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Valor

Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. Slow As Molasses
Writing Levels
  1. Advanced
  2. Prestige
  3. Douche
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. No Preferences
Genres
Romance, Science Fiction, Modern, Fantasy
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A Roleplay by Valor
Co-GM(s): ERode & Click This


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You are greeted by a blonde haired woman standing beside the counter, blue eyes piercing inquisitively towards you. The room is vibrant, with many strangers sitting among different sections of the clean establishment. Do not allow your surroundings to fool you, the bright lights and warm colors begging you to accept the illusion that this is just an ordinary bar. You know where you are. By stepping foot into the room, you have entered the lion's den... the AFTERLIFE.

The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Your wandering eyes are brought to attention by the bartender, who beckons for you to take a seat at the bar. "We've been waiting for you. The name's Jill." She remarks plainly, "I hope you enjoy your time here." Before you can say anything, she pours you a glass of your favorite drink, placing a manila folder on the counter in front of you.


What is it with manila folders lately?

"News from the front. Suggest you update yourself first."


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F E A R L E S S - is a dystopian-fantasy action roleplay set in the city of VALHALLA. You are the member of the FEARLESS, a resistance group that seeks to dismantle the Ecclesian Government and uncover the truths to the past. Accomplishing missions for this underground organization, you will work with other agents to accomplish missions and evade the ever watchful eye of the PALADINS, an elite group of hunters tasked with eliminating the resistance.
V A L H A L L A
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Yet somehow, humanity refused to die . . .

Cowering in fear, we sealed ourselves behind tall walls that reached so desperately towards the sky. Surrendering ourselves to this, the last of mankind gave what little reason they had left to radicalism. We embraced autocracy and religion as our saviors. The new government now controls every aspect of life, from where one works, to whom one should marry and even when and how somebody should die. People forgot long ago what it was that they feared beyond the walls, what evil creatures lurked beyond. They willingly give up their rights, their freedom and their love to be protected by which they cannot even remember.

The new government is brutal in their enforcement. Police suppression, murder and even genocide have become justified in order to protect the life we so desperately cling to. Those that control the government laugh at those that suffer beneath their heel. With every action, they rip away the humanity of those that they control. The people sit idly, convinced that the government protects us from the monsters we so vividly fear.

But we haven't been fooled. We are the FEARLESS, those that do not fear the unknown. We will free this world, even if we must tear this false utopia asunder. The damned fools, the only monsters you were supposed to fear are locked in these walls with you.

But don't worry, things will change very soon . . .



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T H E - F E A R L E S S
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The FEARLESS are an organized resistance group that are actively working to dismantle the Ecclesian government. Spanning several thousand members, the resistance group had once led deeply undercover lives, using espionage and other strategies to thwart the government at every turn. It was clear for many years that they would be unable to resist the government in the open, the strength disparity between the resistance and the government being simply too great.

This changed with the arrival of the NOAH, a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

Realizing their potential, the resistance quickly took these children in, raising them into members that would help them enact their mission of bringing down the Ecclesian government and reestablishing a republic. With the help of the NOAH, the power balance between the two factions were quickly evened out.


Now, the FEARLESS plan their major offensive.

T H E - A F T E R L I F E
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The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Staffed by intelligence officers, medical personnel and informants, the AFTERLIFE is capable of directing resistance military forces during combat operations.

AFTERLIFE Operatives are issued steel briefcases that hide their disassembled weapons inside. Although the resistance has many different ways of concealing their weapons in public, AFTERLIFE units prefer to use the steel briefcase, which allows them to pack larger weaponry in public spaces. Though this comes with a greater risk of being discovered, the intelligence officers work tirelessly to plan for these contingencies.
N E W - E C C L E S I A

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The People's Federation of New Eccelsia, or NEW ECCLESIA, is the autocratic military state in control of VALHALLA. They are ruthless, powerful and infinite. They utilize religious extremism, propaganda and cult of personalities to control the uninformed masses. Controlling all aspects of life, they actively seek to squash any form of resistance to their rule.

Although human, they frequently enact terror upon their own population - utilizing mass genocide, internment and torture to control the city. There is no semblance of individualism within their strict moral code that favors only the strong.

Their military is organized into several wings: the Clerics, the Paladins and the Praetorium. It should be noted that the few in control of the military also control the entire city. Their power had once been indisputable, but even the Ecclesians begin to worry about the growing threat of the resistance.



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T H E - N O A H

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The NOAH, are a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

The powers that the NOAH command are known as ELEGANCE and take many various forms. Sometimes they are non-combat skills such as clairvoyance or the ability to see through walls. Other times they are direct combat abilities, the ability to summon and wield large weaponry or channel the elements as if they were an extension of themselves.


It is an undisputable fact that the NOAHs are the resistance's trump card, the only hope they have against the military power of Ecclesia. However, their skills are often incredibly specialized, only able to work under certain environments. A combat NOAH that relies on ranged attacks, may have difficulty fighting in close range while another may have difficulties subduing enemies silently. As such, they are often accompanied and supported by other members of the resistance.

While the NOAH can and often do wield weapons, they generally do so with less finesse or dexterity than their allies. Unless their ability directly augments their physical weapon capabilities, they lack the many years of experience that other members of the resistance have.


Class Rules:
NOAH must be between ages 17-24 due to the timing of the ORACLE Project
NOAH must be highly specialized, they are either ranged, melee if combat or have some sort of flaw. They cannot be combat all-rounders.
NOAH can wield a limitless variety of abilities. Please be creative and ask a GM to approve your ability if you believe it to be too powerful.
NOAH do not have any memories of their life beyond their genetic modification. Some believe that they were not born through conventional means.
T H E - R O N I N

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The RONIN are the military arm of the resistance. Consisting of military defectors and veteran guerrilla warfighters, the RONIN serve as the "Special Operations Forces [SOF]" for the resistance. Armed to the teeth with a vast arsenal of illegally procured weapons, the RONIN handle the most dangerous of missions for the organization. Before the arrival of the NOAH, the RONIN acted as the only defense against the strength of the Ecclesian army.

Vastly outnumbered and outgunned, no RONIN serves long without losing the majority of their comrades in the line of duty. As such, many RONIN are often afflicted with extreme psychological trauma. They have seen first hand what the Ecclesians are capable of, yet they continue to give their lives in service to the cause.

Veterans of many engagements, the RONIN are highly experienced warriors and often serve as both the mentors, leaders and bodyguards for their allies.


Class Rules:
RONIN are generally 18 years of age or older, with more experienced members being 25-30. After 40 they are no longer eligible for the role and fill support positions instead.
While they are armed with a variety of bows, swords and explosives, they are most often seen using firearms.
They do not possess Elegance and therefore cannot do anything outside the realm of mankind.
The RONIN can be combat all-rounders, or specialize in certain methods of combat.

