The Last Bastion: Bunker Chicago

Which is the best/most interesting faction?


  • Total voters
    16

Brovo

Ferret Dad
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Online Availability
Afternoons and evenings, some weekends.
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Douche
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Male
  4. Primarily Prefer Female
Genres
Fantasy, Science Fiction, Post Apocalypse, Horror, Romance, Survival...
Status: Not Recruiting publicly at present. | IC will go up Friday 24 or Saturday 25.

In a world of pain...

Welcome, reader, to The Last Bastion: Bunker Chicago. In the year 2020, the unthinkable happened, and for one reason or another, there were thousands of nuclear detonations planet-wide. Nobody is certain who started it, or how it was even started. Many speculate accident and paranoia, all that matters now however is the world of old is dead and gone, with nothing more than the occasional city of relics and overgrowth remaining to tell the tale. Altogether, a tale told many times. The current year is the year 2080, and in this year, Europe is ruled by tyrannical warlords and tyrants that tear each other apart, Asia is drowning in mad cultists and sacrificial blood, and Australia is barely holding back the horde of massively over-sized and overpowered monsters from both the sea and the mainland.

All in all, a rather grim situation for humanity to be in. All the old rules of biology have been thrown out the window as creatures which defy such things as the Square Cube Law walk among us. Atop that, some humans have started to become like monsters themselves, though differentiated by their intelligence: Mutants. Some are telepathic, some use pheromones to lull prey into a false sense of security, some can fly, some can rip a man clean in two with their bare hands. Some are even invisible, or bulletproof, and worse still, the stronger the mutants become, the more mentally unstable they become as well. "To stare into the abyss", one might say.

However, there is one gleaming light at the end of the tunnel. One, solitary light that refuses to die on this forsaken planet: The Thirteen Colonies, ruled by a faction known as the Council of ADAM. An autocratic series of walled off bunker colonies where each houses thousands of people who live in squalour, but are safe from the outside world. Boasting futuristic technology and an impressive industrial complex, the constitution of the Council of ADAM decrees that when the coast is secured and safe, and civilization is back on its feet, they will restore power to local governance and step aside. They have their enemies--U-ARM, the Gangbangers--but nothing they couldn't handle.

... That is, until now.

The Shadow Zone appeared outside of Bunker Chicago not long ago. Mysterious shapeshifters live within this mist--this fog, so thick that it's difficult to see beyond a few feet in it. However, what is clear is the following: The fog consumes all organic material it comes into contact with in mere minutes, the atmosphere within the fog itself is extremely toxic to humans if inhaled, it's increasing in size for reasons nobody can figure out, and its denizens have proven to be extremely hostile towards humanity. Worse still, some of them appear to have intelligence equal to our own, or perhaps, even greater than that of our own.

Bunker Chicago is the first, and last line of defense against this threat. If the fog manages to reach the Bunker, thousands will die, and soon after them, thousands more, until the cradle of life within our system will be completely devoid of it.

This is where you come in.

A select few have been recruited, for one reason or another--perhaps their connections, perhaps their talents, perhaps because there was nobody better available--to be tasked into a special unit under direct command of Ryan Dufont and Colonel Marie Black, the political and military rulers of Bunker Chicago each respectively. Mercenaries, soldiers, and civilians, all banded together under the same purpose: To find out what is causing this fog to spread, and to shut it down... As well as to discover the mystery behind the Shadow Zone itself.

The only question that remains then, is this: Will you join Bunker Chicago?

  • Here is the character sheet. The spoiler shows what it looks like. The link leads to a google doc where you can copy-paste it.

    • Name: Your character's name.
      Age: Your character's age. (Note: Must be 16+. The platoon won't take anyone under 16 years of age save in "support roles", such as a machinist, which are unplayable.)
      Sex: Your character's biological gender, typically male or female.
      Appearance: Your character's appearance. A picture or description will do nicely. (Or a hybrid of both if you prefer.)
      History Type: Where your character grew up generally. It sometimes holds story importance, changes how NPC's behave towards your character, and sometimes causes a PM to magically appear in your inbox that tells you something useful that your character knows whenever it's relevant to the situation.
      Choose one only!
      Homesteader: Your character comes from the farms outside of Chicago City, where they grew up a farm boy. For one reason or another they left the life, but trade caravans are typically friendlier towards this character as they recognize him or her as one of their own, and this character tends to scavenge better than anyone else for products that they need most.
      (Scavenge bonus, easier to negotiate better deals especially with traders and caravans.)

      Bunker Boy: Your character grew up in the Chicago Bunker their whole lives. This will be one of their only times leaving the Bunker, perhaps even their first time. Your character typically finds it easier to cause others from Bunker Colonies and their supporters to listen and follow, and is often seen as being fairly trustworthy by most measurable standards. They're also typically up to date on the latest and greatest in technology.
      (Bonuses to diplomacy when conversing with other members of Bunker colonies or Council servants, bonuses to using advanced or foreign technology.)

      Ex-Raider: Your character was once a raider and has that unique... Touch. They are quite intimidating to many people between the fact that they were tough enough to survive the raider-life and yet stalwart enough in character not to become the typical gangbanging lunatic that most raiders become shortly before dying.
      (A little harder to kill, better chance at intimidating others.)

      European Mercenary: Your character comes from the cutthroat European continent, a land of despots and mercenaries. Needless to say, they know their way around weapons, and never find themselves in a situation they cannot instinctively find an escape for... At least, for themselves, anyway. They tend to be distrusted more by others, but can bluff better than most.
      (A little better on dealing damage, can usually find an escape route out of a terrible situation, generally distrusted by the majority, good at bluffing their way out of situations.)

      Oriental Occultist: Your character comes from the oriental area of the globe, a place of occults and insane asylum nutcases heavily affected by radiation. Your character is no stranger to radiation, in fact, and finds that it doesn't bother him save in lethal doses, which are higher in order to affect him in the first place. He also has a higher resistance to being infected by the various diseases and viruses floating around.
      (Immunity to radiation poisoning's symptoms and effects until it becomes lethal, it takes more radiation to reach the lethal limit, greater chance of resisting diseases and viruses of all kinds.)

      Australian Backpacker: Coming from the land down under with twisted, more dangerous versions of already dangerous wildlife, your character is a damned fine survivalist, and shows this with a knowledge of various creatures and wildlife a clear cut above that of the average person. They also tend to be better with last second melee weaponry than anyone else, seeing as how many of the creatures on the Australian continent are stealth predators...
      (Can typically spot weaknesses in enemies before anyone else can, bonuses to melee weapons, have a slightly better chance at detecting an attempted sneak attack before it occurs.)

      The Nobody: Your character has no real history, at least, none that anyone really knows about. To be sure you lose out on the strengths of the others, but then, you cannot suffer any undesirable, hidden weaknesses from them, either...
      (No background bonuses, no hidden weaknesses... Note, that the GM will still capitalize on information in your biography regardless.)

      [Custom]: Your character's own, custom background, complete with its own strengths and weaknesses decided by you.

      Biography: Your character's history and personality.
    • This information is your character's skill sets and inventory.
      Career Path: Your character only has the time and resources to really devote themselves to one line of training to begin with. This determines if they'll pilot small mechs, wield powerful mutations, or even fight as a special forces' soldier might. To start with you may pick from one of three basic routes, which can evolve into specialties, cross-over into the other two fields, and more, as time progresses and your character's skills grow. How you play your character will help determine how they shape out in what unique skills and items they accumulate, and what options you will be presented with later down the line. Essentially: Your actions will help dictate how your character grows in power and abilities.
      You may select one of three basic routes, which are as follows. Keep in mind that additional equipment can be found under the Equipment & Abilities tab, such as weapon modifications for Grunts, Mutations for Listeners, and Mech Parts for Pilots.

      Pilot: The pilot is someone who has specialized themselves towards vehicles in general, ranging from aircraft to mechs to jeeps and tanks, they also tend to pick up mechanical skills and have the tendency to understand foreign technologies quicker than anyone else. As a benefit, they can also pass this knowledge onto others who might better benefit from certain technologies than the pilot would.

      Pilots start with a small mech and simplistic personal equipment. They replace Civilian Clothing with a Mechanical Jumpsuit that offers them all the tools they need to do small time repairs in their mech in their pouches. This jumpsuit also protects them from certain elements, such as acid, but loses its stealth enhancing qualities. They also replace the First Aid Kit with a Technical Kit--they can use this to do more extreme repairs, and to analyze foreign and outright alien technology to unlock its secrets for the squad... Or for themselves.

      Pilots can equip any unlocked modifications for their mech outside of a mission, but further slots are only unlocked through missions themselves, such as in analyzing enemy technology with the Technician's Kit or bringing back scavenge for the Council to examine.

      Listener: Those few that had the misfortune of being exposed to still unknown elements typically gained mutations. Without going so far as to call them inhuman, their mutations could be harnessed, and the evolutionary tract of their mutations could even be chosen and altered by the person themselves. A listener is, in essence, a master of biological warfare of the self: Evolving tools and weapons they need. The title comes from the fact that listeners can typically hear psychic echos of high ranking creatures nearby.

      Listeners start with the basic equipment set, plus a series of mutations of their choosing. Be warned: People don't tend to react well to some mutations, and the more mutations one gets, the more noticeable one becomes. As well, mutations can cause mental instability in those that gain them to an excessive degree... On the flip side, the more mutations a listener acquires, the better they can hear and understand the psychic echos of nearby powerful creatures. The longer you stare into the abyss...

      Listeners start with two mutations within their Archetype, and gain more through using their mutations and gaining battlefield experience, as well as analyzing enemy mutations and defeating them.

      Grunt: The grunt is someone who has become a grizzled war fighter, having chosen to abstain from both the more mechanized aspects of warfare and the temptation of mutations. They instead use specialty training and customized firearms to resolve the day. Often underestimated, their contribution to a battle tends to be less obvious than the other two, and don't let the name fool you: A well trained, well equipped Grunt is just as deadly as a high ranking Listener or Pilot!

      Grunts start with their Light Armour replaced with Medium Armour, still flexible but capable of stopping some damage in critical areas. They also have access to one of three starting weapons which replaces the Standard Issue Council Rifle.
      Grunts start with two weapon modifications for their weapon of choice and can change out these modifications at any time when not in a mission. They also start with two pieces of Advanced Training.

      Mech/Drone: Delete this if you didn't take the Pilot route!​
      Designation: CSEC-SM-1. (This is your mech's name. You can rename it if you want!)
      Size: Small.
      Occupants: One.
      General Description: An all-rounder, standing roughly 15-20 meters tall with a clean paint job. The pilot is typically located at the core of the machine for maximum protection.
      Equipment:
      Left Arm: --.50 Calibre Rapid Fire.
      Right Arm: --Narrow Beam Laser.
      Legs: --Standard Midway Gyro.
      Torso: --Medium Armour.
      --Pilot Chamber. (Cannot be replaced!)
      --Emergency Escape Hatch.
      --Empty (slot 4).
      --Empty (slot 5).
      Top: --Standard Scanning Package.

      Mutations: Delete this if you didn't take the Listener route!​
      Pick one: Swarm, Ghost, Brute. You start with two mutations from that archetype.
      --Mutation 1:
      --Mutation 2:

      Grunt: Delete this if you didn't take the Grunt route!
      Pick one: Shotgun, Sniper Rifle, Assault Rifle, SMG, LMG.​

      Modifications: You may start with two modifications to your custom weapon of choice.
      --Mod 1:
      --Mod 2:

      You may start with two pieces of advanced training.
      --AT 1:
      --AT 2:

    • Inventory: Your character's inventory. You may add as many miscellaneous items as you wish, within reason. There are some things added here already: You get to keep these unless they're replaced by a different item based on your career path. (ex: Pilots would replace Medkit with Technician Kit.)

      • Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
      • Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
      • Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.
      • Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
      • Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.
      • Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
      • Radio: A simple radio for contacting others.
      • Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
      • Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
      • Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
      • Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
      • Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.

      Signature: To agree to the rules, type your user-name here. This is just to verify that you understand, and agree to the fact, that I can kill your character without your permission. Playing smart and working in a team lowers your death odds, but even then... There's always the chance your character won't make it to the end.

      Copy-Pasta sheet.
    • Technical skills, mechs, mutations, training, and more!

      MECHS
      If you have chosen the path of a pilot, you may fiddle with the base design of your starting mech to your heart's content. These are extra parts you can add on, which must replace a pre-existing part if there are no open slots available.

      Mech Armour can only be equipped in a torso slot. Armour tends to define which weapons and utility items you can equip, as thicker, heavier armour prevents certain technologies from functioning properly. You cannot stack armour, as all armour occupies the same space.

      --Light: Flexible armour likely made out of some variation of aluminum. This mech is fast and mobile, able to equip nearly anything, but vulnerable to direct assault. A lucky shot against the cockpit typically severely wounds a pilot, if not outright kills them.

      --Medium: The standard armour of choice on most mechs as it is a best of both worlds design. It loses some speed and mobility and gains actual steel instead of flimsy aluminum. It's thicker too. A lucky shot against the cockpit may still cause dislocated or broken limbs, but likely will save the pilot from a lethal blow.

      --Heavy: Typically put onto mechs which are designed to be used as cover, or to simply take the brunt of the assault. Much of the mobility and speed is lost in this, reduced to a slow but steady pace, though, that thick, reinforced steel definitely reassures the pilot that they will not die. Even a lucky shot on the cockpit will generally only bruise a pilot so long as it doesn't happen too often.

      Weapons are generally only equipped on the left and right limbs. Further weapons unlocked through missions into enemy territory will likely reveal more technology for use, as will technology recovered from the field perhaps make it possible to equip weapons in more slots.

      --.50 Calibre Rapid Fire: A standard mini-gun attachment that fires high calibre rounds which can punch through most forms of cover. Generally fired in short bursts to prevent overheating.

      --Narrow Beam Laser: A more precise and eloquent weapon that deals concentrated damage in one shot. While it cannot lay down covering fire like a 50 calibre mini-gun can, it is perfectly designed to punch through armour. Useful against large monstrosities, for instance.

      --Powerfist/Grappler: Pretty much what it says on the tin. It is a power fist with a grappling hook attached to the wrist which allows a mech to both engage in proper melee and ascend/descend heights of several stories in but a mere couple of minutes. The grappler cannot be equipped on a heavy mech, but the power fist's actual damage output is improved a little. One can shoot accurately while grappling, unlike jump jets which, while faster, do not allow accurate shooting during ascent or descent.

      --Flamethrower: Exactly as it says on the tin. It is a flamethrower, with large, reinforced canisters connected to the limb to allow it to spit flames to light buildings on fire and burn targets alive. While it has a limited range, it has a generally traumatic effect on enemy morale to see their allies screaming and burning to death.

      --HE Missile: This slow-loading weapon has the destructive power to flatten bungalows with a single shot. That may not sound like much, but consider the fact that most battles happen in suburban neighbourhoods where enemies take cover inside, say, bungalows... (Limited ammo: 2 Shots per mission unless ammo packs are installed. Each ammo pack adds 3 more shots.)

      These technological marvels allow you to move around the battlefield, and are typically equipped on legs.

      --Jump Jets: These allow a mech to "jump" up to reach higher locations. Jump jets are faster than a grappler, however, they do not allow for stable shooting while in the process of going from point A to point B. Just as with the grappler, jump jets do not function on a heavy armour design.

      --Standard Midway Gyro: The standard gyro used in most mech legs. These provide the best balance between being a weapon platform and being able to get out of the way of trouble.

      --WP Gyro: A weapons platform gyro, typically installed in heavy mechs and mechs which emphasize heavy weaponry (most notable the HE Missiles and .50 Calibre Rapid Fire mini-guns). It prevents the mech from moving while firing, but increases accuracy and decreases recoil while firing weapons, resulting in more hits. The mech is also slower than normal with this gyro equipped.

      --Sprint Gyro: Useful for mechs who -want- to close the gap, these decrease the accuracy of weapons somewhat, but allow a mech a sudden and temporary burst of speed to charge into opponents or through small pieces of cover.

      These items are designed to support and streamline a mech's purpose, and a pilot's needs. They are equipped on the top of a mech and in its torso.

      --Emergency Escape Hatch: In the event of an emergency, you hit the emergency escape button, and your cockpit ejects you into the sky several hundred feet, where you parachute back down, safely... Unless shot, devoured, burned, bludgeoned, beaten, eviscerated, or otherwise presented with an undoubtedly perturbing fate.

      --Standard Scanning Package: Your standard scanning package. It protects the mech user by giving them a heads up display of the battlefield instead of needing glass or other transparent materials to see the world around them. One other scanning package may be installed onto the standard package.

      --Night-vision: Typically added onto a standard scanning package, this allows a mech to view the environment with night vision instead. The vision range isn't as far as in standard mode, but it does allow a pilot some flexibility in finding where the enemy is in the dark.

      --Infrared Scanning Package: Typically added onto a standard scanning package, this allows a mech to view the environment with infrared (thermal vision) instead. The vision range isn't as far as in standard mode, but it does allow a pilot some flexibility in finding where the enemy is.

      --Motion Detection Package: A scanning package that adds short range, directional motion detection. It does not, however, state which height the target is at, though it does give a rough estimate as to its size. The smaller, slower, or stealthier something is, the closer it can get without triggering motion detection.

      --Ammo Pack: An Ammo Pack, protected from harm, which is typically directly connected to the ammo feed system in the limbs, allows for additional ammo to be fed to specialty weapons, such as the HE Missile.

      --Emergency Life Support System: In the event that the atmosphere outside of the mech suddenly becomes poisonous, or worse, like, say, on fire, these handy dandy oxygen filtration systems can keep a mech pilot alive for several hours without the need for an outside atmosphere.

      --Reinforced Ammo Feed: This reinforces the general structure of the mech's ammunition feeding system to make it sturdier against attacks. Essentially speaking, it makes it harder to disable a weapon without having already destroyed that weapon. This is especially useful on weapons with low ammo capacity (HE Missiles) or weapons which have a spray and pray mentality (.50 Calibre Rapid Fire, Flamethrower.)

      --Floodlights: Sometimes, it can be very dark at night, and some monsters like to hunt in the dark. These floodlights, typically mounted at the shoulders, will resolve that problem and sweep broad areas in lights which turn night to day. They can also be used at close range to blind most opponents.

      LISTENER
      Listeners are divided into two core pieces: Their archetype, and their specific mutations. While it is hard to truly classify groups of mutants, the general power set of a mutant can be classified. These are known as archetypes.

      The Swarm archetype is exactly as it suggests. They tend to bend others to their will through parasites and psychic suggestions. It is theorized that these are the commanding officers of mutants in the Shadow Zone, simply due to their versatility and ability to manipulate Council of ADAM troops. Swarm Archetypes are strongest where there are large numbers of enemies to influence, or allies to calm or energize.

      --Psychic Taser (Rank 1): The nervous system of this being is enhanced in a manner that allows psychic energy to course through them in a more efficient manner. This, combined with a piece of the brain molded to suit its purpose, allows this mutant to pick a target in sight and overwhelm its nervous system akin to how a Taser would work, causing all the symptoms without the need of actually carrying a Taser.
      (Stun opponent for a few seconds) (Mutation effect: Paler skin.)
      Note: Can only affect one target a time to begin with, is less effective against larger creatures, repeated usage will fatigue the user.

