[b]Name:[/b] Georgia Rhettland [b]Age:[/b] 19 [b]Sex:[/b] Female [b]Career Path:[/b] Listener [b]History Type:[/b] Bunker Baby [hider=Details]Georgia grew up in the Chicago Bunker their whole lives. This will be one of her only times leaving the Bunker, perhaps even her first time. Georgia typically finds it easier to cause others from Bunker Colonies and their supporters to listen and follow, and is often seen as being fairly trustworthy by most measurable standards. She's also typically up to date on the latest and greatest in technology. (Bonuses to diplomacy when conversing with other members of Bunker colonies or Council servants, bonuses to using advanced or foreign technology.)[/hider] [b]Appearance:[/b] [url=http://fc08.deviantart.net/fs39/f/2008/328/6/1/Gatling___Commission___by_Wulfsbane.jpg]Reference Image[/url] by the artist [url=http://wulfsbane.deviantart.com/]Wulfsbane on DA[/url] Georgia stands at approxiamately 5'3", is very slight of frame and light-weighted even with her diminutive body. Her skin is fair and holds a ghostly pallor given her lack of sunlight. The entirety of her eyes are black, appearing to have no iris of white area, and are typically hidden behind a pair of reflective aviator sunglasses. Typically, her long hair is bound back in a ponytail slipped through the back of a worn red ballcap. Across her arms, she has heavy scarring that appear to be from something with very vicious claws. [b]Biography:[/b] Georgia Rhettland was born within Bunker Chicago and has lived her entire life there. Her entire existence was within the cramped confines of the great walls with her mother, grandfather, and older sibling. However, she often dreams of how things must have once been. She would hear of the wastelands outside from a young age, namely from her elder brother, Thomas, but that all seemed unreal given the enormous walls. The stories of the great lake Michigan was even more mind-blowing. The idea of life outside was impossible to comprehend. Yet, she still found herself daydreaming of the wide open areas and how those of the old world would live. So much so, in fact, that she began to grow a strong passion to restoring artifacts back to working condition. Since a young child, she had begun gathering whatever scraps she could find and began to rig them back to working condition when others would well have declared them beyond repair. In this, she began to garner a name for herself in the outer rings as she would repair household items, toys and more for those, if only for an excuse to tinker more. It seemed like a simple, healthy hobby that could later become a career for the girl perhaps as a mechanic or a labcoat within research and development... However, growing signs of mutation began to become apparent within her as she aged. It was a small isolating factor between her and other kids, and her personality quirks only seemed to add to the gap between them. She was, for the most part, the eccentric tinkering mutant. How else were they to take her alarming advantage in games and strange obsession with technology? She was well on track to a position, though, within the mechanic department still in adolescence. She had begun a mentoring program, largely due to influence of her grandfather and older brother given their placement in Bunker Chicago's technological branches. She did well and even excelled given her petite form, though some of the more unwieldy tools were still well beyond her. Of course, an incident with experimental technologies threw her far off course. The incident, involving classified war technology, devastated an entire lab area. Carelessness or simply fiddling with something they did not understand resulted in an explosion. The entirety of the staff on the project was either dead or injured to varying degrees. Her brother was involved and amongst the casualties. The event resulted in distressing effects upon Georgia. She was given leave from the mentoring program and, quite immediately, the changes became apparent. For the most part, she began to push away reality and began existing within her own world. Most everything was about gathering bits and pieces of the old world and working upon them desperately in seclusion. Her grandfather was the first to notice the changes and attempted to console her through the events. So involved was he in attempting to bring her back into the real world, he took an early retirement from his work. However, when he walked in on her, talking to an old teddy bear her older brother had gotten for her, and referring to it as Thomas, he began to lose hope that she could be drawn back to sense. Georgia began to, as some would say, revert back to a more childish state. Some speculated developmental disorders unseen in early years were the problem. Others said it was simply a mental problem spurred on by trauma. Regardless, she appeared happy. Her grandfather passed within the year. Her mother would simply shake her head and dismiss it as he was too heartbroken to keep going. Georgia, however, seemed to hardly notice. At least, until she began to notice the lack of parts that had been largely supplied from the departments by Thomas and her grandfather. Scolding Thomas for not telling her he could not get her parts anymore, she began to go on excursions, without clearance, into the inner sectors in search of, as she would call them, shiny bits. It was upon one of these excursions, she ended up meeting her best and perhaps only