The Last Bastion: Bunker Chicago

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Brovo

Ferret Dad
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Online Availability
Afternoons and evenings, some weekends.
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Douche
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Male
  4. Primarily Prefer Female
Genres
Fantasy, Science Fiction, Post Apocalypse, Horror, Romance, Survival...
Status: 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.


  • The World
    Human, after all...​

    General
    The 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 Chicago
    Bunker 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.
    Factions
    Bunker 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.
    • 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.
    • 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.
    • 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.
    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.
    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.
    They only categorize things by how fuckable they are. By all stretches of the imagination, consider them always hostile.
    Characters
    Note: 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.

    • 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.


    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 Ago
    The 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 Ago
    U-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 Present
    You'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! :ferret:

    [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.

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






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.
 
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  • ---Personal---​

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

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

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

    Bruce however decided to discard that part of the world. He booked a boat over to the States to make a new way for himself.

    ---Technical---​

    Class Unlock: Pilot Certification

    Mech Description:
    jackwarhound.jpg


    • Size: Medium. The Ignis Dei is larger than the typical mechs.
    • Weaponry: 'Satans BBQ Incinerator Array' A weapon arm built with three incinerator guns mounted into the same fitting allowing it to throw a larger volume of fire out more safely than an equivalent oversized single weapon with redundancy (should one be damaged the other two can continue spraying fire.). Uses a customised fuel mix that Brucey also uses at actual BBQs.
    • Weaponry: 'Ironstorm' a pair of Gatling 20mm cannons mounted into the right arm, not exactly accurate at range, but throws out enough ammo to make up for the deficit in accuracy, up close anything juicy would feel the hurt all too closely.
    • Ceramic Composite Armour: A thicker armour better than basic steel, the addition of a ceramic alloy allows it to deal better with the heat it typically throws out.
    • Scout Drive Core: Capable of sprinting and fast turns.

    Weapon Mods: None

    Other:
    • No trait equivalents.

    Signature: Kadaeux the mass murderous.

  • ---Personal---​

    Name: 'Viper'
    Age: 28
    Sex: Female
    Appearance:
    9tg047.jpg

    History Type: Ex-Raider.
    Biography: One time raider, one time Cannibal, Viper was raised amongst the Raiders and over the years had either fucked or fought her way to prominence within whatever group of raiders she worked with at the time. One can only work so long for raiders constantly expecting sex in addition to excellence in raids before one grows tired of it. Finally turning on a bandit band near Bunker Chicago she callously killed them, took the leaders properties and headed for Bunker Chicago with their heads in a canvas sack.

    So she signed up for service with Bunker Chicago, trading mindless violence, long pig and men who were as happy to try and rape her as ask first for directed violence and a little courtesy.

    She still misses the long pig though.

    ---Technical---​

    Class Unlock: Grunt Certification

    Cybernetics:
    • None at this time.

    Weapon Mods:
    • (2 Traits Worth) Close Combat Specialist: Equipped with a pair of wazikashi swords Viper is excellent up close
    • (1 Trait) Machine-Pistol using a customised explosive ammunition.
      CZ14_Scorpion_EVO3_S1-L-e1416840329704.png
    • XM8 Rifle with all parts.
      xm8-poster.jpg


    Other:
    • Acrobatic Bitch from Hell: Parkour + Combat = Awesome.

    Signature: Kadaeux

 
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  • ---Personal---​

    Name: Omar Lindquist
    Age: 33
    Sex: Male
    Appearance: Omar is a Caucasian man of average height and slender build. He has blonde hair, though it's dark enough to be mistaken for brown in poor light and he is prematurely balding to the point that the top of his head is almost completely devoid of hair. He keeps what remains cut very short, but he has a respectably thick goatee that he keeps well trimmed. His eyes are light blue, and the rest of his features tend to the fair side as well.

    However, that description misses out on the lovely physical effects of Omar's mutations. He walks hunched over and with much difficulty in moving his left leg, and he requires a cane to manage even that. His body is riddled with scars small and large, marking nearly every wound large or small he has taken since the age of sixteen, and he constantly has a dusting of flakes of dead skin all over his body. The whites of his eyes are in fact a sickening green color that reminds most of vomit and sewage, and his tears are the same color.

    History Type: Bunker Boy

    Biography: Omar was among the first generation of children born and raised in Bunker Chicago after they threw in with the Council of ADAM. He was lucky enough to be born into one of the families living in the ring layer of the city, rather than outside the walls or out on one of the farmsteads, and as such he had a relatively safe and sheltered young life. His mother, Hannah, was a teacher at a local school for young children, his father, Tomas, was a mechanic of no exceptional talent, and Omar was their only child. His early childhood was quite unremarkable, all told.

    Around puberty, however, Omar displayed some unfortunate wild mutations that set him apart from the average bunker child. The sclera of his eyes turned a putrid green color, and with the disturbing change came an uncanny ability to spot lies and deception in other people. He tried to explain it to people, that he was just able to see the little twitches and tics in their face when they lied, but people treated him like a freak and shunned him for it, of course. Things only grew worse when at the age of sixteen he fell off the roof of a building one day (he was up there being angsty, thinking about jumping and ending it all because he was sick of putting up with people being cruel to him but not really planning to do it, and then he fell like an idiot and found out that the building was nowhere near high enough for such purposes) and severely broke his left leg and his back; this would have been bad enough as it was, but it revealed another mutation. His bones healed much faster than they should have, over the course of a few days rather than many weeks, but they healed improperly and left severe muscle and nerve damage, leaving him crippled, unable to walk without a cane and only barely with one, and in chronic pain. As if that weren't bad enough, the mutation also interfered with flesh wounds, doing nothing to speed their healing but causing even shallow cuts to heal into scars.

    With physical avenues of work largely denied to him, Omar retreated to more intellectual pursuits. He was unable to find any profitable work in that direction, due to a lack of talent in any area outside of using the language itself, so after four years of being a useless cripple, wracked with pain and wholly dependent on his parents, he decided to make use of his mutant aspects instead of simply reviling them. There were plenty of people willing to pay for the services of a human lie detector, even if it came in the form of a grimacing cripple with disgusting eyes. His most frequent clients were merchants and other less reputable businesspeople who stood to make or lose a large amount of money depending on whether or not someone was telling them the truth. It was not nice work, but it was reasonably lucrative and allowed him to live on his own and be his own man.