      --Synaptic Parasite (Rank 1): Upon touch, a parasite can leave the hand of the Swarm mutant, which burrows its way under the skin and into the nervous system of its victim. After a few seconds it begins to transmit psychic energy to the infecting character, which allows said character to forcefully control the victim. Due to the traumatic nature of possession, some will resist better than others, and some may even simply die or fall unconscious from shock instantly.
      (Forced Control over victim on physical contact) (Mutation effect: Occasionally has bulges under the skin which move.)
      Note: Can be used to "trap" food and drink or other objects for a few minutes before the parasite dies without a host.
      1. --Familial Legacy (Rank 2): Parasites can now travel a small distance independently to attempt to sneak up on and take over a host. They can also be thrown akin to grenades, however the parasites are quite vulnerable. The parasite now also has a 'kill switch', if someone attempts to remove it from its host or on command of its master, it will snap the spinal column and kill its host. Parasites can now attempt to dig into the host body's memories to find secrets and transfer these memories telepathically to the Swarm mutant, but this also gives the host a chance to overpower the parasite for a few moments. (General upgrades.) (Mutation Effect: Cockroaches and other insects are drawn to the swarm host.)

      --Symbiotic Connection (Rank 1): Upon eye contact this character can provide a bonus to another character of their choice, forming a psychic symbiotic connection, to calm them, or inspire them, or otherwise. The symbiosis is stronger with those they are emotionally connected with, and targets under control of a Synaptic Parasite or affected by Charming Aura.
      (Bonuses to allies/controlled targets in one area of choice: Armour, Accuracy, Speed, Strength.) (Mutation effect: Warmer body temperature than normal.)
      Note: Can only aid one ally at a time in this manner to start with.

      --Charming Aura (Rank 1): Scent glands produce an invisible, scentless, and tasteless aroma that improves the demeanor of hostile targets, giving bonuses to diplomacy when not using threats or coercion.
      (Diplomacy bonuses.) (Mutation effect: Bodily odor no longer occurs, no matter how long going without cleaning oneself or how hard one exercises.)

      --Too Innocent To Kill (Rank 1): Subtle changes in bodily posture and displayed emotions from the eyes, as well as low wave psychic energy emitted in all directions, gives this character the most distinctive impression of innocence that shouldn't be killed. It won't stop enemies from using non-lethal force or wounding your character, or firing back if your character commits to hostile action, but it does mean that intelligent enemies will otherwise avoid lethal attacks on this character.
      (Survival, Diplomacy bonuses.) (Mutation effect: The Iris' of the eyes turn to a pinkish-reddish hue.)

      The Ghost archetype is the quintessential stealth predator. They use camouflage, enhanced sight and scent, speed, and small but deadly hidden weapons to take down prey in a flash before speeding back off into the cover of darkness. These are likely the assassins and scouts of the mutants in the Shadow Zone, purely due to their ability to remain hidden potentially even in broad daylight or in plain view of a soldier. Ghost Archetypes are strongest in locations with tight corridors or the cover of darkness and debris, and tend to be weak in large open spaces.

      --Feather Bones (Rank 1): This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal.
      (Faster movement, slightly increased defense.) (Mutation Effect: Unnaturally lithe and lightweight appearance.)
      1. --Gas sacs (Rank 2): An evolution on the existing mutation, gas sacs are found all over the body, though most prominently in the limbs. These small sacs create small bumps on the skin that can be seen by the naked eye though can be hidden by clothing. They draw air from the lungs and store it, allowing the Ghost in question to fall slower, jump even higher, or even make course adjustments in flight. At this point the Ghost could jump to the top of a two storey building. Repeated use and abuse can easily fatigue the user, however. (Even faster movement, greater jump height, can survive greater falls, moderately improve defense while airborne.) (Mutation Effect: Visible bumps on the skin where sacs are located, unusually deep breathes with unusually shallow exhales from time to time.)

      --Chameleon (Rank 1): Just as this ability suggests, a Ghost archetype mutant can evolve the ability to blend in with the background environment, and even, through slight psychic talent, subconsciously do the same for their equipment and anyone or anything they are carrying close to themselves.
      (Stealth bonuses, defense bonuses.) (Mutation Effect: Subconsciously blend into the environment even when it isn't necessary.)
      1. --Omnistick (Rank 2): Like other lizards, this Chameleon is now capable of climbing and sticking onto any surface so long as they're using their hands and legs to crawl along the surface. They are capable however of remaining still and freeing their hands for usage of a firearm, explosive, or other tool. They can apply this sticky quality on touch to other items or to people, allowing them to make "sticky grenades" and to stop someone from moving. (Mobility bonuses, dodge bonuses while on walls or ceilings, can use their sticky quality on items and other people.) (Mutation effect: There are small, hair-like follicles all over their body, and other fluids from them are now sticky as well, such as blood, sweat, and tears.)

      --Predatory Instinct (Rank 1): This gives a Ghost Archetype a sixth sense that informs them when situations are ripe for traps, and often manages to detect last minute ambushes before they occur. It also makes the Ghost archetype harder to detect to such methods, seeing as how they instinctively know to look for them.
      (Stealth bonuses, stealth detection bonuses.) (Mutation Effect: Small spines grow on back approximately 10-20 centimeters in length. They do have nerves in them, which allows the feeling of air passing over them, heat and cold, etc. Akin to fingers.)

      --Psychic Meld (Rank 1): This is a two part mutation. Both are unlocked if this mutation is chosen.
      [Ranged]: This mutation allows the Ghost Archetype to have an out-of-body experience with a nearby target, allowing them to see what their target sees, and hear what their target hears, even if they cannot directly see their target, so long as they know exactly where the target is standing. While having an out-of-body experience they become unaware of their own surroundings, as their brain can only handle one set of visual and auditory impulses, not two.
      [Touch]: Allows a Ghost Archetype to forcefully enter the mind of a target to retrieve memories. It can take several minutes of interrogation to fish out a specific memory, and targets with great amounts of willpower don't break easily, though surface thoughts are simple enough to catch on a simple brush of the hand.
      (Mind/Sensory reading) (Mutation effect: Eyes turn entirely black.)
      1. --Psychic Compulsions (Rank 2): [Ranged]: Having evolved their capacity for reading the sensory inputs of others, they are now capable of inducing auditory and visual hallucinations in a victim. The less it needs to physically manifest itself in the mind of the target, the easier it is for the Ghost to maintain the connection and torture their victim [Touch]: Upon grabbing the victim, the Ghost can now leave compulsions in the mind of the target. Resisting the compulsions may cause brain damage. The more complex or overpowering the compulsion, the more time is necessary to implant it. It should be noted that at this point, they can also read the surface memories of shapeshifters. (Mutation Effect: Hair turns silver in colour, and now projects a small but noticeable and detectable amount of psychic energy at all times.)

      --Sabre Fangs: Retractable and extendable fangs in the mouth made out of a biological material comparable to the hardness of diamond, these fangs can pierce most types of armour and hide and dig up to half a foot into a target. This is a very lethal attack against the standard human. It's comparable to having a pair of armour piercing combat knives hidden in your mouth.
      (Hidden, armour piercing melee weapon) (Mutation Effect: Unnatural fangs are easy to spot whenever mouth is open, unnaturally sharp teeth)

      The Brute archetype is violence incarnate, and by the standards of some, the pinnacle of biological perfection. Brutes have damage resistant hides, claws and scythes, and impressive regenerative properties. High ranking brutes are likely used by the mutant forces in the Shadow Zone to demolish tanks and engage in close range fights with mechs. They are strongest where they can do the most damage, or soak it for allies.
      Below are starting Brute mutations.

      --Muscle Stimulus (Rank 1): With increased blood flow and nutrients to the muscles, as well as tougher cells to better resist the stresses that come with it, this character enhances their strength and overall dexterity, allowing them to bend iron and giving them an overall more intimidating figure.
      (Bonus to intimidation, enhanced strength beyond human norms, slightly higher defense) (Mutation Effect: Most clothing will be tight and they will look uncannily, almost inhumanly muscular, complete with an eight pack and thighs that dwarf small children.)

      --Thick Skinned (Rank 1): With thicker skin that is made out of tougher materials, it becomes harder to penetrate. Regular melee weapons, such as bayonets, have a harder time piercing this character's outer hide, and when it is pierced the damage tends to be minimal. It acts like Kevlar, basically.
      (Bonuses to defense especially to melee, lessens the overall effect of wounds.) (Mutation Effect: Skin will be imperfection free. No scars, no pimples, no warts, no birth marks, no wrinkles. It will look quite odd, almost doll-like.)

      --Acidic Spit (Rank 1): Certain glands within the mouth become factories for high concentrations of acid, which can melt through some surfaces, armour, and severely burn flesh and destroy eyes. It has a limited range, but is a very good initiation tool, and a surprise weapon against some.
      (Ranged Weapon: Acidic Spit.) (Mutation Effect: Jaws look inflated to add space for the acidic sacs, food is eaten quickly or is dissolved unintentionally.)

      --Secondary Organs (Rank 1): The body creates an additional set of backup, multipurpose organs which can take over for other organs should they fail. Wounds that would normally kill instantly--such as a knife to the heart--instead cause a momentary stun and a lot of pain as a backup organ takes its place. This does not work against head shots. Secondary organs are regrown after a while, but not quickly.
      (Harder to kill, reduces the severity of wounds.) (Mutation Effect: Causes the overall form of the person to enlarge, their chest and stomach areas especially. This is cumulative with Muscle Stimulus.)

      --Supersonic Scream (Rank 1): Enlarges the chest cavity a small bit, though most especially the lungs, to allow for the capacity to unleash a massive roar that temporarily deafens enemies and makes enemies within a few feet dizzy and less accurate. This is also highly intimidating, naturally, and can knock down smaller opponents who stand in front of the Brute.
      (Knock-down opponents in melee, make dizzy opponents a few feet away lowering their accuracy, deafen a small area.) (Mutation Effect: Slightly enlarges the chest cavity and gives the character unnaturally long periods of time between each breath unless they are fatigued.)
      Note: Only lasts a few seconds, can affect allies as well as enemies, repeated usage in a short period of time will fatigue the user.

      GRUNT
      Here, Grunts can find their Weapon Choice, along with their arsenal of weapons, items, and gain access to advanced training courses.

      It is traditional for many Grunts to name their own weapons after modifying and tweaking them. Whether you do so or not is up to you.

      Shotgun: The classic automatic shotgun, fully capable of wiping out entire rooms of enemies without backup so long as the room isn't all that big. Great at close range, weaker as the range gets longer.
      (Damage and accuracy bonus at short range which dwindles quickly as the range increases.)

      Sniper Rifle: Your classic, high calibre sniper rifle. Likely bolt-action or with very small clips to accommodate the very large rounds of ammunition used. While it can't be used on the move, it does have a significant range advantage over the other two options.
      (Very long range weapon with good accuracy which cannot be used while moving.)

      Assault Rifle: The best of the average, this weapon is useful but doesn't particularly excel at either short or long range combat. Its greatest feature is its flexibility.
      (Performs well at most ranges, has no outstanding strengths or weaknesses.)

      LMG: Light Machine Gun. These weapons are great for covering certain areas in repeated fire, though are heavy and can't be fired on the move effectively. Think of them as sniper rifles... That fire 200 rounds a minute.
      (Heavy penetration and excellent rate of fire, long reload times and not-so-excellent heat distribution, firing while moving gives humongous penalties.)

      SMG: Sub-Machine Guns. Light, versaile, and often able to unload entire clips in no time at all. It can be used effectively on the move, though it loses out on penetration power in comparison to the Assault Rifle or Shotgun, and doesn't have the range of LMG's or Snipers.
      (No penalty for firing on the move with a high rate of fire, less range and penetration compared to most other options.)

      --LAS-Mod: The latest and greatest imported from the hotbed of Europe's war zones, the LAS-Mod is an overhaul modification to the entire weapon that replaces the clip with a battery, and the inner workings of the firearm to fire heated lasers at targets. As an added bonus, the laser's colour can even be changed to suit the whimsy of the one using it. This removes any concerns with weapon jamming and has greater overall damage, though has lower penetration against targets with thick armour and can have overheating issues, such as burning a user's hands.
      (Higher damage, no potential for jamming, more shots = greater chance to overheat especially on shotguns and LMG's, lower armour penetration.)

      --Hi-Tech Scope (Night-vision): Attaches a scope to your weapon of choice which has night-vision installed.
      (Can be used with Infrared & Target-Tracker)

      --Hi-Tech Scope (Infrared): Attaches a scope to your weapon of choice which has thermal vision installed.
      (Can be used with Night-vision & Target-Tracker)

      --Target-Tracker Scope: The Target Tracker is a form of primitive AI assist that aids in allowing a user to track targets through walls and around cover, and grants minor aim assistance against such targets it has marked, but only against targets it has marked.
      (Aim Assist, target marking) (Can be used with Night-vision and Infrared)

      --Bigger is Better Calibre: Increasing the size of the bullet or firing chamber in a laser weapon to increase the overall damage output of that weapon. Crude, but efficient.
      (Increases damage.)

      --Silencer: A simple silencer that reduces noise and muzzle flash of a firearm. It's fairly ineffective on laser weapons, which have an easily sighted trail between firing point and target...
      (Noise/Light reduction on traditional firearms; little effect on laser weapons)

      --Electrified Bayonet: A large, electrified bayonet attached to the end of your weapon. Upon striking a target it electrocutes them, even on a minor cut, allowing an easy finishing blow in what would otherwise be a one way fight with any halfway decent melee-oriented mutant. It's also a not-so-surprisingly effective weapon to charge into enemies with.
      (Melee bonuses, charge bonus)

      --Taser Attachment: A Taser attachment on your weapon which allows you to stun some targets a few feet away from you with an electrical current that generally interferes with a creature's nervous system. Obviously not as effective on larger targets, but more effective on humanoid targets. It can miss, unlike the electrified bayonet, but has a little range on it, which the electrified bayonet does not.
      (Stun opponent for a few seconds)

      --CQC (Rank 1): This character has been officially trained in close quarters combat and can more than hold their own in a pinch. They can even sometimes take on targets bigger or faster than themselves, though, betting on CQC alone is not recommended.
      (Melee bonus)

      --A Soldier's Wrath (Rank 1): There is nothing stronger than the bonds of brotherhood. Anytime an ally is hit and takes an injury as a result of that hit, this character will take a free shot at that enemy so long as there is clear line of sight to do so and it wouldn't break stealth. If a shot can be feasible taken without breaking stealth, the shot is taken. If multiple weapons are equipped and some have special ammo limits, the ones without special ammo limits will be used instead.
      (Free reaction fire.)
      Note: This bonus does apply on self: If the Grunt takes a wound from enemy fire, they will retaliate if they are able to do so as a free reaction shot.
      1. --Rampage (Rank 2): When an ally is hit, this character now gains an accuracy bonus against the opposing target both for his reaction shot and for the next post. If an ally (named NPC or PC) is incapacitated, badly injured, or slain outright, this character enters into a battle fervour that renders them immune to panic and greatly increases resistance against psychic assaults until the target which harmed their friend retreats from the field of battle or is slain.

      --GECKO (Rank 1): Your character has received training in the art of blending in with the terrain, moving quietly, and more. They are naturals at not being found, and vanishing into thin air where it counts. In places rife with physical cover or cover of darkness, or with sufficient distractions nearby, a Grunt can escape from plain sight and dart to another location to hide.
      (Stealth bonuses, allows a Grunt to sometimes escape from plain sight with sufficient prerequisites around.)
      1. --Baited and Outsmarted (Rank 2): An amusing catchphrase screamed out by some of the more juvenile, though completely appropriate to describe this duel edged upgrade to the Grunt's arsenal and tactical thinking. First: Their flashbangs now double as smoke grenades, and they now start with four per mission instead of just two. It is also presumed that they know how to properly cover their eyes and have grown accustomed to it, no longer being blinded even if dropped at point blank so long as they cover their eyes, with the ringing in their ears reduced in intensity. The smoke within the grenades expands nearly instantly into a small space, though out in the open its effects are limited. Second: When escaping from harm, they have a good chance of predicting where it is the enemy will search, and thus, whatever path they take is the least likely path by which the enemy will follow. (Improved flashbangs/smoke grenades and a greater chance that enemies will take the wrong path to pursue them once they've lost eyesight.)

      --Adrenaline Junkie (Rank 1): This character is the epitome of risk-taking. The worse the situation is for the Grunt, the greater the chance that excessive amounts of adrenaline will start to pump through their system, making time itself slow a tad from this character's perspective and giving them bonuses to avoiding damage and hitting enemy targets.
      (Bonuses to defense and offense when in highly dangerous situations.)

      --Damned Fine Aim (Rank 1): A character with a natural tendency to hit targets in critical points if they stop, aim fully, exhale, and pull the trigger. If a character takes added time to line up a shot, they generally almost always hit that shot.
      (Greatly improved aim if time is taken to line up a shot instead of reaction firing at a target. Increases chance of hitting a weak point without knowing where it is. Decreases defense for that round.)
      1. --Eagle Eyes, Eagle Ears (Rank 2): Having spent ages looking down scopes and looking for the finest of details, the Grunts who pursue tactical shooting find themselves learning tactical searching. These Grunts now come with one motion detection camera and two invisible laser tripwires, wirelessly connected to their radios to give them a warning beep if anything triggers them. They can be set up in seconds and are generally hard to spot, allowing for safe sniper nests to be set up. Atop this, they've also become more adept at passively spotting enemies hiding behind cover or who are using stealth technology, even stealth mutations, and doing this faster than the average person can. (Greater stealth detection, simple gadget.)

      --Full American Unload (Rank 1): Your character is trained in the art of unloading an entire clip of ammunition as fast as possible at a certain piece of cover, generally obliterating that piece of cover, and sometimes, whatever was hiding behind that piece of cover. It's the American Way.
      (Suppression against a target, occasionally destroy cover.)
      1. --Break Their Will (Rank 2): Individual bullets now have a small chance to pierce cover before destroying it, and spraying an area down generally causes mass hysteria and panic attacks in those caught under fire, even after the barrage has stopped, until they snap out of it by random chance or someone snaps them out of it. There is also a greater chance of simply obliterating whatever cover the enemy is hiding behind. (Suppressed targets panic, can pierce cover, greater chance of destroying cover.)

      --HE Training (Rank 1): High Explosives training. This character is trained to effectively utilize, arm, and disarm highly explosive weapons. On every mission, they may choose to take six charges of C4, which is a remote detonated explosive, or a rocket launcher with two shots. Add to inventory and swap out whenever between missions if desired.
      (Self explanatory.)
      1. --Class 3 Explosives License (Rank 2): As per the training manual, there are three levels of explosives licensing detailed. The third level grants access to "suitcase explosives", while not always contained in a suitcase they often are as it's a simple, effective method of storing the components. The case is often bulletproof. Armed with a digital timer and a remote detonator, the suitcase explosive is fully capable of devastating a small city block. It's most often used inside apartment buildings to knock the entire building down with one carefully placed explosive. Their vast knowledge of explosives by this point also makes it possible, though difficult, for a Grunt to aim and fire at enemy explosives, causing detonation instead of simply damaging them. A grunt may carry one suitcase explosive, or, give up his six charges of C4/rocket launcher with two shots for a second suitcase explosive. Lesser, improvised suitcase explosives can also be "jerryrigged" on the battlefield if given a sufficient amount of supplies and time. (Self explanatory.)

      --True Grit (Rank 1): This character, not having the benefit of either mechanical expertise or mutations, has likely pushed themselves to the limit, and beyond that limit, in attempting to keep up as a mere mortal man. This "mere" mortal character, however, has trained hard and long enough that pain itself doesn't affect them. Grit allows a character to continue fighting through wounds unabated, though fighting with certain wounds may worsen those wounds. (Continue fighting at full strength even while wounded.)

      --Jump Pack Training (Rank 1): Add a Jump Pack to your inventory. This allows your character to use a jump pack to ascend and descend from high locations, such as rooftops, just like how mechs can, only on a smaller scale. Attempting to fire weapons whilst in the middle of flight is a highly inaccurate affair and not recommended, but throwing grenades is still unaffected by flight.