T H E - S E R A P H I M

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The SERAPHIM are the support units within the resistance. By far the broadest of the three, the SERAPHIM include intelligence officers, hackers, combat medics, spies, technicians and other auxiliary personnel necessary to the function of the organization. High intelligence, charisma and technical knowledge are usually required for SERAPHIM team members.

The staff in the AFTERLIFE comprise the duties of the SERAPHIM. While their roles are non-combat in nature, they often find themselves accompanying the NOAH and RONIN into combat in a supportive role. On-site medics, spies and combat hackers are just a few positions that see themselves constantly in the line of fire.


Class Rules:
The SERAPHIM are the most broad of the three classes, encompassing the "OTHER" category of classes.
Having the most freedom, the SERAPHIM can be of almost any age, with some official spies being as young as 12 years old and as old as 85. Field operatives are generally between 18-30 years old, however.
SERAPHIM generally display extreme levels of intelligence or education.
SERAPHIM can use whatever weapons they wish, though they generally stick to firearms because they are easiest to learn.



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T H E - C L E R I C S

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The 107th Special C L E R I C Division "Black Knight"

The CLERICs are the military police forces that exert governmental control over Valhalla. Well-trained, large in number and highly disciplined, the CLERICs are the main fighting forces utilized by the government to control the masses. Although comprised of rank and file forces, the CLERICs are incredibly diverse, including more elite special reaction teams to supplement the lesser trained personnel.

Most CLERICs serve as little more than lower ranking law enforcement, police officers controlled by the government to exert suppression and fear tactics on the population. While these CLERICs prove easy for the resistance to overwhelm and ambush, the special response teams commanded by PALADINs are generally of a much higher caliber.


Equipment and Training:
The CLERICs are incredibly diverse, meaning it is impossible to tell what sort of resistance they will put up.


Most CLERICs serving in basic law enforcement are lightly armored, if armored at all and are generally limited to a semi-automatic firearm. (Think your average police officer, just far more fanatical.)

CLERICs that serve in special roles such as the PALADIN's special assault teams, or elite bodyguards for the Praetorium receive advanced training and equipment. These forces can be heavily armored and wield anything from swords to heavy ordnance.
T H E - P A L A D I N S

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The PALADINs are an organization of Imperial Knights founded by her Royal Majesty, Praetoriess Aurora von Emmeria of the The People's Federation of New Eccelsia. Originally tasked with the direct protection of the Praetoriess, the Imperial Knights have recently seen a surge of numbers, funding and an expansion to their mission.

Becoming the dedicated, "Anti-FEARLESS" organization, they have been placed at the forefront of destroying the resistance and, more importantly, hunting down any surviving NOAH that exists within the Federation. They are ruthless, highly skilled and hand-selected from the most elite of the CLERIC divisions.

Given a weaker version of Aurora's mutational strain, each of the PALADINs have light genetic modifications that allow them to wield medieval era arms with great finesse and dexterity. Their large shields are coated with secretive armor properties that make them resistant to both small arms and many abilities fielded by the NOAH.

Upon confronting a PALADIN, many resistance members opt to retreat than to engage directly, the latter often resulting in a swift death to those who face them.

T H E - P R A E T O R I U M

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The Praetorium are a secret organization comprised of the most powerful members in the People's Federation of New Ecclesia. Contributing to their secretive nature, nobody is sure just how much the Praetorium influence the government, or if they even exist at all. They are assumed to be highly dangerous, far more so than the PALADINs that they command.

Resistance Intelligence has estimated that there are currently six members in the Praetorium.
It is believed that the elimination of the Praetorium would lead to the complete collapse of government control.


It is assumed that PROJECT ORACLE was intended to solidify the strength of the Praetorium by utilizing the successful mutational strains derived from the NOAH to genetically modify these key members into superhumans. It is unknown whether the genetic modifications were a success, but judging that these members have not yet died, it should be assumed that these experiments were met with success.

Currently, only three identities of the Praetorium are known:
His Majesty, Praetorian Alexander von Emmeria, King of Ecclesia (Center Right)
Her Majesty, Praetoriess Aurora von Emmeria, Princess of Ecclesia (Center Left)
Lord Commander Vaskus, Grand Field Marshal (Far Left)








 
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Elayna-chan, the second best waifu, is now on top of the APC. Only the cannon is totally rekt, but Sarge already used up most of the ammo anyways. The area below the cannon is also sorta rekt, but it's really just a big dent, so APC will still function fine...probably?

Be a good time for someone to drive away and for someone else to knock her off her high horse.
 
Calling taking her off her high horse. Totally calling it since she ignored the arrows.
 
Just throw up some more grenades up top and make sure all the doors are closed shut.
 
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"I smell fucking heresy."
FULL NAME:
Ivan
CALL-SIGN // ALIAS:
Dreadnought
GENDER:
Male
AGE:
24
GENERATION:
NOAH

APPEARANCE:


Ivan is quite a classy looking man without his armor. Standing around 6'0 even, and almost always in some sort of suit, or dress attire. His attire ranging from blues and browns, to black and white, or even gray suits. Whatever the case, he tends to wear whatever he pleases. Making him quite easy to pass off as a bartender at the Afterlife.

His body is fairly well built, though he's not muscular, but he remains quite well toned. A large cross always adorns his chest however, it's not for any religion, it's just a side effect of his ELEGANCE. He can't remove it from his body fully, however he can at least put it atop clothing, instead of on his flesh, which it has a bad habit of binding to if it comes in contact. The color varies mostly to match his suits, but Gold, and Silver seem to be the only alterations that can be made.

Ivan wears corrective eye glasses, however he doesn't actually need them. The NOAH simply found them stylish, and has been wearing them ever since.

However with his full suit of armor on, Ivan looks much closer to 7'6, a beast of a man, rivaling some of the Mech suits other NOAH have produced.
BIOGRAPHY:
Among the many NOAH projects, Ivan was certainly a standout. Upon his creation he was unlike most, he had a set purpose upon waking up, and seemed to have decided it was to oppose Heresy, or so he calls it. It didn't seem to help much that he came outfitted with a massive suit of Armor, that even seemed excessively large, compared to Paladin armor. However he seemed just clueless enough to be ordered around, to do whatever the New Ecclesian Scientists desired.

For the most part, Ivan was set to menial tasks. Such as slaughtering failed experiments, moving heavy objects, and destroying things with his wide array of weaponry. This monster was contained, simply on the promise, that what he was doing, was preventing Heresy from spreading. Certainly he looked promising as a resource, a NOAH that could be controlled.

