rivalry?

That same night, Corben's Public Library erupts into a blaze and is decimated before anything can be spared. Mr. Corben's body is unfound. A tragedy, truly... But a mystery broils. Is Mr. Corben truly dead? What is the meaning of those burning items and pieces of paper? And what dangers have been unleashed onto Forthaven?

Only our chosen few can follow the paper trails left behind. Only they can burden the Paperweights.



The Rundown

Hello and welcome to Paperweights. You are playing as a teenage student attending Forthaven High School and have been a member of this quaint little town for a while now (or perhaps a short time--it's completely up to you). As far as you're concerned, it's a peaceful place if not a little boring, aside from your classmates' drama. Or is it family drama? Your past? Who knows.

But here's the selling point--the mundane is now over. The night Mr. Corben's library burns is the same night as Forthaven's championship football game. Whether your character is participating, watching, or doing something else entirely is in your hands. What's important is that when the clock strikes 11:11 PM, an object appears before character, on fire. This is when they would acquire their slip of paper and designated Genre.

Each Genre is aligned with a special ability that your character will receive as the plot moves along. I will not give you any hints about these abilities until the moment of triggering said ability happens. As for now, you would choose the Genre that speaks to you and leave it all up to a (suspenseful) waiting game.

And what shall you use these powers for? To defeat a long list of freak events that will soon strike Forthaven. Mr. Corben's mysterious disappearance is only one of your problems.


paper_plane_gif.gif

  • All Iwaku Rules Apply
  • For now, I'm limiting it to one character per person until I see how much interest this reels in.
  • Be nice to your fellow RP-er.
  • At the very least, intermediate writing skill is expected (and appreciated). I kindly ask that each post is a minimum of three short paragraphs.
  • This will not be first come, first serve.
  • More rules shall come at a later date.

That is all for now. If you're interested, please do let me know!​



Code:
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Paperweights: Interest Check[/size]


[size=5][i]"Logic will get you from A to B. Imagination will take you everywhere."
- Albert Einstein[/center][/i]

You are all residents of a peaceful little town called Forthaven. How long you've been there or your reason for being doesn't matter. Little action is seen here and even less people venture beyond the area before they retire, let alone after. This is your home. A simple life. But, of course, if you truly wish to stimulate your existence a little, Corben's Public Library is always open.

The largest, oldest, and only public library available in all of Forthaven. It's rumored to have every book imaginable for any genre you can name. Nothing short of an ocean of literary delicacy. Mr. Corben, the obvious owner of this establishment, does well to keep his business pristine and organized and cleaned at all costs. The library is just as much his treasure as it is for Forthaven. And it shall remain for as long as he breathes.

Until it doesn't.

A select few individuals witness something peculiar. Mere teenagers. Highs schoolers... Children. And yet, each one comes upon an object. These items appeared out of nowhere and are strangely on fire. The flames dwindle in the blink of an eye and sitting among the ashes is a single strip of paper. Unscathed. The messages are cryptic, impossible to understand.

Because it reads nothing but a single genre. Comedy? A prank? Horror... Twisted revenge? Action? A declaration of rivalry?

That same night, Corben's Public Library erupts into a blaze and is decimated before anything can be spared. Mr. Corben's body is unfound. A tragedy, truly... But a mystery broils. Is Mr. Corben truly dead? What is the meaning of those burning items and pieces of paper? And what dangers have been unleashed onto Forthaven?

Only our chosen few can follow the paper trails left behind. Only they can burden the Paperweights.
[/size]


[center][size=12]The Rundown[/size][/center]

[size=5]Hello and welcome to Paperweights. You are playing as a teenage student attending Forthaven High School and have been a member of this quaint little town for a while now (or perhaps a short time--it's completely up to you). As far as you're concerned, it's a peaceful place if not a little boring, aside from your classmates' drama. Or is it family drama? Your past? Who knows.

