Hidden 10 yrs ago Post by Heyitsjiwon
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And the only reason he stopped at a several hundred was because he got knocked unconscious by a bullet, which took off his left cheek and left him hospitalized for a few weeks at which point the war was over.
Hidden 10 yrs ago Post by Brovo
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GreenGoat said
Not sure what you meant but, I thought snipers always worked in two, a sniper and a spotter, not solo as popular media says. ^^;


Generally speaking, a sniper-spotter combo is mainly so the sniper can stay hidden while the spotter marks targets. Then the sniper can pop out, shoot it, and hide again.

Otherwise the sniper has to keep their head poked out for upwards of several minutes scanning the horizon for targets, which in turn makes them vulnerable to being counter-sniped. Suspension of disbelief though in the RP here. Plus, your whole squad essentially serves as spotters for reasons of practicality here. Also, target tracker scope.

@Everyone: Apologies for delays on getting this moving forward. Sickness and a couple other things are slowing me down.

EDIT

I'll also review characters when I get home from work again. I managed to get over eight hours of sleep! My mind is functioning! Hooah!... Just not my body.
Hidden 10 yrs ago Post by Alphakoka
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Name: Matthew Fetcher
Age: 31
Sex: M
Appearance: http://www.conceptart.org/forums/attachment.php?attachmentid=673191&stc=1&d=1242591169
History Type: Ex-Raider: 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)
Biography: 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.

Career Path: Listener
Mutations: 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.)


  • Inventory:








    Signature: Alphakoka agrees to the rule of engagement and funeral rites.
    Hidden 10 yrs ago Post by Tempest
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    Put up a biography for Georgia Rhettland. *tips hat* So that just about does it for her.
    Hidden 10 yrs ago Post by Holmishire
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    Holmishire Ghost with no home.

    Member Seen 2 yrs ago

    Name: Eira Mairwen.
    Age: 20.
    Sex: Female.
    Appearance:

    Pale caucasian, likely of some scottish descent. Redhead, hair extends halfway down shoulder blades. Delicate face, greyish eyes. Lithe, fit. Tattoo on her left shoulder, details to be ascertained.
    (©SuicideLass. Image may eventually be replaced by own art.)

    History Type: Bunker Boy.
    + Diplomacy: Bunker residents, Council servants.
    + Advanced and foreign technology.

    Biography: Born to a rather well-off family in the third ring. She made a couple friends, but nothing long-lasting; she usually found things a little too easy to let go. Nothing seemed to be of any consequence in the Bunker. People lived, ate, worked, survived. Was that all there was in stock for her life?

    He family tried to push her into their business, but they only succeeded in pushing her away. She began training with the BCSec, mostly working in handling civilians. However, due to her small stature, she didn't prove to be the best fighter; she could certainly defend herself, but taking down the opponents was more of a challenge for the less-than-big girl.

    As such, she set her sights on a new goal: mech piloting. She didn't want to be a police officer. She wanted to be a soldier, a dangerous one. So her training continued, and, excelling in her courses, she was eventually granted her own mech. After a quick personal paintjob, she was ready for anything, and was chosen amongst others for her spirit and maybe even naiveté for this mission.

    She had promise in her training. Can she hold up in the field?

    Technical Information
    This information is your character’s skill sets and inventory.

    Career Path: Pilot:
    Mechs:







    Inventory:
    Weapons: Combat Knife.
    . . . Standard Issue Council Pistol.
    . . . Standard Issue Council Rifle.
    Armour: Mechanical Jumpsuit.
    . . . Light Armour.
    Medicine & Tech: Technical Kit.
    . . . Nanotech Gloves.
    . . . Radio.
    . . . Frag Grenade.
    . . . Flashbang.
    Miscellaneous:
    . . . Dog-Tag.
    . . . Standard Watch.
    . . . Flash-Light.
    (more likely to come)


    Signature: Holmishire, reporting for duty.

    Also, Vlad has camouflage. Can't be bothered to hide it like the others. Sometimes being mundane is the most original thing you can do.
    Hidden 10 yrs ago Post by Tempest
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    @Alpha: Aha! Someone else to be the bait! AWESOME! :D ... Except you're a bitey guy... Nomch.... Hey, that's actually kinda scary. I imagine your character must have tasted a bit of blood usin those things... >_> <_<

    @Holmishire: WOOHOO! Another bunker baby! I kinda wonder what sort of pre-existing interactions our two might've had. xD
    Hidden 10 yrs ago Post by Holmishire
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    Holmishire Ghost with no home.

