Status: Invitations-only role play, switching phases... Keep in mind mates that it’s been a while since I’ve diverted from the action-adventure formula. Below you’ll find the following. Cordis: The plot, world, & characters. Progressus: Mutants, pilots, grunts. Comitabantur Anima: Character sheet. Cordis Progressus Comitabantur Anima The World Human, after all... GeneralThe year is 2080AD. Sixty years ago, the world was plunged into a nuclear holocaust. Nobody remembers why the old nations of the world decided to end it all, the only thing of certainty is there were no innocent factions in the end. Not all the nukes were fired of course, the world is still hospitable, but it certainly wasn’t easy to survive in it. In this new world, Europe is a hotly contested area of warlords and raiders, Asia is a series of severely irradiated zones ruled by various occultist factions, Africa is inhospitable for human life, and South America’s jungle has mutated to the point that it will likely one day overrun the rest of the planet’s ecosystems if left unchecked with monstrously violent creatures. This leaves only North America and Australia left. Even then, Australia is struggling to keep it together as their already dangerous wildlife has become ludicrously dangerous to contend with. Communication with them is sporadic at best. In North America, the west coast was hit the hardest and thus is still exceedingly hostile for human life. The mid-west and south are overrun with well equipped gangbangers and raiders, who each patrol their own territory and harass the innocent who are unfortunate enough to live within their boundaries. Then, there’s the East Coast. The Thirteen Colonies. The shining beacons of civilization—at least, according to themselves. They range in population from 20,000 to 150,000 people a piece, usually with at least a quarter of that living outside of the colony & city ruins itself to run farmsteads. It started with three colonies in the north east, and has expanded out into the interior and the south. The Thirteen Colonies are as follows: Montreal, Toronto, New York, Washington, Chicago, Columbus, Nashville, Jacksonville, Miami, Atlanta, Detroit, Richmond, and Philadelphia. It should be noted there were two other colonies lost to raiders deep in the interior: Memphis and St Louis, and other colonies further in the interior suffer more from raiders than anywhere else—save at Chicago. Chicago is unique in its situation: It inspires the most confidence in people with its effective extermination techniques against raiders and gangbangers, being one of the safest colonies to live in despite being in the interior. It’s also the only colony that is capable of being fully functional without the others: It makes enough food for itself and has a strong enough industry to fend for itself. Bunker ChicagoBunker Chicago is a walled bunker just outside of Chicago, to the south. 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 sections. The outermost section is where vagrants and the most absolutely impoverished go to live in aluminium shacks, technically living just outside of the walls. Strictly speaking, while most feel sympathetic to their plight, they’re typically comprised of cripples and those with no productive skills. Children are still officially taken care of, invited to public schools inside the bunker and given medical attention when sick. The ring layer is where the majority of people live, in large buildings. The closer to the interior one gets, the more likely they are to see motel-like structures become outright apartments stretching upwards of ten floors, with higher floors often being given to the more wealthy or valuable members of the colony. Outside of cramped residential, machine shops, orphanages, charity organizations, hospitals, schools, and junk traders dominate the cityscape. The bunker layer is where the actual nuclear bunker is located. Built to withstand some of the most powerful explosives imaginable, this large, domed structure has high security entrances and stretches underground. The government, high ranking military, and their families live there in safety. The final layer is known as “the abyss”. Here, several hundred feet underneath the ground, is a large cavern with several thick support struts. This cavern is man-made, filled with the living nightmare that is several years of unrelenting research & development. Here, advanced technology such as mech chassis, cybernetics, and bioengineering are advanced and constructed at breakneck pace. The general public is not trusted with access to this area unless they work there, and living there for extended periods without access to the outside world would more than likely result in your death by one toxic chemical or another. 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 seventy thousand people who live within the walls of Bunker Chicago. There are another few hundred outside the walls in shacks. This number can swell up to a couple thousand when times are especially good or bad. FactionsBunker Chicago: The local government of Bunker Chicago. The joint military-police forces under command of Marie Black are usually identified under the acronym BCSEC. While technically a colony under the careful watch of the Council of ADAM, locals are more than happy to identify themselves as a separate entity that works in coalition with the other colonies, rather than under CoA. They are the denizens of Bunker Chicago, and thus represent the local populace. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) Council of Adam: Cordial. There’s an amicable friendship here that can be developed over time. U-ARM: You tried to liberate us with a nuke?! OTF: Who? Shadow Zone: Full of scary monstrous mutants gone completely insane? Count them as an enemy. Gangbangers: Oh yeah, we totally approve of rape and murder for the sake of it. That’s why we shoot all of you. On sight. Stay the fuck away from our farmers! Council of ADAM: The Council of ADAM is an enigmatic oligarchical federation of colonies and outposts ruled in a dictatorial fashion. When referencing the Council of ADAM, most typically refer to those in charge: The thirteen (or more), who are selected by other members of the council based on scientific aptitude. The name was selected to intentionally reference the Bible: Adam was the first man who survived banishment from Eden, the Council of ADAM is (in their own view) the last surviving bastion of stable human civilization. They work to better humanity, but are cold and calculating in their decisions involving individual lives, leaving most with a lukewarm acceptance of CoA and its admittedly effective methods. They lay claim to the Thirteen Colonies and all subsequent farms and outposts, though generally allow each colony to attend to its own affairs on a local level. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) Bunker Chicago: They’re one of our colonies and a respectable example of society, even if their insistence on holding a local, independent culture is perplexing. U-ARM: A pack of deranged, suicidal, homicidal men who dream of restoring a country that never existed. Overly glorified raiders who shoot too many white lines whilst espousing white capitalism. Terrorists, to be shot on sight. OTF: A threat that no longer exists. Now stop asking and move onto the real threat... Shadow Zone: We have no idea where it came from, but this is priority number one right now. We need to understand it and hopefully put an end to the dangers it represents to humanity. Gangbangers: A frustrating nuisance of illogical madmen. They will soon succumb to more enlightened times. U-ARM: An acronym for United-American Revival movement. This political state functions in a series of independent cells and eventually wishes to depose of the Council of ADAM in order to institute a democratic state. They are, however, considered a movement of extremists: They see mutants as less than human, galvanizing the idea of exterminating them all in order to preserve the pure image that God made humanity in. They’re also known to use drugs and stir themselves up into delusions of grandeur en masse, often painting themselves in American iconography such as: Helicopters with American flags, ballistics vests with eagles, automated turrets that blast the American Anthem... They have sympathizers in most colonies, and often occupy city ruins. They hold West Chicago. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) Bunker Chicago: They need to be liberated from their tyrannical taskmasters! Council of ADAM: You may have the upper hand in this war, but God is on our side, and God loves America! OTF: Who? Shadow Zone: Mutant scum! You heretics and demons shall be purged as part of the great revival of America! Gangbangers: You rape and pillage from the innocent! You’re also not American! We have to destroy you before you can harm anyone else! OTF: An officially defunct faction that came from the Orient, known as the “Orient Task Force”. Not much is known about them other than that they wished to preserve what tradition and culture they could from their homeland before fleeing after being vastly outnumbered by cultists. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) N/A. Shadow Zone: At present there isn’t much known about them. The first real expedition is set to head out soon, though what is known is that this faction is distinctly non-human, with reports that they can regenerate from bullet wounds, consume all organic life, and defy any conventions of biology one would apply to ordinary living creatures. In short: They’re fucking terrifying. Their zone of control is marked by a thick fog, which kills living things within its influence. Human beings die within an hour of exposure if they cannot escape unless they have gas masks and eye protection (usually covered by an adequately made gas mask). Compasses cease working within the fog as well, with the arrow going berserk as the fog projects its own, unstable magnetic field. They fog extends throughout East, Central, and North Chicago, as well as over Lake Michigan. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) All indications imply hostility towards all human beings. Whether they have independent factions or not is unknown. Gangbangers: While the raider population has been largely beaten to a non-existent pulp, there are a couple large gangs of predatory rapists and murders still on the loose that call South Chicago their home. Generally speaking, if they’re pretty, they want your ass. If you’re not pretty, they want your flesh, and your stuff: They’re cannibals too. Relations (Move your mouse to reveal the content) Relations (open) Relations (close) They only categorize things by how fuckable they are. By all stretches of the imagination, consider them always hostile. CharactersNote: More information will be unlocked about characters over time, and characters will be added as discovered. Player characters may be referenced here, so you can see how others perceive your character. Ryan Dufont Colonel Marie Black Devin Antoinette Carolyn Antoinette Morai Lee Eve Bruce Brucey McFoster Viper Omar Lindquist Meike Althaus Aiden O'Connor Peter Táo Georgia Rhettland Jenive Rousseau James Wolff Niamh Greyson Manny Rupert Liam Grillod Stukov Edgars Name: Ryan Dufont. Age: 26. Sex: Male. Position: Ruler of Bunker Chicago, Council Member of ADAM. Appearance: Height: 6’1”. Weight: 185 LBS Ethnicity: Caucasian. Hair: Black, short. Armour (Combat Only): Medium. Weapons (Combat Only): High calibre sidearm, standard semi-automatic rifle. Deformations: None. Purity Index: 10. Notable Points: Has a reputation of brilliance, with many stories of him being one of only a few hundred survivors of the loss of Saint Louis. He somehow made it to an outpost over two hundred miles away, by himself, and from that point forward has proven to be a charismatic politician. He’s also unsurprisingly arrogant. He is likely the youngest member of the Council of ADAM, though nobody is certain as nobody knows who all the members