    • Geography/Factions

      North America: The last hub of "civilized" civilization purely by chance, there are small and scattered colonies all over the continent, though by and far the most powerful and well equipped are the Thirteen Colonies on the east coast, which claim to represent the interests of the entire continent, but generally don't. Food stockpiles are made up over the spring and summer by the Thirteen Colonies, and are consumed during the fall and winter.

      Europe: A series of despots, warlords, and military overlords gone mad, this landmass' collective of nationalities only serviced to further agitate and inspire small collectives to pummel the ever lasting shit out of each other with artillery and other such weapons. On the flip side, Europeans tend to be ahead of the curve where it concerns weapons, and were the first ones to field mech troopers, a technology now considered invaluable to warfare.

      Asia: The Asian continent is unique in that perhaps the most well established empires tend to be run by mad occultists who believe that the first of the "beautiful glowing ones" were launched from that area. There are few areas of true sanity and safety, but, on the other hand, the peoples of these war torn and radiation soaked lands tend to be hardier than the rest. Well, those who survive, anyway.

      Africa: The African continent was both simultaneously blessed and cursed with its lack of significant nuking targets. On the one hand, it wasn't immediately hit with radiation, and so many African villages were able to prepare for the worst. On the other hand, the worst turned out to be much more than most of them could handle. There are sparse few people who even live on this continent anymore, between the mutated versions of already deadly animals and horrifying nuclear winter that raped the ecology of the land for several years.

      South America: The amazon jungle's mutations have made it an unlivable nightmare zone. The only thing keeping it back from world domination is time, the oceans, and Mexico's desert climate, really. As with Africa, sparse few people even live here, leave alone do so well.

      Oceanic: Nearly every island was unable to support its current population. Between infighting, nuclear winter, and bizarre weather patterns, almost every island was entirely wiped out of life, leave alone human populations. The oceans themselves are filled with mutated creatures as well, though most remain fit for human consumption... Most.

      Australia: Much like North America, Australia has also formed a small but tight series of settlements on its east coast. Much unlike North America, the already insanely deadly wildlife granted mutations have made communication with the Australian League very, very intermittent due to giant ants eating the comm lines. Anyone who manages to leave Australia alive tends to have a survivalist mindset that scares the average person.

      The Bunker Colonies are a series of Thirteen Colonies that were rebuilt along the east coast of Canada and the United States of America. Bunker Chicago is one such city. They are all allied under a constitution which was signed and ratified by a council known as ADAM. Each member of the council rules a colony, and does so in an autocratic fashion. The military and police forces are known in each sector by the first initials of the city name, followed up with SEC. For example, a member of Bunker Chicago's military and police force is called BCSEC—Bunker Chicago SECurity.

      The two main factions vying for control over the Bunkers are the Council of ADAM and U-ARM. U-ARM generally operates in city ruins such as Chicago City, and attempts to convince "the people" to overthrow the autocratic regime in favour of a more democratic version... Though they also look down upon all mutants, regardless of whether they are human or not. The two rarely have large-scale conflicts for reasons of limited resources, and recently U-ARM has been on the losing side, due to the Shadow Zone consuming much of what was once U-ARM territory.

      Bunker Chicago is a walled bunker within the dead metropolis of Chicago. The walls stand a solid fifty feet tall, and are made out of pure concrete. Even tanks are unable to penetrate the outer shell, though occasionally, guards do disappear while on patrol just outside of the walls.

      The bunker is divided into four rings. The outermost ring is where the most impoverished go to live. They also occasionally disappear, and typically, nobody notices. They usually live in hovels made out of aluminum, or other scrap metals. The third ring is comprised of renovated apartments, condos, and skyscrapers. There is little privacy here and people are packed tightly together, but it's still better living conditions than the outermost ring. The second ring is at the very core and extends partway underground, and is where the military is located. This is also where the majority of the functioning industry is located. Tanks, cars, mechs, and other such things are fixed up here. The first ring is actually entirely underground, and this is where research and development calls its home. The reigning Council of ADAM member that runs Bunker Chicago also lives here.

      Overall, the place is cramped, but it's significantly better than the outside world, and it's not uncommon to see children laughing in the streets, or tinkerers attempting to fix little knick knacks of the old world. There are roughly fifty thousand people who live within the walls of Bunker Chicago.
      The most important people are Council member Ryan Dufont, whom is rarely seen outside of the first ring, BCSEC Colonel Marie Black, whom is often found amongst her troops or in R&D. She also deals with mercenary contracts

      This will be updated as more factions are discovered within and outside of the Shadow Zone.

      Bunker Chicago: Technically a subfaction of the Council of ADAM, it still operates as a separate, distinct entity, with its own laws and security forces separate those of the Council of ADAM. It is also the only self-sufficient bunker, often producing excess food which it then transports to other, less well off bunkers, giving it some extra degree of freedom in how it can rule itself. The ruler of Bunker Chicago however is still a council-appointed member of ADAM.

      Council of ADAM: The Council of ADAM is the official, autocratic government of the Bunkers. Each Bunker has a council member that ultimately helps to decide the future of the Bunkers. He or she has complete authority over every aspect of the Bunker in which he or she reigns, though often delegate power and only intervene when there are significant problems going on. They tend to rule with benevolence, as their ultimate goal is the recreation of human society.

      Shadow Zone: The Shadow Zone has a largely nebulous series of societal conclaves, with each mutant seeming to perform more like a member of a greater organism, like a cell in a body. There is a society here, perhaps even a culture judging by their subtle Latin influences... It's just shrouded in mystery, and is so alien as to make it excruciatingly difficult to dissect and understand.

      U-ARM: U-ARM is classified by the Council of ADAM as a terrorist organization. U-ARM stands for: United-American Resistance Movement. U-ARM's ultimate goal is to restore democracy, and eradicate all mutants. In this they are willing to pay any price, though they've been on the losing side of the conflict lately due to their failed attempt to detonate a nuclear device in Bunker Chicago.

      Gangbangers: Often separated into segregated gangs that range between a couple dozen to a few hundred, they maraud the wastelands of every continent. In Bunker Chicago's general operating area they aren't considered a threat, though occasionally, small groups of them crop up from time to time that prey upon innocent travelers and traders before being demolished once again by Colonel Marie Black. Recently however they've been agitated and excessively aggressive even by their standards, likely due in part, somehow, to the Shadow Zone.

      Characters

      Located within are the official profiles of fellow NPC's which player characters are aware of and can access at any time. No doubt however that some of the information contained is lies and mystery, and up to you to disseminate, if you should so choose.

      Name: Carolyn Antoinette.
      Faction: Specialist, BCSEC.
      Age: Twenty Two/22.
      Sex: Female.
      Sexuality: **CLASSIFIED BY ORDER OF GENERAL DEVIN ANTOINETTE**
      Blood Type: O+
      Combat Style: Pilot.
      Bio: Born to a military family. Her mother was brutally killed and she was put into critical condition at the age of nine. Joined the sciences division at the age of twelve. Excelled, though mainly through a mixture of her own determination and her father's influence. Became a pilot at the age of sixteen. Was deployed into her first battles at the age of eighteen. One of the foremost experts of mech piloting.
      Known Relationships
      Georgia Rhettland: Childhood friend.
      Devin Antoinette: Father-daughter.
      Alyss: Close friend.
      Captain Derek: Friends? (Further Intel Gathering required.)

      Name: Morai Lee.
      Faction: BCSEC, Sergeant.
      Age: 44/Forty Four.
      Sex: Male.
      Sexuality: Heterosexual.
      Blood Type: A-.
      Combat Style: Grunt.
      Bio: Relatively unknown. He's an immigrant from the orient who has shady ties with shadow factions operating within Bunker Chicago. So much so in fact that even intel has failed to get anything worthwhile from him. He is far more important than belies his aged veterancy.
      Known Relationships
      Devin Antoinette: A business relationship of some sort.
      Marie Black: He owes her a large favour of some sort, though they do appear to be friends.

      Name: Devin Antoinette.
      Faction: BCSEC.
      Age: 51/Fifty One.
      Sex: Male.
      Sexuality: Heterosexual.
      Blood Type: O+
      Combat Style: Classified.
      Bio: Classified.
      Known Relationships
      Morai Lee: Business relationship of some sort.
      Carolyn Antoinette: Father-Daughter.
      Marie Black: Competing authority for control over BCSEC forces. Colonel Marie Black would normally be of a lower rank, though was granted unilateral authority by the Council of ADAM, circumventing regular military authority. Respects her, but is openly unsettled by having his authority overridden by her.
      Ryan Dufont: The two share a mutual distaste for one another, but in emergencies will work together for the greater good.
      Mirkov: The two are old friends from a defunct mercenary company.

      Name: Marie Black.
      Faction: BCSEC, Colonel.
      Age: 31/Thirty One.
      Sex: Female.
      Sexuality: Presumable Heterosexual, but does not engage in such activities.
      Blood Type: A+
      Combat Style: Grunt. There are hints of mutations in her blood but she has refused further tests.
      Bio: She grew up in a Jesuit missionary in south-central North America. While a teenager, she tried to defend the Jesuit missionary from a pack of gangbangers and raiders, but was overwhelmed. The missionary was burned to the ground, and she was taken as a trophy. Stories have circulated about the brutality thrown against her, but the only one she has bothered to publicly confirm is that she was violated with a combat knife at one point and thereafter left to die.
      Soon after, she was found and rescued by Thirteen Colonies scouting teams. She wandered the towns as a mercenary, then joined BCSEC. She rose through the ranks quickly with her merciless hatred of raiders, and stopped a U-ARM plot to destroy Bunker Chicago with a salvaged nuclear warhead. Seeing her exemplary record, she was brought forth to take command of BCSEC directly by the Council of ADAM.
      Known Relationships
      Morai Lee: He owes her a favour of some sort.
      Devin Antoinette: Tends to show him respect.
      Ryan Dufont: Some form of love-hate. Truly only those two understand each other.

      Name: Derek. (Last name dropped: Daniels.)
      Faction: BCSEC, Captain.
      Age: 25/Twenty Five.
      Sex: Male.
      Sexuality: Heterosexual.
      Blood Type: B-
      Combat Style: Pilot.
      Bio: Years ago, his father in Bunker Washington disowned him. He wandered around aimlessly until he ended up in Bunker Chicago where after a series of small time crimes he was pressed into BCSEC. He has been a pilot of admirable quality and skill, and a ladies man known for his string of conquests. A pleasant enough fellow who avoids his past, like many others.
      Known Relationships
      Carolyn Antoinette: Friends? (There might be more going on...)

      Name: Ryan Dufont. (Council Member of ADAM.)
      Faction: CoA.
      Age: 28/Twenty Eight.
      Sex: Male.
      Sexuality: Bisexual.
      Blood Type: AB.
      Combat Style: Grunt.
      Bio: Mostly classified, though he has a public service record in Bunker Montreal. Part of that public service record includes witnessing his entire squad being wiped out by zealous anti-mutant U-ARM terrorists. He hunted down and killed every single known member of U-ARM involved in that assault at the age of seventeen, then disappeared. The Council of ADAM announced his appointment one year ago in Bunker Chicago.
      Known Relationships
      Devin Antoinette: The two share a mutual distaste for each other, but in emergencies will work together.
      Marie Black: Love-hate relationship. Only those two can understand each other.
      Mirkov: His right hand man.
      Richard Miller: A rivalry of some sort.

      Name: Mirkov. (Specialist/Mercenary.)
      Faction: Self.
      Age: ?
      Sex: Male.
      Sexuality: ?
      Blood Type: ?
      Combat Style: ?
      Bio: ?
      Known Relationships
      **CLASSIFIED FILE BY ORDER OF MIRKOV**

      Name: Alyss.
      Faction: CoA.
      Age: ?
      Sex: Female.
      Sexuality: ?
      Blood Type: ?
      Combat Style: ?
      Bio: ?
      Known Relationships
      **CLASSIFIED FILE BY ORDER OF MIRKOV**

      Name: Eve.
      Faction: Shadow Zone.
      Age: ?
      Sex: Female?
      Sexuality: ?
      Blood Type:
      EsRMkjR.gif

      Combat Style: Shapeshifter/?
      Bio: ?
      Known Relationships
      Adam: A dead shapeshifter, likely close compatriots.

      Name: Richard "Franklin" Miller.
      Faction: U-ARM, Colonel.
      Age: 44/Forty Four.
      Sex: Male.
      Sexuality: Heterosexual.
      Blood Type: ?
      Combat Style: Grunt.
      Bio: Richard "Franklin" Miller is one of three faction heads of U-ARM in the Bunker Chicago area. He was 'voted' into office by the rest of his military and is known for his usage of strange tactics and eccentric behaviour.
      Known Relationships
      None so far.
    • All characters start at or upgrade to level 2, as the first wave of missions have been completed. Choose your upgrade path accordingly.

      You receive four "scrap" points to upgrade your mech and invent new technology for it. Use these points to upgrade existing weapons or armour, to add slots on your mech for equipment, and to invent new weapons and armour. You can also take this opportunity to completely redo your mech's current arsenal and equipment to your heart's content.

      As well, add this to your character sheet underneath your mech's specifications.

      Technology Marches On: All pilots are now equipped with a pair of nanotech gloves which have wireless technology. State of the art, these gloves allow them to attempt to hijack the controls of an opposing mech at short range, and grant them access to a small, mechanized companion. This can be anything from a small aerial gun drone to a robotic puppy. Their "companion" has two ability slots and so long as there is no interference in the gloves, will obey every command given to them.

      The gloves are also quite hardy and thick to protect the nanotechnology, however, they aren't indestructible. Given that you will typically be wearing these gloves however, if they are damaged, it should be noted that the amount of force or heat to damage them will likely completely wreck the user's hand. So it's only a small concern, so long as the technology isn't hit with an electromagnetic pulse or other similar device-ruining weapon.

      Select one existing mutation which you have to upgrade, add a mutation from any of the listener trees, and create a custom mutation for your character. Atop this, your character will also receive one random mutation which has negative side effects, but does still grant a bonus or ability.

      As well, add this to your character's sheet underneath their mutations.

      In Forma, Quod Puritas: Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant.

      Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.

      Add one weapon modification to your weapon and create one custom modification to add to your weapon. Add one piece of combat training, and select an existing piece of combat training for upgrading.

      As well, add this to your character's sheet underneath their Advanced Training section.

      Manifest Destiny: Humanity has a knack for survival, for a variety of reasons. The first is their versatility: These Grunts have trained hard enough that they can wield any weapon masterfully and without penalty. The second is their numbers: These Grunts can radio in for artillery strikes or aerial support and generally can get at least one per mission. The third is their stubborn ingenuity: These Grunts have access to top of the line technology like Pilots to amplify their abilities, and have access to the same laboratories. This grants access to one piece of custom technology, here are a few suggestions, though Grunts are of course free to make up their own ideas.

      Camo-Suit: Blend in against the environment.
      Mechanized Adaptions: Putting in gyros and other such things to increase the amount of strength, speed, and durability to your armour.
      Power Suit: Because nothing spells America like size. Remember how the heavy trooper in the apartment mission took a grenade and shrugged it off?
      Biochem Shots: Like the ones that Morai used, to allow the user to perform near superhuman feats and work through injuries.
      Heatseeking Grenades: Because nothing spells America like explosions to the face.
      Motion Sensor: Maybe you'd like your motion sensor in your hands instead of inside the giant mech, so you can take it with you inside buildings.

      Multi-classing: Add the class' base (beginning) stats. For Pilots this means the starting mech, for Grunts this means two weapon mods and two pieces of advanced training as well as a custom firearm, for Listeners this means two mutations from the same archetype.

      One additional mutation from any archetype. Add two "scrap points" for your mech to customize and upgrade.

      Add one piece of combat training and one mutation from any archetype.

      Add one weapon modification. Add two "scrap points" for your mech to customize and upgrade.

      Type "Vlad has Camoflauge" somewhere in your sheet to verify that you read all of this in detail. It's not necessary, but it tells me that you're paying attention. :angel:

    • Nathaniel Hawthorne

      • --Mind on the Money: More often than not when Nathaniel takes a guess at where his objective or target is, he's spot on. (Increases odds of randomly finding whatever it is he's looking for.)
      • --The Chosen One: Having been touched by the ghostly touch of a very important figure, other listeners and enemies within the shadowzone tend to be more likely to listen and comply with Nathaniel's requests. (Bonuses to diplomacy with mutants of all kinds, intelligent or not.)

      Daniel Ezekiel Anders

      • --Isaiah 13:13: "Therefore I will make the heavens tremble; and the earth will shake from its place at the wrath of the LORD Almighty, in the day of his burning anger." (Bonus to melee combat, blows hit slightly harder.)
      • --Returning Fury: Having lost his mech in battle, Daniel better understands how to deal with such mishaps in the future: Dodge the wrench. (Bonus to mech survivability.)

      Bruce "Brucey" McFoster

      • --Australia's Number One BBQ: Brucey is a damn fine frycook. Yes, oh yes, he most definitely is. So much so that he has tweaked his mech to ensure perfect tenderness in 0.5 seconds instead of 0.6. Mmm, extra crispy. (Bonus to flamethrower intensity.)
      • --Out of His shining light: Brucey has seen shit no man could ever wish to see, from his homeland, to the pacific theater, to the west coast, and across the barren central nightmare. Being the leader of his "church" for some time and having seen active duty, he can break his fellow non-mutants out of a panicked state simply by bellowing orders at them. (Can reform mentally broken allies, PC or NPC.)

      James Wolff

      • --Eyes Everywhere: After an incident that nearly took his life, James has become aware to watch his own back, even when his eyes are peering through a scope. (Greater chance of detecting enemies sneaking up on him with sound if his sight is preoccupied.)
      • --The Key is More Nitroglycerine: James and explosives go together like sulfur, charcoal, and potassium nitrate. That is, he's spent time understanding how to make glorious plumes of fire. (Explosives tend to be more devastating against enemies and less effective against James and any nearby allies.)

      Roman Cassidy

      • --The Warpath: Rain or snow, sun or moon, heaven or hell, Roman will find a way. (He always has an escape path and can find a way through ordinarily impassable terrain. It may not always be safe, and it may take him a minute, but he can always find a way.)
      • --Cut The Head Off: Having taken the time to look for enemy weaknesses before and capitalizing on them to save his own life and countless others, Roman's grown an aptitude for instinctively firing at enemy weak points, whether he noticed them or not. (Greater chance of stumbling on enemy weaknesses, and hitting them successfully.)

      Jenive Rousseau

      • --Ladybug: A woman with a deep interest in culture, and yet, who likes to fly given any opportunity. (Increased odds of evading harm while using jetpack.)
      • --Savior: Jenive goes out with ten soldiers. She comes home with ten soldiers. There are no exceptions in her mind. (Increased odds of success in actions if doing so to save an ally's life.)

      Georgia Rhettland

      • --Toyland: Georgia has grown up her whole life building gizmos and putting them to good use. (She now keeps a small package of random material with which she can make nearly anything.)
      • --SPARKLY PLUG, WOOSH!: Faster, faster, faster, faster, faster, faster! (Georgia sprints faster and has a small defense boost while sprinting in the first few seconds of any dash.)

      Junko Heizen

      • --Two in the Bush: Having struggled to shoot through the Shadowzone earlier, she's trained and adjusted her scope accordingly. (No penalties for shooting long distance in the Shadowzone. Bonuses for chances to cause debilitating injuries to mutants that are otherwise extremely hard to kill.)
      • --Juggernaut Killer: Junko has thought long and hard about the heavy armour that U-ARM soldier was using before... What a shame if it had failed him. (Greater chance to pierce heavy armour.)