    Some windfall bonuses from grateful clients allowed Omar to pay for operations to alter his mutant genetics over the years. First he altered his regenerative ability to make the bones heal in a less damaging fashion and to also work for lesser wounds, but as a side effect his skin started to regenerate much faster (according to the doctors), which caused outer layers to flake off much faster than usual. This didn't really do much to help him in his daily life, but he got some peace of mind in knowing that he stood a fine chance of not becoming even more horribly crippled if he ever broke a bone again. Then he got his eyes tweaked to aid him in noticing details that are out of place in general, rather than just spotting the tracks of lies on a person's face; this caused his tears to turn the same nauseating green color as his sclera, making the odd tear pulled out by twinges of pain from his leg and back uncomfortable for others too. With this new ability Omar was able to spot some counterfeit goods and once was able to keep a client from walking into an ambush, so it turned out to be a reasonable business investment. Most recently, about two years ago, he decided to pursue another avenue of mutation that the scientists found available in him, something they described as a kind of telepathic connection with others, though it did not end up quite as he expected. He ended up with the ability to form a brief empathic link with another person by touching them, though only when he desired the linkage rather than at any contact, getting a very vivid and empathetic sense of their physical and emotional state in that moment; unfortunately, they get the exact same experience of his state, meaning they get a nice stab of the excruciating pain he always feels plus whatever he has going on emotionally, thus it's useless for any kind of stealthy application. After getting this procedure done, Omar found that the erratic sourceless whispers and other oddities all mutants experience became both more common and accompanied by a physical spasm and a spike of pain in his head that is plenty enough to stop him in his tracks. All in all, he was not pleased by this newest mutation.

    Recently, Omar's job as a counter to con men became rather inhospitable after a thug going by the name of The Ripper (because the classics never die, not even by nuclear holocaust) came out on the wrong side of his work and received a beating for his trouble. The Ripper and some of his pals paid Omar a visit and made it very clear, via threats and fists, that if he fucked with one of them or their friends again they'd break every damned bone in his body. He did not bother to mention that this would just leave him in excruciating pain rather than killing him, because he didn't want to give them any ideas, but the threat was sufficient to make him look for other work. As luck would have it, a month later he happened to be near a machine shop that was blown up by terrorists and was counted as having helped to rescue Carolyn Antoinette from inside even though he was really just poking through the rubble with his cane in search of intact things he could sell. Omar wasn't sure what the hell kind of use a crippled mutant like him would be to the military, but he wasn't about to turn down a job offer in his time of need because of something silly like logic.

    ---Technical---​
    Class Unlock: Mutant Certification

    Mutation Descriptions:
    • Veracious Eyes - Omar can spot the signs of a liar with unnatural accuracy, though this skill is not perfect or infallible. The sclerae of his eyes are a sickly green color due to this mutation.
      --All-Seeing Eyes - Omar got his mutant eyes altered to be able to spot oddities and inconsistencies of all kinds more easily, not just the twitches in a liar's face. This caused his tears to turn the same nasty green color as his eyes.
      --True Sight - When someone lies to Omar and he detects it, he can now also see a form of the truth to counter the false statement. Sometimes it comes as plain words floating over the liar's head, other times it may be a still or moving image, or perhaps it may be a mix of abstract shapes and colors. Omar suspects the variety may be due to the target's emotional state and how their thought patterns work, but he hasn't been able to confirm this. Due to this advancement of his mutation, his unnatural green eyes also glow when he detects a lie and sees one of these true visions.
    • Callous Regeneration - Omar's broken bones heal very quickly, but they do so in a destructive fashion that is very likely to damage the flesh around the bone itself. All cuts that go deep enough to bleed end up healing as scars due to this mutation.
      --Courteous Regeneration - Omar underwent some medical tinkering to alter his regenerative ability and make it slightly less unfortunate. Now healing bones only cause permanent chronic pain and slightly hamper their functionality rather than fully crippling the body part, and lesser wounds heal in about half the time it would normally take. As a side effect of this new mutation, his skin grows new layers and sheds old ones far faster than normal, leaving him with what can only be described as full body dandruff.
    • Empathic Link - Omar can activate a brief empathic link with another person through direct skin to skin contact; it gives him an empathetic awareness of their physical and emotional state in that moment, they feel the same from him. The negative side of this mutation is that he twitches violently and feels a sharp pain in his head whenever he hears strange whispers and other phenomena like other mutants, and he gets them more frequently than he used to.
      --Psychic Link - Omar's telepathic potential flourished on its own without the need for more guided procedures. He can now create the link with someone in line of sight from a distance of about 25 feet, and he can also partially modulate the level of physical sensory information that is sent to the other person, to the point of making it half as strong up to doubling it. He cannot alter the physical sensations he gets from the target, and he cannot alter the emotional awareness going either way. The side effect of the evolution of this mutation is that Omar now acts as a beacon to emotionally distressed people near him: anyone within a few dozen feet feeling a strong emotion in the realm of sadness is drawn to him without normal folks (ie the ones not psychically inclined) consciously understanding why they are compelled to do so.
    • Osteomorphic Bracing - In what Omar can only assume was caused by the physical strains of the mission to retrieve Adam and some data, the bones in his legs recently underwent a spontaneous mutation to aid in his mobility. They have developed a semi-flexible outer layer that acts as a powerful secondary muscular system for his legs and allows him to walk normally without the aid of a cane, and the unnatural sheathing makes his leg bones more sturdy and resistant to breaking. However, this did nothing to alter the damage done by his regenerative mutation, so walking is still painful for him, just less physically awkward; running is probably still out of the question, given the extra pain it would cause. This new mutation has caused his legs to develop a series of unnatural and randomly dispersed bony patches that replace the skin where they appear.
    • Psionic Senses - With the further natural development of his direct psychic linking capability, Omar found that a separate but related sort of psychic ability had sprung up as well. He can now sometimes sense hostile entities and dangerous situations around him in a radius of about 100 feet, even through walls and other barriers. It is a selfish sense, only allowing him to perceive things hostile to himself and traps or other hazards that pose an actual danger to his own well being. A side effect of this new talent is that other mutants find it easier to sense him through the minor psionic detection abilities that all mutants possess, more so than he would be just by grace of gaining broader psionic powers that would boost his natural signal emission anyway.