But here's the selling point--the mundane is now over. The night Mr. Corben's library burns is the same night as Forthaven's championship football game. Whether your character is participating, watching, or doing something else entirely is in your hands. What's important is that when the clock strikes 11:11 PM, an object appears before character, on fire. This is when they would acquire their slip of paper and designated Genre.

Each Genre is aligned with a special ability that your character will receive as the plot moves along. I will [i]not[/i] give you any hints about these abilities until the moment of triggering said ability happens. As for now, you would choose the Genre that speaks to you and leave it all up to a (suspenseful) waiting game.

And what shall you use these powers for? To defeat a long list of freak events that will soon strike Forthaven. Mr. Corben's mysterious disappearance is only one of your problems.[/size]

[center][IMG]https://images.squarespace-cdn.com/content/v1/580fd28d20099ec7189b72cf/1511549414660-UN1VS3XMVVDKEP5T940H/ke17ZwdGBToddI8pDm48kMzSYecEok1MnRK3vuacq1oUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcJgtwJnKOuC6rvduGDl9G0LvNKbAuzDbDBab5-BaMCL7rxa2X53fpMiVNg7aC0B8x/paper_plane_gif.gif[/IMG][/center]

[size=10][LIST]
[*]All Iwaku Rules Apply
[*]For now, I'm limiting it to one character per person until I see how much interest this reels in.
[*]Be nice to your fellow RP-er.
[*]At the very least, intermediate writing skill is expected (and appreciated). I kindly ask that each post is a minimum of three short paragraphs.
[*]This will [i]not[/i] be first come, first serve.
[*]More rules shall come at a later date.
[/LIST]

[center]That is all for now. If you're interested, please do let me know![/center]

[/div][/div][/div]
 



Pure Bloods: Interest Check



"All men are born equal. All outliers take a blade to the throat."
- Richard Queene, 2095


hcV7It4Yqu73j0glPFVOjQwk2OGOeHMn0LOMaD8FbI5HnntR76tAUzmVloH7hqjnuqp51A6fQxnD3Axu7xsLF683Ob1V6PqFG_x1ATitgvjidfQPQ9E



The year is 2110.

Mutants, as we know it, are spreading fear and mayhem through the streets of Trent City. These vile creatures are nothing like the comic books. Nothing like the glorified X-Men and misunderstood protectors of the underbelly. They are flesh-eating animals born with frightening abilities. Spatial Jumpers. Shapeshifters. Wall Crawlers. Flame Starters. Toxic Waste Spewers. The possibilities are numerous.

giphy.gif


All hope was lost until the launching of the Pure Bloods Program in 2095.

Initiated at a young age, Pure Blood operatives are trained in the ways of Mutant Extermination. A combination of strict combat training, highly advanced technology, and integrity have led to a more peaceful era in Trent City. Death rates dropped 20% in the span of a decade and continued to do so from then on. Nowadays, Mutant Attacks have dwindled to once every few months.

Invigorated and triumphant, Trent City has decided to host a Conference at the Leviticus Recreation Center, where they will announce the partnership between Pure Bloods and TCPD. All manner of dangers, both criminal and Mutant, are to be handled under a joint effort.

Henceforth, disaster. Many injured, far more dead.

A carefully selected team of Pure Bloods will be tasked with hunting down the Mutants responsible.

tumblr_pypaxsFm9m1w1mwqqo7_500.gif

"Ladies and gentlemen… This period of peace was a farce. I now realize that it was time set aside by our enemies to gather strength in the shadows and unleash a horrific threat on the innocents of Trent City. We've chosen you for a reason, so you must bear this weight. Destroy these Mutants. By any. Means. Necessary."




The Rundown

Welcome to Pure Bloods.

Your services are appreciated. Above all else, in dire need.

This RP is a combination of Modern, Sci-Fi, and Thriller. Modern in the sense that the world of Trent City is quite familiar to the cities of today, Sci-Fi in the sense that Pure Blood technology is far beyond its time. And, of course, the Thriller comes in when you have the (frequent) opportunity to slay ferocious Mutants.

