[b]Name:[/b] Matthew Fetcher [b]Age:[/b] 31 [b]Sex:[/b] M [b]Appearance:[/b] [url=http://www.conceptart.org/forums/attachment.php?attachmentid=673191&stc=1&d=1242591169] [b]History Type:[/b] [b]Ex-Raider:[/b] Your character was once a raider and has that unique... Touch. They are quite intimidating to many people between the fact that they were tough enough to survive the raider-life and yet stalwart enough in character not to become the typical gangbanging lunatic that most raiders become shortly before dying. (A little harder to kill, better chance at intimidating others.) (This should do) [b]Biography:[/b] Born into a Caravan of Raiders, Matthew had led a harsh and *something* life. Being one of the smaller kids, Matthew was assigned as the runner in his little family. Anything involving running, from scouting, to fetching water, to ammo run, and ambush bait was his to do. That was not to say that he's the runt of the litter as he latter on proved that he's just as hardy as the rest of them. Matthew picked up a hobby of card games after finding several books for card tricks once. Not that he was able to read most of it, but the accompanying pictures helped a lot. Matthew's Caravan got into a heated debate with another Raider group near a Bunker. A debate that quickly turned bloody as both group tore into each other. The conflict was initially in favor to Matthew's family as their mobile nature meant they're closer to their base and their opponent unable to track them. However, the opposing raider group turned to be a part of an alliance and they called for the heavy hitter. With a heavy mech in the fight, Matthew's group soon found themselves outgunned and, when their mobile home was found and destroyed, scattering like ants. Matthew himself ran and found himself near Bunker Chicago. At first, Matthew tried to blend in and hide, working at a homestead as a hired hand before it bored him out of his mind. Finding the BCSEC pamphlet, Matthew went to their office and joined the organization, to taste for adventure and, hopefully, blood. [b]Career Path:[/b] Listener [b]Mutations:[/b] Archetype: Ghost [*]Mutation 1: Feather Bones: 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.)[/*] [*]Mutation 1 upgrade: Gas sacs (Rank 2): An evolution on the existing mutation, gas sacs are found all over the body, though most prominently in the limbs. These small sacs create small bumps on the skin that can be seen by the naked eye though can be hidden by clothing. They draw air from the lungs and store it, allowing the Listener in question to fall slower, jump even higher, or even make course adjustments in flight. At this point the Listener could jump to the top of a two storey building. Repeated use and abuse can easily fatigue the user, however. (Even faster movement, greater jump height, can survive greater falls, moderately improve defense while airborne.) (Mutation Effect: Visible bumps on the skin where sacs are located, unusually deep breathes with unusually shallow exhales from time to time.)[/*] [*]Mutation 2: Sabre Fangs: Retractable and extendable fangs in the mouth made out of a biological material comparable to the hardness of diamond, these fangs can pierce most types of armour and hide and dig up to half a foot into a target. This is a very lethal attack against the standard human. It’s comparable to having a pair of armour piercing combat knives hidden in your mouth. (Hidden, armour piercing melee weapon) (Mutation Effect: Unnatural fangs are easy to spot whenever mouth is open, unnaturally sharp teeth)[/*] [*]Mutation 3: Muscle Stimulus: With increased blood flow and nutrients to the muscles, as well as tougher cells to better resist the stresses that come with it, this character enhances their strength and overall dexterity, allowing them to bend iron and giving them an overall more intimidating figure. (Bonus to intimidation, enhanced strength beyond human norms, slightly higher defense) (Mutation Effect: Most clothing will be tight and they will look uncannily, almost inhumanly muscular, complete with an eight pack and thighs that dwarf small children.)[/*] [*]Unique Mutation: Poisonous Claw: Matthew's nails turns to a material of similar hardness as his fangs, it also able to introduce a small amount of paralytic poison to those wounded by it. Enough dose in one's blood, and their heart will stop. (Bonus: Poison claws and immunity to this specific poison) (Mutation Effect: All of his nails turns purple)[/*] [*]Special Mutation: In Forma, Quod Puritas: 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.[/*] [*]Negative Mutation: Impulsive Paranoia: Mathew will sometimes twitch or spasm uncontrollable when faced with danger. This can sometimes save him from harm with an instinctive dodge, and sometimes ruin a perfectly good shot with a firearm. (Sometimes beneficial: Instinctive Dodging. Sometimes negative: Panic shots.) (Mutation Effect: Twitchy in combat.)[/*] [hider=Achievements] --Unfriendly Fire: Friend. Enemy. Not so many letters difference, is there? Apparently, there is. (If firing at an enemy where allies are ordinarily in the way, Matthew will usually hit the correct target. Usually.) --Instinctive Shooting: Having blindly fired around a corner, and finding that it kept him alive, he's slowly gotten better at pointing his gun in the right direction before firing. Slowly. (Accuracy bonus for blind fire, though it's still best done in tight spaces.)[/hider] [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]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]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.[/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]Light 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]Vlad Pattern Ghillie Suit[/b][/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.[/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] [b]Signature:[/b] Alphakoka agrees to the rule of engagement and funeral rites.