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Post by The Nobody on Jun 20, 2010 14:46:38 GMT -5
Exactly what it says on the tin.
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The Enemy
New Member
[Z0:3]Gun Nutter.
Posts: 26
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Post by The Enemy on Jun 24, 2010 14:12:36 GMT -5
Name: Memmon Gender: Male Age: 23 Birthday: July 4th (Cannot resist putting in my own birthday ) Height: About six foot Weight: around 150 pounds Eye color: green Hair color: Brown General Appearance: A rather lanky individual, he has tanned skin that betrays just how long he stays outside, and is rather wiry, but stronger than he looks.
Vernacular: Engish, and whatever trading language they have. (He has to be able to sell the stuff he scavenges ) Cyberization: None Mutation: Regeneration- When he regenerates something though, it comes back a bit deformed, and albino. Also has a minor amount of techpathy (Enough to make something run, but not something he can actively use. Multitasking as well (So he can shoot and be using the winch at the same time) Belief: Church of elvis, listens mostly to Nine Inch Nails and Metallica, that sort of thing. Insanity: Cannot seem to sit still or stay in one place for very long at all. Motive: Just trying to get by scavenging, won't turn down combat, but he won't seek it out either.
Personality: Seems restless, but is a kind person. He won't give things away for free, but he trusts people. But if you betray that trust, you are in for a world of hurt. (Mostly modeled after my own personality)
History: His parents collected pre-chaos things and information, and he left home to find a nice home of his own, but doesn't seem to be able to stay in any one place for very long. They also taught him everything they could about mechanical things, they were engineers.
Talents/expertise: Fixing things, and finding things. Combat especially. Can make ammo for his shotgun, from slug to explosive, almost any kind of ammo you can think of. Also can make rifle or pistol ammo, or even rocket ammo, but in very limited quantities compared with shotgun ammunition. Pastimes: Just never stops moving, and he reads what he can find of pre-chaos literature. Cards too. Phobias: Crowds of people. He cannot be in them for very long.
Equipment: One mountain bike, one desert-punk rocket winch in backpack, one Benelli Nova shotgun. Reloading equipment for said shotgun, and a couple solar panels and dynamos to recharge his little stereo he uses to listen to music, and his winch as well. Also has a crowbar and a knife for close-combat and other things. The knife is also a bayonet for the shotgun when using the smoothbore barrel, but he can mount a slug barrel that has a low-power scope to the shotgun as well, extending its effective range by at least double.
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Post by The Nobody on Jun 25, 2010 13:55:41 GMT -5
Hello and welcome, Enemy! I'll post a little about how Technopathy works in the other thread.
I just realized that I haven't posted a char template here... My bad.
[b]Name:[/b] [b]Gender:[/b] [b]Age:[/b] [b]Birthday:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Eye color:[/b] [b]Hair color:[/b] [b]General Appearance:[/b]
[b]Vernacular:[/b] [b]Cyberization:[/b] [b]Mutation:[/b] [b]Belief:[/b] [b]Insanity:[/b] [b]Motive:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Talents/expertise:[/b] [b]Pastimes:[/b] [b]Phobias:[/b]
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Post by The Nobody on Jun 25, 2010 14:01:27 GMT -5
And now, the characters from the other forum:
Player: SINCLAIR
Name: Grey Fox (he usually goes by Fox in towns) Gender: Male Age: late 20s Birthday: third day of the month of hail Height: 182cm Weight: 76kg Eye color: brown Hair color: black
General appearance: He has a long face, sharp cheekbones and shoulder-length black hair that he ties back in a thick single brand. He wears a brown pullover over a leather jacket and trousers, both with many pockets containing various stuff, from bolts and bits of metal to strings and pieces of fabric. He has a pair of tough boots, probably military brand. Grey Fox carries a long knife with a heavy, jagged blade he calls Long Fang, and a strange gun that looks like a cross between a rifle and a crossbow. He calls her Betsy. Visually rather unimpressive, held together with wire, rope and some sort of gray goo, it gives off an impression that it would fall apart if someone looked at it funny. In his many pockets one could also find herbs, a semi-complete toolkit (scavenged and created from all sorts of things), ammunition for Betsy (long needles with jagged edges) and a mechanical pocket watch. His horse, Roach, carries about a dozen other mechanisms in various stages of disassembly.
Vernacular: Rather quiet. He doesn't like to talk much, especially on topics he does not find worth conversing over. That applies mostly to other people however. He would often talk seemingly to himself, his gun, or other piece of equipment. What he finds extremely worth conversing over is the proper care and the magnificence of a machine spirit of any given piece of technology.
Mutation: Technopathy lvl2
Belief: Some aspects of Broere. He believes every thing around him has a spirit inhabiting it, including machinery. He is sure those spirits talk to him and he can talk to them.
Insanity: Not only do machines have spirits inhabiting them, but Grey Fox is sure they talk to him. He would often start conversing with a random piece of tech, lamenting its ruined state or praising it when it performs according to his expectations. He is also fond of giving names to them, especially if it's something he made himself. He might go as far as berating other people on the lack of care for their equipment, claiming that their machine spirits are suffering from their ignorance.
Motive: Grey Fox roams the land in search of abandoned technology trying to restore its machine spirits to their former glory. He lives on scavenging tech from the ruins, repairing it and selling to an owner that would take proper care of it. But woe betide you if he finds you are neglecting your rightful duties of proper maintenance.
Personality: Introverted, but friendly. Coming from a semi-nomad tribe hospitality is extremely important to him. As he believes that everything has a spirit, he would sometimes perform rituals that seem strange or downright stupid to other people around him, but he takes them very seriously. He takes long to show any sort of caring and even longer to trust, but once you gain it, it's for life.