    Signature: Jorick hereby agrees to all rules, present and future, including Omar's mortality. It's fine though, he kind of hates his life so it would just be a mercy to him. Do your worst, Brovo.

  • ---Personal---​

    Name: Mallory "Spook" Cornett
    Age: 26
    Sex: Female
    Appearance:
    6abee9117e2c129c10e09205ecd4cdbc.jpg

    Image borrowed from AyyaSap on Deviantart.
    History Type: Ex-Raider
    Biography: Mallory Cornett was born out on the fringes of homesteader territory around Bunker Memphis. It was not a pleasant life, thanks to frequent raider attacks and generally poor conditions otherwise. When she was eleven years old she witnessed the deaths of her family and damned near everyone else she had known and cared about. Raiders broke through the meager defenses the local homesteaders had put up over the years, as everyone had known they would do eventually, and they were not very merciful. Mallory was only spared because one of the raiders had an appetite for young girls, and so she was claimed as chattel.

    She was then spared from that nasty fate by sheer luck: the raider who had taken her got into a fight with a female raider over some kind of debt, things got heated, and the woman sliced him open like a pig. The female raider went by a nickname as most raiders did; she called herself Ram, a name she'd been given after smashing her way through a wall with a stick to get at some other poor bastard who'd gotten on her bad side. Ram wasn't a kind woman, but she wasn't an evil one either. She claimed all of the dead raider's possessions as payment for the debt, and that included Mallory. Ram treated the girl decently, somewhere in a grey area between adopted daughter and slave, until she grew old enough and accustomed to the raiders enough to be trusted with a gun. The raider band always needed more fighters, and Mallory was far from the first captive turned comrade. She had nowhere else to go, so she became a raider.

    At the age of 17 she was reborn as Spook, a proper raider nickname, after sneaking past the guards of a traveling caravan and taking enough of them down for the others to come in quietly and kill most of the sleepers before anyone know what was happening. During her combat training she'd discovered a knack for sneaking about and moving silently, to the point that she unintentionally crept up on other raiders and startled them at times, so the fellow to name her decided she was spooky as well as sneaky, thus the name. She was one of the scouts and infiltrators of the raiding party as it headed north, away from the lands around Memphis that had been picked pretty much clean, and that was pretty much her whole life for the next few years.

    Things changed for the better when her group absorbed a smaller outfit of raiders, including a fellow named Clapper (for his habit of sarcastically clapping at people who made a fool out of themselves). She got to know him, got involved romantically, and learned his actual name was Taylor. In private they used their names given at birth, adding a peculiar additional sense of intimacy to their already intimate interactions, and they were happy together for three years. They even discussed breaking out of the raider life, heading somewhere safe, perhaps Bunker Chicago given its reputation as a bastion of relative peace in a mad world, and settling down into a less violent life. That mad world wasn't in the habit of granting happy endings, and Spook found that out the hard way: her lover ran afoul of some mutated beast, disturbed from its nest by a careless footstep, and it stung him. Nobody could do anything for Clapper, not even the raiders with some medical knowledge, and he died in agonizing pain a few hours later.

    After burying him and mourning him, Spook decided she'd had enough of being a raider, of hurting others for petty personal gain. She struck off on her own with the intent to make good on that dream she'd shared with Taylor, of living in safety in Bunker Chicago, and she made it there without much trouble. Safety wasn't much of a problem, but it was nowhere near the idyllic life that she had envisioned. She kept to honest work as much as she could, playing guard for merchants and doing a bit of repair work here and there with the practical know-how gained from the self sufficient life of a raider. Recently she decided fighting wasn't really evil or anything, especially if it was done for a good cause like protecting the Bunker, so she signed on the BCSEC and was assigned to a rather peculiar squad.

    ---Technical---​
    Class Unlock: Grunt Certification (Spend two custom points, gain access to cybernetics and weapon mods. If you don't want cybernetics and weapon mods, DELETE THIS.)

    Cybernetics:
    • Cybernetic Right Arm: Stability Model - Rather than going for crazy things like superhuman strength or an arm with built in weapons, Spook decided she'd be best served by something to improve precision use of her arm. This mostly helps with aiming her gun and getting bullets where she wants them to go, but it also helps for other things that benefit from manual dexterity and accuracy. She can thread a needle like nobody's business.
    • Cybernetic Lungs - Though the replacement was done to deal with a congenital defect that sometimes caused Spook breathing troubles, she didn't go for just a plain old medical model replacement. Instead, she shelled out the extra cash for the advanced model. Her new lungs are far more efficient at taking in oxygen and distributing it to her blood stream, so getting winded is almost impossible for her. They also come with better filtering capabilities against airborne particles, meaning that she is far less bothered by breathing in dust, smoke, toxic gases, and other potentially unwanted things in the air.

    Weapon Mods: (Weapon modifications, describe them here!)
    • Assault Rifle Electrified Rounds - Plain old lumps of metal just don't cut it nowadays, with mutants running around that can shrug off bullets like they were pin pricks. Luckily even mutants are under the biological constraints of a nervous system, and enough juice can put down even a tank shredding juggernaut. Spook doesn't go anywhere without a few magazines full of these little beauties for her assault rifle.
      --Assault Rifle Electrified Bayonet - Sometimes something big and ugly gets too close for comfort. Sometimes the only way to get rid of them is to stab 'em and shock 'em. This gets the job done.
    • Sniper Rifle Suppressor - As great as her zappy assault rifle is, sometimes Spook wants to kill something really far away without giving away her position. Totally silencing a gun shooting rounds at supersonic speeds is impossible, but the suppressor dampens the sound from the gun itself to make it damned hard for people to tell which direction the shot came from. It's not perfect, but it works.

