This is longer than I thought. ._. This alright? --- [b]Name:[/b] Junko Heizen. [b]Age:[/b] 25 [b]Sex:[/b] Female [b]Appearance:[/b] [URL=http://imgur.com/bIDFUsg][IMG]http://i.imgur.com/bIDFUsg.jpg[/IMG][/URL] [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] Someone always wanted someone else dead. The truth of this was hammered in her through her turbulent childhood, filled with the barks of guns and the smell of spent bullets and blood. Her own father was shot through the neck; she had tried to staunch the bleeding as he gurgled his last breath. Her own mother was torn apart by a tank shell meant for a heavy mech covering them; she had looked through her remains later to recover whatever she could keep. There was no mourning, no sadness, just the depressing truth of her life, those born of the mercenaries fighting a war for the blue blooded people. There was no doubt in her mind that she would die pretty much the same way her parents did. Before they died however, they did manage to teach her how to hold a gun and some basic trainings, so she took to the mercenary trade by herself. Junko had no desire to become one of those people who cowered with every gunshot they heard, who ran powerless as soldiers kicked down their doors. But mercenary trade was a hard one, and often contracts were tied to one's reputation amongst the other mercs and those middlemen who sought out employers for them. Often times she was hired onto a squad expected to be nothing more than meatshields to slow the enemies down. Very bad for one's health, but often pays half upfront and half later if you came back alive, regardless of the outcome of the battle. A lot of the people she took money from looked rather surprised to see her, then a very young girl, lining up the next day after the mission to receive her pay. Of course, her learning how to hide herself, and finding good escape routes early helped a lot. Her reputation soon skyrocketed, being so young and to have survived many of the grasscutter contracts was enough to set mercs talking. And finally, she got hold of one of the better contract, being a spotter in a two man op. She was paired up with a very old looking man holding an old looking rifle with a wooden stock. Though at first she had her own doubts about the man, her first mission with him proved how a man's will could be a powerful weapon. She took another mission, partnering with the old man again, and after that another mission, with the same partner, and again, and again. In time she learned a lot of things about combat from the old man, and gained a reputation for being the 'Lecherous old sniper and that young girl" duo. Not really a title she wanted to hold but it does send a lot of the better contracts their way. As time passed the old man's hands were too shaky to hold a rifle straight, and they switched duty; she became the sniper, and he was the spotter. The first mission she took as a sniper went shakily, but was successful. Soon, while she wasn't quite as good as the old man, she became very competent shot. But as there are beginnings, there must be endings as well. The old man, being as old as he was, passed away during one night. She had seen squadmates die, seen people explode, shredded to bits of meat, bone and gristle, but this old man dying somehow was different. A feeling she didn't understand hung over her for weeks, before news reached her of some sort of dangerous shadow zone in America. Junko wasn't anywhere near understanding that feeling, but dangerous zones was something she understands. Danger means contracts, and contracts mean money. And money is power. [center][u]Technical Information[/u]: This information is your character’s skill sets and inventory.[/center] [b]Career Path:[/b] Your character only has the time and resources to really devote themselves to one line of training to begin with. This determines if they’ll pilot small mechs, wield powerful mutations, or even fight as a special forces’ soldier might. To start with you may pick from one of three basic routes, which can evolve into specialties, cross-over into the other two fields, and more, as time progresses and your character’s skills grow. How you play your character will help determine how they shape out in what unique skills and items they accumulate, and what options you will be presented with later down the line. Essentially: [u]Your actions will help dictate how your character grows in power and abilities[/u]. [b]Grunt:[/b] [hider=Custom Weapon] [IMG]http://i.imgur.com/q2ggvn2.jpg[/IMG] C-DMRS308 "Vladimir" [i]Modifications:[/i] You may start with two modifications to your custom weapon of choice. --[i]Mod 1:[/i] Hi-Tech Scope (Infrared): Attaches a scope to your weapon of choice which has thermal vision installed. --[i]Mod 2:[/i] Silencer: A simple silencer that reduces noise and muzzle flash of a firearm. It’s fairly ineffective on laser weapons, which have an easily sighted trail between firing point and target... (Noise/Light reduction on traditional firearms; little effect on laser weapons) --[i]Mod 3:[/i] Electrified Bayonet: A large, electrified bayonet attached to the end of your weapon. Upon striking