      Eira Mairwen

      • --Stabilize Or Die: Precarious situations demand precarious thought, after having experienced what falling through a building was like, Eira has practiced in her new mech how not to fall to her death. (Greater chance of recovering from a fall at a height in a mech, any grappling hook or similar might be used to keep her safe instinctively.)
      • --Returning Fury: Having lost her mech in battle, Eira better understands how to deal with such mishaps in the future: Dodge the wrench. (Bonus to mech survivability.)

      Kiku

      • --ARMed with Science!: Having had her arm amputated to save what was left, Kiku now has a mechanical arm. It isn't much stronger than a regular human limb, but it'll do. (Mechanical arm has obvious advantages, do I really need to list them?)
      • --Nightmare Fuel: Between her extreme disposition, mechanical arm, and morbid mutations, she can easily strike fear and terror into opponents she assaults. (Chance to cause enemies to panic and flee if charging them.)

      Kai "Lupus" Aevephasa

      • --Get In, Get Out: In the tight, claustrophobic apartments, he learned the very valuable lesson of tucking and rolling and weaving from place to place. (When dashing short distances, moderately increased chance to avoid harm.)
      • --The Chosen One: Having been touched by the ghostly touch of a very important figure, other listeners and enemies within the shadowzone tend to be more likely to listen and comply with Kai's requests. (Bonuses to diplomacy with mutants of all kinds, intelligent or not.)
      Matthew Fetcher

      • --Unfriendly Fire: Friend. Enemy. Not so many letters difference, is there? Apparently, there is. (If firing at an enemy where allies are ordinarily in the way, Matthew will usually hit the correct target. Usually.)
      • --Instinctive Shooting: Having blindly fired around a corner, and finding that it kept him alive, he's slowly gotten better at pointing his gun in the right direction before firing. Slowly. (Accuracy bonus for blind fire, though it's still best done in tight spaces.)

      Peter Táo

      • --SUPPRESSING FIRE: Exactly as implied. (Greater chance of pinning enemies down when firing at them. Does stack with Full American Unload.)
      • --Concentrate Fire!: When firing at targets which allies are firing at there is a greater chance for both attacks to succeed. This also works for allies attacking your targets. (Accuracy and/or damage bonuses, depending on situation, when Peter is contributing to the damage against a target.)

      Liam Grillod

      • --Savior: Liam goes out with ten soldiers. He comes home with ten soldiers. There are no exceptions in his mind. (Increased odds of success in actions if doing so to save an ally's life.)
      • --Watchman: Liam has spent most of his time not on the front line, but looking for enemies that might hope to attack the front line. (Greater chance of spotting ambushers.)

      Marvin Walters

      • --Precision Shooting: In a mech, this is achievement worthy. (Bonuses to accuracy.)
      • --Supremely Uninteresting: Believe it or not, Marvin doesn't look like an appetizing target initially. That's a mistake the enemy doesn't get to make twice if Marvin has anything to say about it. (Until Marvin opens fire, enemies generally don't take interest in him.)

    • Additional information will go here over time.

      Q. No active recruitment?
      A. Porting this role play over from another site. The players came with, ergo, they get first dibs on the spots. If we happen to have a player shortage, I'll open things up, but not before. I don't want to betray my players like that.

      Q. People die in this?
      A. Yep. There's also heavy religious themes, some sexual themes, a boatload of graphic violence... I think you get the picture.

      Q. Will you allow people under 18 in this role play?
      A. Eh'... Probably not. Due to certain sequences and scenes involving psychological torture and the like, it is simply not appropriate for anyone younger than this to be trying to write it. I'd have to knowingly cap myself on my own descriptions, which would short sell what are otherwise extremely dramatic situations.

      So basically: Because artistic integrity. Sorry youngin's, can't join this one.

      None yet, will yours be the first?
      None yet, will yours be the first?
      N/A
     
    Last edited:

    • The Arsenal

      Loading uplink. . . . . .
      Connected! Software Deployment #2.13.18

      "Welcome, sir or madam. If you are seeing this, you're connected to the Research and Development sector of Bunker Chicago, located in the innermost ring, several hundred feet underneath the Earth, beneath several layers of concrete and other, classified materials and defenses.

      The cutting edge of technology is produced here. Cybernetics, mutations research, vehicles, and more. To requisition research and tactical developments, we have a series of projects outlined which need only require scrap and intel which you collect from the battlefield. Capturing enemies alive grants more intel, whereas capturing vehicles and technology intact grants more scrap, though these acts are obviously more risky than simply killing them and taking their corpses and damaged technology back home.

      You can also submit projects for research and development and the team will accordingly take them into consideration, letting you know at a later date if they are possible or worthwhile investments. In a sense, your ideas are quite literally "evaluated by a team of scientists and engineers" to determine if they are worth our time or not.

      This area is also used by battalion leaders to requisition equipment and vehicles necessary for their squads. There is no official limit to the number of resources which can be granted this way, but keep in mind that we cannot grant every request, even to the top tactical team of the Council of ADAM. Still, this does mean we can spare things for you on occasion. Soldiers, tanks, jeeps, air support, moral support in the form of mechanized ferrets. You need it, we are the ones to ask for it.

      Ryan Dufont would also like to make it known that he gave you direct access to these resources as a gesture of his trust in your abilities. He is egotistical and arrogant but prefers others to question his decisions and tolerates other egotists under his command, so he has a good nature to him.
      I look forward to further communications from all of you.


      Sincerely, Lead Engineer Nomuro Chi, and Lead Scientist Alexander Derringer."

      Military Ranks

      "Military Ranks for specialist agents differ from those of regular military personnel. Unless otherwise noted, these are the military ranks possible for specialists in the military branch of BCSEC, directly under the supervision of either myself (Colonel Marie Black) and Council Member Ryan Dufont, or other members of the Council of ADAM as it comes up.

      If you have any questions, feel free to leave them on my desk, or in Ryan's paper shredder. Either way works for me.

      Sincerely, Colonel Marie Black.

      PS: If you're going to try and bribe me for a higher military rank, bring me a nice cigar and don't ask me out for a date and that will be a good start to your inevitable public execution by firing squad."

      Note: Keep in mind that it is possible for individuals to skip up the ladder across multiple ranks. Promoted individuals can also end up dropping down the list for disobeying orders from superiors, or otherwise offending politically powerful individuals.

      Regular: A regular member of the specialist forces, either as a member of BCSEC or as a mercenary. You can issue orders to non-combat members of the military. You can also issue them to civilians in times of crisis.
      Specialist Rank 5: Given to natural leaders or the especially clever, or to war heroes on the front line. You can now issue orders to all regular members of the military operating in an operation area they are in.
      Specialist Rank 4: You now have access call in surrounding support by any agents operating in the local area. For instance, if Agent Alyss is operating nearby, and you call for assistance, she will drop her task to reinforce you.
      Specialist Rank 3: You may now call in for Council of ADAM elite paratroopers and small vehicle regiments.
      Specialist Rank 2: You may now call for aerial support in the form of fire bombs dropped by F-16 fighter jets, or heavy assault helicopters such as the Apache. You are also of a high enough rank to be considered for political assignments in Bunker Chicago.
      Specialist Rank 1: You may now call in for a TacN strike. If authorized by either Colonel Marie Black or Ryan Dufont, a tactical nuclear device will be detonated at the location specified. Keep in mind that TacN's are contained explosives with a detonation comparable to that of an oversized Bunker Buster bomb, capable of flattening upwards to ten city blocks. Their main purpose is drop a lot of radiation into one area. It is known that even Shapeshifters have troubles acclimating to high doses of radiation. It also acts as an EMP, so it can be useful against U-ARM as well.

      At this level, expect direct communications from the Council of ADAM, asking for your input on future mission opportunities.

      Current Personnel above Regular ranking
      Specialist Rank 5:
      Bruce "Brucey" McFoster.
      James Wolff.
      Roman Cassidy.
      Jenive Rousseau.


      Research And Development

      To use R&D, simply arrange the projects from most important to least important. I'll compile everyone's votes accordingly, then distribute scrap accordingly, with an emphasis on unlocking things and then putting the remainder of it on the next most important project. Ideally, order them as such.
      Research
      --#1:
      --#2:
      --#3:
      --#4:
      --#5:
      Development

      --#1:
      --#2:
      --#3:
      --#4:
      --#5:

      Scrap Total 0.
      Intel Total: 0.

      --Development Projects--

      Project PLUSHIE: The name is an in-joke amongst the staff. Simply put though, we've found a way to allow you to carry dozens of small beacons. These beacons can be set via remote wrist device to emit sounds, behave as microphones, make small flashes of light in various colours, project fake humanoid-sized radar signals, and send out sound at a supersonic level. Colonel Marie Black lovingly called them "little screaming bundles of joy." We prefer the term "panic inducing panic makers of panic."
      Result: LSBJ Beacons available for use. They take up a sidearm slot. Mech pilots can also equip them on their personal sidearm slot and deploy them from their mech. Simply note which weapon has an LSBJ-enabled deployer.
      Price: 5.

      Project ALPHA: Just like in the old world comics you grew up with, this is the first generation of power suits available for production. Light and Medium power suits are unlocked for use with two subtypes: POWER and CONTROL. POWER units focus on augmenting the user's weapons through mechanical braces, allowing firearms to fire larger calibre rounds. CONTROL equips the user with two grappling hooks on each wrist, allowing them quickly ascend buildings and other obstructions, or to impale victims and yank them closer, or whatever other devious machinations the user has in mind. These replace default sets of armour, and have a vulnerable spot on the back where the power unit could feasible be hit and damaged.
      Result: Light & Medium Armour given extra attributes based on subtype. As a side note, POWER weapon upgrades are automatically applied to whatever weapons the user has.
      Price: 6.

      --In-Progress Projects--

      Project SHIELD: Not in any way related to the superhero comics you grew up with, this is a development project that's been in the works for a while to counter the psychic effects of mutants and shapeshifters, who are infamous for their ability to affect even pilots located securely in cockpits or men through walls. Simply wear this neck device at the base of your spine and it should ward off or at least lessen the effects of psychic assaults. This seems to have some effect warding off other mental abilities of shapeshifters, though we've yet to truly understand their physiology. It seems to have no negative affect on our mutants who use psychic abilities either, so agents such as Georgia should feel safe using them.
      Result: NTAPs available for use. They are equipped on all agents automatically.
      Price: 5.
      Will be ready by next operation.

      Project MECHANICAL WARHORSE: Some people might be satisfied with having regular human limbs, or basic artificial replacements. We can do one better for you, and give you access to bio-mechanical augmentations, which should increase your reaction times and basic physical abilities.
      Result: Mechanical Augmentations available. Every character may equipped one of three basic augmentations: Speed, Dexterity, or Strength. (Speed increases dashing and mobility, dexterity increases accuracy and reaction times, strength increases melee damage output and resistance amongst other niche benefits.)
      Price: 5.
      Will be ready by next operation.

      Project LEGIONAIRE: We're capable of outfitting your entire squad with upgraded armour which will allow them to take additional punches from simple kinetics warfare, be it melee or ranged weaponry. We just need you to give us the go-ahead and you'll have something better than the KITTEN ASSAULT vest.
      Result: Light Armour & Medium Armour defense base values increased across the board.
      Price: 4. (1 Paid, 3 remaining.)
      Requires Additional Pylons.

      --Research Projects--
      (Note: Research projects lead to development projects. Unlocking something here causes it to become a development project to be unlocked with scrap. Consider this the "theory" part of theory and practice.)​

      Project OMEGA: A direct upgrade to the ALPHA suits, this time with an emphasis on improving the defensive abilities of the armour seeing as how the power pack can be used with mechanical augmentations. Light armour users will be able to wear medium power armour, and medium armour users will be able to use heavy power armour. We envision a few other directions this project could take from this stage, so we won't speculate further than defensive improvements.
      Result: Light armour can upgrade to medium, medium armour can upgrade to heavy.
      Price: 5.

      Project NTAP 2.0: An upgrade to the basic NTAP. We need more time to figure out what, exactly, we'll find, though the data from Adam's corpse is certainly helping. It's a shame it had to come at the cost of Annie's life, though...
      Result: Upgraded NTAP with unknown effects.
      Price: 6.

      --In-Progress--

      Project NANO: Nanobots. The greatest of the smallest. For now, projections are showing that we could take nanobots in several directions, but for now, this would simply allow medkits to be upgraded with nanobots which could mend any wound rapidly. Extremely useful for prolonged conflicts. The experiments however cost the lives of a half a dozen U-ARM terrorists. A pity it didn't have a higher cost.
      Result: Medkits can be upgraded to NanoKits.
      Price: 5.
      Will be ready for development by next operation

      Project FIRE STARTER: We've found a way to coat your bullets in a substance that only lights when it strikes a target. This has a small chance to light targets on fire, and is guaranteed to light your cigarette or oil canister. It has been noticeable effective against shapeshifters, though the fire doesn't seem to kill them outright it does seem to damage portions of their 'tissue', preventing it from changing shape again and leaving them in a rather vulnerable spot.
      Result: Incendiary rounds become standard ammunition. This includes .50 Calibre weapons for pilots.
      Price: 6.
      Will be ready for development by next operation

      Project VARIABLE STRUCTURE: Lacking a better name, this is simply a project to allow for a greater size differential in the structure of vehicles without compromising their defensive capabilities. Allows mech pilots to equip Medium size mechs, gaining two slots and losing overall speed in exchange for greater armour. Variable structure also applies to our base vehicles, allowing requisitioned vehicles to be built more resistant to armour piercing weaponry.
      Result: Medium size mechs unlocked, basic vehicles have increased armour resistance.
      Price: 4. (2 Paid, 2 Remaining.)

      Requisitions Office

      Personnel
      Soldier: A regular sol-- ERROR 384: Personnel section rendered off limits until further notice by order of General Devin Antoinette. Reason: "My men are not for sale. Try this again and I will have your head on a pike resting outside my office, Dufont."

      Vehicles

      Jeep: A standard military jeep with bulletproof glass and a turret. Can be hidden fairly easily in small alleys and the like.
      APC: Armoured Personnel Carrier. Would normally carry armed personnel, however its usefulness is hampered by the personnel section being locked off for now.
      Tank: A small, but reliable vehicle. Essentially a metal box with treads and a giant cannon mounted on it. An effective design that is still effective today. Comes with two NPC's as tank crew.

    • Missions
      Overview

      "It has been two weeks since your last operation. During this time, the Shadow Zone has expanded in size, and we discovered an infiltrator amongst our ranks: The scientist, Annie, was not what he appeared to be, at least, not anymore. Marvelously he managed to bypass all of our security systems. When he discovered a Shapeshifter PoW having experiments conducted on him, he apparently knocked out all of the staff and attempted to rescue their friend. Unfortunately, the PoW, subject Adam, perished due to the scientists being unable to complete their current experiment safely.

      Annie, who is codenamed Eve, is an infamous "woman" shapeshifter who was one of the first known identified sentient beings. "She" is also the only one we know of that is relatively non-hostile towards humans, and she appears to be one of the most advanced there is, even being able to grow hair and survive outside of the Shadow Zone's atmosphere for certain, unknown periods of time. However, in her escape, she took all the data she could on shapeshifters and other medical files related to human DNA structure. The kind that could be used to produce terrifying biogenetic plagues that could easily go far above and beyond wiping out Bunker Chicago. We're sending you to retrieve this woman before she can return to the Shadow Zone. Repeat: We are sending you to retrieve this woman. The Council of ADAM wants her alive. This is the first time since the Shadow Zone appeared that the entirety of the Council itself has stepped forward to demand something of BCSEC, and by extension, its mercenary contracts.

      Oh, and if you thought this mission was complicated already by the fact that she is an advanced shapeshifter, both U-ARM and the Shadow Zone appear to be sending forces to intercept her as well. We will need you to take care of them as well, at least, until you have Eve in our custody.

      Also keep in mind that there is a small storm coming in. The acidic rain, while it is no longer truly harmful towards humans, may inhibit shapeshifters and cause occasional equipment malfunctions. Be careful. You're slowly becoming our rising stars. It would be a shame if we had to run a story about your incompetence to the general public.
      Dismissed.
      --Ryan Dufont, Council of ADAM."


      Operation 2: Eve.
      Retrieval Team: Your goal is as simple as it gets. We'll be quartering off the South and East sections of the city. The other two teams will be operating defensible against U-ARM and the Shadow Zone each respectively in West and North. This will force the shapeshifter to be trapped in a single, small area. Negotiate with her, or take her in by force. Just ensure you take her in alive.
      --Roman Cassidy.
      --Nathaniel Hawthorne.
      --Eira Mairwen.
      --Paris Rience.
      --Georgia Rhettland.
      NPC's
      --Not Filled.
      --Not Filled.

      U-ARM Wing: You will operate in the Western part of the operation zone. Your goal is to prevent any of U-ARMs agents and vehicles into the central operating zone. Keep in mind however that U-ARM may bring in artillery once they realize they're being blockaded, so this may not be as simple as it seems on the surface. U-ARM is also renowned for having bold, if somewhat foolish, rapid brute force tactics.
      --Marvin Walters.
      --Junko Heizen.
      --Peter Táo.
      --James Wolff.
      --Character Slot 5:
      NPC's
      --Colonel Marie Black. (REASON: My talents are best used here, popular vote.)
      --Sergeant Morai Lee. (REASON: By request of my comrades, mainly, though I do admit feeling more comfortable facing human adversaries.)

      Shadow Zone Wing: You will operate in the Northern part of the operation zone. You should already be familiar with Shadow Zone mutants, though unlike U-ARM which will bring artillery, the Shadow Zone will focus on blockade breakers to reach Eve. We are certain of it. Expect fast moving and stealthy opponents, as well as large masses of flesh.
      --Bruce "Brucey" McFoster.
      --Kai "Lupus" Aevephasa.
      --Matthew Fetcher.
      --Character Slot 4:
      --Character Slot 5:
      NPC's
      --Abimael. (REASON: People seem to want me here. :sun)
      --Specialist Carolyn Antoinette. (REASON: This area is understaffed. Tiebreaker.)

      NPC Placement
      You have deployable resources from the Arsenal at your command. While the interface is still undergoing construction, these resources are still available to you, either because you outrank them, or because they requested to be assigned to serve alongside your squad.

      You may only have up to two deployable agents per mission, with the exception of Derek, who is capable of moving between each mission zone with nearly zero consequences.

      While players with promoted characters technically decide who goes where, a player who makes a sufficiently good argument can overrule a decision. Ultimately, Colonel Black makes the final decisions in the unit, leaving it in my hands if y'all have a disagreement about which NPC should go where.

      Abimael: A Shadow Zone mutant that has grown fond of us. While it sees us as being different creatures, it seems to understand on some intrinsic level what empathy is. He is able to turn himself into a bodily shield capable of absorbing severe punishment, turning his arms into vicious spikes, and has the same quality as any other shapeshifter: Touch him and your hands will burn, or a piece of you may be absorbed by him. He also ignores these effects from other shapeshifters.

      Colonel Marie Black: A Grunt with a special hatred of Raiders, Gangbangers, and Slavers. Equipped with advanced armour, a ballistics shield that is capable of stopping tank rounds, a large electricity rifle known as the Hand of God, and vast sums of tactical experience.

      Specialist Carolyn Antoinette: Part of the special military division same as you, this woman brings her mech into battle armed with a precision laser and an HE missile launcher. She seems to be focusing on modifying her targeting systems and armour with her scrap. She also has a mechanical puppy named Ditzy, who acts as a mobile sensor package that can see in both standard and infrared.

      Sergeant Morai Lee: An immigrant from the asian continent, has a vast array of experience across many battlefields and uses a combination of combat drugs and pre-set explosives to control the battlefield and perform near superhuman feats. He seems to be focusing on his shotgun's firepower, literally, as he has explosive tipped buckshot rounds.