friend, Carolyn. Carolyn appeared baffled and amused by Georgia's determination to find what she was calling "sparkly plugs" at the time while talking to her bear and calling it Thomas. Instead of reporting Georgia, Carolyn assisted her in finding them and even build her projects. It was, perhaps lucky, that her friend was the daughter of an influential individual in Bunker Chicago and could get her in and out with relatively no issues. The two began to become inseparable and even started to begin work out in the outlying districts. One such instance would be during the holiday seasons where, inspired by old world stories, they began to string up repaired christmas lights about the bunker, much to the approval of the citizens. However, their childish theft and activities were bound to come to an end. Adulthood brought on the need to settle in for a career. Concerns over her mental state and potential traumatic symptoms were she to work in the labs brought an end to any notions of Georgia resuming her training in the mechanics division or following the path of her family members. Instead, it became clear that she would be needing to join the security force. The idea of venturing beyond the walls and being able to see for herself what lay beyond was an interesting notion to her. She hardly had any issues with it. Besides, she could run faster and jump higher than anyone else if she ran into trouble. So, leaving teddybear Thomas with Carolyn, who had become a mech pilot, she was out on her first mission. The squad had not ventured out too far outside of BC before they began to find the signs of the dangerous mutant that had been preying upon caravans. Georgia was sent out as a forward scout given her speed and small frame. It was assumed that if it could even notice her, she could outrun it. It was successful, up to a point. Slipping on the devastated rubble, she had drawn the mutant to her existence. The creature began to take chase. She stayed ahead of it for a time, but another slip sent her crashing down. She had been so close to getting back to the team, but in that single misstep, the creature was atop her. She drew her whole body in on itself and began to guard herself with her arms. The creature was shredding through the armour as if it was nothing. Deep gouges began to be ripped into her flesh before the others were able to make their way in to a safe distance to take their shot. The mission was successful, but Georgia had to be taken back for medical attention, field kits being incapable of dealing with the wounds and concerns apparent of any toxic effects the mutant could have possessed. She was stuck in medical care and had to undergo rehabilitation for some time before being released. Carolyn had been present throughout much of the time and deeply concerned. Georgia's only apparent concern at the time was simply how bright it was outside. For the most part, whenever she could break away from the medical services, she found herself in hangar where Carolyn's mech was stored, assisting whenever she could manage to repair and improve the machine. However, fully recovered, it is apparent that it is time again for her to go outside the Bunker. [b]Mutations:[/b] [hider=Ghost]The Ghost archetype is the quintessential stealth predator. They use camouflage, enhanced sight and scent, speed, and small but deadly hidden weapons to take down prey in a flash before speeding back off into the cover of darkness. These are likely the assassins and scouts of the mutants in the Shadow Zone, purely due to their ability to remain hidden potentially even in broad daylight or in plain view of a soldier. Ghost Archetypes are strongest in locations with tight corridors or the cover of darkness and debris, and tend to be weak in large open spaces.[/hider] --[b]Feather Bones:[/b] This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal. (Faster movement, slightly increased defense.) (Mutation Effect: Unnaturally lithe and lightweight appearance.) --[b]Psychic Meld:[/b] [[i]Ranged[/i]]: This mutation allows the Ghost Archetype to have an out-of-body experience with a nearby target, allowing them to see what their target sees, and hear what their target hears, even if they cannot directly see their target, so long as they know exactly where the target is standing. While having an out-of-body experience they become unaware of their own surroundings, as their brain can only handle one set of visual and auditory impulses, not two. [[i]Touch[/i]]: Allows a Ghost Archetype to forcefully enter the mind of a target to retrieve memories. It can take several minutes of interrogation to fish out a specific memory, and targets with great amounts of willpower don’t break easily, though surface thoughts are simple enough to catch on a simple brush of the hand. (Mind/Sensory reading) (Mutation effect: Eyes turn entirely black.) --[b]Psychic Compulsions:[/b] (Rank 2): [Ranged]: Having evolved their capacity for reading the sensory inputs of others, they are now capable of inducing auditory and visual hallucinations in a victim. The less it needs to physically manifest itself in the mind of the target, the easier it is for the Ghost to maintain the connection and torture their victim. [Touch]: Upon grabbing the victim, the Ghost can now leave compulsions in the mind of the target. Resisting the compulsions may cause brain damage. The more complex or overpowering the compulsion, the more time is necessary to implant it. It should