of the Council are. -----Post Op 1: Raid on U-ARM----- Ryan Dufont is the one who ultimately discovered the whereabouts of Adam. He was the one who orchestrated the entire operation, up to and including convincing the General to contribute his forces directly to the cause. He is also the one who gave the direct order to Jenive to take Adam out of the military's custody and into the Council's direct custody, thereby expressly removing any Jurisprudence that Adam might have otherwise received. Name: Colonel Marie Black. Age: 34. Sex: Female. Position: Head of BCSEC. Appearance: Height: 5’7”. Weight: 173 LBS. Ethnicity: Caucasian. Hair: Blonde, Ponytail. Armour (Combat Only): Medium with Jetpack & Blast Shield. Weapons (Combat Only): “Hand of God”, custom made lightning rifle. Deformations: Hints of regenerative tissue in ocular organs. Purity Index: 9. Notable Points: Is known to have a great deal of hatred for raiders and gangbangers after an experience when she was a young teen where they raped her, and then "finished her" with a combat knife. Subsequently, with her in charge of BCSEC, there has been a no tolerance policy on raiders and gangbangers. Was born in an area once known as “Texas”, migrated north after being rescued by an advanced scouting and intel recon team from the Council of ADAM who happened upon her by chance. Is known for being happy to sit down and drink with her men, so long as there’s no business to be done. -----Post Op 1: Raid on U-ARM----- Lacking any ability to contribute to the mission, she instead ran anti-raider operations in the area to ensure a smooth transition to a retreat. The public record shows her being vehemently against taking a liberated man into custody. Name: Devin Antoinette. Age: 43. Sex: Male. Position: General of BCSEC forces. Appearance: Height: 5’10”. Weight: 210 LBS. Ethnicity: Caucasian. Hair: Brown, short. Armour (Combat Only): Heavy. Weapons (Combat Only): Assault rifle with a grenade launcher, shotgun with incendiary rounds, nanotech kit. Deformations: None. Purity Index: 10. Notable Points: Is the father of Carolyn Antoinette. Became the de facto general of Bunker Chicago after his father helped build the colony and died protecting it from raiders some years later. His hatred of raiders is perhaps only second to that of Colonel Black. He is often looked up to by his men for being a representation of everything a military man should be: Honourable, disciplined, loyal, and with a focus on keeping civilians out of harm’s way. As such, while he has mixed feelings towards Marie about her taking military command as a lower ranked officer, he holds vehement distrust for Ryan Dufont, who circumvented his command in the first place. When his daughter was eight years old, her mother was slain in an assault by angry drunkards who also left his daughter in a coma for three weeks. Anyone who brings it up in his presence should expect a cold, empty stare. -----Post Op 1: Raid on U-ARM----- After having successfully pulled U-ARM forces away, Devin Antoinette engaged enemy forces with indirect combat for several minutes, hitting U-ARM with one force while a second would move to a flank, repeated over and over. Though some casualties were sustained on Bunker Chicago's side, they were minimal, and the express speed with which the retrieval squad operated allowed him to retreat without a single injury. Upon returning home, he sent each member of the squad a box of his favourite pre-apocalypse cigars as thanks--and enough pre-apocalypse money to spend on a few luxuries: Wine, women, shiny baubles... Name: Carolyn Antoinette. Age: 22. Sex: Female. Position: Mech Pilot, Captain. Appearance: Height: 5’9”. Weight: 159 LBS. Ethnicity: Caucasian. Hair: Chestnut brown, short. Armour (Combat Only): None. (Jumpsuit.) Weapons (Combat Only): High calibre sidearm, standard issue rifle. Deformations: High blood pressure as a result of greater than normal blood volume has no visual effect and no apparent health detriment. Heart is stronger, veins seem capable of handling the increased pressure. It holds no apparent health benefit beyond a hardier constitution. Purity Index: 7. Notable Points: Neither her father or mother was a mutant, implying that her genetic deformations which she will invariable pass along to her offspring is part of a greater problem. Her mother was murdered by a group of drunkards when she was eight, after she accused them of being lazy. They left her hospitalized. She tends to avoid the topic altogether where possible. She admires her father’s strength in the matter. Having studied hard to become a scientist in R&D until she turned 16, she dropped away from that course to stay with her best friend. Becoming a mech pilot and general technician, her knowledge of electronics and mechanics is exemplary for her age. If you have some rubber band and bubble gum, she can make you a solution. -----Post Op 1: Raid on U-ARM----- After the operation, Carolyn was initially tepid despite coming home to celebrations. She saw to the brief funeral rites of Aiden in which only three people attended, then secluded herself away to working on her mech for several hours in one sitting. There have been multiple attempts by Carolyn to probe for the status of Adam, to no great avail. Complaints about Jenive were also ignored by those up in the chain of command. Carolyn remains the Squad Leader, and will be the one to relay further orders to others in the event that a new assignment is handed down by the Council of ADAM or BC-SEC. Name: Morai Lee. Age: 38. Sex: Male. Position: Independent Contractor. Appearance: Height: 5’11”. Weight: 188 LBS. Hair: Black, short. Ethnicity: Oriental. Armour (Combat Only): Medium. Weapons (Combat Only): Shotgun with explosive rounds & electrified bayonet. Demolitions charges. Deformations: Hair follicle samples suggest development of additional sensory inputs could be encouraged. Would require further gene samples. Purity Index: 8. Notable Points: An obvious foreigner with a Chinese accent. Odds are good