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    Tempest said
    @Holmishire: WOOHOO! Another bunker baby! I kinda wonder what sort of pre-existing interactions our two might've had. xD


    It seems both of our characters like a bit of artsing, too. : ]
    Hidden 10 yrs ago Post by Tempest
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    Holmishire said
    It seems both of our characters like a bit of artsing, too. : ]


    :D You should let Georgia do some 'customizing' to your rig! You tooootally won't regret it *smirks*
    Hidden 10 yrs ago Post by Kadaeux
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    Tempest said
    :D You should let Georgia do some 'customizing' to your rig! You tooootally won't regret it *smirks*


    *Bruce looked at the Ignis Dei with something approaching disapproval. It seemed due to all the combat fire had long burned off the last paint of coat he'd issued the machine. Dragging the pair of captive bandits up onto the Catwalk Bruce pulled out the combat knife from his sheath. It was time to repaint the Ignis Dei in the only colour worthy of fire.

    Blood red.*
    Hidden 10 yrs ago Post by Alphakoka
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    Tempest said
    @Alpha: Aha! Someone else to be the bait! AWESOME! :D ... Except you're a bitey guy... Nomch.... Hey, that's actually kinda scary. I imagine your character must have tasted a bit of blood usin those things... >_> <_<

    Taste of blood? Nope nope nope, he's totally cultured, there's no way he would have developed a taste of blood, no siree. >_> <_<

    Kadaeux said
    *Bruce looked at the Ignis Dei with something approaching disapproval. It seemed due to all the combat fire had long burned off the last paint of coat he'd issued the machine. Dragging the pair of captive bandits up onto the Catwalk Bruce pulled out the combat knife from his sheath. It was time to repaint the Ignis Dei in the only colour worthy of fire.Blood red.*


    *Matthew would later be seen licking the mech in the garage in the middle of the night.*
    Hidden 10 yrs ago Post by GreenGoat
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    GreenGoat Harmless Flower Person

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    Alphakoka said
    *Matthew would later be seen licking the mech in the garage in the middle of the night.*


    Kinky
    Hidden 10 yrs ago Post by MelonHead
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    MelonHead The Fighting Fruit

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    Hawt.
    Hidden 10 yrs ago Post by Brovo
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    Georgia Rhettland, approved.

    Junko Heizen, approved.

    Matthew Fetcher, Unfinished: Biography.

    Eira Mairwen, approved.

    @Everyone: Mission details will be revealed tomorrow! The IC should go up on Sunday! Woo!

    Also, current count.

    Characters
    Active: 10.
    --Men: 6.
    --Women: 4.
    --Pilots: 3.
    --Listeners: 2.
    --Grunts: 5.
    Dead: 0.
    Inactive: 0.

    Looking good. Very good.
    Hidden 10 yrs ago Post by Icarus
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    I'm in. All I need is time
    Hidden 10 yrs ago Post by Tempest
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    Just watch. The slower posters will all be in the same group. And they will survive the longest by moving at the pace of elderly, crusty snails :D
    Hidden 10 yrs ago Post by Brovo
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    @Everyone: Mission time. I'll answer any questions y'all might have, but it operates on the same basic principle the original system did: Pick a mission, execute it.
    Operation 1: Bring Them Back!
    Mission Briefing: "Ah, welcome, I see you received the colourful colonel's mission debrief on what was known as project Forest Fire. The objective was simple and clear: To test Bunker security firepower on the enemy. It seems we have either failed miserable or it might just be a communication mishap... But then... That never happens around here. I want to make this very clear to you. In the event that something went wrong, they were to turn back and retreat immediately. Two in particular need to be recovered, and were to be defended at all costs: Anistroika, and Carolyn.

    Anistroika is a specialist in biology we sent out to investigate the situation. We know the enemy uses mutants. We don't know how, or what kind, or anything else along those lines, so we need him back alive if you can manage it. Remember, we don't understand the threat, so he may be injured or sick with something contagious. Use your gas masks to keep out contagions, outside of the fog, they can keep replenishing themselves for pretty much eternity. It's inside the fog that they have a limited operating window of an hour, but by then, you should be suffering skin rashes and mild acidic burns anyway, or some such nonsense the research division tries to explain it with.

    Oh, and don't worry about pronouncing that name right, most people just call him Annie.