      Captain "Daring" Derek: A helicopter pilot in the Achilles Heel MK 2. A self-proclaimed cowboy and gentleman to the ladies, he is no doubt a useful resource that can divert from one part of the battlefield to another nearly instantly depending on where he is needed or requested. His helicopter is armoured with a .50 calibre turret that pours out incendiary rounds. In combination with a special compartment that allows him to drop an extremely flammable substance, he can light certain areas of the battlefield on fire and make them temporarily impassable by conventional means.
    • TBA, Soon™ (Need some time to compile information. This is a side project--not a main project--so it'll take a while.)
     
    Last Bunker, now with delicious BBCode. We post the CS here, ja?
     
    Since with the mission resets Paris hasn't actually been in the IC yet, I thought this was a good opportunity to switch to another character I think I'd find more interesting to play, and who also fills a role that's been suspiciously empty (Brute Listener). However, if you'd prefer I stick with Paris, that's fine by me. I'll keep Jacqueline in storage as a back-up sheet and whatnot.

    • Cleaner_II_by_Sanveganza.jpg

      Jacqueline "Jackie" Kosminski (Female Listener) Source
      Age: 29
      Additional Appearance Notes: Jacqueline stands at a height of 6'5", a caucasian woman with short-cropped black hair. Her skin is imperfection and blemish free, like a living doll. Her forearms are notably long compared to normal arm ratios, with highly defined bones. Inflated jaws frame a wide face, with a nose easily compared to a pig's snout.
      History Type: Ex-Raider
      Biography:
      Field Report 12/04/2075 - Colonel Jason Dufont
      We've successfully cleared out the Fun and Gun gang that was troubling homesteads out west. No causulties on our side, three injured. Seventeen members of Fun and Gun were killed and thiry-three taken into captivity, twenty of whom are injured.
      [...]
      The gang seemed to be caught up in an inner conflict when we arrived, perhaps an attempted coup.
      [...]
      Several older bodies were found torn apart, almost certainly by some kind of mutant creature.
      [...]
      They had thirteen prisoners held in their camp, twelve of whom were captured homesteaders. The last is a woman called Jacqueline Kosminski, who claims to be from another gang that used to operate out far west, before Fun and Gun took them apart. Upon questioning some of the captured gang members, the story seems to check out. The distance of the old gang means technically, the woman has never committed a crime under our jurisdiction. By any means, the woman appears mentally sound and didn't display any violent tendencies.

      Physical Evaluation Summary- Dr. Paula Renard
      Subject: Jacqueline Kosminski
      Reason for Evaluation: Military applicant
      Results: Passed. Physically fit, more than capable of meeting the minimum military requirements. Several mutations - some quite dramatic - that would be useful in the field.
      Personal Notes: Her lack of training with firearms combined with her unconventional strengths leads me to think she might fit best in Colonel Black's special unit.


      Psyche Evaluation Summary- Dr. Carl Hillary
      Subject: Jacqueline Kosminski
      Reason for Evaluation: Military applicant
      Results: Passed. The MRI showed a Chiari malformation of the brain, but the patient didn't speak of any symptoms when pressed. No other neurological or hormonal shifts were noted, and her mental state appears rational and standard.
      Personal Notes: The patient was also evaluated by Dr. Geneve and Dr. Waen at my behest, who agreed with my conclusions. She can be abrasive at times, but that is hardly a crippling flaw.

      Note to Colonel Marie Black and Ryan Dufont - Second Lieutenant Richard Sawyer
      Took the liberty of gathering some documents on a recent recruit you two might be interested in. Used to be a raider, but if my memory serves she wouldn't be the first in your unit anyway. And to be honest, I'm not sure I'd be able to take advantage of her strengths elsewhere if you don't take her; "unconventional" was the understatement used in the Physical Evaluation. Also, she makes my men nervous. She cuts an intimidating figure.

      P.S. Don't worry, I've already reprimanded Dr. Hillary for wasting the time of two other professionals for a single recruit. Hopefully he won't start making a habit of it. Don't know what got into him.
    • Career Path: Listener II
      Mutations:
      • Brute Archetype
        • Thick Skinned - With thicker skin that is made out of tougher materials, it becomes harder to penetrate. Regular melee weapons, such as bayonets, have a harder time piercing this character's outer hide, and when it is pierced the damage tends to be minimal. It acts like Kevlar, basically.
          • (Bonuses to defense especially to melee, lessens the overall effect of wounds.)
          • (Mutation Effect: Skin will be imperfection free. No scars, no pimples, no warts, no birth marks, no wrinkles. It will look quite odd, almost doll-like.)
        • {Thick Skinned Upgrade} - {Description}
          • ({Bonus})
          • ({Mutation Effect})
        • Acidic Spit - Certain glands within the mouth become factories for high concentrations of acid, which can melt through some surfaces, armour, and severely burn flesh and destroy eyes. It has a limited range, but is a very good initiation tool, and a surprise weapon against some.
          • (Ranged Weapon: Acidic Spit.)
          • (Mutation Effect: Jaws look inflated to add space for the acidic sacs, food is eaten quickly or is dissolved unintentionally.)
      • Ghost Archetype
        • Feather Bones - This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal.
          • (Faster movement, slightly increased defense.)
          • (Mutation Effect: Unnaturally lithe and lightweight appearance.)
      • Custom
        • Sharpened Bones - The Listener's forearms can unfold in a manner similar to a mantis, with the unfolded section revealing sharp ridges of bone alongside the outer and inner edge. These ridges are unusually strong for bone, and can cut a few inches into flesh. The listener's hand remains at the junction of the fold, and is virtually unusable while the arms are unfolded.
          • (Hidden, rending melee weapons)
          • (Forearms become elongated and spine more pronounced)
      • Miscellaneous
        • {Random Mutation} - {Description}
          • ({Effect})
          • ({Mutation Effect})
        • In Forma, Quod Puritas - Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant.

          Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.

      Inventory
      • Weapons
        • Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
        • Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
        • Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.
      • Armour
        • Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
        • Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.
      • Medicine and Tech
        • Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
        • Radio: A simple radio for contacting others.
        • Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
        • Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
      • Miscellaneous
        • Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
          Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
          Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.

    • the_sniper__style_test__by_angelitoon-d6xf2yz.jpg

      Paris Rience (Male Grunt) Source
      Age: 47
      Additional Appearance Notes: Paris stands at about 5'9"; a caucasian man with numerous scars including a pair of scratch marks across his face. With hollow, sharp features and short greying hair, he doesn't come across as the most cheerful of fellows.
      History Type: European Mercenary (A little better on dealing damage, can usually find an escape route out of a terrible situation, generally distrusted by the majority, good at bluffing their way out of situations.)
      Biography:
      Paris's parents were part of a group that decided the best way to survive the nuclear fallout was to grab as much food as they could and set up shop as far away from civilization as possible. The chosen location being deep into the wilds of Siberia. There were almost a dozen of them in total, with enough food to last decades at least.
      Paris was born years later during a spout of desperate lust. Around the same time another couple gave birth to a boy named Marten. Being the only two kids in the group, they became close friends. There wasn't much to do in their little encampment. Read a few books, play checkers, and throw rocks at wildlife.
      By the time Paris was around twenty, those decade's worth of food had been reduced to months worth. As food dwindled, tensions rose. Some argued they should stay and hunt for sustenance, others that they should scavenge from abandoned towns. In Paris's mind, the previous generation had become afraid and set in their old age. Too attached to the world they had been born into to face the world it had become. So he elected to leave and find out what kind of new world waited outside Siberia.
      Over the course of a few weeks, he began ferreting food and fuel away in preparation for a secret departure. At the last second, he approached Marten to take his friend with him. Marten, after much arguing and convincing, agreed to leave his family and come along.
      Taking an old jeep, the two made their way south-west into Europe proper and were almost immediately picked up by a roving band of mercenaries. Given the choice of taking a gun and making themselves useful or being shot and robbed, they chose to arm up. Over the next decade, the two bounced from band to band, as groups fell apart and reformed under a new banner.
      While they learned some valuable skills from the constant infighting and warfare, the chaos wore them down and exhausted them. When word reached them of the far more stable Thirteen Colonies in North America, they once more began to plan an escape. A boat was repaired and slowly loaded with fuel and supplies over the course of months until it was ready to set out across the Atlantic.
      On the night they meant to leave, however, the mercenary group they were currently involved with fell under attack. Paris made it to the boat, but Marten had disappeared along the way. Seeing the attacking forces draw ever closer, Paris waited for as long as he could before setting off on his own.
      Storms harrassed him across the ocean, and by the time he reached Chicago, his food had run out and he was on the verge of starvation. With little to no experience in anything else, he joined the Bunker Chicago Security in order to make a living.
    • Career Path: Grunt II
      Special Weapons:
      • Sniper Rifle (Good Ol' Marty)
        • Bigger is Better Calibre - Increasing the size of the bullet or firing chamber in a laser weapon to increase the overall damage output of that weapon. Crude, but efficient. (Increases damage.)
        • Silencer - A simple silencer that reduces noise and muzzle flash of a firearm. It's fairly ineffective on laser weapons, which have an easily sighted trail between firing point and target... (Noise/Light reduction on traditional firearms; little effect on laser weapons)
        • Hi-Tech Scope (Night-vision) - Attaches a scope to your weapon of choice which has night-vision installed. (Can be used with Infrared & Target-Tracker)
        • Hollow-Cavity Bullets - Traditional rounds that are largely hollow, causing them to expand upon impact. This expansion maximizes tissue damage but also reduces penetration. (Drastically increases damage against organic targets; lowers penetrating power against armoured targets)
      Advanced Training
      • GECKO - Your character has received training in the art of blending in with the terrain, moving quietly, and more. They are naturals at not being found, and vanishing into thin air where it counts. In places rife with physical cover or cover of darkness, or with sufficient distractions nearby, a Grunt can escape from plain sight and dart to another location to hide. (Stealth bonuses, allows a Grunt to sometimes escape from plain sight with sufficient prerequisites around.)
      • Damned Fine Aim - A character with a natural tendency to hit targets in critical points if they stop, aim fully, exhale, and pull the trigger. If a character takes added time to line up a shot, they generally almost always hit that shot. (Greatly improved aim if time is taken to line up a shot instead of reaction firing at a target. Increases chance of hitting a weak point without knowing where it is. Decreases defense for that round.)
      • Eagle Eyes, Eagle Ears - Having spent ages looking down scopes and looking for the finest of details, the Grunts who pursue tactical shooting find themselves learning tactical searching. These Grunts now come with one motion detection camera and two invisible laser tripwires, wirelessly connected to their radios to give them a warning beep if anything triggers them. They can be set up in seconds and are generally hard to spot, allowing for safe sniper nests to be set up. Atop this, they've also become more adept at passively spotting enemies hiding behind cover or who are using stealth technology, even stealth mutations, and doing this faster than the average person can. (Greater stealth detection, simple gadget.)
      • A Soldier's Wrath - There is nothing stronger than the bonds of brotherhood. Anytime an ally is hit and takes an injury as a result of that hit, this character will take a free shot at that enemy so long as there is clear line of sight to do so and it wouldn't break stealth. If a shot can be feasible taken without breaking stealth, the shot is taken. If multiple weapons are equipped and some have special ammo limits, the ones without special ammo limits will be used instead. (Free reaction fire.)
      • Manifest Destiny - Humanity has a knack for survival, for a variety of reasons. The first is their versatility: These Grunts have trained hard enough that they can wield any weapon masterfully and without penalty. The second is their numbers: These Grunts can radio in for artillery strikes or aerial support and generally can get at least one per mission. The third is their stubborn ingenuity: These Grunts have access to top of the line technology like Pilots to amplify their abilities, and have access to the same laboratories.
        • Manifest Destiny Tech - Mobile Sensor Package: A hovering drone about the size of a football is at the disposal of the character. It carries no weapons, but what it does carry is intel; an array of sensors that feed directly into the visor of your character's armour. Directed by controls built into the Grunt's primary weapon, it has a battery life of a few hours.
      Inventory
      • Weapons
        • Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
        • Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
        • WLO Sniper Rifle: A pump-action sniper rifle from West London, with several custom modifications made to it. It uses a ten shot detachable magazine.
      • Armour
        • Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
        • Medium Armour: Standard issue armour. It's flexible but capable of stopping some damage in critical areas.
      • Medicine and Tech
        • Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
        • Radio: A simple radio for contacting others.
        • Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
        • Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
      • Miscellaneous
        • Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
          Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
          Flash-Light: Useful in dark places. Built into helmet/visor.
     
    Last edited:
    I'll post my CS tomorrow.
     
    Look what I found.
    Name: Marvin Walters

    Age: 22

    Sex: Male

    Appearance: This, but with brown hair.
    mecha_pilot_by_meganerid-d4i5iqz.jpg

    Credit to Megane Rid

    History Type:
    Homesteader: Your character comes from the farms outside of Chicago City, where they grew up a farm boy. For one reason or another they left the life, but trade caravans are typically friendlier towards this character as they recognize him or her as one of their own, and this character tends to scavenge better than anyone else for products that they need most.
    (Scavenge bonus, easier to negotiate better deals especially with traders and caravans.)

    --Precision Shooting: In a mech, this is achievement worthy. (Bonuses to accuracy.)
    --Supremely Uninteresting: Believe it or not, Marvin doesn't look like an appetizing target initially. That's a mistake the enemy doesn't get to make twice if Marvin has anything to say about it. (Until Marvin opens fire, enemies generally don't take interest in him.)

    Biography: Marvin Walters was a homesteader some miles from Bunker Chicago. He grew up in a household with his father Normand, mother Julia, grandmother Sadie, and six siblings, of which he was the 2nd youngest. During the early years of his life, Marvin was assigned to help grow the food to send to the Bunker, but when he reached the age of 14, it was discovered that he was a natural at scavenging old machines and repairing the family tractor. Thus he was assigned as the main person in charge of the tractor, to run and repair it.

    What little Marvin remembers of those early days were messing around the farm with his older brother Locke, who was one year older than he was. As good as Marvin was with machines, Locke seemed to be better, though he had the habit of getting carried away with his "inventions", which would almost always blow up in the man's face. Thus why he was not entrusted with the tractor. The two of them were quite close, and shared many fond memories with each other. Albeit those fond memories usually included one of Locke's inventions going haywire and them having to stop said thing before it destroyed the farm. Fun times.

    When Marvin was 16, there was some dispute amongst the family regarding whom they should support in the growing war for the Bunkers. Some, Marvin included, preferred the Council of ADAM for their less extreme ways, while others, such as his older brother Locke, preferred U-ARM for their visionary goals. A few even supported certain fringe and nearly inconsequential groups. Eventually Normand forced all parties to a compromise: The family would remain totally neutral, lest the family be forced to fight each other, and they would run their excess goods to independent traders to let them decide who to sell their wares to. After some token resistance the compromise was agreed upon, but the question soon became who would run the good through empty lands to the traders. Marvin decided to volunteer for this job, and set about for a couple of years trying to fix an old Jeep that was on the property to make the run. Fortunately, the Jeep ran, though it had a fair share of breakdowns considering the often patchwork nature of the repairs. Thus he was exposed to the traders and how they ran things, and would likely have run off with them had it not been for the family back home.

    One day, his life changed forever. While Marvin was returning home from a trading run, he was astonished to find fog covering the entirety of the farm. Inexplicably, the farm had been turned into a Shadow Zone. Without thinking, Marvin ran into the fog, though had just enough sense and time to get out when he started suffocating. Frantic, he started looking for survivors around the farm, but only his sister, Maya, was accounted for. Maya's account seemed to suggest that Locke had gotten out, but the two never found him. With nowhere else to turn, they made their way to Bunker Chicago. They spent about a month in the outermost circle, until Marvin managed to impress enough people with his technical prowess to let them both into the Third Ring. Marvin got a job as a scavenger to bring back oddities. Several months after, Marvin was..."encouraged" to sign up for the military as a mech pilot ("Conscription?" Nah that's banned by the Council of ADAM of course!).

    Oddly enough, Marvin did not mind the position too much, as there was a chance that he could find whatever was causing the Shadow Zones to appear. This would allow him to destroy the Shadow Zone surrounding his former home, allowing him to find out what really happened that day. With that in mind, he put forth a tremendous effort in the military, taking on whatever assignments he could use his mech for and have a decent shot surviving in. After two years of service, Maya pressured him to leave the military for his own sake, but he was offered a position in the Bunker's special forces. Marvin figured this position would grant him a better chance of finding out the truth of the Shadow Zones, and how to defeat them.

    Technical Information: This information is your character's skill sets and inventory.​

    Career Path:

    Pilot: The pilot is someone who has specialized themselves towards vehicles in general, ranging from aircraft to mechs to jeeps and tanks, they also tend to pick up mechanical skills and have the tendency to understand foreign technologies quicker than anyone else. As a benefit, they can also pass this knowledge onto others who might better benefit from certain technologies than the pilot would.

    Pilots start with a small mech and simplistic personal equipment. They replace Civilian Clothing with a Mechanical Jumpsuit that offers them all the tools they need to do small time repairs in their mech in their pouches. This jumpsuit also protects them from certain elements, such as acid, but loses its stealth enhancing qualities. They also replace the First Aid Kit with a Technical Kit--they can use this to do more extreme repairs, and to analyze foreign and outright alien technology to unlock its secrets for the squad... Or for themselves.

    Pilots can equip any unlocked modifications for their mech outside of a mission, but further slots are only unlocked through missions themselves, such as in analyzing enemy technology with the Technician's Kit or bringing back scavenge for the Council to examine.

    Mech:
    Designation:
    CSEC-WP-C "Bastion"
    Size: Small.
    Occupants: One.
    General Description: A heavy, Weapons Platform mech designed to hold the line against any threat with powerful munitions and tough armor. The C class is the smallest of these, typically given to certain new recruits just learning how to pilot heavy mechs. Larger versions are available to veteran members, notably the B class, the standard of the class and typically used to defend the bunker, and the newer A class, larger mechs that work like mobile artillery platforms. This particular one is designed with a fully enclosed pilot chamber, as well as several different weapons for various situations. Marvin has painted a gold stripe across the middle to differentiate his from others. At least it's better than Vlad's mech which wore camoflauge.

    Recently, Marvin has made some particularly useful modifications. Currently the Bastion holds three weapons, a Narrow Beam Laser for heavily armored targets, a Minigun for taking down groups or providing covering fire, and missiles for those times you absolutely need everything in front of you blown to smithereens. His specialization is in the Drone Package, he hopes to be able to launch a variety of aerial drones to scout and deal damage to targets.

    Equipment:
    --Narrow Beam Laser
    --.50 Calibur Mini Gun
    --HE Missiles
    --WP Gyro
    --Heavy Armor
    --Pilot Chamber. (Cannot be replaced!)
    --Emergency Escape Hatch.
    --Emergency Life Support System
    --Reinforced Ammo Feed
    --Motion Detection Package
    --Standard Scanning Package.
    --Drone Deployment and Control Center: Drone Deployment and Control Center: This package, about the size of a small backpack, allows for the deployment of aerial drones, controlled by the pilot's glove. Drones are stored inside of it, which recharges their batteries and protects them from onslaught. It's current capacity is only one drone, but can be upgraded to hold more. Also comes with the programming make use of the cameras aboard the drones.

    Drones Held:
    1x Valkyrie Mk. I

    Technology Marches On: All pilots are now equipped with a pair of nanotech gloves which have wireless technology. State of the art, these gloves allow them to attempt to hijack the controls of an opposing mech at short range, and grant them access to a small, mechanized companion. This can be anything from a small aerial gun drone to a robotic puppy. Their "companion" has two ability slots and so long as there is no interference in the gloves, will obey every command given to them.