this man came from overseas on a refugee boat like many others have, though he was one of the few to make it all the way to the east coast. His shotgun apparently came from his sister’s corpse. He was one of the few to return from a scouting mission in the fog, but adamantly states he personally saw nothing. -----Post Op 1: Raid on U-ARM----- The foreigner's distaste for the military operation and the immediate seclusion of Adam was expected. When questioned about why he lied to Carolyn about the presence of the "woman in blue", he cited the survival of himself, his squad mates (Omar, James, & Georgia), and the mission's objectives. While not discharged, he was given a ceremonial slap on the wrist for refusing to describe the appearance of the woman in blue. Name: Eve? Age: ? Sex: ? Position: ? Appearance: Height: ? Weight: ? Hair: ?, ?. Armour (Combat Only): ? Weapons (Combat Only): ? Deformations: ? Purity Index: ? Notable Points: Error: Access denied. -----Post Op 1: Raid on U-ARM----- Error: Access denied. Name: Bruce "Brucey" McFoster. Age: 35. Sex: Male. Position: Carolyn's Squad, Mech Pilot. Appearance: Height: 6'7" Weight: Muscular build. Exact weight not on file. Hair: Short, ungainly beard, mustache, and side burns. Light brown in colouration. Armour (Combat Only): Jumpsuit. (Unless otherwise specified.) Mech has Ceramic Composite--holds up better to heat. Weapons (Combat Only): Standard rifle. Mech flamethrower & 20mm cannon. Deformations: Hints of a sixth sense developing in frontal cortex. Could stimulate to give supernatural sensory awareness... Purity Index: 9. Notable Points: Considered by most to be an eccentric chef who is not to be fucked with lightly. Children love his wallaby. His escape from his homeland makes others wary of trusting him despite being friendly with him, expecting him to turn tail and leg it should the Shadow Zone threat grow. The Council of ADAM has no opinion on this man at this time. File closed. -----Post Op 1: Raid on U-ARM----- Brucey followed orders to the letter. His close association to Adam during the mission has aroused some level of suspicion by the Council of ADAM, but not enough to warrant a great deal of concern at this time. File closed. Name: "Viper." Real name not on record. Age: 28. Sex: Female. Position: Carolyn's Squad, Grunt. Appearance: Height: 5' 7¾" Weight: Light, focused more on dexterity than strength. Hair: Black, long. Armour (Combat Only): Light. (Unless otherwise specified.) Weapons (Combat Only): CZ Scorpion Evo. XM8 Modular Carbine. Deformations: High blood pressure, stronger heart. Unknown causes, akin to Carolyn. No practical effect, but could be easily stimulated. Lungs look like they could expand further than they do, with a little effort. Purity Index: 6. Notable Points: Despite any potential attempts to the contrary, her raider background is known to us. She's a fairly uninteresting target beyond this. Potentially unstable, likely going hand in hand with her prolific number of mutations that with or without intervention will crop up within months to a year at the most. The Council of ADAM has no particular opinion on this one. File closed. -----Post Op 1: Raid on U-ARM----- Viper's performance was excellent, being directly involved in each and every U-ARM take-down, and following orders to the letter. Such behaviour doesn't go unrewarded in upper circles for long... The Council of ADAM is considering higher services, should Viper continue to express positive attributes. File closed. Name: Omar Lindquist. Age: 33. Sex: Male. Position: Carolyn's Squad, Negotiator/Civilian Interest. Appearance: Height: Not on file. Weight: Physically handicapped, feeble. Hair: Balding, blonde-brown. Armour (Combat Only): Light. (Unless otherwise specified.) Weapons (Combat Only): Deformations: Total degradation of ocular genetic code, body-wide regenerative power, flaking skin, nervous system modified to allow communicative abilities... Purity Index: 4. Notable Points: Lie detecting powers are of interest to the public, and now they're in the hands of the colonials. Potentially useful for later interests. The Council of ADAM has taken minor note of Omar, but his street peddling ways undermine any further interest than "noted". File closed. -----Post Op 1: Raid on U-ARM----- His dedication towards mission objectives was surprising, though his health leaves much to be desired. An eye will be kept on Omar, one of interest: He could be key to a great number of things, as he seems the kind of man to enjoy positions of safety through loyalty... Although, his contact with the woman in blue does make him suspect until he can be debriefed. File closed. Name: Meike Althaus. Age: 26. Sex: Female. Position: Carolyn's Squad, Mech Pilot. Appearance: Height: 5'9" Weight: Lithe, physically mediocre. Hair: Blonde, long, messy. Armour (Combat Only): Jumpsuit. (Unless otherwise specified.) Mech has a retractable shield mounted on right limb. Weapons (Combat Only): Standard rifle. Mech has a grappling hook and .50 calibre gun. Deformations: None. Purity Index: 10. Notable Points: Family issues could be exploited later by the cunning. Keep an eye out for associates exhibiting unusually close behaviours. Two attempts have been made by European "associates" to discover her whereabouts: Both will not be returning home. Pilot certification dubiously earned. Military license given as part of sign-up. Technical skills and stable mind make her a decent candidate for further military movement. Noted by the Council of ADAM, but has done nothing of any particularly significant ends yet. File closed. -----Post Op 1: Raid on U-ARM----- Meike attempted to flee from mission objectives and was summarily terminated by the Death Watch. Body was burned and mech was confiscated as per typical protocol. File closed. Name: Aiden O'Connor. Age: 23. Sex: Male. Position: Carolyn's Squad, Interrogator. Appearance: Height: 5'6" Weight: Slim build. Hair: Black hair, likely short. Armour (Combat Only): Light. (Unless otherwise specified.) Weapons (Combat Only): Standard Rifle. (Unless otherwise specified.) Deformations: Purple discolouration of irises. Small, bone-like protrusions cover frontal skull, jaws, covered by skin. Several genes controlling sensory organs, though especially ocular organs, appear tampered with. Genome splicing unnatural, DNA on file presents inconclusive data. Purity Index: 3. Placed on watch lists. May discourage future breeding. Notable Points: Noted for his unusually hyper-sensitive psionic detections, may become a liability within the Shadow Zone. That, or an immeasurable useful tool for future interrogation operations, if he can be suitable controlled. Is allowed to roam free primarily by measure of the kindness of the locals. If his talents had been discovered in more restrictive colonies, such as Washington, he'd be a dissected specimen by now. He is likely aware of this sheer luck in being born in Chicago. Future assistance for prolific 'whispers' may be possible with medicine. Research is underway. Some are not the byproduct of any detectable outside source. Patient has exhibited signs of dementia. Noted by Council of ADAM, but lack of conclusive data results in nothing more than a footnote. File closed. -----Post Op 1: Raid on U-ARM----- Plummeted into a deep abyss of previously undiscovered tunnels. Presumed dead. File closed. Name: Peter Táo Age: 27. Sex: Male. Position: Carolyn's Squad, Shocktrooper. Appearance: Height: 6'3" Weight: Muscular build. Hair: Not on record. Armour (Combat Only): Medium. (Unless otherwise specified.) Weapons (Combat Only): XM8 Modular Rifle with armour piercing rounds. Deformations: None. Purity Index: 10. Notable Points: The very model of a perfectly human human. Admired by many coworkers, has a promising future ahead in government. Has a wife, a scientist. She is being moved to Bunker Chicago to allow the family unit to remain cohesive, a typical practice to keep soldiers and their families happy. Being a scientist, she is kept safe, deep within the bunker. Exceptional biologist. Notable temperamental where it concerns family. Could potentially be a good stabilizing element. The Council has no reason to believe he would disobey a direct order. Nothing of particular note on record as of yet, but being watched. File closed. -----Post Op 1: Raid on U-ARM----- Peter has proven, much to the amusement of Bunker Chicago's security forces, that Washington's definition of elite is perhaps not to the same level as that of the local forces. Regardless, he showed a solid and stalwart ability to follow orders, and may be considered for higher positions if he continues to improve himself. File closed. Name: Georgia Rhettland. Age: 20. Sex: Female. Position: Carolyn's Squad, Hacker/mutant specialist. Appearance: Height: 5'3" Weight: Lithe build. Hair: Short silver hair, often wears cap with R&D logo on it. Armour (Combat Only): Light. (Unless otherwise specified.) Weapons (Combat Only): Standard Rifle. (Unless otherwise specified.) Deformations: Unnatural blue eyes with electrical static-charge within organs. Silver hair from nervous system enduring greater stresses. Nervous system has greater endurance to electrical charges. Neural cortex has strange, unawakened gene patterns, effects unknown. Prone to sudden outbursts of energy, and rare, momentary jerks/minor spasms from nervous system overload. Purity Index: 4. Notable Points: Involved directly in the Oasis Incident. Has long-term mental traumas because of it, as it took her brother's life. She is aware of the Oasis Incident, and subsequently of the Council of ADAM agents sent to burn every bio-sample within the wreckage of the lab to ashes, but not of the reason why. Subsequent mutations have been progressive and controllable. Uncommon, but not unheard of: Potential to retain stability even in later stages of development will be easier with this one. Friendship with Carolyn Antoinette from childhood. Nothing particularly noteworthy about this. Future is promising but otherwise not particularly notable to the Council of ADAM. File closed. -----Post Op 1: Raid on U-ARM----- Direct contact and involvement with the woman in blue, based on reports by Jenive, she survived a ten floor drop amidst debris after an explosion. The woman in blue is the only one who could have prevented her death, but why? Further information to be obtained with debriefing. File closed. Name: Jenive Rousseau. Age: 26. Sex: Female. Position: Council of ADAM's Elite Forces, Agent. Appearance: Height: 5'6". Weight: 122 LBS. Hair: Short, black hair. Armour (Combat Only): Classified, jet-pack equipped. Weapons (Combat Only): Heavily modified CoAR-SR, standard high calibre side-arm with classified ammunition. Deformations: Classified. Purity Index: 9. Notable Points: Born as a Homesteader outside of Bunker Chicago, she became involved in a three year relationship with a caravan trader. The trader died in the Chicago food run, and she disavowed her religious affiliations as a result. She later disavowed her own family, after differences could not be reconciled, and joined Bunker Chicago military. She quickly advanced through the ranks, performing counter-espionage operations against U-ARM. It didn't take long for her to be noticed and recruited directly into the folds of the Council of ADAM's own Security Forces. Two years ago, she was involved a bar room scuffle with Carolyn Antoinette. While Carolyn left with minimal injuries, Jenive reportedly had one of her ribs broken by, quote, "an underhanded uppercut with a monkey wrench." Ever since, Jenive has attempted to discredit Carolyn's name, and has failed repeatedly with each attempt, which has ultimately held her back in the advancement of her career. Especially since those accusations are levied at the daughter of a General... -----Post Op 1: Raid on U-ARM----- Jenive was assigned with the General to relay orders from the Council of ADAM. After receiving the prisoner at Bunker Chicago and transporting him deep into the central compounds, she went back to her regular routine