    Other:
    • Natural Born Sneak - Spook was born with pretty much everything a stealthy person would want: a small frame, a light step, a propensity for making as little noise as possible, and the capability of remaining very still for long periods of time. As such, she's pretty damned good at going around places undetected when she so chooses.
      --Stealth Training - Natural gifts can only take you so far. Spook was trained in the arts of stealth by raiders who could sneak right past sentries and then take them out without raising any alarms. Not only did this improve her ability to just move around without being detected, she's also pretty good at doing more complex actions (like taking objects off tables, picking pockets, or snapping necks) without being noticed.
    • Scouting Skills - Whenever she wasn't sneaking in some place, Spook's job among the raiders was to scout ahead to find targets and possible dangers and get that info back to her comrades without being seen. Stealth took care of the latter part, but knowing what to look for took some training and practice, and she picked up a few tricks. Spook is good at spotting discrepancies in her surroundings, including people and things that are intended to be hidden.
    • Salvaged Sensor Package - Sometimes mech pilots and engineers throw out useful things. One day Spook discovered this fact by finding a mangled mech head in a cart of rubbish. With some work, further scavenging, and some ingenuity, she was able to cobble together a rudimentary sensor helmet of her own. It has a little screen inside the visor to display the readout from the device's one functioning part: a motion detector.

    Signature: Jorick has read and agreed to the terms and conditions.
 
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---Personal---


Name: Aiden O'Conner
Age: 23
Sex: Male
Appearance: 5'6" Tall, slim build. Black hair, purple eyes, pale skin. Small, bone like protrusions covering his face, although still covered by skin. Usually wears a leather jacket with several inside pockets over a very worn out hoodie.
History Type: Bunker boy.
Biography: Lived a fairly normal life, at least as normal as a boy growing up in a post apocalyptic nightmare could, until he was about Eight, when the whispers started. At first he thought he was crazy, but when he found out most mutants heard voices and whispers in their head, he didn't know what to think. He was either crazy or impure, neither were looked upon all that favorably where he was from. He kept the whispers a secret for years, not wanting anyone else to know, or to find out which he was himself.
However, when he hit puberty he knew for sure which he was, and he couldn't hide it any longer. His eyes changed from a pale green to a deep purple and small protrusions started poking out all across his face. But the worst of it was that the whispers got worse, and he could barely cope with it anymore. He spent the next few years of his life under observation, deeper in the bunker than most people got. He wasn't sure why, he thought for sure they would have just killed him, but apparently there were still a number of scientists interested in studying mutations, especially as they developed in someone.
His second year in observation/imprisonment he finally managed to figure out the source of msot of the things he heard in his head, with some "help" from the people holding him. Most of the things he heard, when he focused on them, were coming from the minds of the people around him.
He spent several years honing and testing the limits of his power, finding that he was more than a mere mind reader...
When he was twenty one and both in control of his mutations and able to fully cope with the voices, both the ones coming from people and elsewhere, he was released and allowed to find work and resume living his life.
He's spent the last two years working as a consultant to Bunker security. Never actually out enforcing the law, but rather helping to settle minor disputes and find the truth in most matters.
With the appearance of the Shadow Zone, he has noticed the whispers he could never place have gotten a little stronger.


---Technical---

Class Unlock:

Mutant Certification


Mutation Descriptions:
Mind Reader: Can easily hear the surface thoughts of the people around him, and no one can tell when he's listening to these.
*Mental Interrogation: With a little concentration, can go deeper into a persons mind to find what he wants or needs to know. People can tell something is in their head, but don't necessarily know it's him. He must be within ten feet and have visual contact with the target, but not necessarily eye contact.
Telepathic Communication: Can mentally communicate with others, and when he does they clearly know it's coming from him.
*Telepathic suggestion: with extreme effort, he can place a thought or idea in another person. If they are weak willed, they will most likely follow the suggestion, if they aren't they will simply brush it off as a random thought.
Telekinesis: Can mentally manipulate small objects with ease, even being able to move something like a knife with lethal force and can push and pull slightly larger ones, say a rifle, with a little more effort. He is presently not capable of more than that.


Weapons/Equipment: Usually carries several throwing knives inside his jacket for both utility and self defense, if the need should arise.


Signature: I agree to nothing, but recognize that i am helpless, should the Almighty Ferret decide to kill me.
 
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A CS of mine is in the works, so I'll just post here to reserve my space.
 
    • Name: Georgia Rhettland
      Age: 20
      Sex: Female
      History Type: Bunker Baby
      Appearance: Georgia stands at approximately 5'3", is very slight of frame and light-weighted even with her diminutive body. Her abdomen is oddly disproportionate, appearing elongated and more muscled look than the rest of her body. Her skin is fair, strangely smooth and holds small bumps all over. Her eyes are a vibrant blue, seeming to flicker with their own inner light and are typically hidden behind a pair of reflective sunglasses. Often, her short silver hair is hidden under a new blue ballcap with a BCC Research and Development Division logo on the front. Across her arms, she has heavy scarring that appears to have been from something with very vicious claws.
      Image Credit

      Biography: Georgia was born within the walls of Bunker Chicago and has only ever set foot outside its walls once. She was born to a single-mother, after her father passed away, as some would say, due to unstable genetics. Prevalent through her life were her older brother and her grandfather who lived with them.

      Georgia ultimately grew up in reverence of her brother and the work he did in BCC R&D alongside their grandfather. The two older men would often bring her back scraps and pieces that allowed her to indulge upon her tinkering habits as he brother filled her head with tales of the Old World before everything went sour, showing her books and data files. Overall, it was a content life.

      Still in her youth, though, there was an accident in R&D which destroyed the entire lab her brother worked in and took his life. Georgia took the event harshly and it has reflected upon her psyche. Her grandfather made every attempt in order to help the girl cope and recover from the trauma, but as he became sick and then passed, his efforts failed to stick.

