The Last Bastion: Bunker Chicago

Which is the best/most interesting faction?


  • Total voters
    16
He was pretty much dead in this mission as well. I'm only too sure that the Mutant Hunter on our map got him.

However, we are having a mission reset. Meaning he is not yet dead.
 
However, we are having a mission reset. Meaning he is not yet dead.
He'll probably just get retconned, either to where he didn't exist or to where he got killed at the end of the 1st mission. (Maybe he saw something the Council wanted kept secret and acted like an idiot)
 
I only thought it worth the mention because...

a) He had a few obviously important functions in the first mission, meaning he needed to exist: (Meeting Ab, carrying Kiku, his relationship with Waifu)
2) Our numbers on the missions probably need a bit of jigging
iii) I know of...uh...A certain...person who might be able to come up with a reason for his...uh...absence.
 
He'll probably just get retconned, either to where he didn't exist or to where he got killed at the end of the 1st mission. (Maybe he saw something the Council wanted kept secret and acted like an idiot)
Official statement: His obsession with Alyss caused him to try and infiltrate her quarters to see her. He killed two guards before being shot in the head by Alyss.
 
I'd prefer him being eaten by a grue, but thats ok as well.
 
Name: James Wolff
Age: 27
Sex: Male
Appearance:
300.skeet.mh.050112.jpg

History Type:
That Cousin from New York:
James grew up in Bunker New York, and was a member of the security force there. Thus, he has he has some combat experience, but since New York was a very urbanized city James is used to more small scale, quick paced, intense close combat where small unit tactics made the difference.
(Bonuses to diplomacy when conversing with other members of Bunker colonies or Council servants, and slight combat bonus when ambushing and when firing when on the move.)
Biography: Growing up in New York was tough. Since New York has historically been largely urbanized, producing food has been a continuous challenge for the New York Bunker. The fact that only 20,000 people reside there is proof of it. Still, James grew up believing in the cause of the Council, and it wasn't much of a surprise when he joined the security force. His training in the city is none like any other. Since there were so many buildings, a lot of the training was focused on clearing rooms and methodically, but quickly moving from point A to point B. He was also trained in hiding and moving by some guy named Vlad who wore camouflage (Yes, Vlad has camouflage) since ambushes and flanking were the most deadly and useful tactics in the city. He was also trained in the use of explosives as sometimes the most effective way to deal with enemies were to literally destroy the building that they were using for cover.
Then came the news about the Shadow Zone from Bunker Chicago. Bunker New York and its leaders knew that if something were to happen to Bunker Chicago, then Bunker New York would be the next target. Thus, it was imperative that the threat be neutralized in Chicago. It was then that Bunker New York decided to send some support to Bunker Chicago and James was a part of this initial shipment. Although he's hundreds of miles away from his home, James still understands the gravity of the situation and seeks to do his best to protect Bunker Chicago and ultimately the constitution.
Technical Information: This information is your character's skill sets and inventory.​
Career Path:
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.[/hider]
Grunt: Delete this if you didn't take the Grunt route.
[hider=Custom Weapon] Assault Rifle.
Modifications: You may start with two modifications to your custom weapon of choice.
--Mod 1: Bigger is Better Calibre
--Mod 2: Hi-Tech Scope (Infrared)
--Mod 3: Target Tracker Scope
--Mod 4: Integrated Grenade Launcher
[/hider]
[hider=Advanced Training]You may start with two pieces of advanced training.
--AT 1: GECKO
--AT 2: Advanced HE Training
--AT 3: Damned Fine Aim
[/hider]
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.)
[hider=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.
Assault Rifle:
C4
[/hider]
[hider=Armour]
Medium Armour:[/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.
Manifest Destiny: Electronic Grenade
[/hider]
[hider=Miscellaneous]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.[/hider]
Achievements:
--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.)
Signature: Heyitsjiwon
 