History: Grey Fox was born in a native tribe that somehow managed to survive the chaos of the Happening. Fate had it that this tribe had close connections with a local Broere community. As a result their old beliefs merged with the religious doctrine postulating the special qualities of advanced technology. Since childhood he had a particular affinity with technology, seemingly always knowing where old machines were, managing to find something in places long thought empty. His talents were quickly spotted and exploited by the Broere. He became a Tech Hunter, scavenging old ruins in search of technology from before the Happening. Soon, he found out that his talents allowed him to not only find and repair machines but also break them. This led to finding a new source of income. He would wonder into a town, spot a potential "client", wait for some time and allow one of his possessions break. Then some time later he would offer his services. This continued until rumors started about a mechanic that always seems to be around when stuff breaks. Grey Fox decided to leave the neighborhood. During his trek he stumbled upon a Zeppelin flying overhead. Its magnificent beauty awed him and so he shouted at the crew to let him ride in the metal beast, but was responded with laughter and a few shots from some trigger-happy passengers. He was angry and secretly wished those ingrates would be met with justice. That night a bright glare lighted the horizon and he could hear a terrible sound, like moaning and screams of a mighty beast. It was only the next day that he came across a still steaming wreckage of the Zeppelin that had passed over him earlier. The view stunned him. Convinced it was his fault he vowed never to let such a magnificent spirit suffer again. Over the years he frequently worked as a mercenary, his tracking and survival skills highly appreciated by the caravans, which in turn allowed him to travel vast distances in search of his goal.
Fields of expertize: Survival (including herbal medicine), tracking, hunting, marksmanship, mechanics and engineering skills, some gained from his contact with the Broere, but mostly self-taught over the years. Thanks to his Technopathy he is able to easily understand the inner workings of most machines.
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Post by The Nobody on Jun 25, 2010 14:10:06 GMT -5
Player: GUUKAN KITSUNE
Name: Leo, Lea (twins) Gender: Male and female respectively Age: 22 Birthday: unknown Height: 4 ft 3 in Weight:110 lbs Eye color: grey Hair color: sandy brown General Appearance: They both appear to be around twelve or thirteen years old. Both of them are almost identical save for their gender, hairstyle, and costume variations. Running straight down their left ams, from shoulder to elbow, is a simple ID tattoo (Leo:'TS13A "Leo" ', Lea:'TS13B "Lea"') Leo has short hair and bangs, and Lea has long hair tied back. They both carry backpacks with food, canteens, and a change of clothes.They both dress in similar outfits with long shirts, pants, and boots, though Leo has long sleeves and Lea has none. Lea carries a medical kit and a crossbow with a quiver of twenty bolts. Leo carries a practice rifle, ammo, and a small toolkit. They both carry a knife. They also take turns carrying a ragged teddy bear.
Vernacular: Strangely eloquent.They also invariably each say one half of the same sentence, taking turns on who starts and who finishes it for very creepy effect. Implants:Extreme modifications in their skulls and brains that link their thoughts. This is a passive ability that only exists between them, and their mindlink cannot be used on others. It is a continuous broadcast, and cannot be turned off. This same set of modifications has boosted their natural neuropathy to the point that at any point they can hear, see, smell, taste, and feel what their sibling does. This has caused their minds to join into a sort of hive mind. It can be seen on the outside most clearly as a metal patch at the base of their skull. If their heads are shaved, it includes a network of hair-thin metal lines across their entire scalps, ending just above their hairlines.
Mutation: Some of the modifications inside their heads have destroyed their pituitary glands, stopping the growth processes of their bodies. They will never grow any larger or more adult in appearance.
Belief: Rover (Somewhere there's a home for them and they will eventually find it) Insanity: Their implants have a limited range of half a mile. Beyond that point, they can no longer 'hear and feel' one another. Their minds have been joined for too long, so they actually require the other's input in order to function. When out of range of each other, they both devolve into gibbering wrecks incapable of rational thought, both seeming to have only half a mind. This is not they case, they actually have two severely underdeveloped minds that are critically codependent and cannot function alone. Additionally, they carry a teddy bear that has some strange significance to them. They have a shared emotional breakdown if anything happens to it, caring for it as if it were a baby. Motive: They've met with hostility everywhere they've gone from either Technauts for their implants or almost everyone else for their strange ways and seemingly perpetual youth. They're roaming the Wastes looking for where they Belong, as they put it. Somewhwere in the world is a place that accepts them. And one day, they will find it. This is what drives their wandering, the optimistic hope that one day they'll have a home.
Personality: They share the same personality, same as their thoughts. They have a tendency to find random things funny, in a way where nobody else can find the humor. They also are very withdrawn around others, seldom speaking and interacting. They try to be friendly when they do interact... in a decidedly antisocial manner, showing little aptitude for it. But they have to do quite a bit of warming up before they will interact. They are extremely cautious in everything they do and have a problem with large settlements. Additionally, they never leave a single crossbow bolt behind. They always retrieve all of them. They also always scavenge for useful and tradeable items when they get the chance. Hard to break instincts built from years of scavenging.
History: Some time ago, a few Broere scientists abducted or bought from slavers 15 pairs of twins with the intention of creating telepaths through implantation based on the Twin Bond Phenomena. Unfortunately, out of 15 pairs, only 3 survived the implantation process. And out of those three pairs, one pair was split when one of them died from infection post-surgery. The experiment was deemed a failure, and one pair and the lone twin were euthanized. But one Broere scientist had misgivings about euthanizing the last pair, and aided their escape. Leo and Lea, their memories destroyed by the implantation process and names garnered from their id tattoos, soon began their wandering and adapted quickly to the wanderer's lifestyle.