      With the fact no more knick-knacks for her to tinker upon were coming into her hands through family, Georgia explored other means in order to obtain her doo-dads. This brought her to meeting Carolyn Antoinette as she delved through scrap in order to find "sparkly plugs" to light up her project. The entire event resulted in the long-time friendship of the duo.

      While fanciful tinkering for BC built them a name, in the end, it came that they had to grow up and provide service to the bunker. Excluded from joining R&D and the mechanical division due to her apparent instability and a family reputation for destruction brought on by the accident in the labs, Georgia was forced to join the BC-SEC.

      Her first mission brought her outside of the bunker, where she acted as a forward scout on the patrol of caravan routes. This resulted in a fateful encounter with a mutant that ended up hospitalizing her. Though she was not fully recovered, she was shifted out of her hospital bed and back into duty, on "a temporary leave" that consists of the protection of BC's limits.

      Georgia was just finally recovered and about to be swapped back onto active duty when the bombing occurred. Nearly losing her best friend, Georgia has taken the incident hard and developed a vehement hatred of U-ARM.

      Signature: Tempest
    • Class Unlock: Mutant Certification, Grunt Certification

      Mutation Descriptions:
      • Phantom Circuitry: [Effects, her eyes are a vibrant blue that seem to have an inner flickering light and her hair has washed out to a silver colour.]
        • [Ranged] Haywire: Through brute force, Georgia has figured out how to use the basic neural connections to override the technology in an area and cause it to act haywire in random ways. Has little effect upon more simple technologies, IE) Radios may experience little more than feedback and background chatter.
        • [Touch] Hi-Jack: Upon contact, Georgia can delicately establish a connection with the circuitry of the technology in question and gain deeper access, overriding and assuming control of it
      • Overclocked: The electrical pathways in Georgia's mind are alight with activity; far more than the average human. These rapidly firing synapses allow for her to process external stimuli more rapidly, resulting in faster reactions and sudden moments of dawning clarity in a situation. [Effects, a jerking tic and excessive movement for no reason.]
      • Electrogenesis: [Effects, development of new organs in abdominal cavity give in elongated and muscled look to the area] Labs have recently shown the growth of new organ tissue developing inside Georgia that produce electricity in higher quantities. This can be released around her to create a stunning effect in an area around her. It appears that the organs are still weak and might have room to develop, yet.
      • Electrolocation: [Effects, unnaturally smooth, tough skin with bumps from electroreceivers] Georgia now emits low frequency electric waves about her that allow her to sense what is around her. This alerts her to danger or anything she might not be able to see with her eyes and allows her to react sooner to it. It is particularly useful when detecting electrical signatures of other devices such as mechs, radios or the like.
      Cybernetics:
      • None as of yet.

      Weapon Mods:
      • A.R.E.F.S.: AREFS or otherwise lovingly called Nicodemus, long for Nick, so called for the many nicks and scratched names of the predecessors who have possessed him before her is a well-worn and well taken care of assault rifle that is a cut above standard issue from BCSEC. Packaged with a Georgia-proofed automated fire selector, Nick is equipped with the choice of: Anti-personnel, Armor Piercing, Incendiary and Standard rounds at this time.

      Other:
      • Tinker Town: Georgia is highly skilled in tinkering with devices and rigging them on the fly to a new purpose
      • Nuke Town: Georgia is not just creative and skilled with repurposing objects, she is great with making things explode. She almost always has things that go boom on hand and she sure knows how to make them big and loud. Only have tinfoil, rubber bands and a wrap of string? Georgia will figure out a way to make that go off like the Fourth of July, even if it kills her.

    • Name: Xavier "Beast" Vetts
      Age: 34
      Sex: Male
      History Type: Homesteader
      Appearance: Xavier is an extraordinarily muscled man standing around 6'4" tall. He has an unnatural red hue to his tan skin and much of body is covered in thicker hair growth that some would jokingly call his fur. His black hair comes up into a widow's peak and is always mussed and shaggy, sticking up and back. It comes down along his jowls and into a beard. His nose is long and slightly upturned. His eyebrows are thick over yellow eyes that resemble a wolf's. When his lips part it reveals flashes of teeth pointed into fangs. His nails have thickened and hardened into claws. Rounding out his bestial look is a long, furry tail.

      Biography: Xavier grew up on a homestead just outside of the expanses of Chicago. He was one of several children to a father who had three wives. Not all of the children made it. His mother died giving birth to him. His father often swore that he was more beast than man. It caught on amongst his siblings as they would teasingly call him Beast, tugging on his tail and pulling his hair.

      His father had no problem with him, though. He was proud that the boy had a way with the farm animals, coaxing them along and making the work days go by faster. Hitting puberty, he took on more duties of the farm... And his body began to more rapidly mutate. His family began to notice the more drastic changes. It unnerved some of them. They tried not to comment too much on how bestial he was beginning to look.

      A caravan came through one day when Xavier was 22. A young woman by the name of Belladona was with them. She was transferring from another bunker to Bunker Chicago. Xavier was entranced by the young woman and pleaded with her that she should stay with him. Belladona said yes, much to everyone's surprise, and the two settled down as a young couple. There was the occasional fighting, but often Xavier would manage to soothe her. The two hardly seemed like they had a thing in common, that they would go together. Xavier was infatuated with her all the same and poured all his love and affection into her.

      Approximately at the age of 26, after several miscarriages, they finally had a child. A little girl that they named Shawna. Xavier's fears were met when he saw some physical manifestations of mutations on her small form.

      It was not long after that when the raiders attacked. They hit the homestead hard. Xavier witnessed much of his family slaughtered that night. He ought to have put up a fight, but deep in his heart he knew if he stayed it would have meant the death of himself and his child. Xavier fled into the night with baby Shawna to the only place he knew that could possibly be safe for them: Bunker Chicago.

      It was to be a long journey and there was no way that he could make it alone. He had a baby to take care of and he needed to provide for himself. It was then that he would meet Chauncey, then a young Shadow Wolf mother who had lost her litter of pups to the harsh wastes. Chauncey was a godsend. She nursed his child and helped him hunt on his way to the Bunker. When they arrived, he refused to let the guards turn her away, he had grown so attached to the she-wolf.