Name: Liam Grillod
Age: 23
Sex: Male
Appearance:
Liam looks to be made of 10 ply toilet paper, which is to say, soft. Though he stands at a regular height of 5'9" when caught at the wrong angle it would be easy to mistake him for someone nearly half his age. His delicate looking green eyes and round youthful face receive no mercy from other soldiers concerning his orientation and his true gender. Hilarious though they may be, Liam maintains a rather emotionless expression as the day goes on, he is very soft spoken and while not shy does not feel comfortable speaking around most people.
As a result of the constant mockery and in hopes of better protection Liam feels compelled to cover a large portion of his face while on active duty. He feels It helps to promote a more intimidating figure. As such he is commonly seen wearing a shemagh covering most of his mouth and chin, a pair of sunglasses and a fatigue cap to keep his unorthodox sandy brown hair under control. Otherwise seen wearing his normal combat armor when on mission, or fatigues when at rest.
History Type:
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.)
Biography:
As his history suggests Liam was born inside of Bunker Chicago, and has thusly led a particularly sheltered life. Made more so by the fact that his family was one of some standing in the community with their hands picking in several different pies at once. Yes, the family importing business was lucrative enough to put some folk well on their way to joining the council, feed the impoverished and unstable, not to mention pay for some rivals to close shop. All said the protected child grew up believing he'd one day seize control of the family business.
Though what kind of story would that make were that the case? No in this story the golden age that was Liam's childhood fell apart. It began, as all scandals do, with the media discovering Liam's father with his hand in the wrong kind of pie in a run down nursing home. From there public ridicule and domestic dispute took it's course climaxing in the division of their once powerful business. The division was all that upcomers needed to consolidate their assets and hostile corporate takeover wasn't far from there. Leaving the Grillod family with nothing stable to float on. And so it came to be that Liam was penniless and broke, with very few marketable skills.
So what's a guy to do but join the army?
Fingers crossed and hoping for the best, Liam took a dive. Reasoning that the risk he took by enlisting was at least no more than risking his life out in the streets. As luck would have it the military agreed with his assessment of not having many marketable skills. There were no mutations of his DNA and he was barely fit to drive a bicycle let alone a MECH so he was classified as a Grunt and told he'd have the lifespan of a snowball in a nuclear reactor. He hoped it was a joke.
Technical Information
Career Path: Grunt
Modifications:
--Mod 1: Electrified Bayonet
--Mod 2: Taser Attachment
--Mod 3: LAS-Mod
--Mod 4: Breezy Cartridges: Thanks to what essentially boils down as having bored holes into strategic points of his rifle, and the addition of a coolant system having been installed, Liam's rifle now faces fewer instances of over heating. Allowing him to fire for longer periods of time, and enables a quicker rate of fire as well.[/hider]
[hider=Advanced Training]
--AT 1: A Soldier's Wrath
-----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.
--AT 2: True Grit
--AT 3: 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.
--AT 4: Adrenaline Junkie
Achievements:
--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.)
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.[/hider]
[hider=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 Armor: Upgraded armor granted to those without mutation or mechanizations to prevent death for as long as possible.
Motion Sensor: With access to the labratories Liam decided he wanted to know all he could about any enemies trying to worm their way about on the battlefield, and so took a motion detector to help towards that goal.
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: Icarus.
Also there was some mention of Vlad having camo, but I've never seen it. So who knows for sure.
 
It's purdy isn't it? Much more sophisticated than Roleplayer Guild. Just no comparison, really. Jeebus ... even my university's online course service, CANVAS features greater sophistication! Ahhhh ... I'm curious; how were the old Roleplayer Guild services as opposed to the newer, more current site?