Field(s) of expertise: Hunting, tracking, scavenging, tactics. They also have some minor skill in mechanics and medical arts picked up through experience and example. Not much, but enough to build and fix simple machines, repair weapons and treat basic everyday wounds, as any wanderer would need. Pastimes: Leo and Lea pass their free time in a way inscrutable to anyone else, having to do with their mindlink. They appear to be sitting completely still, observing everyone. Occasionally one of them might giggle. They, however, will participate in other people's pastimes and games if asked, learning if it's something they're not familiar with. Phobias: Leo and Lea are terrified of large towns, and will outright avoid entering them when they can. If compelled, they become extremely quiet and nervous, glancing around fearfully. They will avoid being among large crowds if they can, sticking to emptier spaces if possible.
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Post by The Nobody on Jun 25, 2010 14:20:31 GMT -5
Player: JEANETTE ISABELLEThis character is a combination of Chihiro Ogino from Spirited Away and Rakka from Haibane Renmei. Real Name: Chihiro Ogino Given Name: Falling Age: Twelve Birthday: September 10 (Virgo) Height: 142 cm (4' 8") Weight: 30.35 kg (67 lbs.) Race: Japanese Eye Color: Brown Hair Color: Brown General Appearance: At 142 cm, 30.35 kg the first thing people would notice about this girl is how small is for her age. Though she is half-cat, she looks like any other human girl when she keeps her mouth closed. Perhaps the second most noticeable characteristic about Chihiro is how clean she is in a ruined world. Her nails are manicured, her hair is neat and trimmed and though used, her dress is mended and washed. She wears a white sailor dress, with orange trim, and a pair of saddles. A purple hair tie, a memento given to her by a shaman when she was ten-years-old, keeps her medium-length hair in a pony tail. She carries a purse in which she keeps her hair brush, manicure kit, sewing kit and chew toy. Her mode of transportation is a rusted old bike. Vernacular: Chihiro speaks Japanese and English with a Japanese accent. Mutations: Positive: * Animal Languages Level One: Chihiro understands several animal languages such as Feline, Canine and Equine but does not understand other languages such as Avian. * Digestion Level One: Chihiro can eat what normal humans wouldn't think of as food such as raw fish and mice. * Empathy Refocus Level Two: When Chihiro or someone else in her presence is revealed to be a mutant, she can change people's initial reaction from hostile to either indifferent or cold. Anyone with indifferent reaction to the mutant in question gets a positive reaction, up to total awe. "This guy is totally covered in fur! How CUTE!" Disfigurements: * Catlike tongue * Catlike teeth Belief: Chihiro does not remember what her religion is. She strongly feels in her heart that God is real and there must be an afterlife though she cannot explain why she feels this way. She feels led to go to spiritual leaders for guidance and being from Japan, she believes everything has a spirit. Insanity: Catlike behavior Motive: As with any amnesia patient, Chihiro would cling to the first people she meets, in this case the party who found her. She also hopes of finding her home. Personality: Chihiro is an intelligent, hardworking, responsible, optimistic girl who is helpful and cares for others. As a Virgo, she is conscious of cleanliness and order and being half-cat, she has no issues with taking a bath in front of others, male or female. History: Chihiro spent the first ten years of her life in Japan along the Kohaku River. As a little girl she nearly drowned; someone saved her life. At age ten she fell in love with the boy who saved her life and he loved her too. However, she had hurt him. Two years later Chihiro is found unconscious by the party. During the time she is out, she has a dream in which she is falling from the sky and as she is falling, a crow tries to save her life but is unable. Chihiro wakes up with retrograde amnesia (preexisting memories are lost but able to create new memories). She lost her episodic memory (personal information) some semantic memory (knowledge) but retains all implicit memory (skills and procedures). The one thing she does remember at first is part of her dream she just had. She remembers falling but not the most significant part, the crow who tried to save her life. Because she does not know who she is and because no one in the party knows who she is, Chihiro is given the name Falling after relaying what she remembers about her dream. Other: Chihiro feels a deep connection with the river and though she does not know their language, she believes crows are trying to communicate with her. Talents/expertise: Pouncing, swimming, swimming to catch a fish, climbing trees, sewing, veterinary medicine, bookkeeping, singing and maintaining cleanliness in a ruined world Pastime: Though she does not remember the words nor the title, Chihiro hums "Free Bird" when in the mood. Phobias: She is cautious around settlement walls, afraid to touch them and even deathly afraid to climb them. Dealing with irrational fears is one thing, overcoming them, when you don't know the reason for the fear, is something else.
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Post by markward on Jun 25, 2010 16:32:11 GMT -5
Name: Nathaniel Reeves Gender: Male Age: 24 Birthday: June 6 Height: 6'4" Weight: 220 Eye color: Hazel Hair color: Brown General Appearance: A tough man, Reeves has a muscular build and tanned skin. He has a deep look, as if always thinking. Vernacular: English, and Latin a language preserved by the Word and used by them in leading the people as well as for the scribing of knowledge. Cyberization: None Mutation: Fast Reflexes, Above normal eyesight (both are Lv1) Belief: None and looking for something. Insanity: Has nightmares about a mission, sometimes fits of depression, Does not know his past.
Motive:Searching for the Valley in his vision.