    Carolyn is the daughter of a prominent military figurehead, and a techie... Of sorts. She was sent in with modified HE missiles that were codenamed... Gassy... Sparkly... Plugs?... Regardless, some of the Council already made some bio-weapons for these little shits, and she was testing them out like the loyalist she is. We need her back alive, and her mech too, if you can manage it. The mech will have very valuable sensor data on these things and what effect precisely the missiles had. In fact, so much so, that our little council member fuckwit running the show thinks that if it becomes a choice, leave Carolyn, and take the mech... But I think we both know which order the Colonel would prefer, and she's your boss, so don't leave Carolyn, and fuck the mech if it means risking your neck.

    We're approaching the mission zone now. Intel has no idea which way they'll be running from, so they need you stationed in two positions about a block apart from each other to guarantee catching them. There's the south east block and the south west block they're calling em'. Either way, you'll be in old downtown, expect overgrowth, shattered glass... South west block has bits and chunks of a skyscraper that fell over some odd few years ago that will provide a lot of cover, good for you close range people that need to get in close and personal and the like. South east is clean and clear, oddly so, no plants, no growth o' nothin'. It's eerily dead, but the small apartments and shops provide a lot of places to hide and clear vantage points on the enemy, good for you sneaky folks and ambush fighters. Mechs'll be effective either way.

    Directly ahead of both blocks is the shadow zone. Very clear to see that fog even from here, eh'? Kinda scary, isn't it... It's already several kilometers in size.

    I can help one or the other side at a time, but don't expect me to pull a magic trick. Achilles Heel can't be in two places at once y'know. I'll help whichever side I think needs it more. Y'all have radios. You know how to contact me. Now get into position and get ready. Reconnaissance just squawked in now, something is moving inside, whatever it is will be out here in a couple minutes, tops.

    Oh, and there might be a third option, if y'all have a whole lot of folks wit'cha... In the middle of the two blocks is a large apartment complex, ten stories tall. Y'all could use that to fire at enemy forces on either side, but it'll take you a while to move from one side to the other, obviously, so whichever side you position on, you better have a good reason for movin'... Still, Reco didn't clear the building. That's a code yellow for you greens, means there might still be nasty shit in there just waitin' for you to be all nice and cozy n' vulnerable before they repeat a scene straight outta Psycho, kay? Okay. Good.

    Good luck. I ain't got the Colonel's sense of faith, but... God be with y'all. Achilles Heel, out."
    -Captain Derek, Achilles Heel.
    Missions:




    Note: Mission participants can move from mission zone to mission zone, but doing so takes time. Only do this if you feel it's absolutely necessary, as it can put you out of the fight for 1-2 posts while you reposition and leaves you vulnerable to an attack by assassin units if you go alone.

    Note #2: Bring friends. If you don't, I'll be happy. You won't be.
    Hidden 10 yrs ago Post by LimeyPanda
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    Name: Kiku
    Age: Twenty-Four
    Sex: Female
    History Type: The Pit Fighter
    The world isn’t a pretty place and it isn’t going to give hand outs to anyone, no matter how pretty the face or how important the name. Your character spent a large portion of their time in an underground Pit fight ring, where they lived and died based on how they killed others. It was a cruel place to grow up, and it made your character a dab hand at fighting up close and personal. Down in the pits though, you die if you get noticed. Your character also gains a talent for sneaking, and sleeping in places that are harder to ambush.
    Bonus:Increased Melee combat and Stealth proficiency, Penalty to use of advanced tech.
    Biography: Kiku doesn’t remember much about her life before the pits. She and her mother were first thrown into the den of killers when Kiku was six. She was already touched by the gifts of a listener, although in those days, she was just called a ‘freak.’ Either way, Kiku grew up quick and grew up tough.

    She only survived long enough to grow up that old because of her mother. Unspeakable evils were committed against Kiku’s mother, and the screams of her only remembered kin still echo in Kiku’s dreams from time to time. It hardly matters, but Kiku’s mother brought her ten years. Ten years of being able to grow up before even the young girl was forced to fight for survival.

    It was hard to imagine that Kiku would be of any good in the pits: She was an untested woman, only just on the cusp of adult-hood. Even at the young age of Sixteen, she was considered beautiful. Her opponents constantly made a habit of underestimating her, and Kiku made a habit of driving a dagger through their throats.

    The world proved crueller and crueller to Kiku, as eventually, her mother passed away in the underground pit. She didn’t even get a proper burial: she was just left to rot in a hole somewhere, far away from the sun.

    Time passed, and Kiku was thrown into the pit more and more often. She wouldn’t have stood a chance, had people not continued to underestimate her. Even she knew that eventually though, people would take her seriously. Her pretty face would be useless against an enemy that respected her, so she had to use it in a different way.