---

  • Name: Peter Táo
    Age: 27
    Sex: Male
    Appearance: Standing at 6'3, Peter's near towering figure inspires a commanding presence and an unflinching posture. His facial features offer both a warming smile and a ferocious stare. Additionally, the Washington native presents a solidly built upper body frame, balanced lower body conditioning, and capabilities of great physical feats. Several scars along his temples and left cheek provide evidence of extensive tours and patrol duties as do healed bullet wounds along both arms.
    History Type: Bunker Boy

    Biography: Peter was born a native in the Washington Bunker and forged a life within the former United States Capital's heavily fortified zones. Washington Bunker's well equipped, supplied, and trained ground forces proved a stark contrast against other surrounding wasteland holdouts and the competency within Washington residents proved somewhat of a model towards other Bunkers. As a child, Peter's great grandfather spoke of the days following the devastating nuclear winters when major American green zones began establishing themselves surrounding the Washington Bunker. The Táo family's fate proved fortunate enough to bring them within the bunker's fallout shelters during the nuclear winters alongside many politicians, scientists, doctors, military officers, engineers, and intellects. Sadly, contact between other family members within other parts of the world were lost and given the harsh demands within post nuclear America, Peter's family focused on survival and integration as so many other American survivors did.

    Having survived the brunt of the major nuclear fallout; properly coordinated Washington air, armored, and mech elements quickly established what became known as the Columbian Perimeter during a valiant push to fortify and secure vital areas along the Potomac River. Peter's great grandfather, Norman Táo served alongside the remaining United States National Guard and Reserve elements to retain Washington Bunker's stability within the greater D.C. Area and was able to instill pre-nuclear catacylsm values to future generations. Thus, even after Norman's aged passing, the Táo family managed to preserve and incorporate strong American ethical values of the pre-cataclysm age in assisting others during times of hardship while they steadily earned a place amongst Washington Bunker's upper echelons. When his father and uncles were were caught in a horrific, three-way battle between outnumbered Bunker ground elements, U-ARM Insurgents, and hordes of bezerking, mutant colossi, Peter watched from a distance as the doomed Miwaukee Citadel flattened due to saturated ADAM safety protocol artillery salvos. The risks to allowing mutant colossi to spill over to the nearby Bunkers Detroit and Chicago were too great and no attempts to launch rescue operations were ordered. As such, there were few survivors and neither his father, uncles, or Bunker Security Personnel were amongst the living. The chilling memory served as both a haunting reminder to poor judgments amongst Bunker upper echelon officers, the price for sacrificing ground elements for a greater good, and the costs of incompetency. Devastated, Peter returned to Bunker Washington's fortified territory, having resolved to never allow another repeat and as a growing adolescent and as one of the Táo family's oldest males, Peter spent much time in and out of Bunker Washington to assist outlying homesteaders and caravan traders alike while taking up the mantle to serve as a role model for his younger cousins within the regional walls.

    When he came of age, the 20th generation Asian American entered one of the Colonies' most rigorous basics with a determined and fiery intensity not seen within many other recruits. True to their name, Washington Bunker's training for enlisted personnel was renowned to involve brutishly rigorous, months-long combat exercises and expected the graduated candidate classes to perform flawlessly. After completing many grueling months' combat and field exercises, Peter joined the famed BWSEC and trained within perfectly preserved pre-war military facilities of the surrounding D.C. Area before deploying alongside other Columbian personnel to further expand the homesteads stretching along the purified Potomac River. Fighting and training alongside Washington Bunker troops demanded an extraordinary excellence found in few other Bunker Security Forces and drew upon pre-nuclear cataclysm standards. As Peter learned, Washington Bunker Security standards held high expectations towards each guardsman, pilot, and listener and thus found no tolerance for incompetence.