Personality: Generally a friendly person, does not mind the company of others and is loyal to people he calls a friend. History: In a previous life he was a Knight Captain for the Word. The Word was a Mystical technocult that hordes technology and science from others in an attempt to control it for preservation to stop the decay of technology, and for the more sinister reason of that the Word is out to eventually conquer the world for the goal of rebuilding it in their image of how man should be. As a Knight Captain he lead men on various mission- Killing raiders, moving into ruins for lostech and assassinating heretics.
It was the Heretic mission that finally made him a wanderer as he and his unit were sent out to find a heretic and dispose of him. The unit split up with Himself along with a Priest and his two guards searching one area. They found the "heretics" along with their daughters and sons. He was ordered to kill them all. The Knight Captain looked at the eyes of the three year old and began to protest. He was cut off when the Priest reminded him that second thoughts could lead to himself being labeled a heretic. Reeves had to make a decision, one that would set himself down a path.
In an instant his life ended as he turned the gun on the guards and fired. In the ensuing firefight he killed the Priest and his entourage, but Nathaniel was wounded and eventually passed out due to his wounds as he evaded capture. He awoke to find himself rescued by a nomadic tribe of Natives who healed him. He spent time with them, as he recovered from his wounds learning their beliefs in the Great spirit and how to survive.
During the recovery Nathaniel Found while he didn't remember his past, he could do things- like repair equipment or know how to fight hand to hand. It seemed like second nature to him.
When he was fully healed, the Elders invited him for a ritual where he was given herbs to produce a vision. In his vision he saw a green valley, a land untouched by the ravages of war. He had to find it. The next morning he prepared to leave the tribe. The elders approached him one last time to present him a gift- A pair of tomahawks, that he learned to use with lethal efficiency.
From that point on he wandered from town to town doing work as a freelance merc. Talents/expertise: Gunnery, Navigation, map reading, Land survival, hunting, First aid, Hand to hand, and primitive weapons and Mechanics and Electronics technician skills from the Words order.
Pastimes: Reading books, telling stories. Phobias: He really hates spiders.
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Lifon
New Member
[Z0:6]
Posts: 15
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Post by Lifon on Jun 26, 2010 9:37:22 GMT -5
Name: Gabriella Ricasad Gender: Female Age: 21 Birthday: 17 October Height: 5'5" Weight: 120 Eye color: Green Hair color: Blonde General Appearance:
Gabriella is an individual with a height and overall size that is not really of note. Her hair is long, falling down her shoulders usually unless she decides to bind it up in a ponytail. Her build is athletic; She exercises frequently. Her skin is pretty fare, except for several dark horizontal stripes that go up her arms, legs and feet, waist and chest. They leave her face and hands free, but she's quite careful to cover her body up entirely with clothing. She also wears gloves, as an added precaution.
Vernacular: She speaks English, with a light voice.
Mutation: -Animal Control: Gabriella is possessed of the ability to communicate via thought and feeling with animals and control the more primitive ones. -Stripes: Her body has an odd discoloration that, if left uncovered, broadcasts her mutant status.
Belief: She is polytheistic, believing that the Sea, Land, and Air are all represented by three Goddesses, and the Sun is a God. She was taught this belief by her father.
Motive: Gabriella is a young sailor with a simple wish to explore. Her mother was a Lander, who happened to be living in a port city when she met Mr. Ricasad. The two had fallen in love and she had joined him on his vessel, where they drifted for a long time and began a family. As such, Gabriella's mother oft told her about the land. Gabriella grew up on the ocean and has only been on land a few times, but she wants to explore it more. She's seen plenty of water, but wants to see the unique things she's heard are there on land.
Personality:
She is a generally friendly person, but can be a bit naeve and isn't always the most perceptive in dangerous situations. She is light-hearted and loves to try to look at the positive side of things, regardless of how bleak they may look. She treats animals especially well, believing in their humane treatment unless one seeks to eat the animals in question. She is an adventurous person who is usually looking for some sort of excitement, though occasionally she does just kick back and fish instead.
History:
Gabriella grew up on a small ship owned by her father. She was born into a loving family, who cared for her well, and taught her the way of life on the ocean. The mutation that she bears was originally created in her family line after her father, during his years of drifting, came upon a contaminated ghost ship. He explored it, and found some neat items, but the radiation made him sick for awhile and caused a mutation. When Gabriella's father had her as a daughter, the mutation was born in her too.
Most of her life has been fishing for food and trading food for equipment and other supplies. She loved to read about what sort of sights there was supposed to be on the land, and eventually got curious. So she prepared for awhile, gaining and trading for supplies she would need for a bit of an expedition onto the land. Now she's finally left the ocean, ready to see what else is out there besides miles and miles of water.
Talents/expertise: Fishing, navigation, basic survival, seamanship, animal handling. Pastimes: Reading, fishing, singing, exploring. Phobias: Gabriella gets queasy when she's up high in the air.