    She seduced a man in the pit: A legendary figure in the pit that went by the name of ‘Black-knife Brian.’ Brian was peerless in the ring, and in exchange for the only commodity she had, he began to teach her how to fight. Eventually, she killed the man in his sleep, without anyone knowing who it was, and then she moved onto the next best fighter. When she killed Brian, she left with a memento of their time together, namely the black knife he was named after. It was at this point that she started to develop a certain…quirk.

    And so the cycle went on for a number of years. Kiku would fight in the pit and ally herself with the strongest man in the pit, so as to keep herself safe. When she learned all she could from the man, she would kill him and pin the blame on someone else. She was a venerable viper in the pit: a slip of nightshade on the tongue that enticed and then eliminated. Amongst the raiders that owned the arena, she was gaining a reputation, yet in the pit, she kept herself hidden from the public eye as nothing more than a chick who kept lucking out with a knife.

    On her Twenty-first year, things started changing though. The pit was being more frequently fought in and the fighters were being pitted against more and more of themselves. One-on-One battles were being replaced by battle royals with a dozen fighters at a time. The owners were getting nervous about something, and that made Kiku more nervous than ever. She plotted an escape, but that was foiled by the raiders and she was severely beaten for the attempt.

    The woman was kept in isolation, and beaten regularly. She knew that if she didn’t get out, she would end up like her mother: broken and screaming and abused and left to die. She feared that fate, and once again plotted for escape.

    Her chance came in some moment of panic. A guard burst into her room, wide eyed and confused, and saw her as an opportunity. What his plans were, Kiku didn’t wait to find out. He shackled her wrists and began to unshackle her ankles. Before he finished the deed, Kiku had taken a knife from his belt and slit his throat. The blood fountained out from the cut jugular and bathed her in warm life. It was the closest thing she’d seen to water in days and she unashamedly drank some of it. She had been kept malnourished, thirsty and weak. The coppery blood was like some sort of golden ambrosia. She was invigorated by the taste, and she broke out, without bothering to clean the blood from her body.

    The pit that she’d been trapped in since the age of six was in chaos. Loud noises were everywhere, and no one noticed a young woman with a knife sneaking through the halls. She made her way for the pit leader’s hall: a place she remembered being dragged to after the failed attempt at escape. Her hope was to recover her things in the chaos and maybe find an escape. What she found was an even sweeter prize: The raider-leader himself. A fat excuse of a man, she took great pleasure in eviscerating the live man who’d robbed her of so much. She carved her name into his body, as well as the name of her mother. She enjoyed every second and didn’t even notice when a stern looking woman walked into the room, staring at the carnage of Kiku’s revenge.

    The woman noticed the ribs on Kiku’s spine as the spines of a Listener, and soon enough, Kiku was in the back of a transport, opposite Colonel Black, on the way to the Chicago bunker.

    Naturally, with no other purpose, Kiku attached herself to the Colonel, as a beast might attach themselves to the first being to offer sustenance. She followed the Colonel wherever she could, and after having a full psyche evaluation, as well as some basic schooling, Kiku was allowed to join the BC security force.
    Technical Information: This information is your character’s skill sets and inventory.


    Career Path:Listener: Those few that had the misfortune of being exposed to still unknown elements typically gained mutations. Without going so far as to call them inhuman, their mutations could be harnessed, and the evolutionary tract of their mutations could even be chosen and altered by the person themselves. A listener is, in essence, a master of biological warfare of the self: Evolving tools and weapons they need. The title comes from the fact that listeners can typically hear psychic echos of high ranking creatures nearby.

    Listeners start with the basic equipment set, plus a series of mutations of their choosing. Be warned: People don’t tend to react well to some mutations, and the more mutations one gets, the more noticeable one becomes. As well, mutations can cause mental instability in those that gain them to an excessive degree... On the flip side, the more mutations a listener acquires, the better they can hear and understand the psychic echos of nearby powerful creatures. The longer you stare into the abyss...

    Listeners start with two mutations within their Archetype, and gain more through using their mutations and gaining battlefield experience, as well as analyzing enemy mutations and defeating

    Mutations:


    >Chameleon: Just as this ability suggests, a Ghost archetype mutant can evolve the ability to blend in with the background environment, and even, through slight psychic talent, subconsciously do the same for their equipment and anyone or anything they are carrying close to themselves. (Stealth bonuses, defense bonuses.) (Mutation Effect: Subconsciously blend into the environment even when it isn’t necessary.)