    Within three years, Peter was approached to enter the ranks of Washington Bunker's quick-reaction, Frontal Assault Shock Trooper branch or better known by their F.A.S.T. Acronym. Peter soon found himself immediately deployed in and around the Northern Colony frontiers where Bunker Washington personnel offered limited assistance to Bunkers Boston and New York Military Personnel as they held the line against increasingly aggressive mutant colossi, well organized U-ARM terrorists, behemoth creature fiends, and nightmarish beasts alike. Following his 8th tour, Peter fell madly in love with a breathtaking member of Bunker Washington's few medical directors and managed to set the frameworks to begin a family; however, before he could fully settle into the Columbian inner walls, times changed. Following urgent distress transmissions from Bunkers Chicago and Detroit regarding an alarming situation concerning a growing Shadow Zone, reserve elements within Bunker Washington's Armed Forces were placed on high alert and fearing a potential overrun of two entire American Bunkers, Bunker Washington Command secretly began organizing a possible military aid package to offer limited support towards Bunker Chicago's beleaguered military elements. Several squadron commanders of Washington Bunker's forces composed of its hand-picked Frontal Assault Shock Troopers were approached to potentially deploy via one way insertion into the Chicago, Lake Michigan Bastion. Wanting nothing more than to prevent a similar Milwaukee repeat, Peter felt more than inclined to reinforce Bunker Chicago to offer black operative assistance against the colony's increasingly hostile, northern frontier ...

    [tab=Technical Information]
    Career Path:
    [hider=The Choice]
    Grunt: As a grunt, Peter became a seasoned ground infantry specialist, having found zero proficiency within the mechanized aspects of warfare and having thus far evaded the mutations that has and had affected so many other survivors. Instead, the Washington native utilized specialty training and customized firearm handling to address the Colonies' countless threats. Repeatedly underestimated, Peter's ground infantry contributions are not immediately appreciated, however, that does devalue not his potency as a formidable battlefield asset.
    [/hider]

    Grunt:
    [hider=Custom Weapon] Light Machine Gun
    Modifications:
    --Mod 1: 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.)
    --Mod 2: Hi-Tech Scope (Infrared): As the saying goes; pre-cataclysm technology offered world changing marvels and one such innovation involved High-Tech Scopes. That technology still retains meaning in this post-apocalypse, radiation infested hell hole and as such; seeing through scopes just got a little sexier. The High-Tech, Infrared Scope attaches a thermal vision scope to the weapon that can be paired with Night-vision and/or a Target Tracker for additional combat capabilities.
    --Mod 3: Hi-Tech Scope (Night-Vision): Part of the big-boy's gadget club, the Night-Vision Scope grants its users see-in-the-dark capabilities. Any Bunker Security Grunt would drool at the chance to acquire this sweet piece of bonafide, military goodness, but due to reduced production quotas, the lack of a commercial defense industry, and pure ADAM ingenuity, these contraptions neither come in bulk nor in variety. Gone are the days of bulk discounts or mass order promotional rewards, replaced by standardization and durability. Action figures and cheap alcoholic prizes need not apply.
    --Mod 4: Heat Sink: A Washington Bunker original design, this attachment virtually reduces overheating chances to near zero while maintaining optimum performance at accelerated firing ratios. The possibility of barrel bending, warping, and distortion become non-existent as does the requirement for interchanging muzzle barrels.
    [/hider]
    [hider=Advanced Training]
    --AT 1: Adrenaline Junkie
    --AT 2: Full American Unload --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.)
    --AT 3: A Soldier's Wrath[/hider]
    [hider=Achievements]
    --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.)[/hider]
    [hider=Manifest Destiny]
    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.
    --MD 1: Power Suit: The heavy of heavy armor and the infantryman's number one protection choice for every Bunker Security Grunt. U-ARM Heavy Troopers are renowned for shrugging off close-proximity grenade, but potentially lack an industrial base to manufacture, retrofit, or supply replacement parts. On the other hand, the Bunker Cities do and Inner Levels possess self-sustaining industrial bases with which to refit most pieces of lost or broken equipment. The Bunker Power Suit offers much greater protection to its users through its advanced armor components. While not enough to outright stop anti-tank rounds, it brings added protection against shrapnel, grenades, incendiary rounds, explosives, and the occasional nuclear radiated hellhole ; ^ )
    [/hider]
    Inventory:

    [hider=Weapons]Combat Knife: The standard army combat knife, the SIC Knife is a design of over a century old that still offers lethal potency to said wielder during futuristic engagements.

    Standard Bunker Issue Council Pistol: A standard bunker issue, eighteen shot clip pistol provided to nearly every bunker and homestead civilian/armed personnel alike. Faint traces of the glock-18 model still exist, however, with several recent modifications, the SIC Pistol is anything but an ancient Glock-18.