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Ichigo
New Member
[Z0:3]
Posts: 28
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Post by Ichigo on Jun 29, 2010 13:56:28 GMT -5
Name: Klo'ee Izek (pronounced just like Chloe Isaac) Gender: Female Age: 16 Birthday: February 31st Height: 4'11" Weight: 92 lbs Eye color: Cherry purple Hair color: Blonde/Black General Appearance: Klo'ee's hair is blonde and poofy on top and black and straight underneath, a result of her taking both parents' genes but not mixing them very well. This does not draw any attention, however, because it might as well be bleached as far as everyone else knows. Even stranger are her eyes, not only in color but also that she has star-shaped pupils. She doesn't attempt to hide them and most people don't seem to notice anyway, since she has a long fringe of hair covering them most of the time. Her skin is a healthy light peach colour and she is slender as she should be yet very curvy for her age, with embarrassingly large breasts. Although it would flatter her to wear something more skin-tight and revealing, she hides her frame under a large t-shirt, long enough to cover her butt. It may have been white at one time but now is too dirty to tell. Over that she wears a loose, studded brown leather belt, which hangs on only thanks to her hips, and a brown corduroy jacket (minus the hood). Her legs are clad in sheer thigh-highs and brown, knee-high distressed leather boots (the ones on the left). Vernacular: Her voice is pleasant, sweet, gentle and mild-mannered. When it comes to speaking, she's prone to derailment - slipping off track onto another topic; illogicality - her reached conclusions make no sense; neologisms - forms new words by mushing several together; she gets easily distracted; and interacts evasively, especially around the opposite sex. Cyberization: N/A Mutation: If this mutation even has a name, she wouldn't know it. Her star-shaped pupils aren't just for show, but relate to a psionic-type mutation. Her ability lets her "see" through solid objects, people and area alike, so your camouflage won't save you; her only barrier are people with the Blank power. Her telescopic vision has a maximum range of 10km, but that would strain her. She can see an additional 45º around the direction her head is facing. That field of vision gets smaller the longer the distance range she uses. A different power, but part of the same mutation, is her ability to see another person's mutation, but seeing as she has to use this seperately, they would have to be right next to her, within a normal human's sight range. The closer they are, the more accurate she is. People with the Blank power would register as empty spaces. On another note, she's not very aware of the fact that what she has is a mutation and that others can't see things the same way. So she doesn't really exploit her abilities. Belief: Not known for sure. Sometimes she mentions a Blue Elephant Man or a White Fish Elephant and something called a Lettuce Matrix. Insanity: As if she isn't insane enough aleady. Alright, if a tragic event is somehow recalled to her memory, she suffers a mental breakdown. If she lapses back into a state of amnesia, she will seem to recover. Motive: She believes her "box is broken" and is looking for help. Personality: A space-case with a sweet disposition, she seems slow and easily distracted, but she merely has a mind that works quite differently than most people. This makes her prone to daydreaming, absentmindedness, and lapsing into non-sequiturs. She is also easily amused by things that most people would consider bizarre and is strangely oblivious to things that everyone else takes for granted. She sometimes gets selective or short-term amnesia and is nearly impossible to awaken once she's asleep. I know, you're thinking "How they heck did she survive up till now?!" Well, she has outrageously good luck (and at the same time bad luck), often escaping death by a hair. However, she has bad luck with men, resulting in her becoming extremely shy and withdrawn around them, barely able to piece two words together. History: Her parents committed suicide. And they tried to kill Klo'ee too, but she was saved by a man she'd never seen before, who claimed to be her uncle. Klo'ee was 9 years old at that time and her settlement, consisting of five families who lived in what was left of a run down amusement park called Neverland, was dieing of starvation. The man took her and another girl far away into another settlement, one which he called home. The place looked suburban and surprisingly clean for the times they were living in, and the people residing there seemed to be much better off and Klo'ee had food every day. But the man was treating the children like slaves, making them cook and clean around the house and on the street outside of it. The other girl was sold within a few weeks to one of the families living there and Klo'ee hasn't seen her since. Not that the girl was friends with her anyway, always explaining that Klo'ee's eyes gave her the creeps. People have come asking for Klo'ee too, but her uncle refused, taking too much of a liking to her after the three years she spent with him. Those people weren't going to let her go that easily, however. After her keeper had received a few threats, and ignored them, Klo'ee woke up one morning to find him partially eaten, with the perpetrators, two tall, dark, and well-groomed, but blood-stained men, searching for her. Upon siezing their hapless victim, they dragged her to their house's cellar, whereupon she confirmed that this town had been settled by cannibals all along. She was saved when she was found by traveling merchants, or, more preciely, by their dogs. The merchants smuggled her out with the help of her knowledge of the key's whereabouts, and that was the last she saw of the cannibal town, where her disappearance was realized only upon the next day, by which time she was miles away. The merchants didn't have the room to have another passenger with them, however, forcing Klo'ee to sleep outside with their dogs. They didn't feel like feeding another mouth either, even if she was a good cook. They tried finding some hidden talent in her which they could exploit, such as bargaining or stealing, anything, but there was nothing she could do competently. After about a year of their travels, they finally left her in one settlement with nothing more than a few clothing articles. She managed to get by in that settlement for another two years, mostly by taking up the job of resident tailor. But that ended swiftly with the accidental discovery of her occular mutation one day, which got her immediately thrown outside the city walls with no way to fend for herself. She's been travelling alone since then, searching for people. Talents/expertise: Cooking, sewing, and foraging for food. Pastimes: Pressing flowers. Phobias: Androphobia
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Post by The Nobody on Jul 1, 2010 11:57:25 GMT -5