However the scientists would have preferred to rip out his genes, and create more NOAH based off of the pattern. Though this threat was not taken lightly. A man, especially a NOAH as unstable as Ivan wasn't someone to threaten with death. The simple idea of dying spurred on a rage that proved quite deadly. The scientists thought the NOAH stripped of his armor upon the time they planned to kill, and dissect him to extract what they desired.

However they soon found out it wouldn't be that easy. As a massive suit of armor appeared around the man, snapping his bonds, and freeing him. With his massive weapon, and a sword, that seemed to be covered in spinning teeth. The massacre that ensued was truly brutal, leaving behind little more than blood stains in the room, organs, and mangled bodies. Along with a crazed NOAH, who felt it now his path to Purge the Heretics of this government, that dared to try to recreate him!

How such a massive beast fled is purely a mystery. Mostly brute force it seems, and then losing his suit of armor to hide in alley ways, and anywhere small enough. Certainly Ivan wasn't stupid, though a bit nonsensical, and delusional.

Yet Ivan learned to cope with these problems. Through the guiding hand of other escaped NOAH, FEARLESS, and just living on the streets. The simple fact of the matter, was Ivan couldn't hide for long. A man who could summon power armor, guns never before seen, and a variety of other horrifying weapons was highly desirable to an organization like FEARLESS.

Since the age of 17, Ivan has spent his life under the careful molding hand of FEARLESS. They've shaped his world views, helped him to learn how to act normally, and so on. Though they haven't quite gotten rid of his "Purge the heretics", ideals. He's almost developed his own religion. Mostly on the belief, that purging the New Ecclesian Government, will bring out a reign of joy, rather than terror, from a more worthy leader. Perhaps a God Emperor, who could set everything right.

Currently Ivan is a non-active NOAH, he serves in combat situations rarely, as FEARLESS isn't sure whether or not they want to fully reveal the fact they own something as dangerous as a man, with power armor as strong as a tank, and an arsenal powerful enough to level a building.

PERSONALITY:
Ivan can seem too calm for his own good at times. Training his mind was quite a challenge for FEARLESS, especially when one considers just how much the experimentation on his body seemed to screw up his brain. However he still finds time to make jokes, and smile here and there. Generally Ivan seems friendly to anyone that identifies as a FEARLESS member, or a civilian. However at the simple mention of Clerics or Paladins, the man gets rather anxious. His hands seeming to grab at things that aren't there, his posture seeming to seem more proud and almost possessed by some greater power.

In combat, Ivan is just as cool and collected. His armor is able to be trusted, and as such he has no problem walking forward into gunfire. Generally he accepts orders, however if pushed too hard in combat, he tends to become reckless. He will very surely fight to the end if needed, so long as it helps to stop the spread of New Ecclesia, or as he so calmly calls them, "Fucking heretic bastards!"
Likes:
-Purging, or in simple terms killing New Ecclesian forces
-Heavy weaponry
-Melee weaponry
-Women
-Wearing suits
-Armor
-Crushing things
Dislikes:
-Heresy, or once again in more common terms, New Ecclesian Government forces
-Weapons he deems not strong enough to purge with
-Paladins, a particular hate he embodies and will stop at nothing to kill one if presented the chance
-Losing fights
-Losing valuable resources, or comrades.

WEAPON(S):
Assault Shotgun:
Loaded with 'amputation' rounds, this shotgun is able to be fired in semi automatic, or full automatic. This weapon seems to use a 4 gauge shells, and the spread is filled with the most brutal shrapnel that one can imagine. It only holds 8 shells, however the rounds are designed to rip apart the body, and even tear limbs off.
latest

Bolter:
This massive weapon fires a steady stream of 14mm rounds, via 30 round magazines. It may be fired in semi-automatic, or full auto. The rounds vary from hollow points, to High Explosive shot, however they all seem to do the same thing. Kill whatever is being aimed at, and possibly destroying the cover he was trying to hide behind depending on the ammunition loaded. For the massive, armor clad beast, this weapon seems more akin to an assault rifle, than a cannon.
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Heavy Bolter:
When absolutely everything has to go. This weapon is a belt fed from a backpack of ammunition that seems to appear when called upon. It fires 28mm rounds, ranging from High Explosive, to Armor Piercing. The weapon can obliterate cover, and has a fire rate high enough to make sure anyone that wants to poke their head up, will be dead before they can hide. The only downside is, this weapon requires some set up time, not only does it have a spin-up time to get the power required to feed the belt, but it also is bulky enough it takes a few seconds for Ivan to get his targeting computer to aim in.
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Chainsword:
Simple, crude, effective. This blade serves one purpose. To cleave flesh apart. When all else fails, and no ammo is found, this massive sword works wonders.
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TALENTS:
Skills (Combat):

-Heavy Weaponry
-Move and fire tactics
-Absorbing punishment
-Melee combat
-Purging Heretics
Talents (Non-Combat):
-Bartender
-Preaching his odd and made up religion
-Armor repair including his own and others
-Weapon repair, including his own and others.

ELEGANCE:
Purging Kit
Big, loud, and lacking any elegant nature behind it, Ivan's power is to summon his kit. The Tools of a warrior designed to purge the world of Heresy. He is able to summon his armor, and all of his weapons out of thin air. Though he has limits which will be explained.


Armor:
While his armor seems nearly impossible to destroy, it simply functions of an energy shield. The shield generator will deflect bullets and melee attacks for some time. However it can only sustain up to 30 seconds of concentrated fire from at least a 7.62x39 rifle before going down, and needing to recharge. After the shield is down, fire that follows will begin to wear down the armor and it's "machine spirit" as he calls it. Or it's willingness to fight. The shield takes up to 3 minutes to recharge from empty, however it only takes around a minute when only partially damaged. Ammunition of larger calibers will deplete the shield faster, and weapons of smaller calibers will do very little it seems.

Upon losing the shield, fire that follows, will begin to cause parts of the armor to fall off. The longer the barrage, or damage sustained from bullets and melee, the more vital the pieces lost will become. Eventually he'll be left with little more than an exoskeleton.

Weapons:
Each weapon of his has a limited amount of ammunition, except for his chainsword. Meaning after they are fully depleted, they take upwards of 15 minutes to reload and recharge.
Bolter-150 rounds, or 5 magazines.
Heavy Bolter-200 rounds
Assault Shotgun-40 shells
Chainsword-Unlimited use
 
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FULL NAME: Hugh Mungus (aka Lord Hugh Mungus)
CALL-SIGN // ALIAS: Ayatollah
GENDER: Male
AGE: 47
GENERATION: Ronin Seraph
(ronin)

APPEARANCE:
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"I am the Ayatollah of Rock 'n' Rolla. Messenger of God and the wastes."

