- Invitation Status
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Afternoons and evenings, some weekends.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Prestige
- Douche
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- 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.
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?
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?
Character Sheet
Equipment & Abilities
Data Archives
Character Upgrades
Achievements
Ancillary Information
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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.
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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.
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Name: Your character's name.
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Technical skills, mechs, mutations, training, and more!
MECHSIf 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.
LISTENERListeners 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.
- --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.)
- --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.)
- --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.)
- --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.
GRUNTHere, 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.
- --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.)
- --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.)
- --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.)
- --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.)
- --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:
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. -
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.)
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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
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