around the colony: Target practice, and fraternizing. Name: James Wolff. Age: 28. Sex: Male. Position: Carolyn's Squad, Soldier. Appearance: Height: Not on file, refer to photograph. Weight: Not on file, refer to photograph. Hair: Short brown hair, curly. Armour (Combat Only): Medium. (Unless otherwise specified.) Cybernetic implants in eyes. Weapons (Combat Only): Standard Rifle. (Unless otherwise specified.) Upgraded with Electronic Scope, Ballistic Computer, 25mm Launcher. Deformations: Hints of arterial wall degradation without negative side effects implies genetic drift, cybernetics operations revealed slightly thicker than average cranium that could offer protective ability if spurred into development. Purity Index: 7. Notable Points: Child of important people in Bunker New York, sent as 'ambassador'. Unfortunate that he got himself involved, as he is now liable to be in high risk operations. The Council has no strong opinion of his man at this present time. File closed. -----Post Op 1: Raid on U-ARM----- Performed admirably, though with a lacklustre overall input save for a momentary bout of courage in the face of a U-ARM soldier. No interest gained or lost by the Council. File closed. Name: Niamh Greyson. Age: 20. Sex: Female. Position: Carolyn's Squad, Mutant/Medic specialist. Appearance: Height: 5'7" Weight: Lithe build. Hair: Dark auburn, long. Armour (Combat Only): Light. (Unless otherwise specified.) Weapons (Combat Only): Standard Rifle. (Unless otherwise specified.) Deformations: Extremely pale skin associated with her power to rapidly encourage bodily healing process. Bones lighter, muscles smaller, less weight applied to her movements. Purity Index: 5. Notable Points: A runaway from the European continent. Her powers, while interesting, hold little in the way of combat applications, and thus are of a lesser concern and priority than some of the more hostile mutants out there. Until further data can be ascertained, there is little reason to put more emphasis than is deserved. File closed. -----Post Op 1: Raid on U-ARM----- The Council of ADAM's opinions have not changed, as she was not given a proper chance to prove herself in the last operation. Name: Manny Rupert. Age: 32. Sex: Male. Position: Carolyn's Squad, Soldier. Appearance: Height: Not on file, check photograph. Weight: Not on file, check photograph. Hair: Charcoal Black, balding. Armour (Combat Only): Medium. (Unless otherwise specified.) Two cybernetic implants. Weapons (Combat Only): M24 Sniper Rifle with a sound suppressor. Armour piercing ammunition. Deformations: None. Purity Index: 10. Notable Points: Early adoption of cybernetic augments implies dependence on technology which we can play to our advantage. His local knowledge of the region and his connections to the farmers outside are also welcome. Potentially has a promising future, dependent on his decisions. File closed. -----Post Op 1: Raid on U-ARM----- As with Niamh Greyson, he did not have the opportunity to prove his value or lack thereof, and therefore it is within the Council's jurisdiction to decree that we will wait for real input before changing our opinions. Name: Liam Grillod. Age: 19. Sex: Male. Position: Carolyn's Squad, Soldier. Appearance: Height: Not on file, check photograph. Weight: Not on file, check photograph. Hair: Short, military cut. Armour (Combat Only): Modified Medium. (Extra ammo/protected ammo.) Weapons (Combat Only): Sawed-off Shotgun, Laser Rifle. Deformations: Minor DNA/RNA errors that service unknown functions. Purity Index: 9. Notable Points: Grew up a Homesteader outside of the Bunker. Natural aptitude with fixing things, a loyal soldier. Not much else of note. File closed. Name: Stukov Edgars. Age: 48. Sex: Male. Position: Death Watch, Senior Member. Appearance: Height: 6'2". Weight: 245 LBS. Hair: Short, blonde. Armour (Combat Only): Heavily modified medium armour. Weapons (Combat Only): Classified. Deformations: None. Purity Index: 10. Notable Points: A grizzled veteran from European conflicts, he emigrated to the Americas and carved a field of efficiently delivered death against raiders and political enemies alike. Joined the Death Watch under Ryan Dufont's express request, and has served by his side faithfully for years since then. He is known for personally mentoring certain members of the Death Watch and potential recruits to the Death Watch, including Jenive Rousseau. Timeline (Move your mouse to reveal the content) Timeline (open) Timeline (close) Use this to synchronize your character’s age and history to world events. 60 years ago: Nuclear holocaust. Most of the world’s population is exterminated, either by conflict or by the subsequent radiation. 50 years ago: First three bunker colonies established, built out. Discovery of mutations in certain, seemingly random individuals at the genetic level. Not connected to the radiation in the area. 40 years ago: The first mechs see battlefield use. 35 years ago: The establishment of Bunker Chicago as the furthest colony at the time. It is the only colony to date that has self-established without the aid of the Council of ADAM, and voluntarily joined out of a sense of cooperation and brotherhood. 25 years ago: The loss of Memphis colony. 20 years ago: The loss of Saint Louis colony. 5 years ago: First ever successful operation adding a cybernetic limb to a person in Bunker Washington. 2 years ago: Appointment of Ryan Dufont to Council Member seat after his predecessor was the first and only Council Member ever successfully assassinated. He rules over Bunker Chicago. 1 year ago: Appointment of Colonel Marie Black to head of military in spite of protests by General Devin Antoinette. At the same time, Colonel Marie Black defeated a U-ARM terrorist plot to detonate a nuclear device in Bunker Chicago. 3 weeks ago: Appearance of the Shadow Zone, individual scouts usually don’t return. The few that do, have been driven to incoherent madness. 