a target it electrocutes them, even on a minor cut, allowing an easy finishing blow in what would otherwise be a one way fight with any halfway decent melee-oriented mutant. It’s also a not-so-surprisingly effective weapon to charge into enemies with. (Melee bonuses, charge bonus) --[i]Mod 4:[/i] Quality Make: Replaces the parts of the weapon with precise, custom made parts, improving its machination. Improves on the weapon's structure's strength and integrity, while giving a slight boost to accuracy due to the barrel and sight's quality. [/hider] [hider=Advanced Training]You may start with two pieces of advanced training. --[i]AT 1:[/i] CQC: Crab battle!! (Melee bonus) --[i]AT 2:[/i] GECKO: Your character has received training in the art of blending in with the terrain, moving quietly, and more. They are naturals at not being found, and vanishing into thin air where it counts. In places rife with physical cover or cover of darkness, or with sufficient distractions nearby, a Grunt can escape from plain sight and dart to another location to hide. (Stealth bonuses, allows a Grunt to sometimes escape from plain sight with sufficient prerequisites around.) >[b]Baited and Outsmarted (Rank 2):[/b] An amusing catchphrase screamed out by some of the more juvenile, though completely appropriate to describe this duel edged upgrade to the Grunt's arsenal and tactical thinking. First: Their flashbangs now double as smoke grenades, and they now start with four per mission instead of just two. It is also presumed that they know how to properly cover their eyes and have grown accustomed to it, no longer being blinded even if dropped at point blank so long as they cover their eyes, with the ringing in their ears reduced in intensity. The smoke within the grenades expands nearly instantly into a small space, though out in the open its effects are limited. Second: When escaping from harm, they have a good chance of predicting where it is the enemy will search, and thus, whatever path they take is the least likely path by which the enemy will follow. (Improved flashbangs/smoke grenades and a greater chance that enemies will take the wrong path to pursue them once they've lost eyesight.) --[i]AT 3:[/i] Damned Fine Aim: A character with a natural tendency to hit targets in critical points if they stop, aim fully, exhale, and pull the trigger. If a character takes added time to line up a shot, they generally almost always hit that shot. (Greatly improved aim if time is taken to line up a shot instead of reaction firing at a target. Increases chance of hitting a weak point without knowing where it is. Decreases defense for that round.) Manifest Destiny: [hider=explanation]Humanity has a knack for survival, for a variety of reasons. The first is their versatility: These Grunts have trained hard enough that they can wield any weapon masterfully and without penalty. The second is their numbers: These Grunts can radio in for artillery strikes or aerial support and generally can get at least one per mission. The third is their stubborn ingenuity: These Grunts have access to top of the line technology like Pilots to amplify their abilities, and have access to the same laboratories. This grants access to one piece of custom technology; Grunts are of course free to make up their own ideas. [/hider] XCELL Visor Mk.I: One of the newfangled device, overlaying on the user's vision a HUD, with custom renameable markers, new ability to take HD pictures and videos, sillhouette ID matching for convenience when tagging with the markers, MP3 player, customizable tint color on the go, and several choices of frame colors, and last but not least, a fashionable bag to keep it in when not in use. Also comes with a brand new motion detector integrated.[/hider] [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.) [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]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]C-DMRS308 "Vladimir":[/b] A Russian made DMR custom tooled for her.[/hider] [hider=Armour][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]Much medium. Such protect. wow[/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]Respirator:[/b] An item she had taken to wearing out of habit. A device designed to protect the wearer from inhaling harmful dusts, fumes, vapors, or gases. She keeps several slides of the filter handy, should she need to replace the filter.[/hider] [hider=Miscellaneous]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. Often mounted on a shoulder or duct-taped to a weapon.[/hider] [Hider=Story Driven Development] [b]Junko Heizen[/b] --[b]Two in the Bush:[/b] Having struggled to shoot through the Shadowzone earlier, she's trained and adjusted her scope accordingly. (No penalties for shooting long distance in the Shadowzone. Bonuses for chances to cause debilitating injuries to mutants that are otherwise extremely hard to kill.) --[b]Juggernaut Killer:[/b] Junko has thought long and hard about the heavy armour that U-ARM soldier was using before... What a shame if it had failed him. (Greater chance to pierce heavy armour.) [/hider] [b]Signature:[/b] Greengoat. Vladimir lied to Brovo about his camo btw.