Player: ARIKName: Deputy Arik Pointer Gender: Male Age: Eighty-one Birthday: February 16, 1969 Height: 6' 2" Weight: 160 lbs. Eye Color: Hazel Hair Color: White General Appearance: Arik is a present day old gun slinger from western movies. He wears boots, jeans, a T-shirt, deputy badge, western hat, sunglasses and either a coat or unbuttoned shirt over the T-shirt. He carries a SIG Sauer P239 with a 9-mm cartridge. The coat (or an unbuttoned shirt when it's warm) is used to conceal his gun. He has a whistle on his key chain and sometimes carries a leather bag which has a red bandana, notebook, pen, basic first aid items and there is room for other stuff he may need. Arik's patrol vehicle is a Crown Victoria Police Interceptor. Vernacular: Arik is slow to speak with a western accent. Belief: Protestant Insanity: Arik hates to be alone. Motive: The settlement which Arik has lived in before it became a settlement, and the people in it, is all he has left and will do what he can to make it a better place to live. He will die there someday and will not leave unless duty calls. Personality: Arik doesn't talk much but he is friendly and loves to be around people. He is accepting of those who are different or have a different belief. However he can be tough when he needs to be and have no issue with spending a bullet on someone who is more of a threat than a benefit to society such as bandits. History: Arik has lived in the town, before it became a settlement, all of his life. Arik grew up with Hikaru and her twin sister Tsubasa. At first the three of them were play mates. Later, with Hikaru being the more outgoing one, Arik and Hikaru went on to become childhood sweethearts, then high school sweethearts, college sweethearts and finally husband and wife. He remembers what life was like before the event and how the event impacted his town. Even prior to the event he was involved with the church (being in charge of ordering first aid supplies and keeping their first aid kits stocked was his pet project), community projects and city council meetings. He remembers how the event impacted his town, how it went from being a town to a settlement and remembers the walls going up around the settlement. He's still involved with the church and the community though the nature of community involvement has changed. Talents/expertise: Arik is knowledgable with electronics and good at building and fixing computers. Arik is certified in first aid. He knows what first aid items are needed, what is of little use, what can be salvaged and what would do more harm than good. He also knows a bit about natural remedies. He is not a mechanic but over the years he has learned a few tricks on maintaining cars. Over the years he has become a sharp shooter with his P239 and learned how to maintain it. Phobias: Arik's greatest fear is being alone. Name: Hikaru Pointer Gender: Female Age: Eighty-one (appears thirteen) Birthday: February 16, 1969 Height: 4' 10" Weight: 73 lbs. Race: Japanese Eye Color: Dark Brown Hair Color: Black General Appearance: Hikaru has medium-length hair and wears loose, comfortable clothing and flat-soled shoes. Vernacular: Hikaru speaks English and Japanese with a Japanese/Texan accent. Belief: Protestant Motive: Did someone say something about an adventure? Personality: Hikaru is an outgoing person and an adventure waiting to happen. She has an appreciation for beauty and craftsmanship which includes her collection of handmade dolls. History: Hikaru and her twin sister Tsubasa were born and raised in America by Japanese parents, Dr. Ichiro and Chitose Mihara, both of whom were computer engineers. Being born to computer engineers, she grew up in that field. During the days of the home-brewed computers, she built her own, a hobby which came in handy After Chaos. She got a degree in Unix network administration and continued to expand her skills in her career. Hikaru was born with immortality but it did not show up until she "died" in May 1982 and recovered the next day. From then on she did not age and does not know why. Hikaru does not know she is an Immortal and knows nothing of other Immortals, the Rules or the Game. No one else knows either. She has not met another Immortal that she knows of. Talents/Expertise: Hikaru is a Unix network administrator who, over the years, has learned how to restore old computers and can improvise when she has to. While others in the computer lab in Charlton may know some things about computers which she does not know, she is the one to come to for all network-related issues. Having studied Tai Chi from an early age, she is a Tai Chi master and has studied aspects of traditional Chinese medicine including acupuncture. Pastimes: She is a computer geek who loves restoring old computers. She is also interested in anything that is exciting or different such as trying new recipes, sports, being the lead in a play or camping.
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Post by The Nobody on Jul 1, 2010 11:59:39 GMT -5
Player: CCC
Name: Albert Spangler (currently) Gender: Male Age: 24 Birthday: 14 June Height: 153 cm Weight: 58kg Eye color: Green Hair color: Black, very straight General Appearance: A young man, clean-shaven, no particularly noticeable distinguishing marks except for his slightly overlarge nose. A little pale.
Vernacular: He sounds a little foreign, like visitors tend to. Implants: None. Mutation: Basic Shapeshifting, Basic Chameleon. Belief: He hasn't said. Insanity: None in particular. Motive: He moves on on a regular basis.
Personality: He appears likeable and sincere. However, he hasn't been in town long enough for anyone to form a further opinion of him.
History: A few weeks ago, an Edwin Streep moved into town. Streep was well-tanned, had an ordinary nose but particularly large ears. He was also laughably, ridiculously, bad at running a rigged card game; no matter how much he shuffled the pack, dealt from the bottom of the deck, and so on, the winning hand seemed to go to the other guy more often than not. Before long, he had several people queuing up to try to take advantage of him... every one of them won, sometimes heavily, and went off perfectly happy; until they tried to spend the coins they'd so hastily grabbed.
And some people had made the mistake of putting the coins in their wallet, thus revealing to Streep which pocket they'd kept it in. Streep appeared to be a useless card sharp, but he made up for that by being an excellent pick-pocket...
...but that clearly has nothing to do with Albert Spangler. No, Spangler's nose is substantially larger (and, if anyone cares to check, it's not fake) and he's several shades paler; the fact that he has a vaguely similar hairstyle is surely just coincidence. Streep was last seen in a room in the local hotel; he'd complained of a headache, and asked not to be disturbed in the morning. It had been two days before anyone had forced his door, and by then Streep was gone; no-one's seen him since (and there are several angry people looking for him).
Several wallets and money pouches were found in Streep's room. All empty.
But Albert Spangler is clearly someone else entirely. He also sounds slightly foreign, but his accent is different; his face is different; and he seems honest and sincere. And if no-one exactly remembers him arriving in town, well, what does that matter? There's several entrances, and no-one patrols all of them all the time.
Talents/expertise: None that he'll admit to in front of the local sheriff. He takes it as a point of pride, however, that he's never killed anyone, ever. (He did try once, while protecting a caravan, but it turned out he was pretty useless at combat; he was lucky to survive).