be noted that at this point, they can also read the surface memories of shapeshifters. (Mutation Effect: Hair turns silver in colour, and now projects a small but noticeable and detectable amount of psychic energy at all times.) --[b]Too Innocent To Kill:[/b]: Subtle changes in bodily posture and displayed emotions from the eyes, as well as low wave psychic energy emitted in all directions, gives this character the most distinctive impression of innocence that shouldn’t be killed. It won’t stop enemies from using non-lethal force or wounding your character, or firing back if your character commits to hostile action, but it does mean that intelligent enemies will otherwise avoid lethal attacks on this character. (Survival, Diplomacy bonuses.) --[b]Neural Circuitry:[/b] The mind is a machine, with circuits and data drives. You just have to learn to use it. This is a two part mutation. [Effects, always carrying a faint electrical charge that causes feedback from machines.] [Ranged] [i]Haywire:[/i] 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] [i]Hi-Jack:[/i] 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 --[b]In Forma, Quod Puritas:[/b] Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant. Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red. [b]Achievements:[/b] --[b]Toyland:[/b] Georgia has grown up her whole life building gizmos and putting them to good use. (She now keeps a small package of random material with which she can make nearly anything.) --[b]SPARKLY PLUG, WOOSH!:[/b] Faster, faster, faster, faster, faster, faster! (Georgia sprints faster and has a small defense boost while sprinting in the first few seconds of any dash.) [b]Inventory:[/b] [hider=Weapons][b]Combat Knife:[/b] The standard army combat knife. A design over a century old still more than effective enough to carry on into the future. [b]Tactical Tomahawk:[/b] A carbon-cast grip supports a steel tomahawk designed for a variety of situation. The front end is a typical tomahawk while the reverse end sports a vicious pick. Extending from the top of the grip to the base of the pick is a serrated edge meant for sawing. [b]Standard Issue Council Pistol:[/b] Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications. [b]Pre-Owned Standard Issue Council Rifle:[/b] Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective. The pre-owned factor comes from the various clashing designs painted onto the metal and names scratched into the stock. Hopefully the weapon serves her better than her predecessors.[/hider] [hider=Armour][b]Civilian Clothing:[/b] Typical civilian clothing. Typically, Georgia will be sporting an oil-stained white tank-top and a standard issue bunker jumper, the top of which is typically unzipped or tied about her waist, whenever she is off-duty. [b]"Modded" Light Armour:[/b] Standard issue armour. Of course, with a slight touch from Georgia as she took duct tape and permanent markers to it in order to "improve the design," because "the amazing factor directly correlates with effectiveness." Most notable is a skull and crossbones design featuring a teddy bear head design replacing the skull in silver sharpie across the span of her back.[/hider] [hider=Medicine & Tech][b]Medkit:[/b] Your standard medkit, including bandages, stitches, rubbing alcohol, and more. [b]Radio:[/b] A simple radio for contacting others. [b]Frag Grenade:[/b] A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn’t all that effective in a large area with several pieces of cover... Each character starts with two frag grenades. [b]Flashbang:[/b] A non-lethal version of the Frag Grenade, this weapon’s purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs. [/b]Wrist-Mounted UI[/b] Bit of like a personal computer. Able to connect to and download information from other computers, tracks ally locations.[/hider] [hider=Miscellaneous][b]Dog-Tags:[/b] A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again? [b]Standard Watch:[/b] Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist. [b]Flash-Light:[/b] Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon. [b]Gasmask:[/b] A standard old-world gasmask. It provides simple air filtration and it is uncertain which airborne hazards it may protect against now, if any. Of course, she just like how it makes her look more like a bug. [b]Multitool:[/b] A standard multitool. The tinkerer's swiss-army knife. [b]Sunglasses:[/b] If you spent your entire life in an artificially lit bunker... You're going to need these. A simple pair of aviator shades, dark black and with a reflective surface. [b]Duct Tape:[/b] It fixes everything. And then some. More is better... Right? [b]Wire Spool:[/b] A small spool of conductive wire that can do in a pinch [b]Ball of Twine:[/b] It's teddy bear rope! [b]Chalks:[/b] A set of multi-colored chalk already worn down and showing a fair share of use [b]Toy Grab Bag:[/b] Various toys and knick-knacks Georgia carries about with her [b]Electronic Scraps:[/b] Various Electronic scraps that Georgia can rig in a pinch to facilitate whatever needs she might have [b]Micro-torch:[/b] Portable torch that can be held in the palm of one's hand with a small tank that can be carried in one's backpack. Meant for quick patch jobs or for cutting through thinner metals. [b]Insulated Gloves:[/b] A simple pair of gloves with grips on them insulated to keep her from accidentally short-circuiting any of her equipment. [/hider] [b]Signature:[/b] Tempest, but Vlad has Camouflage.