Wears a simple pair of studded leather wrestling underwear leather straps, a hockey mask, a section of leather neck armor, and wrestling style boots and leather studded gauntlets. Stands at roughly at 6'11 (211cm), his weight is a surprising 400 (181kg) pounds perhaps owing to his unusual physical abilities.

BIOGRAPHY: Hugh Mungus was once in the army of what became the armed forces of the The People's Federation of New Eccelsia. Being something of a hand to hand instructor and wrestling champion of the 107th Division, seeing much action during the early days of the rebellion until getting wrapped up in the NOAH project. Acting as a tester for Noah capabilities Hugh Mungus was one of the first Paladin Prototypes, though he's genetic structure caused a curious side effect and provided the template to the current production run. Losing his hair, not having the trade mark red eyes Hugh Mungus was shunned and kept to the project testing wing, developing peculiar abilities, Hugh Mungus gave himself the title of Lord and staged a revolt in the laboratory wing, with a microphone and stolen sporting goods equipment he offered the science team a chance to walk away, to just leave.

They did not take his warning to heed, laughing at him, until he broke his way through the walls, yelling OH YEAH. Literally suplexing and closes lining his way to victory and Freedom Hugh Mungus started a gang, aiming to aid escaping Noah's and to earn money by performing strong man feats in the underground.
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Hugh Mungus was eventually found by the FEARLESS organization, initially not interested in joined he eventually joined and founded the "Pillar Men" team. Specializing largely on assault operations and in close fighting, they are rarely used minus for the most special of ops.

With Ivan and No'maan the trio weight lift and always hang together "I think of these two as my sons, if my sons were a psychotic chainsaw wielding madman and a giant in power armor. That does not make them any the less my sons and fellow Pillar Men, I try and teach them much."

PERSONALITY: Hugh Mungus is a rather civilized seeming man, soft and proper spoken, he always carries a microphone with him and gives enemies the chance of leaving, until one drop of blood has been spilt, then it turns into him saying "Too much suffering has happened, too much pain." From that point on the Pillarmen tend to ruthlessly kill everyone in the area. Interestingly Hugh Mungus is the only person who can calm No'maan, often by putting him into a sleeper hold while whispering psychotic phrases and promises of revenge and violence soon. Hugh Mungus is known to set up prisoners as an example, or the bodies of the dead, to serve as a warning.

Interestingly Hugh Mungus tends to go into wild rants while promising destruction through his microphone, to spare nothing and no one, as his two partners demolish what's around them, though his own capability for violence is not to be underestimated. When angered Mungus tends to straight out and directly attack the target of his frustrations, when asked why he never wears clothes Hugh Mungus simply states "Clothes do not make me the man I am, but I make the man that I am. The Paladins have clothes, the science men have clothes, yet here I stand."

Short of a constant thousand yard stare, Hugh Mungus shows rather little emotion besides his charismatic personality. Curiously he likes to spend time with children, teaching them about healthy eating habits, tooth brushing, about christmas and moral stories that often go horrible wrong thanks to the other two Pillar Men. When asked about this, and his preference for letting children climb on him, or lifting them like weights, he only had this to say. "It's good muscle training, plus the laughter blocks the screams from my mind, it allows me to hear the voices on what the Pillar Men should do next, the voice of God. For I am the Messenger."

When questioned about if he would like psychological assistance, the Pillar Men tend to take offense at the notion that any one of them are dangerous or a threat to society. Curiously Hugh Mungus does not like guns believing they cause too much pain and death in the world, all the while crippling and killing countless souls with his bare hands. Normally he disapproves of the other two Pillar Men using guns, but know that Lord will understand when the time comes.

Hugh Mungus tends to have a bit of a sweet tooth, if he's not holding his microphone then he is holding a strawberry ice cream cone. Hugh Mungus also has a signs of chemical bulges in the back of his head though he claims to not use drugs, being all natural, inspire of being a science project broken free. Hugh Mungus because of his soft spoke nature and appearance tends to terrify and impress most members of FEARLESS, curiously he'll randomly break into flexes during his conversations with others.

- Likes: Weight lifting, lifting children, lifting heavy things, overturning cars, hearing himself talk, posing with the Pillar Men, weight lifting with the Pillar Men, the Pillar Men, helping Noah, sweets, Milk, cats.


- Dislikes: Women who break too easily Burnt Meat, Guns, Scientists, Doctors, fancy clothes, people who ask him to wear clothes, people who question his sanity, people who cause too much pain, NEW ECCLESIA, notions that he's too old to fight, having to restrain No'maan's enthusiasm. "He's a good boy." When Ivan cuases his moral stories diverge into madness, with Hugh Mungus himself joining in, or diverging into a war story. "Ivan!"

WEAPON(S): "My fists and body given to me by God" *flexes*

TALENTS:
- Skills (Combat):
Hand to hand combat: Hugh Mungus relishes in hand to hand combat, liking to pummel people into broken remains. "A Mud Bath is good for the Skin, a Blood Bath is good for the Soul."


Unnatural strength and durability: Hugh Mungus's body is on par with a typical Paladin's armor, able to shrug off most small arms fire and fragmentation. Some resistance to Noah abilities due to currently unknown factor. His physical power is immense, being able to overturn cars and even light AFV's with a bit of effort. Surprisingly nimble though speed is not his specialty. It would be proper to compare him to a Noah than human in this regard. Overall his physical abilities put him on a slightly higher footing than most Paladin's in a one on one situation. A form of heavy infantry with some light AV abilities. Most walls can be breached by his shattering ram and scream of OH YEAH.


- Talents (Non-Combat):


Cooking: Hugh Mungus is a surprisingly good cook, often making various foods, but given his appearance and rarity of bathing most people question eating it, even though all tests have shown his food to be clean and hygienic. Questioning his food is often a good way to anger him. He rather likes making ice cream.

Story Teller: Hugh Mungus is a rather good if not a rambling story teller, until his fellow Pillar Men sabotage his stories.


ELEGANCE: (Special abilities held by the NOAH)


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FULL NAME: No'maan Murdoch
CALL-SIGN // ALIAS: Scourge
GENDER: MALE
AGE: 26
GENERATION: RONIN
HEIGHT: 6'2" (6'5")
WEIGHT: 230lbs (295lbs)



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APPEARANCE
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LEFT: Scourge stands at a towering six feet two inches. His frame is comprised of solid muscle and is a walking marble statue to the touch. Preferring to go topless, when his skin is bare it looks as if the man is crudely patched together. Starting at his abdomen jagged cuts creep up his neck and around his shoulders. Lining his back are dozens of streaks, which can assumed are from whips, that look ingrained into the deep folds of his very skin as they following the every movement of his cut muscles. Still, they have a healthy amount of battle scars overlapping them.