He does seem to have a talent for talking people into things, and it is likely that he can get very good value when trading.
Pastimes: None that he'll admit to in front of the local sheriff. He loves towns, the larger the better. Phobias: None in particular (though he really doesn't like spiders, that's probably not severe enough to be classed as a phobia)
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Post by The Nobody on Jul 1, 2010 12:11:36 GMT -5
Player: OUTDOORSMAN
Name: Ian Gender: Male Age: 30 Birthday: Early spring Height: 1,9 m Weight: 70 kg Eye color: Blue Hair color: Black General Appearance: Tall and thin man in black leather jacket, blue jeans and black military boots. Carries large backpack and pump-action shotgun. Vernacular: Speaks English with Slavic accent Cyberization: none Mutation: Improved endurance. Belief: agnostic Motive: Scavenger and mercenary, who always looks for new goodies.
Personality: He's untrusting, selfish and has no compunctions about harming others to get what he want. He's not friendly, but if he become friends with somebody, he cares about him/her as much as about himself.
History: As far as he can remember himself, Ian always was a wanderer. From early childhood he wandered from place to place, looking for food and shelter. He had to die in childhood, but his unnatural endurance alloved him to live for months, feeding only once in a week. Gradually, he became a sharpshooter and a gunsmith, hovever, most of his self-made items are simple, such as grenades, booby traps or ammo for his shotgun.
Talents/expertise: Marksmanship, explosives (making, using and disarming), surviving in hostile environment. Pastimes: Hunting or exploring. Phobias: Ian hates large crowds and people, who controls those crowds.
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Post by Benny the Bear on Jul 8, 2010 10:55:35 GMT -5
Name: Yura Zhirkov Gender: Male Age: 40 Birthday: May 9th (taurus) Height: 6'5" Weight: 240 lbs Eye color: Bluer than indigo Hair color: Dark brown with gray temples General Appearance: Looks like a husky middle-aged shit-faced drunk bastard of Russian descent, who wouldn't hesitate to fire off some warning shots into your chest, preferably with a shotgun. He wears clothing hobbled together from a hundred other outfits, which can be best described as "post-apocalyptic hobo-punk".
Vernacular: Impenetrable Russian accent. Also knows a simplified "pidgin" Latin, but doesn't really use it. Implants: Programmed to detect vodka (according to him anyways) Mutation: Adamantium Skeleton, resistance to alcohol. Belief: Used to believe that technology would make the world a better place, but dropped all religious faith since leaving the technocult. He is altruistic by nature. Insanity: Can't go too long without a drink. Motive: He strives to create a free society with no division or alienation, where mankind is free from oppression and scarcity.
Personality: Yura often comes off as offending without meaning to in the least. He is actually kind, friendly, a joker, an idealist, and a little oblivious & naïve. He has an amazing tolerance, and even a slight addiction, to alcohol.
History: He used to be a soldier for the technocult The Word. He originally joined as an engineer with his re-invention for a distillery that could separate alcohol (read: vodka) from most substances that contained it. But none of his inventions were taken seriously, which is why he was recruited into their fighting force for his survivability, due to his indestructible skeleton.
He believed that since machines made life easier, he was content to help out the technocult any way he could, even as a soldier, thinking that their cause could be used for the greater good. His stay with The Word was largely uneventful, until roughly 5 years ago, when he was sent on a raid/invasion of a defenseless settlement. It was then he realized that no matter how good a cause, bad means cannot be justified. When he found two girls hiding amongst the rubble of a dwelling, he lied to his comrades about anyone being left alive, and decided to get the fuck out of there. Taking the girls with him, he faked his own death by setting the remains of the building on fire, and sneaking out where no one could see him.
On his new found journey to know-not-whither, he endured bad karma from the two pre-teens, while mulling over new plans on how to get his ideals realized. After an inexplicable event, which felt to him like a hang-over (which, like, never happens), one of the girls came to her senses after a melodramatic display of emotions. The other girl, despite his persuading, left their company. He aimed to form his own group, because to accomplish anything he would need people, but the way things were going now, he was only losing them. The best thing he could think of which would allow him to travel from town to town, to gather followers, and to make money while at it, was to become traders. And so he and the remaining girl, Mirka, have gathered all the resources they had, paid a visit to Yura’s home settlement and ransacked his garage for equipment, before driving off in his old truck which had been previously in disrepair, but now ran on an alcohol-powered engine that he once designed during his stay with The Word. And so began their journey across the wasteland under the guise of traders, but secretly in search of like-minded individuals. People have come and gone, but so far they haven’t come across many people they could trust.
Vehicle: A modified Ural-4320, with a box trailer in tow.
Talents/expertise: Driving, drinking and driving, intimidating, marksmanship, unarmed combat, and knows how to party. Pastimes: Drinking, fishing, cards. Phobias: Whatever fears he may have get quickly drowned with vodka.