    Standard Bunker Issue Assault Rifle: The standardized bunker issue, versatile Bunker Assault Rifle, and based on the old M16AR2 with several near-future augmentations to enhance its effective durability and functions.[/hider]

    [hider=Armour]Civilian Clothing: By and large, civilian clothing and nothing more. While offering no armour value and clothes are better than roaming post-cataclysm America naked and presents exceptional fabric weaves to sneak around in. Camouflage designs are sometimes a rarity, however, when worn, grant the wearer increased sight masking benefits.

    Power Armour: Straight from the finest of Bunker Engineering, this armor is restricted to those with enough security clearance and skill to effectively operate in the farther, mutant frontiers. Additionally, these hulking suits remain far above the more common light weight, Medium Model Fits or Featherweight Light Infantry Issues. At the very least, any trooper with open armory clearance can appreciate the major advantages gained from wearing high-grade Power Armor as opposed to the lowest grade pre-cataclysmic American football pads, which can only moderately defend against a feline assault if held just precisely. Needless to say, Bunker Power Armor users can at least boast about fielding some heavy ordinance armor penetration protection while also avoid being cooked into a messy, human happy meal. Just as well, Power Armor can also at least withstanding protection against degenerate man-squirrels ...[/hider]

    [hider=Medicine & Tech]

    Medkit: A standard medical kit, including bandages, stitches, rubbing alcohol, and more.

    Radio: A standard manufactured radio for rudimentary communication and limited squad based contact.

    Frag Grenade: Two standardized council issued, ball-shaped, and hand-held explosives. Extract the pin, heave it into an intended arc, and anticipate incoming explosion. The desired destruction varies depending on an area's open space and existing cover ...

    Flashbang: A non-lethal version of the standardized council issued, Frag Grenade. The flashbang's purpose is to project a bright flash of light and a loud bang, thereby blinding and deafening opponents.[/hider]

    [hider=Miscellaneous]

    Dog-Tags: Identification for the worst case scenario and invaluable in the event of a post-mortem sighting and/or recovery.

    Standard Watch: A common wrist watch, powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
    Swiss Army Knife: The multi-purpose knife and crafted mini-tool set in one; handy for various situations or encounters.
    Flash-Light: An absolute necessity within dark places and often mounted on a shoulder or duct-taped to a weapon.
    Necklace attached Portrait Locket: Peter's one treasured pocket portrait of his wife and new-born son.
    Standard Military Sunglasses: Useful for eye protection and preservation against bright lights.
    Standard Helmet Camera: Camera footage never hurts and even in death, recovery teams could still gain valuable insights into the previous wearer's demise and/or failures.
    eProd Touch MP6 Player: The ultimate pre-cataclysm musical device generation prior to the nuclear winter and a relic of the American past.
    Earbuds: Who wouldn't carry these?!
    Toothpicks: Some habits never die and carrying tooth picks is one of them.
    An Ironman Action Figure: A childhood figurine passed down from generation to generation as reminder of pre-cataclysmic America's cultural media.[/hider]
    Signature: I, GourmetItalia, hereby verify that I agree to Brovo's rules, a la Vlad's Camouflage (and we all know that Vlad has Camouflage). That being said, and I also agree to the fact that even though you, Brovo, can kill my character without my permission; I, GourmetItalia, will also do my best to fully give justice to my character while also covering his friends' backs. This will come in the form of steady lead streams and a desire to unleash lead hell on the enemy.
[tab=Bunker Native]
 
It's purdy isn't it? Much more sophisticated than Roleplayer Guild. Just no comparison, really. Jeebus ... even my university's online course service, CANVAS features greater sophistication! Ahhhh ... I'm curious; how were the old Roleplayer Guild services as opposed to the newer, more current site?
Pretty much the same as here. Take out a few BBCodes like tabs, eliminate the alert system—but keep the watched threads and forums—and it ends up being about the same, tech-wise.
 