Only his head seems to have been spared injury. Bald from head to neck, a worn black eye patch clings tightly to his right eye socket and his face seems to be in constant scowl. Lacking any form of eyebrows his eyes are deeply set and paired with his expression make him generally unapproachable. He pays this no attention, being concerned more for practicality than looks. Though, as if a unique fashion of his own, he's rarely seen without a bandage of some sort for a newly crafted wound.

RIGHT: In the field with his armor Scourge stands at six feet five inches. Weighting sixty-five pounds the full metal makes Scourge's total a skull crushing two hundred and ninety-five pounds. Comprised of a helmet w/visor, chest piece, shoulder guards, knee guards, gauntlets, leggings, and boots. The helmet displays a build-in gas mask and chest piece is usually fitted with extra magazines and buckshot. While one would mistake this metal warrior as slow and rigid they would only do so once. Retaining much of his speed and strength despite the added weight, Scourge is able to keep up with lighter combatants and breach with his momentum.

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BIOGRAPHY
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To put things simply, the three things a person generally needs in life is nourishment, affection, and comfort. To replace those with their polar opposites is assuredly a recipe for misery. Unless you are Scourge, then it is a way of life. To understand how anyone could be content with malnutrition, neglect, and pain one must look to his life as a whole.

Born the son of criminals and abandoned to the current of city run-off, his beginnings were not what most consider "optimal". Developing a deathly fever he would have perished a newborn and been spared life of hell if not for the grace of a caring urchin girl. Daisy who was eight at the time considered nothing less than taking in the child before her and raising him as her own. An odd desire perhaps, but not out of the ordinary for a orphan girl who had no one to seek affection or regard from.

So would begin their long and mutual relationship. A regular pair of the Slums while they struggled to get by they were happy. She was by no merits beautiful with her grimy face and callused hands and feet. But what she didn't have in cleanliness she made up in smile and personality. She had managed to keep a curiosity about the world and a moral sense despite her surroundings. In a world of frequent violence, apathy, and gloomy sights she was a flower among the trash heap.

Those days growing up with her would be the happiest Scourge would experience. The road ahead of him would be paved with misfortune and misery. Starting with when he turned ten, the woman who had named him and raised him all on her own. The only one to care for him like a mother, a sweet and kind young person, was kidnapped in broad daylight, raped, tortured and thrown away when she ceased to scream. Finding her in this state Scourge nursed her back to health until she ultimately committed suicide due to onset pregnancy.

It was this moment and it alone that made him realize the cruel harshness of the real world and abandon any hopes he had for a happy future. As if shattered by Daisies absence his reality fell apart. Left to the mercy of it, he had no one turn to for protection or help.

Soon after her death, when he couldn't support himself he was forced into a orphanage of questionable standard against his will. He resided there for only a short time before the amoral staff made a deal to sell him along with three other kids to a rich aristocrat. It was here he glimpsed luxury for the first time. An abundance of food, new clothes, a bed instead of the floor to sleep on. But appearances were deceiving, on the outside they had every reason to be happy, but on the inside and behind locked doors they were treated like livestock to serve their owners animalistic desires.

As the months passed Scourge entered puberty, losing his prepubescent charm. Sold again discreetly he was bound in chains this time and sent to a work camp. There he was made to toil for fourteen hour days and beaten when he failed to comply. For the first few weeks he managed to earn a bruise and guard's name everyday, but as his body and will adjusted he fell in line like the rest of his brothers in bondage.

But one thing he did unlike the others was foster resentment. He let it dwell, fester, and ruminate within him until it sprang forth in the form of a fine wine called hatred. In his hatred he regularly thought of various ways he'd kill those around him. During his mindless days of work the only thing occupying his thoughts was how to get even. Imagining gruesome manners of murder to the extent he was murdering people in his dreams. A slow sense of satisfaction creeped upon him from this. If only in his mind he still slaughtered thousands over and over again until it eventually became a routine to "kill" someone when given a reason.

His handlers could sense this change in him as time went on and his muscular body followed in development despite the harsh environment. The guards would get a slight chill and turn around only to see him staring them down with a glare of death. When routine beating wouldn't knock the habit and he was causing more problems than helping, his owners decided it was time to be rid of him. However, wanting to make a bit of money in the process they entered him into an underground mortal combat tournament. The rules were simple, last one breathing won the match and anything was fair as long weapons weren't used.

At this time it seemed Scourge's luck had truly met its end, but it was here he found his salvation. Hatred, agony, despair all were looking for an outlet and could find none except in the recesses of his mind. However, with time even that had grown not enough and he craved the actual thing. Like a wild animal cornered in its cage he lashed out during the combat tournament, killing his first opponent in a matter of minutes and seemingly unlocking his innate instinctual ability to fight. Likely a remnant of his unknown parents, his body had developed nicely for his age. Being only fifteen he towered at six feet and could beat many adults if it came to a match of pure strength.

It was in the tournament that he honed his skills as a fighter, both mentally and physically. When raw strength and savagery didn't work he would manage to win out by ingenuity and sheer luck. Surviving several mortal combat tournaments, at first in a bid to dispose of him and later to make a small fortune, he was eventually entered into the BUTCHERY.

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A yearly big event for the underworld and where gamblers prepared for the most promising and exciting of turnouts. Held within the ruins on the outskirts of Valhalla where even CLERIC were advised not to patrol, the place was refereed to only as HOLE. A disposal bin for the worst of the city, the place served as a death sentence for death row prisoners and a hide out for serial killers and monsters alike. Known to be a dumping ground for failed government experiments and waste, the very environment was a threat to any who dare entered.

The BUTCHERY was a battle royal held within this tomb and recorded for viewing and betting pleasure. Twelve men would enter, one man would leave. Everything was fair as far as rules went. Biochemical weapons, flamethrowers, heavy machine guns, and hell even explosives. The only rule as rules went was the participant had to be human. Though there was enough inhuman shit in HOLE to not make that important.

Each man would be dropped into the pitch black sewers that lead to the entrance of the ruins. There the preliminary fighting would occur until only half of the participants remained. From there they would be ordered to move to the ruins or face a deadly dose of toxic gas that would be pumped through its tunnels. Depending on their backers generosity, contestants by this point could be set to win or be hanging on by a thread. Scourge tended to be in the latter category.