Our story shall unfold at the Conference in Leviticus Recreation Center. Each of you are Pure Blood Operatives taking up station wherever you're supposed to be, keeping an eye on citizens, the Chairman of the Pure Bloods (Mr. Salem Creed) and the Chief of TCPD (Arnold Wilhem). Your post will be decided based on what category of operative your character aligns with--don't worry, that'll be addressed at a later date.

I'll refrain from dropping anything else until a sufficient amount of interest has been expressed for this RP. If it does, then you can expect an elaboration on some lore, such as technology available to Pure Bloods, Operative Categories, Biology & Origins of Mutants, etc.

Let me know what you think and please don't hesitate to ask questions!



☼​




  • All Iwaku Rules Apply
  • For now, I'm limiting it to one character per person until I see how much interest this reels in.
  • Be nice to your fellow RP-er.
  • At the very least, intermediate writing skill is expected (and appreciated). I kindly ask that each post is a minimum of three short paragraphs.
  • This will not be first come, first serve.
  • More rules shall come at a later date.

That is all for now. If you're interested, please do let me know!​

 
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Dr.Colton Yang
AGE || 43
CATEGORY || Forensic
ROLE || Pure Blood Mentor
DESCRIPTION || Dr. Yang is one of the top ten most trusted Pure Blood Mentors and has contributed significantly to the program's education system, specifically in the departments of Forensics and Scouting. He can often be found in the Forensic Department guiding his pupils, managing the Cryo-Cycle of live specimens, and updating the Mutant Codex.


.






Agent Istrid Agate
AGE || 28
CATEGORY || Sniper / Field
ROLE || Pure Blood Agent
DESCRIPTION || Despite Agent Agate's loose and lazy demeanor, she is currently the most competent Sniper in Pure Bloods Program history, sporting a Head Shot Record longer than ten men. She's also useful on the field, though she prefers to work from the background and assist her fellow operatives when it comes to traversing unknown Mutant territory.


.





Agent Lucien Alvarado
AGE || 28
CATEGORY || Field
ROLE || Pure Blood Agent
DESCRIPTION || Like most Pure Blood operatives, Lucien entered the program with hopes of establishing a comfy future for himself and trained in the Field Category. He's known around HQ for generally being an asshole and overly-confident, though not much is known about his personal life.


.





Chairman Salem Creed
AGE || 54
CATEGORY || N/A
ROLE || Chairman of Pure Bloods Program
DESCRIPTION || Professional. Cold. Empathetic. These are the core traits of Chairman Creed and he utilizes them well to keep his organization running smoothly. He spills his blood, sweat, and tears into maintaining the Pure Blood's wealth and prestige, and will not tolerate insubordinate operatives. He received this position a few months after Richard Queene's death, due to his deep-rooted connections with the Queene family.


.






Chief Arnold Wilhem
AGE || 46
CATEGORY || N/A
ROLE || Cheif of TCPD
DESCRIPTION || Chief Wilhem is, by all means and purposes, a righteous and brave soul. He is a decorated officer and recognized for his courage on the job after rescuing several units from diving into the pit of a Howlers Nest. He summoned backup ahead of time and assisted in holding the horde at bay until Pure Blood services arrived on the scene. Today, Chielf Wilhem intends to announce the official partnership between TCPD and Pure Bloods.

.