      Bunker life has been a bit more stable and less chaotic. He has since been trained in more practical weaponry skills and been poked and prodded been scientists. He growls at any who attempt to do the same with his daughter, however. He has readily volunteered his services to BCSEC to ensure a safe home for himself and his daughter.

      Signature: Tempest
    • Class Unlock: Mutant Certification

      Mutation Descriptions:
      • Animal Empathy: [effect, excessive hair growth all over body] Xavier is able to connect with animals and feel what they are feeling. This however, is a two way street. He can influence what they experience and typically get them to do what he wants, especially with his constant animal companion, Chauncey
      • Human Resources: [effect, increased body heat] Xavier now gets a sense of what other humans are thinking and feeling and can slightly influence their emotions.
      • Alpha of the Pack: [effect, unnatural reddish hue to skin] Xavier projects an effect that he is the alpha of any circle he is walking amidst. People are less likely to challenge him and are more likely to listen to him. Animals are even more likely to listen to him now.
      • Vision Quest: [effect, now has the eyes of a wolf] Xavier can now see through and experience what animals are experiencing: seeing what they are seeing, hearing what they are hearing, etc. He can nudge them along to go where he wants due to his empathy, but he cannot control them at this time.
      • Animal Magnetism: [effect, natural musk in the form of pheromones, attracts small mammals to him, ie) rodents, cats, dogs] People and animals alike just find him natural likable. Often, people tend to find him more attractive.
      • Agile Beast: [effect, development of a tail for balancing] Xavier can jump further, run swifter, bend deeper and is overall far more agile than the typical man. He is far more dextrous and his reflexes are sharper as a result.
      • Bestial Strength: [effects, unnatural muscle mass, development of fangs and claws] Xavier is strong as an ox and tough as one, to boot. He is more intimidating, stronger, and tougher than the average human.
      Other:
      • Heavy Munitions Certification: Xavier is trained in using heavy munitions, and such can use a wield a variety. His favorite and current loadout is the machine gun.
      • CQC Certification: Xavier understands the rough details on how to fight up close and personal and with a variety of melee weaponry. His current favorite being the tactical tomahawk.

 
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@Everyone: One more might trickle in from the old TLB. I'm hoping to have the IC up by Tuesday (27th) or Wednesday (28th) so if you need any help this weekend, let me know. I'll get to reviewing characters soon as well, LoR first though. :ferret:
 

  • Name: Meike Althaus
    Age: 26
    Sex: Female
    History Type: Foreigner

    Appearance: Standing at 5'9", Meike is on the taller side and she is gangly to the point of appearing uncoordinated. Her clothes tend to be chosen for practicality, usually in drab colors that almost call out to be grease-stained. The disheveled look can also be applied to her blonde hair that usually ends up falling in her face despite any occasional attempt to give it some form. In terms of facial features, others have been known to find her good looking, with downturned green eyes, full lips, and a hard jawline that makes her softer features such as her nose and brows stand out more. However, the nigh omnipresent cigarette found hanging from her lips and her not entirely professional piercings on her ears and in her septum, are much more representative of how she wants to be seen. Her most recognizable features are the large, dark black chest tattoo she sports in plain sight and a pair of gloves, used to hide the burns and scratches mostly acquired from tinkering with EISKALT.
    (Picture Credit)

    Biography: Meike hails from the tumultuous ruins of Germany, where rival despots always feud along the Rhine. Like many of her peers, Meike lost her mother when she was young, seven at the time, due to being in the wrong place at the wrong time as a skirmish broke out. Soon after, she lived with her two older half-brothers Frederic and Thebault and her father at the humble Althaus Automechaniker. Frederic, twelve years her senior, had already decided a life repairing mechs would be ideal, and he balanced his duties between jobs at the shop, taking care of Meike, and tending to their father whenever his gradually-weakening lungs gave him trouble. Thebault, on the other hand, enlisted with the local despot in power and became a military grunt, writing home every so often until a vague and mysterious reference that the family took to be an admission of desertion in an attempt to flee the fighting for the Thirteen Colonies. That letter came around the time of Meike's fifteenth birthday and her father's passing, stirring a desire in her to one day reach that far-off locale, but also saddling her with much more responsibility around the shop than she had ever had before.

    Besides learning how to simply repair engines and rewire cockpits, she soon got the chance to pilot them as repairs were made to learn what still needed work. She became skilled with working the mechs that constantly piled up in their repair yard: the mechs that the despots' lackeys piloted in war. Every once in awhile, a soldier who would deposit his metal monster would never return for it, either a deserter or a dead man, and the siblings would customize them and turn them out for a quick buck. They held on to one, the mech that her brother would lovingly call GLÜHEND. For years, the two lived a comfortable life, with Meike picking up skills and gaining experience as an unlicensed pilot. As their reputation grew for the careful work they did, a formerly powerful thug in the area who had amassed an army and impressive funding for himself asked the Althaus siblings to equip an unstable part they had "researched" to a few of their mechs. They did it for a hefty lump sum, but when that part, due to its volatile nature, ended up costing the local warlord both the fight and territory of his own, he sent out a hit for them. Frederic sent Meike north to embark on an overcrowded ship to the colony of New York, trading in a few favors that some higher class clients had owed, in order to escape the impending onslaught that would surely kill them both.

    Since the moment her feet touched the deck of that dingy boat, after a few close calls with bullets that may or may not have been meant for her (they had become as common as rain in some of the areas she traversed), she has been running. She found the colony of New York to be too crowded and its dependency on colonies so far outside of herself made her uneasy. She'd long since learned to be independent and wanted something similar of the place she was now forced to call home. Before leaving the colony behind with a group all headed towards a place called Chicago, she stopped at an unassuming shack where an old woman ran a cheap tattoo parlor where she got the design that Frederic had hand painted below GLÜHEND's cockpit. With this memento and a generous portion of the money that she and he had been saving up in the shop, she went on to embrace her new life in Bunker Chicago, where she has been for the last five years, living in the ring district and working odd jobs that would make use of her technical skills as she saved up for the hunk of junk mech that she would soon call her own and an official pilot's certification to match.

