[hider=Chris] [b]Name:[/b] Chris [b]Age:[/b] 32 [b]Sex:[/b] Male [b]Appearance:[/b] Chris is six foot two inches tall, noticeably muscular with a well-rounded and hard physique. Caucasian skin well-worn and scarred mars any good looks he may have been born with, and his decision to shave his naturally brown hair adds little to his attractiveness. His eyes are a bland shade of brown, while the rest of his features are relatively average, except for an unusually strong jaw-line and a broken nose. His left ring finger is missing, and burns mark the far right of his face leading up to the top of his ear, which is also missing. [b]History Type:[/b] [b]European Mercenary:[/b] Your character comes from the cutthroat European continent, a land of despots and mercenaries. Needless to say, they know their way around weapons, and never find themselves in a situation they cannot instinctively find an escape for... At least, for themselves, anyway. They tend to be distrusted more by others, but can bluff better than most. (A little better on dealing damage, can usually find an escape route out of a terrible situation, generally distrusted by the majority, good at bluffing their way out of situations.) [b]Biography:[/b] Chris hails from hearty old England, somewhere on the outskirts of what used to be London. The capitol city was bombed into oblivion, leaving it the most dangerous place in Europe for mutants and other nasties. The UK split into a number of factions, with the re-emergence of the IRA resulting in significant hostility and almost constant warfare. Chris lived with homesteaders from his youngest years, and developed a nasty streak which was capitalised by the farmers because he was more than willing to do things others weren’t, making him ideal for protecting property. It was quickly noticeable that he had a knack for killing, resulting in his recruitment by Bell’s Brigade, a notable mercenary force from west England. He flourished under their questionable guidance, growing accustomed to killing and fighting at nasty close quarters. During his fifteen years in the Brigade he took place in countless skirmishes and raids, but also three set-piece battles. The first was after three years in the brigade, and began with ferocious fighting off the east coast of Ireland smashed between swarms of mutants and relentless IRA fighters continuously for three days and nights. He found himself held up with some of his brothers atop a machine gun nest and probably mowed down close to fifty soldiers himself. The Brigade eventually pulled out of the conflict through mutant territory, where Chris gained some serious experience. His second battle was in mainland Europe, somewhere in Belgium, where artillery landing close to his position put him out of the fight early. He recovered one week later in some form of hostel, thanks to some kindly nurses, the exact details of his stay aren’t recorded. His third battle was the one which convinced him that fighting for close to nothing as a mercenary in Europe wasn’t worth the risk. In close range house-to-house fighting somewhere in Germany he was attacked by a foe with a LAS Shotgun, which burned the right side of his face. To compound his problems, one of his allies then shot off his finger with a pistol, he killed both of them with a knife, stole the gun, and deserted. Around half a year later he turned up in Chicago, where lack of funds forced him to seek work. With only one skill-set he found that any other job he could do was far below his dignity, so against his better judgement he ended up working for the Bunker. [center][u]Technical Information[/u]: This information is your character’s skill sets and inventory.[/center] [b]Career Path:[/b] [i]Grunt:[/i] The grunt is someone who has become a grizzled war fighter, having chosen to abstain from both the more mechanized aspects of warfare and the temptation of mutations. They instead use specialty training and customized firearms to resolve the day. Often underestimated, their contribution to a battle tends to be less obvious than the other two, and don’t let the name fool you: A well trained, well equipped Grunt is just as deadly as a high ranking Listener or Pilot! Grunts start with their Light Armour replaced with Medium Armour, still flexible but capable of stopping some damage in critical areas. They also have access to one of three starting weapons which replaces the Standard Issue Council Rifle. Grunts start with two weapon modifications for their weapon of choice and can change out these modifications at any time when not in a mission. They also start with two pieces of Advanced Training. [b]Grunt:[/b] Weapon: Shotgun [i]Modifications:[/i] --[i]Mod 1:[/i] Las-Mod --[i]Mod 2:[/i] Bigger is Better Calibre [i]Advanced Training:[/i] --[i]AT 1:[/i] CQB --[i]AT 2:[/i] Adrenaline Junkie [b]Inventory:[/b] Your character’s inventory. You may add as many miscellaneous items as you wish, within reason. There are some things added here already: You get to keep these unless they’re replaced by a different item based on your career path. (ex: Pilots would replace Medkit with Technician Kit.) [b]European Combat Knife:[/b] The standard European Combat Knife is significantly longer, twelve inches in length, with a particularly sharp point. [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]Shotgun[/b]: A beautiful piece of hardware fresh from the fuck-fest which is Europe, this huge beast is jet-black and equipped with a nasty LAS modifier which adds to its already sizable bulk. [b]Civilian Clothing:[/b] You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man. [b]Medium Armour:[/b] Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take. [b]Combat Gloves:[/b] Some hardy gloves picked up from some army surplus sometime in his travels, useful for protecting his hands from the heat of his weapon. [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. Anything that is just excess fluff in most situations, like dog-tags, or a watch. [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. Duct-taped to his weapon. [b]Hip Flask:[/b] Usually filled with alcoholic beverages. [b]Sunglasses:[/b] Military issue, for looking cool, and not hurting your eyes. I've read the rules, what I'm still trying to work out is if there's some ulterior code I'm not seeing when looking through everything. If not, then nice camouflage vladdy, [b]Signature:[/b] MelonHead [/hider]