---Personal---
Name: James Wolff
Age: 28
Sex: Male
Appearance:
History Type: Bunker Boy
Biography: The Wolff family is defined by generations of culture, and influence. Originally of German heritage, the Wolff family was originally a minor nobility in lower Silesia. However, the family eventually left to the United States during the late 1800s. In New York, they used their wealth and relations to establish a family business that grew from generation to generation.
Then, when the nuclear missiles started flying, the Wolff family had enough power within the city of New York to ultimately obtain a spot in Bunker New York. Since that day, the Wolff family has been an active member of the Bunker's governance. Using their skills in business to serve as excellent diplomats and stewards of the Colony. This is how James would ultimately find himself in Bunker Chicago.
He was here for two reasons. One was to serve as a symbolic good will ambassador to the Bunker Chicago government and its people. James wasn't exactly an official diplomat, but his family's standing made him someone who was of somewhat importance instead of some random person. Thus, developing relations between the two Bunkers through James was a goal.
The second and more important reason was to learn about the internal operations of Bunker Chicago. As a family of businessmen, the Wolff family knows the important of operational efficiency and Bunker Chicago seemingly is an example of this with its abilities to support itself. Thus, James came to Bunker Chicago to visit in an attempt to learn better processes that could lead to smoother and efficient operations in Bunker New York as well.
---Technical---
(Note:
All traits are custom traits. You start with 7 points! Points are used to create and upgrade traits.)
Class Unlock: You have to spend two points in the following in order to gain access to them.
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: (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.)
- Ocular Implants - Originally intended to serve as a very discreet, light weight computer in his eyes, James has recently began to use his implant for other more military focused purposes through software upgrades. By itself it can do mundane things like provide video uplinks, provide information displays on his cornea, and send messages.
Weapon Mods:
- Electronic Scope - An integrated scope that enables the user to change the magnitude of zoom from any range between x1.5 to x15.
- Thermal Upgrade - Enables the scope to switch to a Thermal sight.
- Ballistic Computer - James' scope contains a computer that can calculate distance to a target and thus provide the user a visual representation as to where the shooter should aim. This computer has been connected to his ocular implants so that James can receive a display that shows what the Scope/Ballistic Computer sees, effectively enabling him to aim with the scope without having to actually look through the scope since James can see from the view point of his scope through an ocular display.
- 25mm Launcher - A 25mm launcher built into the gun, below the barrel. It is also integrated into the ballistic Computer and the launcher can be programmed to cause the grenade to detonate at a certain distance from the ocular implant.
Other: (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!)
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