1 week ago: Sabotage of the machine shop... The Situation Three Weeks AgoThe Shadow Zone appeared from nowhere, a large, grey fog that consumed the entirety of east Chicago. From there, it has spread out to consume central, north, and part of Lake Michigan. Any organic content it comes into contact with quickly vanishes, either dissolved by the fog or consumed by something within it. Scouts entering the fog often don’t come back. Those that do, come back babbling incoherent nonsense. Bunker Chicago begins mobilizing a mechanized force to infiltrate the fog. One Week AgoU-ARM sympathizers, led by a couple U-ARM infiltrators, attempted to make an attack on the bunker itself. Naturally, they didn’t get anywhere near it, but decided against total failure and detonated a suicidal explosive inside of a machine shop. The machine shop was destroyed with Carolyn inside. For one reason or another, your character helped dig through the rubble for survivors, and found Carolyn. Devin, grateful for your help, offered you a cushy job in the military working as part of Carolyn’s squad, which by the shitty standards of the post-apocalypse, means you get food and housing free of charge. At PresentYou’ve gathered together at Brucey’s Burning Barbeque at Carolyn’s behest as you will all soon receive your first assignment together... You Choose a background. This will have minor but meaningful consequences later, and should help you insert yourself into the world, since it’s a bit of a sandbox instead of the usual action-adventure formula I use. Homesteader: You grew up outside the walls of Bunker Chicago and tended to crops and cattle with your family. Only, like several others, you decided to do something more with your life than smell like cow shit, no matter how much you loved your parents... Bunker Boy/Bunker Gal: You grew up inside the walls of Bunker Chicago as one of its many denizens. Learning how to scavenge and scrape by at a young age, you’ve got the charm of Chicago written all over you. However, the temptation of always having a roof over your head and food in your stomach, for free, atop a small stipend to spend every month, drove you to doing something more meaningful with your life in the military... Ex-Raider: You were a skull-fucking, knuckle-dragging, murderous fool at one point. You decided that, for one reason or another, raping and pillaging was probably only going to lead to you dying young, and thus you abandoned the life and slipped into the colonies. Still, all those skills at breaking open brain sundays sure does sound a lot like a life in the military. Free food! Free housing! Foreigner: You’re not from North America. Instead, you’re from Asia, Europe, or Australia. For one reason or another, you decided to flee your homeland of despots (Europe) occultists (Asia) or giant fuckoff ants (Australia) to get to the fabled Thirteen Colonies. Luckily for you, you made it! Probably at the expense of several other people who happened to be standing in the way of a raider’s bullet for you. Still, travel doesn’t come cheap, you probably have some debts to pay... There are four primary fields of note: Mutations, Mechs, Cybernetics, and Weapon Mods. Mutations are a byproduct of unknown genetic experiments likely done during the pre-apocalyptic era. It is possible that arguments over the validity of genetic experiments may have been the precursor to annihilation, but the more cynical would simply say that it’s in human nature to destroy itself. Still, one should be informed as to the nature of mutations before considering investing in them. Mutants are those who undergo purposeful medical interference to awaken mutations within their genes. These mutations can be nearly anything—wings, extra senses, chameleon powers—and can usually be coaxed to evolve in a specific direction. That being said, wild mutations exist and are quite common, as these unstable genes seem to continue to mutate unabated by any normal conventions of biology that would normally require large-scale evolutionary changes to take thousands of generations. It should also be noted that mutants suffer two symptoms. First: All mutants have minor psionic detection and reception abilities. While some mutants pursue these paths more fervently and become more adept at their use, it’s not uncommon for mutants to hear “whispers from nowhere” and other strange phenomena. Second: Rapid mutations, or powerful mutations, generally degrade a person’s intelligence and sanity. Those that go too far, too fast, generally degenerate into nothing more than overly powerful wild animals. This is a concern that mutants always have to fight. In general, society looks with mixed feelings at mutants. If you work to better humanity, they’ll be happy to welcome you into their homes. If you work to better mutants however, it may sometimes be seen as an attempt to promote racial superiority and be taken poorly by humanity. Still, power over one’s own physical abilities is nothing to scoff at, and it’s a temptation many face. Sometimes, whether they like it or not. Mechs are a result of several European despots duking it out a couple decades and making leaps and strides in military technology. The rest of the world quickly followed suit and adopted their own mechs, which in all reality are overly bulky power suits. The pilot is contained in the torso of any mech unit, whose typical configuration is two legs, two arms, and a sensor package often modelled into a more aesthetically pleasing head. Control schemes between mechs vary wildly, from joysticks to neural implants to physical gyros. Cockpit space can vary, from “stuffy cabin” to “stuffy cabin with arm space.” Steel plated armour coats these 8-12 meter tall giants, with most pilots of said mechs often naming them or giving them paint jobs. While they obviously confer a significant benefit on a battlefield (aside from looking cool), pilots tend to be vulnerable outside of their mechs. In order to ensure they have enough space, pilots usually wear no armour inside their cockpits, most often opting for a jumpsuit. Mechs can be set to perform basic tasks in an automated