Usually those who won would receive a share of the proceedings and bet money, but not Scourge. He never saw a cent of the money his owners received, let alone learn their identities. No they took to hiding as he continued to walk away from the BUTCHERY time and time again, even against even veteran soldiers and mercenaries alike. After winning he was regularly disarmed and thrown into a cell until next year, brought out occasionally to fight again but usually to his owner's boredom. In that time he took what he learned from the previous year and prepared for the next. Making a mental map of the tournament grounds and tracing it into the dirt in his cell floor over and over.

If the killings of the combat tournament hadn't rob him of is humanity along with his past the BUTCHERY sure as hell did. It was not uncommon for people to enter children into the BUTCHERY for entertainment sake. Even the most weathered of men sometimes couldn't bring themselves to kill them, which proved to be a mistake on one occasion. To spice things up, one year a group of three children were set to take the place of an adult. During the opening proceedings where contestants were able to size up the competition they appeared like any other twisted addition, fearful and crying in desperation. If not for the fact they were psychopaths in the making and almost swept the tournament that year, Scourge would have probably considered it saddening.

The last year he participated his owners were generous enough to supply him with a shotgun and a box of shells. Unknowingly this turned out to be the BUTCHERY's undoing as it was just what he needed to issue an escape. During the years past he had hidden several things all over the recesses of HOLE. Explosives, weapons, ammunition, body armor and even tactical gear. Together with knowledge he had acquired over the years of routinely strolling in and out of HOLE he made a path to where the betting ring was while attention was diverted.

That year was when the BUTCHERY extended beyond HOLE. Cutting a path through the hundreds of wealthy and or powerful underworld heads Scourge enacted his long overdue revenge on those who together made the BUTCHERY possible. Without proper defenses and no CLERIC to respond the event turned into a massacre above as it continued below. The sole survivor of the BUTCHERY came out of hell only to witness the one created by Scourge His owners escaping his wrath, they'd be left with the fact that Scourge was no longer theirs to control.

Of course afterward he was on the run even as a freed man. Though the small taste of freedom at last made for a strange revelation to him. The return to labor instead of killing which he had done for six years was a return to the past. Though instead of fourteen hours he had only eight and was allowed another eight to enjoy aimlessly. At first it was a welcomed change from the constant preparation in solitude and build up to the next BUTCHERY. But before long his body began to ache for real intensive labor and his mind for action.

Sedentary life was something that remained foreign and which he had problems taking to after many years of brutality. It was alien to his past way of life which was all he knew and had expected everyone to live like. Ever since Daisy died he felt couldn't properly love anyone and when it came to sex or pleasures of the flesh he could only mimic the rape he'd know as a boy or seen otherwise, Even alcohol couldn't serve to quench his restlessness, getting drunk merely made sleep come sooner.

Eventually he wound up in prison, an environment that wasn't as harsh as his past life but gave a vague sense of nostalgia. Locked in a cell with seven to eight other men they were usually left to simmer in excess heat until tempers would flare or it was time for mess.With his appearance acting as deterrent enough most stayed clear of Scourge. Only those paid via the underworld made attempts at his life, which he repaid in kind for a lengthened sentence. It was when the warden himself was paid to do the job that he got his chance to escape.

Taking the man hostage he killed his way to the armory and tore through the prison with what he gathered there. Releasing what prisoners he could via the wardens keys he turned a one man escape into a prison wide riot. With extended fighting and CLERIC were called in Scourge used the chaos to crawl his way out of the prison sewage system and to freedom

Finding himself on the run once again he would eventually be approached by FEARLESS, albeit reluctantly, and made to serve their cause in return for equipment and being able to kill freely. Today he serves as a reserve unit in a team known only as the Pillar Men. Working everyday until exhaustion, he hardens his body into a weapon for the use of FEARLESS.



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PERSONALITY
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LIKES
  • KILLING - It's what he's good at. A good release of tension and plenty of people deserve it.
  • PHYSICAL TRAINING - Without it his body aches and he's prone to foul moods.
  • SOLITUDE - He grew up with it and tends to be annoyed by company. The Pillar Men being an exception.
  • LIGHT READING - Typically the histories.

DISLIKES
  • NEW ECCLESIA - They're in the way.
  • SEDENTARY LIFE
  • PEOPLE - They tend to be selfish hypocrites and a waste of space.
  • ORDERS
  • HUGH'S SLEEPER HOLDS

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WEAPONS
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CHAINSAW
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Blade and chain are crafted from high carbon steel and the teeth are diamond tipped.

PISTOL
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COMBAT SHOTGUN
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SUPER SHOTGUN
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CHAINGUN
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ROCKET LAUNCHER
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FULL METAL
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FULL METAL is the name given to the suit of armor by its wearer. Constructed from different layers of various alloys its composition is a mix of Titanium, Carbon, and Steel. Designed to take all small arms fire and most light weapons its greatest enemy are heavy machine guns like the .50 cal and AMRs. Fitted with a liquid pipping cooling system, insulators, gas mask, and thermal vision there's little to interfere with Scourges progress. The visor attached to the helmet is made of a special alloy that allows certain wavelengths of the light spectrum to pass through it but still protect its wearer from high speed projectiles. Located near the neck is an injection system with one dosage of xLH.

BERSERK
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The heightened emotional and physical state induced from administration of xLH. Through intense emotion the drug allows Scourge to lift or bypass the restraints of the mind on the body. Allowing him to momentarily rival a Paladin's strength in some respects but at the cost of injury and only while avoiding it. By blocking the signals that inhibit muscle contraction and accelerating electrical impulses from the mind via emotion, lactic acid production almost ceases while pain receptors and trauma remain unaffected. In this condition Scourge could be said to enter a momentary manic state, relying less on cognition and more on instinct and rapid sensory input. Due to this and the increased rate of electrical signals his reaction time is pushed to the limits of human capability.

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TALENTS
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SKILLS(Combat)
  • CQC
  • SAVAGERY
  • ADAPTABILITY
  • ENDURANCE
  • STRENGTH

Talents(Non-Combat)
  • MENTAL FORTITUDE
  • HEIGHTENED AWARENESS
  • TACTICAL
THEME

 
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So, I'm going to put this here so its not so readily lost, but I'm going to be moving back home, which is going to take a couple days of driving. So my presence will be spotty at times, at least for the rest of the week into possibly the weekend, depending.
 
In case people somehow missed it.

Season is autumn, and downtime will be a few days. Might be a good idea to put your character's schedule in the OOC. Look for match-ups and all that.

There's probably a living quarters downstairs in the AFTERLIFE, with a bunch of small, private rooms for beds and a communal baths sort of thing. Technically mixed gender, but there's probably rules in place for when dudes get to bathe and when gals get the bathe. Goblin would have done most of the installations, because his actual job is that of a home improvement specialist.

For kitchen-y stuff and washroom-y, they'd be using the Afterlife's facilities.