@Everyone: A'ight. Update.

Tomorrow I have off.

So tomorrow, missions come back up. :bsmile:
 
I'm awful and didn't realize this thread existed until just tonight when Brovo linked it on Skype. Here's Nathaniel's sheet, the only changes made were to formatting, a rogue typo, and I removed a custom item from his inventory (a bracelet) because I forgot why I put it there and never mentioned it in the first mission so screw it.

  • Name: Nathaniel Hawthorne
    Age: 28
    Sex: Male.
    Appearance: Nathaniel stands about six feet tall and has dark hair and skin on the pale side. His eyes were once a rich brown color when he was a child, but they are now somewhere between pink and red thanks to one of his mutations. He is not particularly muscular, nor particularly attractive, but he is not rail-thin or horrifying. He is decidedly average in appearance aside from his height and the signifiers of his mutations.

    History Type: Custom
    From Commune To Bunker: Nathaniel was born and raised in a small commune of mutants, made up of those who hated the way they were treated by non-mutants and chose to brave life in North America outside the Bunker colonies. They did not fare well, but they more or less scraped by in the ruins of a small town in what used to be Missouri. Nathaniel had only ever associated with mutants until his adulthood, whereupon turning sixteen he decided to go to the Chicago Bunker and see what life was like there. It was not pretty in the outermost ring, but it was a hell of a lot better than trying to live outside the walls, and so he stayed and there he fared well enough and got used to normal humans. Spending his developmental years in the company of mutants made Nathaniel highly sensitive to their particular personality quirks, and spending the rest of his life amongst regular humans has honed his social skills with them as well. However, due to his particular life circumstances, Nathaniel never had much exposure to technology and is thus at a disadvantage when trying to use anything more advanced than a gun.
    (Bonuses to social interaction with mutants and non-mutants alike, penalties to understanding and using advanced and foreign technology.)

    Biography: Nathaniel was born in a mutant commune and knew only mutants for the first half of his life. He was never sure who his parents were, though that could be said of almost all his fellows as they were raised by the community rather than by one couple. He was a very socially adept person from the time he was a young boy, able to make friends without much effort and capable of winning over adults as well. He had a penchant for drama and delusions of grandeur, but everyone wrote it off as the products of a child's active imagination... at least until he was about thirteen and they saw it as time for him to put away his play and become a man. Pressure from these sentiments plus a desire to see and interact with the great crowds of the Bunker colonies were the combined cause for his choice to leave the commune at the age of sixteen.

    Upon arriving to the Chicago Bunker, Nathaniel found that things were not as grand as he imagined, though admittedly he only saw the slums of the outermost ring for most of his time there. The soldiers hadn't seemed very keen to let him into their home, understandably enough, but he had been able to convince them of his lack of ill intent after a lot of questioning and so he was allowed to stay. Having learned by this point to keep his mouth shut about his grand image of himself, Nathaniel managed to blend in fairly well. He learned that regular humans were not so different from mutants after all, despite all the cynical talk in the commune about how they might as well be another species.

    Of course this revelation did not change anything for Nathaniel. He had always viewed mutants and humans as being equal in all relevant matters. More specifically they were all beneath him, for he was the greatest there ever was or would be. For all their apparent differences they were in truth all the same. After all, why should differences of physiology in lesser creatures matter to a god?

    Self-affirmed divinity aside, Nathaniel led a rather mundane life in Bunker Chicago. He learned how to ingratiate himself with humans just as he had with mutants, and he did so with aplomb. Though he somtimes slipped and freaked people out by talking of his godhood (sometimes as if he was a god, others as if he was going to become one somehow, it varied from day to day), Nathaniel managed to smooth things over by claiming things from idle fantasy to a poor attempt at humor. Eventually he evened out somewhat, thanks to the use of narcotics stirring his scrambled mind about and leaving him with a more or less cohesive story about his godhood in his own mind and quieting his need to verbalize his thought processes. He later stopped using these drugs, for they were unbecoming of a god, but he held on to the apparent stability.