    She happened to have just exited the machine shop, needing a part to fix her mech's grappling hook arm, when the explosion went off that nearly killed Carolyn. She felt it her duty to help clear away the rubble, and that simple gesture had definitely been a boon to the now cash-strapped Meike as she gratefully snatched up the job offer from Devin, not sure what use the military would have for someone who never considered herself too much of a fighter.

    Class Unlock: Pilot Certification


  • EISKALT, so named as an homage to Frederic's mech, stands short and squat compared to other mechs, coming up just under 9 meters tall and looking bulky. It is obviously not built for speed, and as it is lacking a second gun, it also does not appear to be a mech geared for combat. It is a little junky looking, Meike will be the first to point that out, but she has spent much more time working it to fit her needs rather than figuring out which color would best erase the skull and bones on its front... although, that's grown on her.

    EISKALT is piloted with a joystick configuration with minor security and personalization features programmed in (from whenever Meike had a free moment) and the cockpit is definitely cramped.
    (Picture Credit)


    Mech Description:
    • Infrared sensor and display
    • Grappling hook mounted as the mech's left arm in place of the second .50 calibre gun
    • Steel-plated retractable shield located on the bulk around the right arm mounted gun
    • Handmade scouting drone housed within the dome underneath the cockpit


    Other:
    • First Aid: Meike can treat burns, anything from cuts to gashes, and she can splint fingers and limbs that get a little crushed or broken along the way, just from years of having to bandage up both of the mechanics in her life, and even herself from time to time. She's no doctor, so in times of crisis, her methods are best considered a stopgap. Her first aid kit is decently stocked and should suffice for any non-life threatening injuries.


    Signature: I, Foxxie, don't mind if Brovo kills my character, nor do I mind if he makes something up mid-game and decides to call it a rule.
 
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  • Name: Peter Táo
    Age: 27
    Sex: Male
    Appearance: Standing at 6'3, Peter's near towering figure inspires a commanding presence and an unflinching posture. His facial features offer both a warming smile and a ferocious stare. Additionally, the Washington native presents a solidly built upper body frame, balanced lower body conditioning, and capabilities of great physical feats. Several scars along his temples and left cheek provide evidence of extensive tours and patrol duties as do healed bullet wounds along both arms.
    History Type: Bunker Boy

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

    Having survived the brunt of the major nuclear fallout; properly coordinated Washington air, armored, and mech elements quickly established what became known as the Columbian Perimeter during a valiant push to fortify and secure vital areas along the Potomac River. Peter's great grandfather, Norman Táo served alongside the remaining United States National Guard and Reserve elements to retain Washington Bunker's stability within the greater D.C. Area and was able to instill pre-nuclear catacylsm values to future generations. Thus, even after Norman's aged passing, the Táo family managed to preserve and incorporate strong American ethical values of the pre-cataclysm age in assisting others during times of hardship while they steadily earned a place amongst Washington Bunker's upper echelons. At age seven, his father, distant male relatives, and uncles were were caught in a horrific engagement outnumbered Bunker ground elements and raiders, Peter watched from a distance as the doomed Bunker St. Louis flattened due to saturated ADAM safety protocol artillery salvos. The risks to allowing raiders to acquire Bunker technology and achieve self-sustainance proved inconceivable and the fear of future threats spilling over to the nearby Bunkers Detroit, Nashville, Columbus, Atlanta, and Chicago were too great. Due to conclusions stating that the costs for rescuing Bunker St. Louis would exceed the gains, no attempts to launch rescue operations were ordered. As such, there were very few survivors and neither his father, uncles, or Bunker St. Louis Security Personnel were amongst the living. The chilling memory served as both a haunting reminder to just how dangerous the times truly were, the price for sacrificing ground elements for a greater good, and the destruction fully organized raiders could cause. Devastated, Peter returned to Bunker Washington's fortified territory, having resolved to never allow another repeat and as a growing adolescent and as one of the Táo family's oldest males, Peter spent much time in and out of Bunker Washington to assist outlying homesteaders and caravan traders alike while taking up the mantle to serve as a role model for his younger cousins within the regional walls.

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

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

    Signature: I, GourmetItalia, hereby verify that I agree to Brovo's rules, though Vlad's Camouflage was indispensable (and we all know that Vlad had Camouflage).

  • Class Unlock: Grunt Certification

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


    Weapon Mods Descriptions:
    • AP Rounds: Exactly as described; rounds carrying concentrated uranium cores to utilize impact to expand, exploit, and breach targeted destinations. Pre-cataclysm reports describe AP small-arms munitions to carry tungsten carbide, hardened steel, and tungsten while preserving its form to deliver a solid kinetic force through the intended target while also immediately sharpening after contact. The intended results are devastating given that maximum force, penetration, and destruction are concentrated around a miniscule point of contact. Incendiary and Explosive penetrator peaks are also sometimes used and available including munitions called High Explosive Incendiary/Armor Piercing Ammunition.
    • GEN-III OMNI-VII/Generation-VII - AN/PVS-22 (Universal Night Sight): Part of the big-boy's gadget club, the Universal Night Sight grants its users see-in-the-dark capabilities. Any Bunker Security Grunt would drool at the chance to acquire this sweet piece of bonafide, military goodness, but due to reduced production quotas, the lack of a commercial defense industry, and pure ADAM ingenuity, these contraptions neither come in bulk nor in variety. Gone are the days of bulk discounts or mass order promotional rewards, replaced by standardization and durability. Action figures and cheap alcoholic prizes need not apply.
      • [Smart Vision] - Allows existing user to broadcast crystal clear video up-links to other fellow Bunker Personnel, Councillors, or Officers while also granting functions such as: Map layouts, Data updates from other soldiers or officers, Locations, Drone transmissions or Friendly/Foe Soldier Positions.
    • XM8 Rifle with all parts.
    • xm8-poster.jpg

    Cybernetics:
    • None as of yet.