 
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Pure Bloods Program

Mutant Codex

  • Brief Description || Howlers are tall, thin sacs of creatures with several limbs jutting from their bodies, all of varying sizes and lengths. Their skulls and torso are bisected by a gaping maw full of teeth, though they primarily feast with their thoracic orifice. Despite their lack of eyes, their horrific screeches from the head orifice function as both a rallying call and echolocation. A Howler's circulatory system is nonexistent, while its skeletal structure is weaker than the average human's.
    Danger Level || Medium
    Environment || Howlers prefer dim to pitch black surroundings, utilizing their sonar vision and screeches as a secondary means of perception. Past altercations with them have lead Scouts and Forensic operatives to believe that they're likely to nest in underground establishments.
    Weaknesses || Harsh bright light, bludgeoning damage, stealth
  • Brief Description || Llaments are frail and small Mutants, seeming as withered as mummified elderly women. The only other distinctive deformities they present are milky retinas and rotten teeth, the infection spreading far enough to crumble away chunks of their visages. Llaments only have one means of attack--evasion. Hormonal sacs lined along their vertebrae secrete a thick fog that closely resembles the mists of a humid rainy day. This fog induces harmless but convincing hallucinations when inhaled.
    Danger Level || Low
    Environment || Moist and cavernous areas or abandoned hovels that have frequently experienced rainfall.
    Weaknesses || Bludgeoning damage, slicing/piercing damage, fire damage
  • Brief Description || Manus are inherently normal in appearance--and similar. The origin of this peculiar Mutant is hard to place, but Forensics and Scouts have theorized this specific mutation to be one of the earliest developed, appearing around the same time as Big Foot. Manus all share the same assets of an average-built male with blond hair and blue eyes, though their features vary in some places. This appearance allows them to slip through the crowds, if they manage to avoid the Scanners. That is a rarity in itself, as Manus would need to utilize strategy to do so and all Mutants are incapable of complex thinking.

    Regardless, Manus are easy to pick out once they use their abilities. They can create an endless supply of ravenous creatures from their bodies, letting them feast on humans while the hosts do the same. The smaller creatures are easy to eliminate, but the horde will replenish itself until the host is exterminated.

    Danger Level || High
    Environment || Anywhere
    Weaknesses || Bludgeoning damage, slicing/piercing damage, fire damage
  • Brief Description || Teethlings are humanoid in shape, but their skin is a grotesque conglomerate of teeth and a thick, leathery hide. Their skin contains several properties, including an adhesive substance that allows them to stick to flat surfaces, fire-resistant proteins, and dangerously sharp teeth. Teethling are particularly agile and strong, and have a tendency to rely on the sharpness of their exterior for offensive retaliation. A secondary part of their diet includes iron and titanium.
    Danger Level || Medium
    Environment || Higher elevations, cavernous roofs and ceilings, buildings with steel or titanium
    Weaknesses || Bludgeoning and piercing damage
  • Brief Description || One of the hardest Mutants to capture. Invertiums bodies come to an end around the lower abdomen, a stub of their secondary spine dangling from the bottom while the primary exits from their facial orifice. The primary spine functions as a means of attack and locomotion, in which the Invertium slaps hard surfaces with 200-500 lbs of force and leaps from place to place. They can also swing with their primary spine. The secondary spine curves their backs like a tortoise shell and produce rigid spikes at will, serving as protection against attacks from behind.
    Danger Level || Medium
    Environment || Anywhere
    Weaknesses || Fire damage
  • Brief Description || The newest addition to the Mutant Codex. Erachnids incredibly dangerous and ferocious Mutants, their bodies composed of a humanoid torso expanding into the lower body of a giant spider, hundreds of mandibles stemming from the face, and elongated talons. Erachnids carry an unruly venom in their claws and fangs, which they pump into the veins of their victims after encasing them in a touch webbing material. They're huge in size, ranging from 7-10 ft tall.
    Danger Level || High
    Environment || Dim/pitch black, abandoned and rundown sites, humid/moist conditions
    Weaknesses || To Be Determined

 
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2gypOc.jpg
Tadashi Higarashi

BASICS

INFO

Full Name || Tadashi Higarashi
Age || 32​
Sex || Male​
Category || Tech​
Secondary Category || Scout​

APPEARANCE


Tadashi's aloof and monotonous nature is only complimented by his dead demeanor. Plastic. His athletic form of 6'3" and 178 lbs towers over most of his fellow Pure Bloods, granting him the opportunity to look down his nose at them with thick waves of perpetual disappointment.

Though he never actually does that.

He'd much rather be sitting in his prized computer chair and sluggishly chastising you through the Comms. His features are forever hardened into one expression--the straight lips and lidded eyes of salty boredom. Despite Tadashi's surface level stoicism, his mind is always working to solve an issue at hand, preferring to keep missions running as smoothly as possible.