There's probably a communal living room as well, with chairs and whatever else. These living quarters are mainly meant to house NOAH, but also serves as a safe house for RONIN that got exposed.

After mission hijinks are done, Arata's going to take a long, long bath, before prepping himself a pot full of hot chocolate, bundling up, and then going up to the rooftop to drink and stargaze. Down below, Goblin would probably be updating other regulars on what had happened, while doing toasts and having a merry time (in order to laugh away the pain).

For the following days, Arata's generally going to be lazing about in his room to read, playing the piano (quietly) on the first floor of the AFTERLIFE if he thinks everyone else is hungover and not going to notice, or helping out with prepping food-stuff for dinner-time rush (because he doesn't want Stingray to hate him for being useless). Occasionally, he might go out with a hood on, just to get some fresh air at a nearby park.

And if anyone tells him to do anything, he'll totally do it.
 
The schedule behind Sarge will mostly be one of seclusion. Andre will spend most of his time cleaning up, re-bandaging himself, and so on. One can expect to not find him in the bar for most of his days off. He'll primarily be working in the armory, and in the garages on a project of his own.

A bit lackluster, however this is mostly to have Andre fade away into the realm of an NPC, or in my case mostly a second character to dabble with from time to time.

My own replacement character, Alexander will be a bit more prone to going on small patrol missions. And testing the limits of his armor during this time off. He'll be found mostly in training facilities, or working as a bartender within the Afterlife. So really there are three easy ways to get a hold of him.
 
First off, Tia's going to have a nice, long shower, and replace the bandaid on her nose A.S.A.P. before anyone sees it. After that, she'll be spending most of the time at the bar to have a stiff drink and try to forget everything by talking to people. The first half of this bar visit would probably be her having meaningful conversations, the second half would probably be her acting drunk and likely falling asleep somewhere or another. After pulling herself together, she'd go and tend to Mixuki, polish off any marks Aresia left on it, and likely fall asleep ontop of her ride like she usually does.

Following days will be spent of her waking up, trying to cook something (and failing miserably as usual), polishing and tending to Mixuki three times a day in the garage for 45-minute periods minimum, and speaking to mechanics about an idea she had to improve her capabilities as a NOAH. Other than that, she'll mostly be at the bar, hanging out in those god-awful tracksuit bottoms of hers, but she sometimes takes some time to be alone and practice guitar in peace. Generally she doesn't leave the AFTERLIFE a lot; she's a bit paranoid about it.

It should also be noted that she sometimes takes a little time to wander around, where she usually bumps into someone she didn't really know before and takes some time to chat with them (which sometimes ends horribly.) Most of the time though, expect to find her in either the bar or tending to her Blackbird in the garage.

Currently thinking of her having a convo with Erja, she's already had some time to cry with Sarge, and I might have her try and approach Arata at some point (and fail miserably.) If anyone else has interactions in mind, let me know. She's gonna be in a mostly cheerful mood despite everything, though she'll be a lot easier to upset than usual if people have not-so-nice interactions planned.
 
Rubel's schedule will be a bit chaotic. After returning to AFTERLIFE he'll likely switch out of his operation threads and the chunky CLERIC gear. He'll keep both and likely store them in a locker until after the bar party. He'll stay for most of it, asking how others missions went, but not about the missing members. Trying not to get drunk he likely will a bit until everyone else decides to turn in or pass out. Then he'll abruptly sober up and help out with cleaning the place up if need be. After everyone's either gone or fast asleep with a liver coma he'll try to get access to Karin's lab.

If he's able to he'll marvel at it for the rest of the night. Getting in odd hours of sleep on and off while looking through data and all the equipment down there. Come morning with only a few hours of sleep he'll begin his daily FEARLESS chores. Cleaning the place up inside and out top from bottom if need be. The floors, walls, furniture, windows inside and out, etc. If he's needed to deliver something instead he'll be parkouring the rooftops and alleyways unless he can get a ride from Tia.

After he's done what he can he'll tend to his drones, either making new ones or improving on their design with Karin's information. He may or may not get finished depending on whether local businesses or the church request for his help. Sometime in the following days he'll want to view the information on the Praetorians. A few quick glances at their faces and abilities will be enough. If he can gather anything from his short footage gained before his drone was destroyed he'd share it with those up top. Maybe even do an analysis on Pala-chans fighting style and weapons from what he gathered during their confrontation.

When doing his own thing he'll be training in the gym by climbing ropes, doing walking hand stands and other acrobatics. If he meets other FEARLESS members he'll extend a helping hand if they seem to need it. Otherwise he'll let them on with their business.
 
Okay first is Erja's report to da boss, it's a mini collab with emp so he doesn't have to address everything I do. Meaning he added a few lines for his parts but I did most of it.

Next is a collab with Tia, following the next day an actual collab with Emp, what happens in either I have nothing planned.

Ether during the Emp collab or on a post of my own I'll be getting replacement weapons.

Not all that detailed I know. Anyways I'm up to interactions with anyone else. My first bit of this will be done soon.
 
Long post is up. for those who need a quick reference:

Team one: FOX, Arata, Naomi, Maria, Tia and Rubel
Team two: Juniper, Stafford, Jake, Aresia, Crusader, Angsar, Erja and Mcomerey.
Additional: Valkyrie

Team one is blending in and going into the knighting ceremony, which is essentially just a lavish party/ball for nobles. Team two is securing the outside area, placing demolitions and stealthfully taking over the area.

Once things go boom, team one is fighting the praetorians while team two holds off enemy reinforcements until both teams can help each other.

Operation will start once team one figures out the OTPs and everyone goes to sleep.

I will be posting up additional information of the two targets in the CS thread either tomorrow or the day after. Please let me know if you have any questions or issues.

Please note: Posting is no longer optional. I will be messaging those who do not start showing up now and your characters will be removed if you do not show interest in continuing the RP.
 
NPC


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Dr. Abraham Crane is a rather tall but thin man standing roughly at 182cm (6 feet). His lack of a muscular build due to age and occupation does not betray him due to his choice of fitted clothing and overall conduct. While appearing malnourished if not all together ill, his steadfast step and consistent air of professionalism leave little doubt to his actual state of health. His brown eyes and tattered gray hair make him rather unimposing in his usual lab coat attire, but his firm tone of voice and stoic demeanor abolish most doubts questioning his reliability.