    The gloves are also quite hardy and thick to protect the nanotechnology, however, they aren't indestructible. Given that you will typically be wearing these gloves however, if they are damaged, it should be noted that the amount of force or heat to damage them will likely completely wreck the user's hand. So it's only a small concern, so long as the technology isn't hit with an electromagnetic pulse or other similar device-ruining weapon.

    Valkyrie Mk. I:
    Gen1_Battle_Drone_Icons.png

    Type: Aerial Drone
    Equipment: Drone Sub Machine Gun, Video Cameras (Ability to see in any direction at once).
    Description: This rather simple drone design has often been cited as little more than a gun with a helicopter on it. However, this drone is highly prized for it's mobility, being able to get into places that would be highly hazardous. Perhaps the most striking aspect is not it's weapon, but rather the camera that Marvin placed into it. This makes it a valuable scout, able to see dangerous areas before sending in the more vulnerable (and valuable) humans. With the Drone Deployment and Control Center, the pilot can see everything the drone sees.

    Inventory: Your character's inventory. You may add as many miscellaneous items as you wish, within reason. There are some things added here already: You get to keep these unless they're replaced by a different item based on your career path. (ex: Pilots would replace Medkit with Technician Kit.)

    Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
    Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
    Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.

    Mechanical Jumpsuit: Offers all the tools needed to perform small time repairs to a mech. It also protects slightly against attacks from the elements, such as acid, but has very little use if one wants to sneak around.
    Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.

    Technical Kit: Allows for extreme repairs of a mech, including wrenches, bolts, metal, etc. Also allows for the scanning of enemy technology for personal or societal use.
    Radio: A simple radio for contacting others.
    Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
    Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.

    Anything that is just excess fluff in most situations, like dog-tags, or a watch.
    Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
    Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
    Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.
    Scavenger's Box: Nothing is worse than trying to scavenge items only for them to bounce around in the cockpit and cause a concussion or lasceration. Thus this small box allows the holder to store items safely. Marvin has added some clamps to the cockpit of his mech to stash this box in to keep it with him at all times. Radiation proof!

    Signature: I, Maxim, agree to let Brovo kill my characters off without my consent. (Oh dear...what have I done?)

    To Do List:
    Make Electronic Warfare Package after mission, replacing the drone deployment center
    Scrap Drone Deployment Center for a piece of Scrap?
    Put down an Ammo Pack on the left shoulder, and Floodlights on the top, then upgrade both weapons.
     
    Last edited by a moderator:

    • "Daniel Ezekiel Anders"
      122.jpg

      Name: Daniel Ezekiel Anders

      Age: Twenty Nine

      Sex: Male
      History Type: Ex-Raider -- Your character was once a raider and has that unique... Touch. They are quite intimidating to many people between the fact that they were tough enough to survive the raider-life and yet stalwart enough in character not to become the typical gangbanging lunatic that most raiders become shortly before dying.
      (A little harder to kill, better chance at intimidating others.)

      Biography: Born into a raider family: Daniel was expected to descend into the same level of madness, depravity and revelry that comes with a Raider's lifestyle. He was forced to grow up fast and mean, but instead of becoming a wild beast, Daniel seemed to reject and grow in the madness of his station. He developed a keen intellect and a vicious willpower that made him both a powerful ally and a dangerous foe among the family.

      His rapacious mind seemed to devour knowledge, and Daniel was assigned to one of the raider family's stolen mechs at the young age of thirteen. These stolen pieces of technology were difficult to use well, and the raiders were loath to let anyone use them. Daniel was given the unique opportunity, if only because he was one of the few people who had the knowledge and the potential to learn how to use them. He took to the task with a dedication and fervour and soon became one of the raider's most vital members: more so, even than Vlad, who had camouflage.

      As he grew in both age and status, Daniel's developing intellect drove a wedge between him and the other raiders. The only reason he didn't wake up with a knife in his back was due to his skill as a Pilot, but his skill would only protect him for so long. As he rejected more of the Raider's promotions and more of the clan's whores, the gulf widened and Daniel, being an intelligent man, was more than aware that someday, he would become more of a threat than his boon.

      One night, Daniel was struck by something…powerful. He had managed to recover an undamaged copy of the Holy Bible and had begun to read it with a (forgive the pun) religious dedication. The more he read the text, the more he was enraptured by its powerful anecdotes and interesting, intricate stories and its divine message. Put simply, he was converted by it. So much so that he began to memorise the text, and even acquired an untranslated Latin text, which he cross referenced and used to learn the otherwise dead language.

      Having found a sense of peace in the text, Daniel became unsure of himself as a person and found an unsettling level of worry overcoming him. He was a sinner, to be sure: he had killed, he had stolen, he had worshiped possessions over the lord, he had raped, he had pillaged, he had maimed and he had sinned in nearly every perceivable way that the text of the holy bible had just finished teaching him not to. Frankly, Daniel felt a looming sense of inevitability in his damnation. He had sinned beyond sinning and there would be no son of God to cleanse him of his sins, just as there was no priest to absolve him and speak to him on behalf of god.

      One contemplative night managed to lead to Daniel forging a new conviction. He had an epiphany. He even goes as far as to claim he had a vision, a message from god. It was a message of salvation and it gave Daniel the chance to absolve his sins. He knew what he must do, and the first step in absolving his sins was in cleansing. Jesus was baptized by John in a lake. Daniel would baptize himself in a river of blood.

      The Raiders had organized a raid on a Bunker compound, specifically one of the many homesteads surrounding Chicago city. Daniel was, as always, assigned to the vanguard in his mechanised War-suit and he pretended to entertain the motions of a blasphemous raider for a while longer. He stormed into the homestead, as if he were a crusader on the doorsteps of Jerusalem.

      What happened next is mostly here-say. All that is known is that Daniel wiped out the entirety of his own Raider party. Many of the homesteaders were thankful to the stranger in the War-mech, and as such, most of the stories surrounding the day are regarded with suspicion and disregarded as overhyping a man. The only confirmed facts are that Daniel wiped out the entirety of the Bandit group alone, and that the only mark he gained was a deep cut across his left cheek: a memento of when he disembarked from his mech and personally dealt with his old 'father' [Amended, it is unknown if this person was Daniel's biological father or if he merely ruled the raiders, or both.]

      Daniel waited at the Homestead for the inevitably late retinue of BCSEC soldiers with a trained patience and gentle calm. He had not a worry in the world as the men moved towards him; with guns drawn and fingers on the trigger. He did not flinch when he was handcuffed and beaten. The Ex-raider had expected this, nay: he had been warned of this! He didn't even show fear when the men went to execute him, for they were stopped by the homesteaders he saved. Unsure of what to do, the BCSEC troops instead took Daniel to meet with their commanding officers.

      A day later, Daniel's hastily typed up résumé was handed to the council of ADAM, and he was quickly given a placement on the Pilot program.

      He was Twenty One then. Time has changed little for Daniel, except that his resolve has become stronger and his zealotry has become more refined.



    • Career Path-Pilot: The pilot is someone who has specialized themselves towards vehicles in general, ranging from aircraft to mechs to jeeps and tanks, they also tend to pick up mechanical skills and have the tendency to understand foreign technologies quicker than anyone else. As a benefit, they can also pass this knowledge onto others who might better benefit from certain technologies than the pilot would.

      Pilots start with a small mech and simplistic personal equipment. They replace Civilian Clothing with a Mechanical Jumpsuit that offers them all the tools they need to do small time repairs in their mech in their pouches. This jumpsuit also protects them from certain elements, such as acid, but loses its stealth enhancing qualities. They also replace the First Aid Kit with a Technical Kit--they can use this to do more extreme repairs, and to analyse foreign and outright alien technology to unlock its secrets for the squad... Or for themselves.

      Pilots can equip any unlocked modifications for their mech outside of a mission, but further slots are only unlocked through missions themselves, such as in analysing enemy technology with the Technician's Kit or bringing back scavenge for the Council to examine.
      Mech:
      "Crusader Mk II"
      Size: Small One-man unit
      Occupants: One.

      General Description: A personalised CSEC SM-1, Daniel has dubbed his mech 'Crusader' and uses it in a rather unique capacity. He engages foes in deadly close-to-midrange battles and uses every advantage he can grasp at in order to crush any foe, be they a listener, a brute or a fellow Mech.

      Equipment:

      Left Arm--Mech Shield: A beefy slab of reinforced metal that is designed to block bullets, missiles and mutants. oh my. It is essentially a re-purposed bank vault door.

      Right Arm--Power Fist with Grapple attachment + Power Mace: Daniel brings the righteous fury with this rather painful-looking, rather potent flanged mace. It is designed to bring huge amounts of blunt force trauma against whatever gets in the way. Its size and weight has a similar effect to a demolition Crane, meaning it can be used to smash holes through masonry in one swing.

      Legs--Sprint Gyro

      Torso--Heavy Armour.
      --Pilot Chamber. (Cannot be replaced!)
      --Emergency Escape Hatch.
      --Motion detection Scanning Package.
      --HE Missile unit.
      --Emergency Life Support System.
      --Standard Scanning Package.

      'Technology marches on' upgrade - Dove: An unarmed floating Scout drone that allows Daniel to scout out an area before diving into the fray. It is equipped with an Infrared Scanning Package.


      "Daniel's combat details"
      Inventory: Your character's inventory. You may add as many miscellaneous items as you wish, within reason.

      Weapons

      Combat Knife: A rather useful but rather cruel looking combat knife, its handle is worn from use and it's serrated on one edge. One of the only things he kept from his time as a Raider. The handle has a number of notches on it.

      Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.

      Armour

      Mechanical Jumpsuit: All-purpose Pilot gear designed to be both mobile and protective against hazardous conditions. The Jumpsuit is equipped with a jump jet and certain useful tools for basic maintenance.


      Medicine & Tec

      Technical Kit: Designed to scan technology, the Pilot's bread and butter survival tool: The key to unlocking important technological advancements; as well as more hard-core Mechanical maintenance and repair.

      Radio: A simple radio for contacting others.

      Misc

      Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?

      Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.

      Holy Bible: The very same copy of the bible he scavenged seven years ago. Daniel keeps it as a good luck charm.

      Rosario: A very standard Rosario, or prayer necklace, that Daniel keeps inside his mech.

      Perks: Various skills your character has earned through either feats of skill, bravery, natural progression or dumb luck.

      Technology Marches On: All pilots are now equipped with a pair of nanotech gloves which have wireless technology. State of the art, these gloves allow them to attempt to hijack the controls of an opposing mech at short range, and grant them access to a small, mechanized companion. This can be anything from a small aerial gun drone to a robotic puppy. Their "companion" has two ability slots and so long as there is no interference in the gloves, will obey every command given to them.

      The gloves are also quite hardy and thick to protect the nanotechnology, however, they aren't indestructible. Given that you will typically be wearing these gloves however, if they are damaged, it should be noted that the amount of force or heat to damage them will likely completely wreck the user's hand. So it's only a small concern, so long as the technology isn't hit with an electromagnetic pulse or other similar device-ruining weapon.

      --Isaiah 13:13: "Therefore I will make the heavens tremble; and the earth will shake from its place at the wrath of the LORD Almighty, in the day of his burning anger." (Bonus to melee combat, blows hit slightly harder.)

      --Returning Fury: Having lost his mech in battle, Daniel better understands how to deal with such mishaps in the future: Dodge the wrench. (Bonus to mech survivability.)


    • Notable achievements:
      >Managed to break a 'Homunculi' arm and its weapon.
      >Managed to trash his first mech due to poor decision making
      >Survived trashing first mech
      >Has avoided being shot by Col. Black, despite being raider scum.

      Signature: To agree to the rules, type your user-name here. This is just to verify that you understand, and agree to the fact, that I can kill your character without your permission. Playing smart and working in a team lowers your death odds, but even then... There's always the chance your character won't make it to the end. LimeyPanda
     


    • kiku__night_s_flower_by_sonellion-d79mgco.jpg
      Name:
      Kiku
      Age: Unknown. Early Twenties
      Sex: Female
      History Type: The Pit Fighter
      The world is fucked up, and has been fucked up ever since the nuclear hell engulfed it. However, as fucked up as the general population and environment is, few see the true depths of the depravity like this character has. Having spent the vast majority of their life in a Raider-owned gladiatorial style death-pit, this character has been forced to grow up mean, strong and sneaky. When it comes to the pit, you can't just be the strongest, or the sneakiest, or the subtlest, you must be all three. If you aren't…you die: Simple as that. Sadly, as a result of fighting every day to survive and not get stabbed in the back and maybe even eat, your character did not have much of a chance to learn anything 'civil.' Some can't even write their own names, for pity sake.
      Bonus: Increased Melee combat, survivability and Stealth proficiency, Penalty to use of advanced tech.

      Biography: Kiku doesn't remember much about her life before the pits. She and her mother were first thrown into the den of killers when Kiku was four. She was already touched by the gifts of a listener, although in those days, she was just called a 'freak.' Either way, Kiku grew up quick and grew up tough. Whatever happened to her father is unknown, even to her. He is almost certainly dead, but for all she knows, he could be alive somewhere or other.

      She only survived long enough to grow up because of her mother. Unspeakable evils were committed against Kiku's mother, and the screams of her only remembered family are the only memories she truly has of her. They sometimes resurface from time-to-time in Kiku's dreams, although it hardly matters. What does matter is that Kiku's mother brought her ten years before becoming too ill to fight. Ten years of being able to grow up before even the young girl was forced to fight for survival.

      It was hard to imagine that Kiku would be of any good in the pits: She was an untested girl, only just in the first steps of adult-hood. At the young age of fourteen, she was considered beautiful. Her opponents consistently made a habit of underestimating her, and Kiku made a habit of driving a dagger through their throats. If nothing else, she was quick and cruel.

      Yet the world proved crueller still. Kiku's mother passed away in the underground pit. She didn't even get a proper burial: she was just left to rot in a hole somewhere, far away from the sun.

      Time passed, uncounted and Kiku was thrown into the pit again and again. It seems that her pretty face became a curse, and she likely wouldn't have stood a chance, had people not continued to underestimate her. She knew that eventually people would take her seriously, though. Her pretty face would be useless against an enemy that respected her, so she had to come up with a new survival method. The results were…unsavoury, if not effective.

      She seduced a man in the pit: A legendary figure in the pit that went by the name of 'Black-knife Brian.' Brian was peerless in the ring, and in exchange for the only commodity she had, he protected her and taught her how to fight. It was a useful arrangement for her, but she didn't underestimate how dangerous the man she slept with was. Someday, he might act in a way she couldn't control, so she turned on him first. A single knife to the jugular while he slept was all she needed to kill a legend, although she never took credit for it: blaming someone else allowed her to get away with it Scott-free: after inciting a posse to kill the man, of course. She couldn't have any inconsistencies in her story, after all.

      You would think that being the lover of a man who died would be enough to keep interest off of Kiku for a while, but the hunger of the Pit-men was stronger, and Kiku began to worry about waking up with a knife in her back or worse, at her neck. She found another victim to prey on, and a cycle emerged: Kiku would fight in the pit and she would seduce the strongest fighter in the pit, so as to keep herself safe. When she learned all she could from the sap, she would kill them and pinned the blame on someone else. She was a viper in the pit; a slip of nightshade on the tongue that enticed and then eliminated. Amongst the raiders that owned the arena, she was gaining a reputation, yet in the pit, she kept herself hidden from the public eye as nothing more than a chick that kept lucking out with a knife.

      In her Twenty-something-and-a-bit year, things changed for the worst. The pits became more violent, and more bloodthirsty, with one-on-one matches being less frequent, and always to the death. The owners were getting nervous about something, and that made Kiku more nervous than ever. She attempted an escape, but was foiled by the raiders. As a result, she was severely beaten for the attempt and locked in isolation.

      Locked in isolation and beaten regularly and occasionally worse, Kiku began to fear for her life and that she would end up like her mother: broken and screaming and abused and left to die. With nothing to accompany her but thoughts, Kiku began to focus more and more on escape. She needed just one opportunity…one chance, and she'd catch her prey.

      Her chance soon presented itself. A blazing klaxon resounded through the facility, a facility she hadn't even known had claxons beforehand. A raider-guard busted into the room, clearly having a plan in the panic to use the chained up woman in the isolation room. What his plans were, Kiku didn't struggle to imagine. He loosened the chain around her wrists, and unshackled her ankles, before beginning to strip himself. Before he finished the deed, Kiku lashed out. She knocked the man onto his back and suddenly bit down on the man's throat. She tore and ripped at his flesh like an animal, and soon she had torn chunks out of the man's jugular and felt the salty taste of blood and flesh on her tongue. To a woman who had not tasted food in weeks, and who was fed only the most basic of water after an hour of abuse and torture, the blood was godly nectar she unashamedly drank of. She went to work reversing some of the malnourishment she'd been subjected to, before she broke out of the cell: uncaring of her naked, blood soaked state.
      The pit that she'd been trapped in for so long was in utter chaos. Loud noises were everywhere, and no one noticed a young woman with a knife sneaking through the halls, especially one as adept at sneaking as Kiku. She had a rough plan in mind: Find Overseer's room, get key to exit, find freedom. What she found in the Overseer's room was just as sweet though: The man himself. In front of her sat a fat, quivering man who looked like a suckling pig more than a raider's appointed pit-lord. Kiku extracted very slow, enjoyable revenge on the man that had forced her and her mother through living hell.

      Apparently, the screams of the Overlord were what alerted the BC-Sec security team to the Overlord's room. What they saw was a grisly sight indeed: A single girl standing over the eviscerated corpse of a half-flayed thing. Several of the soldiers shouted at Kiku, who didn't even know who the hell these strangers in matching clothes were, but soon enough a woman advanced to the front of the group. It was none other than Colonel Maria Black, a figure that would become very important to Kiku's life and future.

      The woman was the first to not shout orders at Kiku, taking notice of the brutal whip marks and bruises on the woman's malnourished form, as well as the ribs on Kiku's spine that were indicative of a Listener. Black stepped closer to Kiku, having put the gun away and instead of threats of violence if cooperation wasn't given, Marie offered the girl kindness, in the form of a coat.

      Kiku responded well to the act of kindness, and followed the strange Col. Black and her team to a jeep. Marie began talking to the girl, who was a curiosity to all of the BC-Sec personal. She was among a handful of survivors in the pit who had not been culled in mass death matches, and of the four or so remaining; only Kiku had not attempted to attack the BC-sec. She explained some of the things that had happened to her, and the growing look of horror on the BC-sec's faces left her profoundly confused. After all to Kiku: rape, murder, torture and prostitution was what life was. Only Marie seemed unsurprised by it all.

      Naturally, with no other purpose, Kiku attached herself to the Colonel. She followed the Colonel wherever she could, and after having a full psyche evaluation, as well as some basic schooling, Kiku was allowed to join the BC security force. She has yet to fully master some of the more difficult concepts, like writing reports or the like, but Kiku is an extremely talented individual in the few areas she is expert in: Namely in the arts of stealth and killing.


    • Career Path : Listener -- Those few that had the misfortune of being exposed to still unknown elements typically gained mutations. Without going so far as to call them inhuman, their mutations could be harnessed, and the evolutionary tract of their mutations could even be chosen and altered by the person themselves. A listener is, in essence, a master of biological warfare of the self: Evolving tools and weapons they need. The title comes from the fact that listeners can typically hear psychic echos of high ranking creatures nearby.

      Listeners start with the basic equipment set, plus a series of mutations of their choosing. Be warned: People don't tend to react well to some mutations, and the more mutations one gets, the more noticeable one becomes. As well, mutations can cause mental instability in those that gain them to an excessive degree... On the flip side, the more mutations a listener acquires, the better they can hear and understand the psychic echos of nearby powerful creatures. iThe longer you stare into the abyss/i...