PERSONAL


LIKES
+ | Libraries
+ | Nutella-dipped strawberries
+ | Lars (and all of his fellow Pure Bloods... begrudgingly)
+ | Privacy
+ | Ratchet Reality Shows (a guilty pleasure)
+ | Archery

DISLIKES
- | Excessive Talking
- | Stupid Questions
- | Physical Contact (without his permission)
- | Sweets & Popcorn
- | People that aren't him belittling his fellow Pure Bloods
- | Mornings

BIOGRAPHY

HISTORY

"In the words of Sharonda from Bad Girls Club... Square up. Sis."




There are many "unplanned" children in the world, nothing out of the ordinary. However, Tadashi's birth stemmed beyond the usual and swan dived into the depths of "dreaded".

Tadashi's parents (Kaneko Higarashi and Toshi Yamada) were high school sweethearts and have every intentions of building a future together. Love. A home together. Marriage. Starting a family--picturesque. However, Kaneko fell pregnant earlier than intended, their efforts to postpone it usurped by the hands of luck. This didn't upset the couple and they maintained positive expectations for the birth of their son.

Until Kaneko had her second Prodigium test a month later and tested positive. Facing the 50/50 chance of their child being born with an active variant of the gene and becoming a Mutant, they were forced to commit the hardest decisions of their lives. Tadashi was whisked away to Pure Blood agencies minutes after he was introduced to the world, strictly monitored for any signs of primal development. Despite the program's reassurance that Tadashi turned out to be a carrier rather than an actual mutant, his grandparents refused to allow the infant nor Kaneko back into the Yamada Family's good graces.

Kaneko and Toshi were forced to split, the mother taking Tadashi with her to struggle through the motions of motherhood on her own. He was enrolled into the Pure Blood's Program once he turned 17, choosing to put aside his aspirations for Archery and college in the hopes of spreading better awareness about the difference between Mutants and Carriers.​
 
Code:
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   color:#7FE4F3;][font=Courier New][indent][b]Full Name[/b] || [i]Tadashi Higarashi[/i][/indent]
[indent][b]Age[/b] || 32[/indent]
[indent][b]Sex[/b] || Male[/indent]
[indent][b]Category[/b] || Tech[/indent]
[indent][b]Secondary Category[/b] || Scout[/indent]
[/font][/div][hr=border: 2px solid white][/hr][div=
   font-size:25pt; 
   letter-spacing:1.5pt; 
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[div=
   font-size:11pt; 
   line-height:12pt; 
   color:white; 
   text-align:justify;][font=Courier New]Tadashi's aloof and monotonous nature is only complimented by his dead demeanor. Plastic. His athletic form of 6'3" and 178 lbs towers over most of his fellow Pure Bloods, granting him the opportunity to look down his nose at them with thick waves of perpetual disappointment.

Though he never actually does that.

He'd much rather be sitting in his prized computer chair and sluggishly chastising you through the Comms. His features are forever hardened into one expression--the straight lips and lidded eyes of salty boredom. Despite Tadashi's surface level stoicism, his mind is always working to solve an issue at hand, preferring to keep missions running as smoothly as possible. 

 [/font][/div][/div]{/slide}[/accordion][/div][/div][/div]
[div=
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[b]+[/b] | Libraries
[b]+[/b] | Nutella-dipped strawberries
[b]+[/b] | Lars (and all of his fellow Pure Bloods... begrudgingly)
[b]+[/b] | Privacy
[b]+[/b] | Ratchet Reality Shows (a guilty pleasure)
[b]+[/b] | Archery

[u]DISLIKES[/u]
[b]-[/b] | Excessive Talking
[b]-[/b] | Stupid Questions
[b]-[/b] | Physical Contact (without his permission)
[b]-[/b] | Sweets & Popcorn
[b]-[/b] | People that aren't him belittling his fellow Pure Bloods
[b]-[/b] | Mornings[/font][/div][/div][/div]{/slide}[/accordion][/div][/div]
[div=
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   padding-left:200px;][font=Oswald]"In the words of Sharonda from Bad Girls Club... Square up. Sis."[/font][/div][/color]

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There are many "unplanned" children in the world, nothing out of the ordinary. However, Tadashi's birth stemmed beyond the usual and swan dived into the depths of "dreaded".