    Upon hearing of the Shadow Zone, Nathaniel immediately weaved it into his mental narrative. Therein would be the place where he would die and be reborn as a god, though not until he had passed through the trials and tribulations necessary for the transformation. Thus he sought to join the efforts to learn about and fight the Shadow Zone, for he saw it as his calling.
  • Career Path: Listener

    Mutations:
    Swarm
    Synaptic Parasite: 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.
    --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.)

    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.) (Mutation effect: The Iris' of the eyes turn to a pinkish-reddish hue.)

    Other
    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 color than red.

    Divine Flesh: Nathaniel's body, having experienced its first real life or death combat with a gun, has adapted to improve his odds of survival. His hand-eye coordination has improved quite a bit, and his arms are much steadier when holding a gun, though both of these mutations seem to be almost entirely tied to use of guns and have had no noticeable effect on his coordination and steadiness in other activities. (Bonus to gun accuracy) (Mutation effect: The veins in Nathaniel's hands and arms now stand out very clearly and vividly through his skin, and they appear red instead of blue.)

    The Voices: Nathaniel has noticed that on occasion he can hear the voices and conversations of entities within the Shadow Zone, even miles away back in Bunker Chicago. The only issue is when this happens, he has no way to discern or filter the voices, and so thousands of voices ring through his mind, some louder than others. This can induce nose bleeds and cause him to hallucinate. On the other hand, this can also give him extremely valuable intelligence about what the enemy is about to do. (Mutation effect is clear) (Mutation Effect: While in this state he very visible sweats and his pupils envelope the entirety of his eyes.)

    Achievements:
    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.)
  • 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: I, Jorick, hereby swear to not be a little bitch about my character dying if/when it happens.
 
@Everyone: I'll reconfirm characters soon™. For now, getting missions back up. Approved or not, feel free to volunteer for the revamped missions. Keep in mind however that missions are no longer "instanced" and there will be no more combat maps, players can freely move from one area to another with ease. (ex: Carolyn could pursue an enemy moving for central.) If you've played in Legend of Renalta (which most of you have) you'll know exactly how this combat feels.

As with LoR, TLB will go on two week posting cycles. The general idea will be to alternate on a weekly schedule: Week 1 is LoR, Week 2 is TLB, Week 3 is LoR, Week 4 is TLB, etc. We'll keep at this until we're back at a steady pace, and if things permit, we'll go back to a one week schedule for one or both RP's.

Tip: If Shadow Zone and U-ARM forces encounter each other on the battlefield, they will engage each other as well as you.

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.
Intel reports it's a large mansion that the shapeshifter is located in, not particularly well suited for mechs. Still, mechs could be used to catch leaks in the defenses, if they're fine with waiting. Notable, snipers, long range mechs, and other supporting units can fire down the west and north four lane roads at targets in the U-ARM and Shadow Zone operations.​
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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.
You will be operating on a large, four lane road that leads straight to the west entrance of the mansion. If any enemies get through, they'll easily move past to the mansion.​
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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.
You will be operating on a large, four lane road that leads straight to the north entrance of the mansion. If any enemies get through, they'll easily move past to the mansion.​
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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.​
 
Eira's still up for catching leaks in Retrieval.
 
Marvin's still going to the U-ARM wing. My vote for NPC placement is the same as last time before the reset.

I do hope the beginning of the missions are similar at least, it was the inspiration for some new equipment later on and it might be hard to justify it otherwise...ah well.
 
I'll go for the same mission and NPC setup suggestion as before.

Nathaniel volunteers for Retrieval.

I suggest Captain Derek start at Retrieval, Colonel Maria Black and Sergeant Morai Lee start U-ARM wing, and Abimael and Specialist Carolyn Antoinette start at the Shadow Zone wing.
 
Matthew going for the U-ARM wing this time.

and seconding Jorick's suggestion.
 
Ned will hit shadow again... even if I did only get one post done for it the first time around