      Listeners start with two mutations within their Archetype, and gain more through using their mutations and gaining battlefield experience, as well as analyzing enemy mutations and defeating

      Mutations

      Chameleon: Just as this ability suggests, a Ghost archetype mutant can evolve the ability to blend in with the background environment, and even, through slight psychic talent, subconsciously do the same for their equipment and anyone or anything they are carrying close to themselves. (Stealth bonuses, defense bonuses.) (Mutation Effect: Subconsciously blend into the environment even when it isn't necessary.)

      Predatory Instinct: This gives a Ghost Archetype a sixth sense that informs them when situations are ripe for traps, and often manages to detect last minute ambushes before they occur. It also makes the Ghost archetype harder to detect to such methods, seeing as how they instinctively know to look for them. (Stealth bonuses, stealth detection bonuses.) (Mutation Effect: Small spines grow on back approximately 10-20 centimeters in length. They do have nerves in them, which allows the feeling of air passing over them, heat and cold, etc. Akin to fingers.)
      >Hidden in Plain Sight (Rank 2): A twofold mutation, this allows the ghost to retract and/or hide their features, generally with clothing. So long as clothing can fit, they can hide their true nature from regular humans until the time comes that they grow too powerful to hide their nature. The second half, which remains with them forever, is a greater chance to escape the sight of enemies engaging the Ghost, allowing them to engage from stealth, then retreat back into stealth once more. Enemies will have the tendency to fail to notice them, or fail to pursue in the correct direction. Some believe this to be subtle psychic emanations, others that the Ghost simply gained a lot of luck with this mutation. None can be certain. (Effect: Ability to hide true nature until a certain threshold is crossed, greater chance of escaping attention and going back into hiding, better at detecting the psychic emanations of other mutants.)

      Thick Skinned: With thicker skin that is made out of tougher materials, it becomes harder to penetrate. Regular melee weapons, such as bayonets, have a harder time piercing this character's outer hide, and when it is pierced the damage tends to be minimal. It acts like Kevlar, basically. (Bonuses to defense especially to melee, lessens the overall effect of wounds.) (Mutation Effect: Skin will be imperfection free. No scars, no pimples, no warts, no birth marks, no wrinkles. It will look quite odd, almost doll-like.)

      In Forma, Quod Puritas: Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant.

      Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.

      Unique Mutations

      State of Veritas: After surviving a near death experience, Kiku's mutations took a strange turn in twisting her nervous system, and more specifically, pain receptors. It quickly became apparent that Kiku gained the capacity to disable her pain receptors and continue on without fear of feeling pain, though she has no control over this effect: It can occur even when she is uninjured and out of harm's way. Strangely, she can also see 'ghosts'. Some are real people having had real conversations recently in that spot. Some are just hallucinations. Nobody is certain how this is even possible. (Hallucinations, random failures of the pain receptors.)

      Razor Wings: One of the more radical mutations to be attempted in recent years, Kiku's new mutation was a result of her recent injury and subsequent extensive time under anesthesia. The wings are insectile and made of a strong membrane-like substance . They connect directly to Kiku's shoulder blades and are able to collapse and fold down to a manageable size when not in use: which also makes it possible to hide them. When un-collapsed, the new limbs stretch (from tip-to-tip) to a span of 15-feet. The top side, or Costa, of the wings are made of a dense, sharp carapace that slices through fabric and rope. The membrane of the wing itself is quite durable, although a bullet or a knife would be able to damage it extensively. (Gives Kiku insect-style wings with a 15-foot wingspan. These wings allow for short bursts of silent flight, although the action does fatigue Kiku very quickly) Mutation Effect: She has wings, meaning that all clothing with a tight back becomes impossible to wear: including combat armour. Even normal clothing needs to have either an open back or slits, and be very loose.

      Non-Mutation Modifiers

      ARMed with Science!: Having had her arm amputated to save what was left, Kiku now has a mechanical arm. It isn't much stronger than a regular human limb, but it'll do. (Mechanical arm has obvious advantages, do I really need to list them?)

      Nightmare Fuel: Between her extreme disposition, mechanical arm, and morbid mutations, she can easily strike fear and terror into opponents she assaults. (Chance to cause enemies to panic and flee if charging them.)



      Inventory
      Weapons

      Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
      Black-Knife: A longer-than average serrated dagger that is made of a black metal compound. The dagger has little additional value than the combat knife other than being a second combat knife.

      Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications. Kiku has asked repeatedly to have a silencer installed on the pistol, but has been rejected on grounds of it being an 'unnecessary waste of resources on an untrained agent.'

      Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective. Kiku rarely makes use of the rifle, as her expertise lie in a more covert route. If she is forced to use the rifle, it generally means she is in trouble.

      Armour

      Civilian Clothing
      : You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man. Kiku generally wears tighter outfits than most, having a preference for stuff that is easy to move in, whilst also not being afraid to use her…natural assets.

      Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take. The armour is the most standard thing Kiku has.

      Medicine & Tech

      Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.

      Radio: A simple radio for contacting others.

      Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.

      Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.

      Miscellaneous:

      Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?

      Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.

      Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.


    • Official Kill Count: 1

      Relevant documentation

      I find myself confused by the woman known as 'Kiku.' She is surprisingly functional, considering the conditions she has lived under for what biological indicators inform us is up to twenty three years. Excluding obvious apathy and a lack of education, Kiku has at some point been socialised to an acceptable standard. She knows the concepts of earning food, of hierarchy and of possession. As is understandable of her position, she lacks any limiters on the urge or the legitimacy of murder. She seems to also lack any repression to her sexuality, and is clearly not above using this tactically, as she seems to have attempted to flirt with myself. She lacks basic education, in that she cannot write or read her name, and does not know how to correctly perform basic feats of mathematics or use otherwise important technology.

      My conclusions are that Kiku would make an acceptable addition to BC-sec following a few years of education. The experience should be positive for her, although I fear she should be kept in relatively small groups or completely isolated during this learning period. She seems a prideful individual, and being bested in a classroom might prompt a physical attempt to 'best' the assailant.

      – This report is being written Six months and fourteen days after Report #1. The subject has warranted a secondary evaluation for a number of reasons. It seems that I underestimated Kiku's ability to deceive me, as she was able to hide several quirks during our last interview. For one, Kiku appears to possess Hematophagy: the compulsion to drink blood. It was discovered during one of her classes, when Kiku cut her finger on a piece of paper and began to draw sustenance from the blood. While not unusual initially, the teacher was unable to attract Kiku's attention for a number of minutes post-cut, despite numerous attempts. On the topic of education, it seems I underestimated Kiku's drive also. She has made far quicker strives in her grasp of literacy and numeracy than I thought possible, although her grasp of technology is still minimal. When asked where she draws her inspiration, she says that she wishes to follow in Colonel Black's footsteps. It is advised that Black play a continued role in Kiku's development, as she is clearly a positive influence. One less satisfactory note is that Kiku's sexuality continues to be prevalent and relatively untamed. She frequently attempts and often enough succeeds in seducing individuals that interest her, although she has yet to continue her black widow tendencies from in the pit, which she has openly discussed with me in therapy sessions.

      My conclusion remains unchanged. Kiku would be an acceptable addition to BC-Sec once her education is complete. I recommend slowly introducing her to more individuals, as her prideful tendencies seem to be curbed by her integration into Bunker-Chicago society.

      >Rations x 7
      >Water purification tablets x 6 7
      >Notepad
      >Penns Penz Pens
      >Steak x 1 (Treat!)
      >Birfday card (For Mari Colonel Black)
      >Present ?

      CURRENTLY CLASSIFIED BY NOMURO
      CURRENTLY CLASSIFIED BY COL. M BLACK
      A strange happening occurred today. After asking Kiku to attend a post-operation examination of her mutations, she reported to me a strange happening with an unknown interviewer. The paradox of the situation is that no such interviewer exists, or could have snuck into the building. I have transcribed the interview in a follow up report [Document #17] using Kiku's own recollection. While it seemingly has no real value, other than a brief glimpse into Kiku's already documented psyche, it is the first sign of a potential side effect of her mutations. I shall have to keep note of this.

      Signature: I agree to allow Brovo to murder Kiku in as brutal and violent a way as he sees fit. Be it at the hands of a murderous mutated monstrosity or a raunchy Raider rave. Hell, I don't even mind if it is at the hands of Vlad, who has Camo. Signed, LimeyPanda

     
    Last edited by a moderator:
    What? Brucey isn't a faction :p

    I'll edit his sheet into this a little later.


    • Name: Bruce "Brucey" McFoster
      Age: 35
      Sex: Male
      Appearance:
      392830_1288378468_large.jpg

      History Type: Australian Backpacker
      Biography:
      Bruce was born in the Blue Mountains of Australia, a hard harsh living with monstrous spiders and insects. Bruce however, being Australian, wasn't fazed about it, the idea that other people didn't have to deal with firebreathing ants, giant funnel webs or worse... It was simply part of living, however as time went on Brucey found the old McFoster wunderlust rising. As an experienced pilot he didn't consider it difficult and began the wander with the love of his life.

      Travelling the wastes with her eventually lead to an encounter with raiders which lead to the death of his love, before or after the rape Bruce never found out. Instead the next night he returned in the Ignis Dei and burned the night, and raiders, away. On the next day Bruce wandered the charred grounds and discovered a baby wallaby abandoned in the wreckage. Bruce torn with remorse, but seeing it as a sign of new beginnings took the baby and, after getting some help figuring out how, raised it. But since that night Bruce had become unhinged and slightly unstable founding the "Flamma de Ecclesia quod purgatio" a church dedicated to flames.

      Bruce however decided to discard that part of the world. He booked a boat over to the States to make a new way for himself.
    • Mech:
      Designation:
      Ignis Dei
      Size: Small.
      Occupants: One.
      Equipment:
      Head:

      --Standard Scanning Package.
      --Jury-Rigged Loudhailer connected to hard drive with media player.
      RShoulder
      --.50 Minigun (Head Tracking)
      LArm:
      --Incinerator Flamethrower
      --Chainfist
      RArm:
      --Incinerator Flamethrower
      Torso:
      --Light Armour.
      --Pilot Chamber. (Cannot be replaced!)
      --Emergency Escape Hatch.
      --Emergency Life Support System.
      --Reinforced Ammo Feed.
      Legs:
      --Sprint Gyro.

    • Inventory:
      Weapons
      Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
      Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
      Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.

      Armour
      Mechanical Jumpsuit: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
      Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.

      Medicine & Tech
      Technicians Kit: Stabbing Screwdrivers, Bludgeoning Spanners and repair Hammers.
      Radio: A simple radio for contacting others.
      Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
      Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.

      Miscellaneous
      Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
      Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
      Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.
      MP3 player jerry-rigged to a hard drive with headphones and solar cells.
      Pet Wallaby "Jacko"
      Dozens of Lighters/Boxes of Matches
      A half dozen sticks suitable for rubbing to make fire.

    • Achievements
      --Australia's Number One BBQ: Brucey is a damn fine frycook. Yes, oh yes, he most definitely is. So much so that he has tweaked his mech to ensure perfect tenderness in 0.5 seconds instead of 0.6. Mmm, extra crispy. (Bonus to flamethrower intensity.)
      --Out of His shining light: Brucey has seen shit no man could ever wish to see, from his homeland, to the pacific theater, to the west coast, and across the barren central nightmare. Being the leader of his "church" for some time and having seen active duty, he can break his fellow non-mutants out of a panicked state simply by bellowing orders at them. (Can reform mentally broken allies, PC or NPC.)

      Traits
      Technology Marches On: All pilots are now equipped with a pair of nanotech gloves which have wireless technology. State of the art, these gloves allow them to attempt to hijack the controls of an opposing mech at short range, and grant them access to a small, mechanized companion. This can be anything from a small aerial gun drone to a robotic puppy. Their "companion" has two ability slots and so long as there is no interference in the gloves, will obey every command given to them.

      The gloves are also quite hardy and thick to protect the nanotechnology, however, they aren't indestructible. Given that you will typically be wearing these gloves however, if they are damaged, it should be noted that the amount of force or heat to damage them will likely completely wreck the user's hand. So it's only a small concern, so long as the technology isn't hit with an electromagnetic pulse or other similar device-ruining weapon.

    • Companion
      Aliquam Ignis Dei

      340px-SHIV_Concept.jpg

      (Type: Tracked Drone)
      Standard Scanning Package
      Drone Narrow Beam Laser

      Signature:
      Kadaeux.
     
    Last edited:
    Oh, that reminds me. I should write an 'Edit' list.

    Things I edited
    • Cleaned up Daniel's Backstory. Nothing important changed.
    • Cleaned up and altered Kiku's backstory. No major detail changed but more GM-open ends made available including but not limited to: Kiku's father, Death-Pit boss/es, handful of other pit survivors
    • Formatted both sheets to look pretty and tabbed and all that other nice stuff.
    • Added a 'quirk' to each of the characters 3rd tab. Daniel has a 'Greatest hits' type deal-e-o, whereas Kiku has a number of files and attachments, forming a sort of 'File' on the character. So far, two psyche evaluations, a shopping list and a brief nod to the 'Interview with a character' I did on her (Which was a lot of fun. I do recommend it.)
     
    • Name: Georgia Rhettland
      Age: 19
      Sex: Female
      Appearance: Georgia stands at approxiamately 5'3", is very slight of frame and light-weighted even with her diminutive body. Her skin is fair and holds an almost ghostly pallor. The entirety of her eyes are black, appearing to have no iris or white area and are typically hidden behind a pair of reflective sunglasses. Often, her long (now white) hair is bound back in a ponytail slipped through the back of a worn red ballcap with a BCC Research and Development Division logo on the front. Across her arms, she has heavy scarring that appears to have been from something with very vicious claws.

      History Type: Bunker Baby: Your character grew up in the Chicago Bunker their whole lives. This will be one of their only times leaving the Bunker, perhaps even their first time. Your character typically finds it easier to cause others from Bunker Colonies and their supporters to listen and follow, and is often seen as being fairly trustworthy by most measurable standards. They're also typically up to date on the latest and greatest in technology.
      (Bonuses to diplomacy when conversing with other members of Bunker colonies or Council servants, bonuses to using advanced or foreign technology.)

      Biography: Georgia Rhettland was born within Bunker Chicago and has lived her entire life there. Her entire existence was within the cramped confines of the great walls with her mother, grandfather, and older sibling. However, she often dreams of how things must have once been. She would hear of the wastelands outside from a young age, namely from her elder brother, Thomas, but that all seemed unreal given the enormous walls. The stories of the great lake Michigan was even more mind-blowing. The idea of life outside was impossible to comprehend. Yet, she still found herself daydreaming of the wide open areas and how those of the old world would live. So much so, in fact, that she began to grow a strong passion to restoring artifacts back to working condition.

      Since a young child, she had begun gathering whatever scraps she could find and began to rig them back to working condition when others would well have declared them beyond repair. In this, she began to garner a name for herself in the outer rings as she would repair household items, toys and more for those, if only for an excuse to tinker more. It seemed like a simple, healthy hobby that could later become a career for the girl perhaps as a mechanic or a labcoat within research and development... However, growing signs of mutation began to become apparent within her as she aged. It was a small isolating factor between her and other kids, and her personality quirks only seemed to add to the gap between them. She was, for the most part, the eccentric tinkering mutant. How else were they to take her alarming advantage in games and strange obsession with technology?

      She was well on track to a position, though, within the mechanic department still in adolescence. She had begun a mentoring program, largely due to influence of her grandfather and older brother given their placement in Bunker Chicago's technological branches. She did well and even excelled given her petite form, though some of the more unwieldy tools were still well beyond her. Of course, an incident with experimental technologies threw her far off course.
      The incident, involving classified war technology, devastated an entire lab area. Carelessness or simply fiddling with something they did not understand resulted in an explosion. The entirety of the staff on the project was either dead or injured to varying degrees. Her brother was involved and amongst the casualties. The event resulted in distressing effects upon Georgia. She was given leave from the mentoring program and, quite immediately, the changes became apparent. For the most part, she began to push away reality and began existing within her own world. Most everything was about gathering bits and pieces of the old world and working upon them desperately in seclusion. Her grandfather was the first to notice the changes and attempted to console her through the events. So involved was he in attempting to bring her back into the real world, he took an early retirement from his work. However, when he walked in on her, talking to an old teddy bear her older brother had gotten for her, and referring to it as Thomas, he began to lose hope that she could be drawn back to sense. Georgia began to, as some would say, revert back to a more childish state. Some speculated developmental disorders unseen in early years were the problem. Others said it was simply a mental problem spurred on by trauma. Regardless, she appeared happy.

      Her grandfather passed within the year. Her mother would simply shake her head and dismiss it as he was too heartbroken to keep going. Georgia, however, seemed to hardly notice. At least, until she began to notice the lack of parts that had been largely supplied from the departments by Thomas and her grandfather. Scolding Thomas for not telling her he could not get her parts anymore, she began to go on excursions, without clearance, into the inner sectors in search of, as she would call them, shiny bits. It was upon one of these excursions, she ended up meeting her best and perhaps only friend, Carolyn.

      Carolyn appeared baffled and amused by Georgia's determination to find what she was calling "sparkly plugs" at the time while talking to her bear and calling it Thomas. Instead of reporting Georgia, Carolyn assisted her in finding them and even build her projects. It was, perhaps lucky, that her friend was the daughter of an influential individual in Bunker Chicago and could get her in and out with relatively no issues. The two began to become inseparable and even started to begin work out in the outlying districts. One such instance would be during the holiday seasons where, inspired by old world stories, they began to string up repaired christmas lights about the bunker, much to the approval of the citizens.

      However, their childish theft and activities were bound to come to an end. Adulthood brought on the need to settle in for a career. Concerns over her mental state and potential traumatic symptoms were she to work in the labs brought an end to any notions of Georgia resuming her training in the mechanics division or following the path of her family members. Instead, it became clear that she would be needing to join the security force. The idea of venturing beyond the walls and being able to see for herself what lay beyond was an interesting notion to her. She hardly had any issues with it. Besides, she could run faster and jump higher than anyone else if she ran into trouble. So, leaving teddybear Thomas with Carolyn, who had become a mech pilot, she was out on her first mission.

      The squad had not ventured out too far outside of BC before they began to find the signs of the dangerous mutant that had been preying upon caravans. Georgia was sent out as a forward scout given her speed and small frame. It was assumed that if it could even notice her, she could outrun it. It was successful, up to a point. Slipping on the devastated rubble, she had drawn the mutant to her existence. The creature began to take chase. She stayed ahead of it for a time, but another slip sent her crashing down. She had been so close to getting back to the team, but in that single misstep, the creature was atop her. She drew her whole body in on itself and began to guard herself with her arms. The creature was shredding through the armour as if it was nothing. Deep gouges began to be ripped into her flesh before the others were able to make their way in to a safe distance to take their shot. The mission was successful, but Georgia had to be taken back for medical attention, field kits being incapable of dealing with the wounds and concerns apparent of any toxic effects the mutant could have possessed.

      She was stuck in medical care and had to undergo rehabilitation for some time before being released. Carolyn had been present throughout much of the time and deeply concerned. Georgia's only apparent concern at the time was simply how bright it was outside. For the most part, whenever she could break away from the medical services, she found herself in hangar where Carolyn's mech was stored, assisting whenever she could manage to repair and improve the machine. However, fully recovered, it is apparent that it is time again for her to go outside the Bunker.

    • Career Path:

      Listener: Those few that had the misfortune of being exposed to still unknown elements typically gained mutations. Without going so far as to call them inhuman, their mutations could be harnessed, and the evolutionary tract of their mutations could even be chosen and altered by the person themselves. A listener is, in essence, a master of biological warfare of the self: Evolving tools and weapons they need. The title comes from the fact that listeners can typically hear psychic echos of high ranking creatures nearby.