fashion, like being sentry guns with friend-or-foe detection while a pilot is outside of the cockpit, but a mech is at its most efficient when it has a pilot to control it. Pilots outside of their mechs generally have intelligence on their side. While they often carry standard issue rifles and sidearms, their main asset is usually a small array of mechanic and electronic tools, like laptops and wrenches, which they can use for a variety of tasks. Such as macgyvering explosives, quietly opening locks, cracking security codes, hacking enemy pilot’s mechs, and so on. However, it’s up to the pilot to decide which of these tools is most important to them. Pilots are also, obviously, trained and licensed to operate other vehicles. In a pinch they can pilot helicopters, or drive tanks. Cybernetics are mechanical implants that are made generally for grunts. Grunts are ground troopers who have neither the advantages of a mutant or the mech of a pilot. Therefore, some Grunts choose to voluntarily lose limbs or otherwise in order to improve their physical performance. Keep in mind however that there is a difference between a medical prosthetic and a cybernetic implant: A medical prosthetic operates nearly identically to a normal human limb in all respects. Anyone can receive one if they’re either deemed important enough or have the wealth and/or influence to spare. A cybernetic implant is a medical prosthetic made specifically for the purpose of improving a person beyond normal human limitations: Like a cybernetic arm with a crushing grip, or a cybernetic eye. Phantom limb syndrome can be associated with cybernetic implants, where the total loss of feeling in the limb is alien to a person. Most take a while to truly get used to their implants in day-to-day life. Weapon Mods are the result of hours and hours of tinkering by grunts on their guns. Electrical bayonets, explosive rounds, nightvision scopes, targeting computers, grenade launchers—you name it, someone has probably made a weapon mod for it. If someone hasn’t, someone will, for a price. Grunts often mod multiple weapons in their lifetime as well, transferring weapon mods from one stock gun to another, and so on. This is my rifle, this is my gun. One’s for shooting, the other’s for fun. This is your character sheet. Copy-paste from below—it’s formatted for you! [center]---Personal---[/center] [b]Name:[/b] (Your name.) [b]Age:[/b] (Your age.) [b]Sex:[/b] (Male or Female.) [b]Appearance:[/b] (What you look like. A picture or text description will do.) [b]History Type:[/b] (Homesteader, Bunker Boy/Bunker Gal, Ex-Raider, Foreigner. CHOOSE ONE!) [b]Biography:[/b] (Your background.) [center]---Technical---[/center] (Note: [u]All[/u] traits are custom traits. You start with 7 points! Points are used to create and upgrade traits.) [b]Class Unlock:[/b] You have to spend two points in the following in order to gain access to them. [i]Pilot Certification[/i] (Spend two custom points, gain access to a mech which you can make custom traits for. If you don’t want pilot certification, DELETE THIS.) [i]Mutant Certification[/i] (Spend two custom points, gain access to mutations which you can customize. If you don’t want mutations, DELETE THIS.) [i]Grunt Certification[/i] (Spend two custom points, gain access to cybernetics and weapon mods. If you don’t want cybernetics and weapon mods, DELETE THIS.) [b]Mech Description:[/b] (If you have a mech, describe it here. [u]Make sure to include its armament and utilities[/u]. A default mech with no custom traits is considered to have steel armour and a pair of .50 calibre chain guns for limbs, with a scanning package atop the torso. The scanning package only lets them see what they would normally see from the mech’s perspective, no infrared or motion detection unless made into custom traits!) [LIST][*]I am a bullet point! Hear me roar! [/LIST] [b]Mutation Descriptions:[/b] (If you have mutations, describe them here! [u]Every mutation has a physical effect on the body[/u], so make sure to add what visible effect it has. It can be something subtle or something obvious, up to you.) [LIST][*]I am a bullet point! Hear me roar! [/LIST] [b]Cybernetics:[/b] (If you have any cybernetics, describe them here! Keep in mind that you’re limited to two cybernetic implants to start with, anything more than that is a little too complicated for the tech level right out the gate.) [LIST][*]I am a bullet point! Hear me roar! [/LIST] [b]Weapon Mods:[/b] (Weapon modifications, describe them here!) [b]Other:[/b] (A non-weapon utility that doesn’t fall under a mech, mutation, weapon mod, or cybernetic implant? Describe it here! Note that you have to unlock at least one class before you can design other abilities, such as nanobots or jump packs, or additional armour, or et cetera!) [LIST][*]I am a bullet point! Meow. [/LIST] [b]Signature:[/b] (Type your username here if you accept that I’m allowed to kill your character off at any time, and that you agree to any rules I may edit in later.) Living: 9. Dead: 2. (Including NPCs.) M.I.A: 0. Active Characters (Move your mouse to the spoiler area to reveal the content) For organizational purposes only. Bruce "Brucey" McFoster. Author: @Kadaeux Viper. Author: @Kadaeux Omar Lindquist. Author: @Jorick Georgia Rhettland. Author: @Tempest Peter Táo. Author: @GourmetItalia James Wolff. Author: @Heyitsjiwon Niamh Greyson. Author: @Halo Manny Rupert. Author: @Slade Liam Grillod. Author: @Orion Dead Characters (Move your mouse to the spoiler area to reveal the content) Aiden O'Connor. Author: @Ozferatu Runaways (Move your mouse to the spoiler area to reveal the content) Meike Althaus. Author: @Foxxie Dead NPCs (Move your mouse to the spoiler area to reveal the content) Two U-ARM Soldiers, killed by Viper & Peter Tao. One U-ARM Soldier, killed by Viper & Omar Lindquist. General Antoinette, murdered by Omar Lindquist. Body Count. (This is mainly a GM note. It will come into play later...) Viper: 3. Peter: 2. Omar: 2. If there's any issues or y'all have any questions, let me know.