    > Predatory Instinct: This gives a Ghost Archetype a sixth sense that informs them when situations are ripe for traps, and often manages to detect last minute ambushes before they occur. It also makes the Ghost archetype harder to detect to such methods, seeing as how they instinctively know to look for them. (Stealth bonuses, stealth detection bonuses.) (Mutation Effect: Small spines grow on back approximately 10-20 centimeters in length. They do have nerves in them, which allows the feeling of air passing over them, heat and cold, etc. Akin to fingers.)
    --Hidden in Plain Sight (Rank 2): A twofold mutation, this allows the ghost to retract and/or hide their features, generally with clothing. So long as clothing can fit, they can hide their true nature from regular humans until the time comes that they grow too powerful to hide their nature. The second half, which remains with them forever, is a greater chance to escape the sight of enemies engaging the Ghost, allowing them to engage from stealth, then retreat back into stealth once more. Enemies will have the tendency to fail to notice them, or fail to pursue in the correct direction. Some believe this to be subtle psychic emanations, others that the Ghost simply gained a lot of luck with this mutation. None can be certain. (Ability to hide true nature until a certain threshold is crossed, greater chance of escaping attention and going back into hiding, better at detecting the psychic emanations of other mutants.)

    >Thick Skinned: With thicker skin that is made out of tougher materials, it becomes harder to penetrate. Regular melee weapons, such as bayonets, have a harder time piercing this character’s outer hide, and when it is pierced the damage tends to be minimal. It acts like Kevlar, basically. (Bonuses to defense especially to melee, lessens the overall effect of wounds.) (Mutation Effect: Skin will be imperfection free. No scars, no pimples, no warts, no birth marks, no wrinkles. It will look quite odd, almost doll-like.)

    >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.

    Unique Mutations:


    >State of Veritas: After surviving a near death experience, Kiku's mutations took a strange turn in twisting her nervous system, and more specifically, pain receptors. It quickly became apparent that Kiku gained the capacity to disable her pain receptors and continue on without fear of feeling pain, though she has no control over this effect: It can occur even when she is uninjured and out of harm's way. Strangely, she can also see 'ghosts'. Some are real people having had real conversations recently in that spot. Some are just hallucinations. Nobody is certain how this is even possible. (Hallucinations, random failures of the pain receptors.)

    >Razor Wings: One of the more radical mutations to be attempted in recent years, Kiku's new mutation was a result of her recent injury and subsequent extensive time under anesthesia. The wings are insectile and made of a strong membrane-like substance . They connect directly to Kiku's shoulder blades and are able to collapse and fold down to a manageable size when not in use: which also makes it possible to hide them. When un-collapsed, the new limbs stretch (from tip-to-tip) to a span of 15-feet. The top side, or Costa, of the wings are made of a dense, sharp carapace that slices through fabric and rope. The membrane of the wing itself is quite durable, although a bullet or a knife would be able to damage it extensively. (Gives Kiku insect-style wings with a 15-foot wingspan. These wings allow for short bursts of silent flight, although the action does fatigue Kiku very quickly) [Mutation Effect: She has wings, meaning that all clothing with a tight back becomes impossible to wear: including combat armour. Even normal clothing needs to have either an open back or slits, and be very loose.]

    Non-Mutation Modifiers


    >ARMed with Science!: Having had her arm amputated to save what was left, Kiku now has a mechanical arm. It isn't much stronger than a regular human limb, but it'll do. (Mechanical arm has obvious advantages, do I really need to list them?)

    >Nightmare Fuel: Between her extreme disposition, mechanical arm, and morbid mutations, she can easily strike fear and terror into opponents she assaults. (Chance to cause enemies to panic and flee if charging them.)
    Inventory: 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.)








    Signature: I agree to allow Brovo to murder Kiku in as brutal and violent a way as he sees fit. Be it at the hands of a murderous mutated monstrosity or a raunchy Raider rave. Hell, I don’t even mind if it is at the hands of Vlad, who has Camo. Signed, LimeyPanda
    Hidden 10 yrs ago Post by Jorick
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    Jorick Magnificent Bastard

    Member Seen 5 yrs ago

    Nathaniel's creepy ass will head to the South-West block.
    Hidden 10 yrs ago Post by Tempest
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    Tempest Feminazi

    Member Seen 4 yrs ago

    South-easy block here
    Hidden 10 yrs ago Post by LimeyPanda
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    LimeyPanda

    Member Seen 9 yrs ago

    The Crusader is going to bring his righteous flame upon the South-West block.

    Kiku will await moderation before deciding between the South-East block and the central section.
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