Tadashi's parents (Kaneko Higarashi and Toshi Yamada) were high school sweethearts and have every intentions of building a future together. Love. A home together. Marriage. Starting a family--picturesque. However, Kaneko fell pregnant earlier than intended, their efforts to postpone it usurped by the hands of luck. This didn't upset the couple and they maintained positive expectations for the birth of their son.

Until Kaneko had her second Prodigium test a month later and tested positive. Facing the 50/50 chance of their child being born with an active variant of the gene and becoming a Mutant, they were forced to commit the hardest decisions of their lives. Tadashi was whisked away to Pure Blood agencies minutes after he was introduced to the world, strictly monitored for any signs of primal development. Despite the program's reassurance that Tadashi turned out to be a carrier rather than an actual mutant, his grandparents refused to allow the infant nor Kaneko back into the Yamada Family's good graces.

Kaneko and Toshi were forced to split, the mother taking Tadashi with her to struggle through the motions of motherhood on her own. He was enrolled into the Pure Blood's Program once he turned 17, choosing to put aside his aspirations for Archery and college in the hopes of spreading better awareness about the difference between Mutants and Carriers.[/justify][/div][/div]{/slide}[/accordion][/div][/div]
 
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34524c92b583bf921561187270c27039.jpg
Lars
Queene

BASICS

INFO

Full Name || Lars Queene
Age || 27​
Sex || Male​
Category || Field​
Secondary Category || N/A​

APPEARANCE


Lars stands at an average height of 5'10" and weights 189 lbs. He's a build of all muscle and agility, though sometimes his big lug head slows him down when it comes to quick-thinking. His blond hair is never the same style; some days it's shaved on both sides and left to lay however it wants atop his head, sometimes it's died a different color (depending on his mood), and sometimes he lets the curls grow out into a disheveled mop.

A handful of tiny scars mark his face, a few below his sea blue eyes and plenty more dotting his jaw. From a distance, they could be mistaken for beauty marks. A lot more scars decorate his body, all results of stupidity and dares.


PERSONAL


LIKES
+ | Beer
+ | Platonic Kisses for everyone (cheek, forehead, blown kiss, etc)
+ | Partying until he drops
+ | "The Smolder"
+ | Heights (free running)

DISLIKES
- | Boredom
- | In-Fighting (especially among his fellow Pure Bloods)
- | Science Mumbo Jumbo
- | Squid and Octopus

BIOGRAPHY

HISTORY

"D'awww, get over here and gimme a kiss you adorable little!"




Lars's life was planned out the moment he was born into the Queene bloodline. Being the nephew of Richard Queene inevitably landed Lars in the Pure Blood Program, which he joined at the age of 12. Before then, Lars had spent his time sneaking away from private lessons to indulge his hobby--free running. If the idiot didn't come back with a fresh new bruise or concussion, then something was wrong. Aside from that, he shimmied his way into the occasional rave thanks to his older friend group.

Unfortunately, enrolling in the program did little to discipline Lars. When he wasn't sleeping naturally, he blacked out from a night of drinking and ecstasy. When he wasn't unconscious, Pure Blood Mentors had to drag him back to HQ. And when he wasn't being held down, he was out doing God knows what and sneaking back onto grounds at the dead hours of post-midnight. It was a horrendously vicious cycle but by some miracle, he managed to kick his addiction to drugs the third year into the program and just barely graduated by the skin of his teeth.​
 
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Thea
Coleman

BASICS

INFO

Full Name || Thea Coleman
Age || 29​
Sex || Female​
Category || Tech​
Secondary Category || N/A​

APPEARANCE


Thea is defined, at first glance, by her svelte figure, long fingers and frazzled blonde hair. While the program demands them to remain fit and ready, Thea is definitely more soft and full than her peers. She typically keeps a straight and proper posture, but her hands are almost always in motion as she talks, or works. Often times, she will be wearing glasses, but she's still holding out hope that their technology will make comfortable contact lenses soon - hopefully lenses that can sync up with her work too, wouldn't that be something?