    Other:
    • OTC (Operator Training Course): Peter's F.A.S. background involves a pre-cataclysm training course that drew from a defunct United States Army component of Joint Special Operations Command, more specifically known as, Delta Force. Much of F.A.S. is shrouded in secrecy where most tours and sortie activities remained restricted or inaccessible to regular Bunker citizens. Amongst the many skill categories F.A.S.T. Operators acquired after OTC involve aptitudes such as: Marksmanship, Demolitions and Breaching, Combined skills, Tradecraft, Executive Protection, and Culmination Exercises
      • [Ranger Assessment and Selection Program 1 (RASP 1)] - Owing to a post-cataclysm program deriving from the defunct United States Army Rangers, Peter underwent training at the reformed Washington Bunker Rangers School to master such basics that involve: Physical Fitness, Survival-Evasion-Resistance-Escape (SERE), Military Freefall, Small Unit Tactics, Medical Proficiency, and Mobility

    Signature: I, GourmetItalia, also agree to the fact that even though Brovo can kill my character without my permission along with changing the rules; I will also do my best to fully give justice to my character to chronicle a story as cinematic and heart-throbbing as possible. This will enhance the story and define what it is to be human and to deliver many mature themes that a post apocalyptic story could offer ...
 
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CS is up, seems a little weak to me, and most likely to the rest of you. Also sorry it took so long, I've been scrambling to keep my SWtoR guild from imploding...
 
@Everyone: Real life has interfered a few times getting shit done as some of you are aware. So here's how it's gonna go down.
  1. Approving/Denying sheets here. (Denied sheets need only revise whatever points I have issue with.)
  2. Approve/Deny sheets in LoR 2.
  3. Wait 1-2 days for final tweaks & et cetera.
  4. Do an IC post for LoR 2.
  5. Open the IC for TLB.
This'll all get done over the weekend. IC posts will likely get punted out Sunday-Monday-Tuesday, depending on how much editing and timeline corrections I'll need to do.

@Kadaeux Brucey is approved. Viper is approved. (Duel Wakizashi?! Female?! Kad, did you get drunk too while you were at it? :ferret:)

@Jorick Omar is approved. (Correct: 1 point = 1 new trait or 1 upgrade to an existing trait.)

@Ozferatu Aiden needs tweaking.
  1. *Mental Interrogation: With a little concentration, can go deeper into a persons mind to find what he wants or needs to know. People can tell something is in their head, but don't necessarily know it's him.
    1. Change: Must at least be limited to on sight. "Unlimited metagaming: The Power" doesn't really work. :ferret: Also, this power and Mind Reader will be stronger the closer you are to your target.
  2. Mind Reader: Can easily hear the surface thoughts of the people around him, and no one can tell when he's listening to these.
    1. Note: This can cause passive stealth detections if enemies are in close range. Nothing needs to be changed, just figured you'd want to know this.
That is all.

@Tempest Finish your sheet. :ferret:

@Foxxie Meike Althaus is approved.

@GourmetItalia Peter Táo is... Unfinished? (5 custom traits used, 7 available.)

achieve self-sustainance proved inconceivable

Added four PC's to lore. Feel free to look at their archives.

  • 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.
  • 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.
  • 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.
  • 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.
 
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HOW DARE YOU NOT APPROVE MY CHARACTER! But seriously though, fixed.
 
The inconceivable truth is that there is nothing inconceivable about the inconceivable truth, Brovo :hyper:

Ahhhhh ... anyways, Character Sheet has been updated!
 
IC is up. Since this isn't the typical action-adventure arc I usually do, I figure from time to time I'll try to inform y'all of my intentions.

The chapter-like structure makes it more novel-like. Some chapters will naturally be longer or shorter than others: Consider them more as scene headers. When there's a new chapter, the story is taking a different curve to what it had before. For instance, Chapter 1 is the intro: Here I'll be answering the "where" and "why", and adding some intrigue for y'all. Introduce yourselves, interact with each other and the NPC's, establish some opening relationships. It should only take 1-2 rounds to do, before we time skip a couple hours ahead to the mission.

I'll also make judicial use of time skips when scenes run out of viable content. I will try to warn ahead of time of when I think an impending time skip is approaching, but it's been a long time since I've done a story in this manner, so I make no promises.

If you need a quick line or two from an NPC to speed along conversation, or have questions, feel free to PM me or IM me and ask. Just remember to avoid full blown collabs at this stage: This is an intro, it's meant to be fairly brisk in pace.

Action Log​

(This records what actions I saw you take in the last round. Consider this a GM perspective on what you've done. Unlike in LoR, there is no penalty for stacking actions: Just be aware that actions take time, the more intricate the action and the more actions you make in succession, the more likely an enemy can interrupt you quite violently.)

If your character isn't approved yet, you can still post in the IC. You were invited to the RP, meaning I generally expect that you're competent enough to handle your own affairs and finish your sheet as soon as possible without having to limit you away from the IC.

PCs
Bruce "Brucey" McFoster: N/A (Intro)
Viper: N/A (Intro)
Omar Lindquist: N/A (Intro)
Aiden O'Connor: N/A (Intro)
Georgia Rhettland: N/A (Intro)
Meike Althaus: N/A (Intro)
Peter Táo: N/A (Intro)

NPCs
Carolyn Antoinette: Chatter, explains mission objectives.
Morai Lee: Chatter, questions the situation.
Devin Antoinette: ???

---

@Ozferatu Character approved. Lore additions added below.

@GourmetItalia Character approved. Lore additions added below.

@Tempest Character approved. Lore additions added below. Please add inventory.

  • 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.
  • 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.
  • 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.
 
You all disappoint me! The fact I got in an Intro post before the rest of you is just disgusting! D:<
 
You know how much of a cripple I am without my laptop, Temp. :<

Anyway, until the adapter comes in the mail, the top priority is getting my homework done. My post for this in the works, and if all goes according to plan, Sunday is the new, solid, ETA.
 
@Everyone: New post Tuesday the 17th. That gives everyone four days to post in the IC if you haven't already.
 
After taking I think exactly a week, I have posted something.

It's tiny, but there are colours. The weeks ahead should be leaving me with more time from here on out.
 
IC post was supposed to go up yesterday. My bad. Expect one today/tomorrow (depending on time zone). :ferret:
 
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