COMBAT ATTIRE
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Appearance​
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#46463e FULL NAME: Dr. Abraham Marcellus Crane
ALIAS: Alchemist
GENDER: MALE
AGE: 42
GENERATION: ADULT NOAH


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Biography​
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Dr. Abraham Crane is one of several founders that constructed and commanded the ORACLE project. Elected as overseer for the Research Data Department(RDD) by a crowd of peers he was tasked with supervising the recording and archiving of tests and experiments on all levels from cellular to field. While simply a high authority statistician, Dr. Crane as he's known in the department, had an invested interest in the ORACLE project outside his area of work. Often making suggestion to researchers and project heads on data output alone. He was semi-regularly present during the tests themselves when given time and asked for his professional opinion. While by no means the most influential or well known of heads among the project, he is likely one of the most knowledgeable on its scope and original intent.


Before the ORACLE project one could still find Dr. Crane among militaristic fields of science and medicine. Inheriting the profession(s) from his late father and far exceeding the man's meek impact on the world. Dr. Crane contributed to many advancements in genetics, medicine, bio-chemistry, chemistry and aerodynamics. Gifted in several fields and not being particular about any sole one of them he divided his efforts to those most pertinent at the time. Beginning with medicine he added chapters to the textbooks on anatomy and surgical procedure. Genetics was the next logical step, unlocking secrets behind the human genome he helped pave the way to genetic engineering and treatment of hereditary disease. After the mystery of human determination was known to him he took up chemistry and subsequently bio-chemistry.

Spending several years with the elements he helped engineers construct various metals and gasses for a wide array of uses, notably medicine in the form of bone replacement and anesthetics. Lastly was aerodynamics which is his current field of study. His contributions are unknown as of now, but likely involve projectiles, motorized vehicles, UAV, and conceptual rocketry.





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Personality​
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Likes:
- Research
- Reading
- Fine Cigarettes
- Breakthroughs
- NEW ECCLESIA

Dislikes:
- Wasting Time
- Distractions
- Cheap Imitation
- Failure
- FEARLESS
- Violence

Professionalism could be said to be the default demeanor that Dr. Crane displays. One could even say he exemplifies the meaning with his matter of fact approach to conversation and general disdain toward emotional outbursts. If the the topic of discussion isn't a matter of relevance he doesn't assign it attention. Those he speaks to out of term are rare and few between. Though, this is not to say he isn't able of small talk nor compliments. They just generally have the tone of insincerity or are backed by practical reasons for application more than genuine adoration.

In battle or when subduing an opponent he uses conversation as a weapon alongside his Elegance. Possibly more formidable than GID, Dr. Crane will build a profile as dialogue continues. Probing for weakness or doubt and attacking the very principles upon which his opponent fights or resists. Combined with his stoic demeanor it gives a casual air to his incursions.

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Weapons​
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Marbles
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Plastic Rings
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ABC Blocks
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Talents​
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Skills
- Fencing
- Boxing

Talents
- Genius Intellect
- Well of Knowledge (Aerodynamics, Anatomy, Bio-Chemistry, Mathmatics, ORACLE, Philosophy, Physics, Psychology, Research)
- Stoic
- Experience (Age, Research)

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Elegance​
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Reality Projection - Nicknamed GID (God Is Dead), Dr. Crane is able to alter reality within a city block upon verbal command. Said verbal command's vary in length from short phrases to paragraphs depending on projection and Dr. Crane's knowledge and experiences. In order to project an object for example, Dr. Crane will need to know its name, composite shape, molecular structure, and have a mental picture or physical interaction with it. For more complex objects with moving parts such as a firearm, he will have to know each distinguishable part, their individual molecular structure, shape, and interactions with other parts as well as the ammunition for it.

The general rule of determining length of commands can be explained as thus. Memories/Physical interaction decrease word requirement by 50%. Knowledge of molecular structure decreases word requirement by 25%. Knowledge of composite shape decreases word requirement by 12.5%. Knowing an objects name decreases word requirement by 5%. To show this in practice consider the following command to summon ABC blocks.

"Project wooden two inch cubed blocks with decorative alphabet." - 0%
"Project wooden cubed blocks." - 50%
"Project cube block." - 75%
"Project block." - 87.5%
"Block." - 92.5%

Altering objects already present in his field of influence follow the same procedure, but he must specify the object(s) in question and in specific detail. To show this in practice consider the follow command to turn bullets into rubber.

"Alter all metal projectiles within one-hundred meters exceeding velocity of one meter per second into rubber and decrease velocity below one meter per second." - 0%
"Alter all metal projectiles within one-hundred meters into rubber and decrease velocity." - 50%
"Alter projectiles one-hundred meters into rubber." -75%
"Projectiles into rubber." - 87.5%
"Bullets rubber." - 92.5%

While his field of influence is much larger than his field of view, altering and projecting are dependent on what is within his vision. The only exception being things he's in physical contact with such as his clothes, the ground beneath him, the air around him, and any objects that he may be holding. Also alterations concerning abstract or more complex objects and physical properties tend to suffer incomplete results the less Dr. Crane is aware of their exact details.

Known Commands:

"Suffocate." - Suffocates a target, though further details are unknown, it seems to affect the neck of the target.

"I will come to you." - Allows Dr. Crane to move instantly towards a person. Akin to teleportation in a way.

"Bring (object) to my hand" - A command that summons an object that can be seen into Dr. Crane's hand. Minor details and purpose of the object are required.

"Block." "Marble." "Ring." - Project weapons of choice into his hand.

"Bullets rubber." - Alters all high velocity metal projectiles within a range of one hundred meters into harmless rubber pellets.

"Accelerate." - Alters the velocity and direction of objects.
 
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Rolling rolling rolling.
 
Unfortunately, I think I will have to withdraw from this RP. While I had fun, the pace is simply too quick and I feel like by the time I catch up, it slips by me. Take care and have fun!
 
Thinking of joining this with a mechanic Seraphim who ocassionaly fights. I was thinking she'd own this world's version of this car (a 2016 Ford Focus RS RX), if not the same car.
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Not 100% sure on an FC for her yet.

She'd probably also carry a weapon like this as well. (It has a black grip, you just can't see it all that well with a theme that has a black background.)
latest
 
Thinking of joining this with a mechanic Seraphim who ocassionaly fights. I was thinking she'd own this world's version of this car (a 2016 Ford Focus RS RX), if not the same car.

Not 100% sure on an FC for her yet.

She'd probably also carry a weapon like this as well. (It has a black grip, you just can't see it all that well with a theme that has a black background.)

I'm not sure how well that sort of character would fit into the story. We don't really have a big car scene here in post-apocalyptic Valhalla. The only bases that could hide a vehicle are also destroyed at this point in the story.

What's the buzz here, it's piked my interest big time. :3

A complex, science-fiction/fantasy roleplay set in an authoritarian, dystopian city. If you have any questions, feel free to check out our Discord as we don't really use this OOC thread anymore.
 
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