PERSONAL


LIKES
+ | Croissants
+ | Kittens
+ | Big explosions (making them)

DISLIKES
- | When the comms are filled with trolls
- | Rude interruptions
- | Typos
- | Physical Training

BIOGRAPHY

HISTORY

"Oh fuck. Oh shit - oh shit"

"Look, I don't trust anyone who makes more than I do."

"...Ok, but did I stutter?"

"Shut up, shut up, shut up, shut up..." - A Prayer.




Thea was enrolled when she was 15 years old. She was a kid that just didn't talk often, and always made a fuss when people in the room so much as breathed too loudly. Her only joy was found in repairing old trinkets, really old trinkets - like music boxes, snow globes, even clocks on the odd occasion. When she went to high school, she had a crush on the kid who liked doing stunt tricks - the bad boy type, sadly. That same year, her parents had proposed the idea of enrolling her in the Pure Blood program, citing that her interest could land her in a comfortable, safe, beneficial position ... what she never told them was that she had accepted only after learning the boy planned to do the same. She had passed, somehow, even as she sweat through the absolutely mind crushing pressure ... but he never did.

Presently though, she doesn't regret the decision. As promised, her work was relatively safe and plenty beneficial. It didn't hurt that she could isolate herself to work on projects in complete silence if she so preferred. It has also earned her many friends and acquaintances. A life, as it were. It could have been a lot worse, she knows.​
 
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Poppy
Roscoe

BASICS

INFO

Full Name || Tadashi Higarashi
Age || 29​
Sex || Female​
Category || Scout​
Secondary Category || Forensic​

APPEARANCE


Poppy Roscoe's two defining features can be described simply as this, dimples and freckles. The days Poppy isn't smiling with mischief or with pure glee tend to forewarn an apocalyptic event. Her bright maroon hair is kept at an appropriate length past her shoulders, although is found in various states of chaos. May she interest you in the Bedhead deluxe? The Cousin Id special? Perhaps the Lion's Mane would do some wonders. Whatever state she finds herself in, there is no order, and never will be. Poppy has a lining of scars along her face, neck and torso, although she refers to them as her beauty marks and they do not tend to bother her in the slightest. Her favorite one dances along her throat, where she claimed she slipped over her own shoelace straight into a Mutant's grasp. Fond memories! She just wanted a picture with the damned thing. Standing roughly at 5'4, slightly stout at the stomach, but is otherwise muscular at her torso. She likes to joke she has a "five and a half pack."


PERSONAL


LIKES
+ | Cheesy horror movies
+ | Cheesy romance movies
+ | Anything sweet
+ | Her Wife
+ | Photography
+ | Kicking mutants straight in the gonads
+ | Adult coloring books

DISLIKES
- | Coming home late
- | Action movies
- | the Great British Baking show (it hasn't been the same without the lesbian power duo)
- | Documentaries

BIOGRAPHY

HISTORY

"What can I say except honey I brought a mutant home."

"Psh, when has a plan of mine gone right? That's the real question you should be asking."

"I don't know what I'm more upset about, I got bit by a creepy ass lookin mother fucker or that he broke my nail. Either way, I will have my revenge."

"I always know what I'm doing, even when I don't I do."




Poppy was never a planned child. Nor was Arabella Junior. Or Stanley. Or Jude. Or Stella. Or Rosie. It's easy to say that Poppy's family never planned much of anything. A large house environment with not much wiggle room lead to some stir crazy children in a narrow and tight household. Poppy had nearly been nabbed as a child by a next door neighbor, parents didn't even notice her missing until the next day when she knocked on the door. Poppy's brother almost drowned her by accident in their backyard pool. Parents didn't even notice until Poppy stumbled up to her room soaking wet clutching a pool noodle for dear life. Four kids never came back from a hiking trip until after a week they promised to show back up. No one noticed until four dirty teenagers passed out in the living room with a new pet snake. Needless to say, Poppy didn't necessarily have a stable childhood growing up, nor did she want to be signed up for the Pure Bloods program.