      Listeners start with the basic equipment set, plus a series of mutations of their choosing. Be warned: People don't tend to react well to some mutations, and the more mutations one gets, the more noticeable one becomes. As well, mutations can cause mental instability in those that gain them to an excessive degree... On the flip side, the more mutations a listener acquires, the better they can hear and understand the psychic echos of nearby powerful creatures. The longer you stare into the abyss...

      Listeners start with two mutations within their Archetype, and gain more through using their mutations and gaining battlefield experience, as well as analyzing enemy mutations and defeating them.

      Mutations:
      • Feather Bones: This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal. (Faster movement, slightly increased defense.) (Mutation Effect: Unnaturally lithe and lightweight appearance.)
      • Psychic Meld: (Mind/Sensory reading) Mutation effect: Eyes turn entirely black.
        • [Ranged]: This mutation allows the Ghost Archetype to have an out-of-body experience with a nearby target, allowing them to see what their target sees, and hear what their target hears, even if they cannot directly see their target, so long as they know exactly where the target is standing. While having an out-of-body experience they become unaware of their own surroundings, as their brain can only handle one set of visual and auditory impulses, not two.
        • [Touch]: Allows a Ghost Archetype to forcefully enter the mind of a target to retrieve memories. It can take several minutes of interrogation to fish out a specific memory, and targets with great amounts of willpower don't break easily, though surface thoughts are simple enough to catch on a simple brush of the hand.
      • Psychic Compulsions: (Rank 2) - Mutation Effect: Hair turns silver in colour, and now projects a small but noticeable and detectable amount of psychic energy at all times.
        • [Ranged]: Having evolved their capacity for reading the sensory inputs of others, they are now capable of inducing auditory and visual hallucinations in a victim. The less it needs to physically manifest itself in the mind of the target, the easier it is for the Ghost to maintain the connection and torture their victim.
        • [Touch]: Upon grabbing the victim, the Ghost can now leave compulsions in the mind of the target. Resisting the compulsions may cause brain damage. The more complex or overpowering the compulsion, the more time is necessary to implant it. It should be noted that at this point, they can also read the surface memories of shapeshifters.
      • Too Innocent To Kill: Subtle changes in bodily posture and displayed emotions from the eyes, as well as low wave psychic energy emitted in all directions, gives this character the most distinctive impression of innocence that shouldn't be killed. It won't stop enemies from using non-lethal force or wounding your character, or firing back if your character commits to hostile action, but it does mean that intelligent enemies will otherwise avoid lethal attacks on this character. (Survival, Diplomacy bonuses.)
      • Neural Circuitry: The mind is a machine, with circuits and data drives. You just have to learn to use it. This is a two part mutation. [Effects, always carrying a faint electrical charge that causes feedback from machines.]
        • [Ranged] Haywire: Through brute force, Georgia has figured out how to use the basic neural connections to override the technology in an area and cause it to act haywire in random ways. Has little effect upon more simple technologies, IE) Radios may experience little more than feedback and background chatter.
        • [Touch] Hi-Jack: Upon contact, Georgia can delicately establish a connection with the circuitry of the technology in question and gain deeper access, overriding and assuming control of it
      • In Forma, Quod Puritas: Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant. Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.

      Achievements:
      • Toyland: Georgia has grown up her whole life building gizmos and putting them to good use. (She now keeps a small package of random material with which she can make nearly anything.)
      • SPARKLY PLUG, WOOSH!: Faster, faster, faster, faster, faster, faster! (Georgia sprints faster and has a small defense boost while sprinting in the first few seconds of any dash.)

    • Inventory:
      • Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
      • Tactical Tomahawk: A carbon-cast grip supports a steel tomahawk designed for a variety of situation. The front end is a typical tomahawk while the reverse end sports a vicious pick. Extending from the top of the grip to the base of the pick is a serrated edge meant for sawing.
      • Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
      • Pre-Owned Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective. The pre-owned factor comes from the various clashing designs painted onto the metal and names scratched into the stock. Hopefully the weapon serves her better than her predecessors.
      • Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
      • "Modded" Light Armour: Standard issue armour. Of course, with a slight touch from Georgia as she took duct tape and permanent markers to it in order to "improve the design," because "the amazing factor directly correlates with effectiveness." Most notable is a skull and crossbones design featuring a teddy bear head design replacing the skull in silver sharpie across the span of her back
      • Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
      • Radio: A simple radio for contacting others.
      • Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
      • Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
      • Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
      • Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
      • Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.
      • Wrist-Mounted UI: Bit like a personal computer. Able to connect to and download information from other computers, tracks ally locations.
      • Gasmask: A standard old-world gasmask. It provides simple air filtration and it is uncertain which airborne hazards it may protect against now, if any. Of course, she just like how it makes her look more like a bug.
      • Multitool: A standard multitool. The tinkerer's swiss-army knife.
      • Sunglasses: If you spent your entire life in an artificially lit bunker... You're going to need these. A simple pair of aviator shades, dark black and with a reflective surface.
      • Duct Tape: It fixes everything. And then some. More is better... Right?
      • Wire Spool: A small spool of conductive wire that can do in a pinch
      • Ball of Twine: It's teddy bear rope!
      • Chalks: A set of multi-colored chalk already worn down and showing a fair share of use
      • Toy Grab Bag: Various toys and knick-knacks Georgia carries about with her
      • Electronic Scraps: Various Electronic scraps that Georgia can rig in a pinch to facilitate whatever needs she might have
      • Micro-torch: Portable torch that can be held in the palm of one's hand with a small tank that can be carried in one's backpack. Meant for quick patch jobs or for cutting through thinner metals.
      • Insulated Gloves: A simple pair of gloves with grips on them insulated to keep her from accidentally short-circuiting any of her equipment.

    Signature: I, Tempest (further referred to as the player), hereby agree to the rules and that my character maybe killed by you, Brovo (further referred to as the GM). The player may not bitch, whine or take any legal action against the GM if any incident occurs with the character. This contract is binding.
     
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    [BCOLOR=transparent]
    • [/BCOLOR]
      [BCOLOR=transparent]Name:Junko Heizen.[/BCOLOR]
      [BCOLOR=transparent]Age:25[/BCOLOR]
      [BCOLOR=transparent]Sex: Furmail[/BCOLOR]
      [BCOLOR=transparent]Appearance: [/BCOLOR]
      [BCOLOR=transparent][/BCOLOR]
      [BCOLOR=transparent]History Type: [/BCOLOR]
      [BCOLOR=transparent]European Mercenary: Your character comes from the cutthroat European continent, a land of despots and mercenaries. Needless to say, they know their way around weapons, and never find themselves in a situation they cannot instinctively find an escape for... At least, for themselves, anyway. They tend to be distrusted more by others, but can bluff better than most.[/BCOLOR]

      [BCOLOR=transparent](A little better on dealing damage, can usually find an escape route out of a terrible situation, generally distrusted by the majority, good at bluffing their way out of situations.)[/BCOLOR]

      [BCOLOR=transparent]Biography: Someone always wanted someone else dead. The truth of this was hammered in her through her turbulent childhood, filled with the barks of guns and the smell of spent bullets and blood. Her own father was shot through the neck; she had tried to staunch the bleeding as he gurgled his last breath. Her own mother was torn apart by a tank shell meant for a heavy mech covering them; she had looked through her remains later to recover whatever she could keep. There was no mourning, no sadness, just the depressing truth of her life, those born of the mercenaries fighting a war for the blue blooded people. There was no doubt in her mind that she would die pretty much the same way her parents did.[/BCOLOR]

      [BCOLOR=transparent]Before they died however, they did manage to teach her how to hold a gun and some basic trainings, so she took to the mercenary trade by herself. Junko had no desire to become one of those people who cowered with every gunshot they heard, who ran powerless as soldiers kicked down their doors. But mercenary trade was a hard one, and often contracts were tied to one's reputation amongst the other mercs and those middlemen who sought out employers for them. Often times she was hired onto a squad expected to be nothing more than meatshields to slow the enemies down. Very bad for one's health, but often pays half upfront and half later if you came back alive, regardless of the outcome of the battle. A lot of the people she took money from looked rather surprised to see her, then a very young girl, lining up the next day after the mission to receive her pay. Of course, her learning how to hide herself, and finding good escape routes early helped a lot.[/BCOLOR]

      [BCOLOR=transparent]Her reputation soon skyrocketed, being so young and to have survived many of the grasscutter contracts was enough to set mercs talking. And finally, she got hold of one of the better contract, being a spotter in a two man op. She was paired up with a very old looking man holding an old looking rifle with a wooden stock. Though at first she had her own doubts about the man, her first mission with him proved how a man's will could be a powerful weapon. She took another mission, partnering with the old man again, and after that another mission, with the same partner, and again, and again. In time she learned a lot of things about combat from the old man, and gained a reputation for being the 'Lecherous old sniper and that young girl" duo. Not really a title she wanted to hold but it does send a lot of the better contracts their way. [/BCOLOR]

      [BCOLOR=transparent]As time passed the old man's hands were too shaky to hold a rifle straight, and they switched duty; she became the sniper, and he was the spotter. The first mission she took as a sniper went shakily, but was successful. Soon, while she wasn't quite as good as the old man, she became very competent shot. [/BCOLOR]

      [BCOLOR=transparent]But as there are beginnings, there must be endings as well. The old man, being as old as he was, passed away during one night. She had seen squadmates die, seen people explode, shredded to bits of meat, bone and gristle, but this old man dying somehow was different. A feeling she didn't understand hung over her for weeks, before news reached her of some sort of dangerous shadow zone in America. Junko wasn't anywhere near understanding that feeling, but dangerous zones was something she understands.[/BCOLOR]

      [BCOLOR=transparent]Danger means contracts, and contracts mean money. [/BCOLOR]

      [BCOLOR=transparent]And money is power.
    • [/BCOLOR]
      [BCOLOR=transparent]Signature: Fubuki the once verdant capre. Also Vlad would like to remind Boriv he misspelled camouflage and that he, in fact, does not have any.[/BCOLOR]
     
    Character edits are done. Added some more info about his childhood and why he bothers staying within the military.

    EDIT: While I'm here:

    1. How does upgrading mech weapons work? Is it like Renalta 2's regular traits where the upgrades are GM determined or more like the unique traits where you're supposed to come up with them on your own?

    2. I'm not quite sure how Homesteader is supposed to help me. If I go outside of the mech to grab scavenge I'm prone to get shot, especially since both missions thus far have been "Hold out until mission is accomplished, then get out before you're overwhelmed" style. I've yet to see a trader either... *shrug*
     
    Last edited by a moderator:
    Character edits are done. Added some more info about his childhood and why he bothers staying within the military.
    EDIT: While I'm here:
    1. How does upgrading mech weapons work? Is it like Renalta 2's regular traits where the upgrades are GM determined or more like the unique traits where you're supposed to come up with them on your own?
    2. I'm not quite sure how Homesteader is supposed to help me. If I go outside of the mech to grab scavenge I'm prone to get shot, especially since both missions thus far have been "Hold out until mission is accomplished, then get out before you're overwhelmed" style. I've yet to see a trader either... *shrug*
    1: Come up with your own.

    2: It'll come up later. Certain backgrounds are more relevant than others at certain points in the story. Trust me, I haven't forgotten about Homesteaders, Jenive is a Homesteader.
     
    Ok. Brucey's sheet edited into my reserved post and all prettied up with TABs.
     
    Name: Matthew Fetcher
    Age: 28
    Sex: M
    Appearance: http://www.conceptart.org/forums/attachment.php?attachmentid=673191&stc=1&d=1242591169
    History Type: Ex-Raider: Your character was once a raider and has that unique... Touch. They are quite intimidating to many people between the fact that they were tough enough to survive the raider-life and yet stalwart enough in character not to become the typical gangbanging lunatic that most raiders become shortly before dying.
    (A little harder to kill, better chance at intimidating others.) (This should do)
    Biography: Born into a Caravan of Raiders, Matthew had led a harsh and *something* life. Being one of the smaller kids, Matthew was assigned as the runner in his little family. Anything involving running, from scouting, to fetching water, to ammo run, and ambush bait was his to do. That was not to say that he's the runt of the litter as he latter on proved that he's just as hardy as the rest of them. Matthew picked up a hobby of card games after finding several books for card tricks once. Not that he was able to read most of it, but the accompanying pictures helped a lot.
    Matthew's Caravan got into a heated debate with another Raider group near a Bunker. A debate that quickly turned bloody as both group tore into each other. The conflict was initially in favor to Matthew's family as their mobile nature meant they're closer to their base and their opponent unable to track them. However, the opposing raider group turned to be a part of an alliance and they called for the heavy hitter. With a heavy mech in the fight, Matthew's group soon found themselves outgunned and, when their mobile home was found and destroyed, scattering like ants. Matthew himself ran and found himself near Bunker Chicago. At first, Matthew tried to blend in and hide, working at a homestead as a hired hand before it bored him out of his mind. Finding the BCSEC pamphlet, Matthew went to their office and joined the organization, to taste for adventure and, hopefully, blood.
    Career Path: Listener
    Mutations: Archetype: Ghost
    • Mutation 1: Feather Bones: This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal. (Faster movement, slightly increased defense.) (Mutation Effect: Unnaturally lithe and lightweight appearance.)
    • Mutation 1 upgrade: Gas sacs (Rank 2): An evolution on the existing mutation, gas sacs are found all over the body, though most prominently in the limbs. These small sacs create small bumps on the skin that can be seen by the naked eye though can be hidden by clothing. They draw air from the lungs and store it, allowing the Listener in question to fall slower, jump even higher, or even make course adjustments in flight. At this point the Listener could jump to the top of a two storey building. Repeated use and abuse can easily fatigue the user, however. (Even faster movement, greater jump height, can survive greater falls, moderately improve defense while airborne.) (Mutation Effect: Visible bumps on the skin where sacs are located, unusually deep breathes with unusually shallow exhales from time to time.)
    • Mutation 2: Sabre Fangs: Retractable and extendable fangs in the mouth made out of a biological material comparable to the hardness of diamond, these fangs can pierce most types of armour and hide and dig up to half a foot into a target. This is a very lethal attack against the standard human. It's comparable to having a pair of armour piercing combat knives hidden in your mouth. (Hidden, armour piercing melee weapon) (Mutation Effect: Unnatural fangs are easy to spot whenever mouth is open, unnaturally sharp teeth)
    • Mutation 3: Muscle Stimulus: With increased blood flow and nutrients to the muscles, as well as tougher cells to better resist the stresses that come with it, this character enhances their strength and overall dexterity, allowing them to bend iron and giving them an overall more intimidating figure. (Bonus to intimidation, enhanced strength beyond human norms, slightly higher defense) (Mutation Effect: Most clothing will be tight and they will look uncannily, almost inhumanly muscular, complete with an eight pack and thighs that dwarf small children.)
    • Unique Mutation: Poisonous Claw: Matthew's nails turns to a material of similar hardness as his fangs, it also able to introduce a small amount of paralytic poison to those wounded by it. Enough dose in one's blood, and their heart will stop. (Bonus: Poison claws and immunity to this specific poison) (Mutation Effect: All of his nails turns purple)
    • Special Mutation: In Forma, Quod Puritas: Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant.
      Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.
    • Negative Mutation: Impulsive Paranoia: Mathew will sometimes twitch or spasm uncontrollable when faced with danger. This can sometimes save him from harm with an instinctive dodge, and sometimes ruin a perfectly good shot with a firearm. (Sometimes beneficial: Instinctive Dodging. Sometimes negative: Panic shots.) (Mutation Effect: Twitchy in combat.)
    --Unfriendly Fire: Friend. Enemy. Not so many letters difference, is there? Apparently, there is. (If firing at an enemy where allies are ordinarily in the way, Matthew will usually hit the correct target. Usually.)
    --Instinctive Shooting: Having blindly fired around a corner, and finding that it kept him alive, he's slowly gotten better at pointing his gun in the right direction before firing. Slowly. (Accuracy bonus for blind fire, though it's still best done in tight spaces.)
    Inventory:
    Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
    Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
    Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.
    Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
    Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.
    Vlad Pattern Ghillie Suit[/hider]
    [hider=Medicine & Tech]Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
    Radio: A simple radio for contacting others.
    Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn't all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
    Flashbang: A non-lethal version of the Frag Grenade, this weapon's purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
    Anything that is just excess fluff in most situations, like dog-tags, or a watch.
    Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
    Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
    Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.
    Signature: Alphakoka agrees to the rule of engagement and funeral rites.
     


      • Name: Eira Mairwen.
        Age: 20.
        Sex: Female.
        Appearance: Pale caucasian, likely of some scottish descent. Redhead, hair extends halfway down shoulder blades. Delicate face, greyish eyes. Lithe, fit. Tattoo on her left shoulder, details to be ascertained.
        (©SuicideLass. Image may eventually be replaced by own art.)

        History Type: Bunker Boy.
        • Diplomacy: Bunker residents, Council servants.
        • Advanced and foreign technology.

        Biography:
        Born to a rather well-off family in the third ring. She made a couple friends, but nothing long-lasting; she usually found things a little too easy to let go. Nothing seemed to be of any consequence in the Bunker. People lived, ate, worked, survived. Was that all there was in stock for her life?​
        Her family tried to push her into their business, but they only succeeded in pushing her away. She began training with the BCSec, mostly working in handling civilians. However, due to her small stature, she didn't prove to be the best fighter; she could certainly defend herself, but taking down the opponents was more of a challenge for the less-than-big girl.​
        As such, she set her sights on a new goal: mech piloting. She didn't want to be a police officer. She wanted to be a soldier, a dangerous one. So her training continued, and, excelling in her courses, she was eventually granted her own mech. After a quick personal paintjob, she was ready for anything, and was chosen amongst others for her spirit and maybe even naiveté for this mission.​
        She had promise in her training. Can she hold up in the field?​

        • [tabs]{slide=Justice {Active}}
          Designation: Justice.
          Size: Small.
          Occupants: One.
          General Description: Average sized. Pilot chamber in torso with surrounding protection. Entrance through rear of mech. Front of mech has detachable protective armour; when removed, reveals glass pane with sight for head and bust. Can be removed from outside through spin-valve, easier to remove with pressure triggers inside pilot chamber.

          Equipment:
          • Left Arm: .50 Calibre Rapid Fire.
          • Left Shoulder: HE Missiles.
            • Ammo Pack.
          • Right Arm: .50 Calibre Rapid Fire.
          • Legs: Jump Jets.
          • Torso: Detachable Medium Armour. Becomes Light Armour when fully removed.
            • Pilot Chamber.
            • Reinforced Ammo Feed.
            • Emergency Life Support System.
            • Floodlights.
          • Top: Standard Scanning Package.

          Automated Systems: The mech can be given simple commands to follow with—or, in conjunction with her Nanotech Gloves, without—its pilot in the cockpit, such as strobing floodlights, maintaining balance, and repeat fire at a designated location. In addition, it uses sensors to determine whether or not to activate the ELSSys.

          • Weapons:
            • Combat Knife.
            • Standard Issue Council Pistol.
            • Standard Issue Council Rifle.
          • Armour:
            • Mechanical Jumpsuit.
            • Light Armour.
          • Medicine & Tech:
            • Technical Kit.
            • Nanotech Gloves.
            • Radio.
            • Frag Grenade.
            • Flashbang.
          • Miscellaneous:
            • Dog-Tag.
            • Standard Watch.
            • Flash-Light.

        • Stabilize Or Die: Precarious situations demand precarious thought, after having experienced what falling through a building was like, Eira has practiced in her new mech how not to fall to her death
          • {Greater chance of recovering from a fall at a height in a mech, any grappling hook or similar might be used to keep her safe instinctively.}
          Returning Fury: Having lost her mech in battle, Eira better understands how to deal with such mishaps in the future: Dodge the wrench.
          • {Bonus to mech survivability.}