Hoping to lessen the strain on the family, Poppy's parents decided it would be appropriate to send their two least favorite children to be trained to do something better with their lives. Poppy and Jude were chucked into the training program, the two being fourteen and seventeen respectively. Jude floundered, and realizing that he did not wish to be in the program, nor did he wish to go home, Jude Saint Clair happily took ten years in jail. Surprised by the sudden abandonment from her only family member, Poppy struggled to adapt. Only, she realized she freaking loved everything that the Pure Bloods did have to offer. Finally! Enough food to feed everyone! If you got abducted, someone noticed! It was a little heaven for the young woman, and before she knew it, she became close friends with another trainee by the name of Dorothea Roscoe. Poppy took to the young woman, known around the office as Dot, and after several years of knowing each other and avoiding the fact, the two married and adopted a young child by the name of Jackie. Dot, unfortunately, became overwhelmed with the burden of raising a child and working in the forensics department, and briefly has decided to step down from her job. According to her, Poppy is now the bringer of the bacon, which is a role she is more than happy to fulfill.​
 
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Cordelia
Flores

BASICS

INFO

Full Name || Cordelia Flores
Age || 26​
Sex || Female​
Category || Field​
Secondary Category || Tech​

APPEARANCE


Coming in at a relatively petite 5'4", but while her frame is narrow, a great deal of it is comprised of strong, lean muscle, honed from years of industrious work. Almond eyes, framed by thick, straight lashes and neatly arched brows, are a deep mocha brown, often, though not always situated behind wire rimmed glasses. The rest of her features are decidedly delicate, with a button nose, narrow at the bridge and small, full lips. Cece's hair is easily her most unique feature - bubblegum pink, with shortly cropped, blunt bangs. To anyone who asks, Cece will almost always say this is her natural color - but reality stands to reason black is in fact the color she was born with.

Her skin is prominently covered in freckled, but for the most part void of noticeable scars - a prominent exception being a narrow white scar the length of a pencil, running the length of her left bicep, and a similar scar across her right hip. Both scars were awarded to her during her brief tenure as a Pure Blood. She has a small tattoo on her right wrist that appears to be a signature.

Wardrobe wise, Cece has an ecclectic sense of fashion, wearing anything from simple jeans and print tees to more exaggerated street-style clothing. It has been suggested, however, that Cece has never owned, nor will she ever wear anything akin to a dress or heels. Generally, she doesn't wear much in the way of makeup, beyond eyeliner and occasionally, lipstick.


PERSONAL


LIKES
+ | Fast cars
+ | 60s Music
+ | Lemon anything
+ | Strong, black coffee
+ | Honesty

DISLIKES
- | Her mother
- | Wasting time
- | Modern art
- | Cold weather
- | Milk

BIOGRAPHY

HISTORY

"There's only one person in the world that makes this job worth while..."




Growing up in a rougher neighborhood, Cece learned fairly young how to take care of herself. It helped, of course, having a father who was dedicated to ensuring his daughter would not be a victim. When Cece was twelve and her brother Felix a little over a year, Cece's mother left the family in the care of their father, Simeon, never returning. Some time later, despite surviving two attempts on his life at the corner store he worked in, Cece's father succumbed to throat cancer, and Felix was left under her guardianship.

To survive, Cece briefly fell into the illegal art of street racing, under the pseudonym Cotton Candy. Over the years, she formed a connection with a mechanic who called himself Scholar and eventually, Scholar offered Cece an out, a position at the shop he owned. Determined to give her brother a better life, Cece accepted the offer. For several years, she worked under Scholar - until an opportunity came along for her to take a position in the Pure Bloods... an opportunity Cece could not turn down.​