Theme song: Любо, братцы, любо (Lyubo, bratsy, lyubo) - patriotic folk song
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Post by Shani on Jul 8, 2010 11:00:57 GMT -5
Name: Mirka Cínieska Gender: Female Age: 17 Birthday: October 28 (Scorpio) Height: 5'2" Weight: 90 lbs Eye color: Ice blue Hair color: Beige General Appearance: She has a small, thin and wiry build yet is surprisingly strong. Her skin is very pale and she has dark circles under her eyes. Her hair is unusually long, but that length is hidden by the fact that she wraps it into a bun with only part of it coming out from the center in the from of a pony tail. She wears goggles, a grungy black tank top, a dark grey military parade coat with its insignia and some of its buttons missing, fingerless gloves, short shorts with cotton tights underneath, mostly torn around the knees, army boots, and a large canvas messenger bag full of various necesseties (which shall remain secret since she's, well, secretive). She is also eqipped with a Dragunov Sniping Rifle, old but in great working condition. Vernacular: She likes speaking her own language, and only bothers to speak the common tongue when she "absolutely has to", which, in recent years, has become too often a requirement. She speaks "common" without flaw, though, with the exception of popping in a native word here and there. Cyberization: None Mutation: Brain Eater, level 2: Touch only, activated at will. This mutation allows her to “chew up” a victim’s mind, reducing a random or targeted skill or ability, be it shooting, driving, or cooking, and increasing her own experience. She can choose to trigger this power by touching her victim, stunning them. If her target fails to guard against the stunning attack, they permanently get worse in that ability (which would require them learn it again the hard way) and Mirka gains their experience as she absorbs and “digests” portions of her target’s resolve, memories and personality (so she basically "steals" their skills without doing any of that hard work). While “digesting” these thoughts, she cannot use her mutant ability again – even if the power failed to work, there is an incomprehensible flood of thoughts, emotions and personality fragments thrust at her, with the same effect. It takes about half a day for her to regain the use of her mental mutation after triggering this power. How much she learns depends on the duration of the contact. How soon she forgets it depends also on how well (or how often) she uses that "drained" skill. The duration of the contact also influences how much damage both she and the target get. The Target: The User: Belief: She's one of the few people who associate themselves as agnostic and don't necessarily believe in anything. Insanity: Addiction: No, not the drinking one. She must engage in feeding off people's minds or suffer great pain. She gets these urges for about a week, once every month. For every cycle she does not assuage her addiction, she suffers more in health. If she skips too many times, she will die of the withdrawal symptoms. Motive: To stop surviving and start living. Personality: Once a very cheerful and bubbly girl, she has become more callous over the years. She is more isolated and serious than she used to be, even though those who have her trust find her witty and affectionate. She's strong and spunky, but isn't one to fully open up to those she doesn't know. However, she speaks her mind often, even if it is considered "impolite" or crude to say in front of people. Because of this, though, she may come across as vulgar or rude, but she is unabashed by anyone else's personal opinion of her or how she desires to live her life. Restrictions, slavers and uptight people piss her off, and she is very ambitious about her goals. She likes cooking her own food (which she obtains herself and knows exactly how radioactive it is), and enjoys daily drinking. Not having the same tolerance as Yura, this of course leads to her becoming a silly drunk, cheerful and bubbly, and finding every trivial little thing suggestive. She's also surprisingly sly with the qualities of a thief. History: Mirka was born in the Bohe settlement, one of three sister settlements which traded with one another (the others being Mora, situated in the valleys of a mountenous region, and Sile, situated in well-forested flatlands, running along both banks of a river). The Bohe were mostly farmers, occupying a relatively fertile piece of land. They produced beer, curd cheese and a unique pharmaceutical drug called Kofola. They used to be a mostly agnostic population until they found a computer about a decade ago which only one person understood and could get information from. That person requested a shrine to be built for the computer and proclaimed that it was a deity. Whenever the people followed the advice that the man gave them, which he received from the "Mac", things always went right, and so they believed that it really was a deity - and that man became the shrine's priest. Some of the farmers remained skeptical, however, sticking to their agnostic belief. Soon, word of this great computer which solved all the people's problems spread to other settlements. Some got particularly interested in obtaining this computer for themselves and thought they could put it to far better use than dealing with meager everyday problems. That's when the settlement got invaded. The invasion turned to war when Bohe recieved the backup of Mora mercenaries and Sile hunters. Both sides suffered heavy losses, but the Bohe were eventually crushed and their idol siezed. This was about 5 years ago. It was then that Mirka and her younger sister, now orphaned, met Yura, a soldier from the enemy's side. He hid the children's whereabouts from his comrades and later escaped the ruins of war, taking the two girls with him. Mirka hated the soldier with a passion and often demonstrated her abhorrence by sabotaging his plans. This continued until Mirka's mutant power manifested itself once she turned 13, and of course the first person she "bit into" was Yura. Getting a piece of his mind (literally), she came to terms with their situation. Her sister, Radka, was dismayed at this change of heart her sister demonstrated and, not undertsanding what caused it, has resolved to seperate from them the first chance she got. After parting ways with her at the next town they stopped by, Mirka and Yura began their mission, taking up the trading profession and travelling from town to town, picking up wandering nomads whenever they could. Relationships:Radka Very protective of her, even after the split. Though when they were together, there was a constant rivalry between them. Yura Once hated him, and will always harbor a grudge against him. But relations have improved enough to the point where she can tolerate him... sometimes. Edwin Has very good diplomatic relations with him, considers him trustworthy - unlike most others, obviously. Talents/expertise: Farming, obviously, which she's helped out her family with since early childhood, and bartering skills which she acquired from her time spent trading. As a result of her brain-eating habits, she has become a top notch mechanic, capable of fixing just about anything she puts her hands and mind to. She can also drive, disarm her opponent in close combat, and snipe (she's not so good at general shooting, when she doesn't have the time to make an accurate shot or the security of knowing that it'll take them zombies forever to get to her). Pastimes: Writing in her journal, which she claims is not a diary. But besides logging events and recording financial transactions, she fills it with sketches and poetry. Phobias: Dogs, particularly being bitten by them and contracting a deadly virus; turning into a lich/ghoul. Theme song: Déšť - Ewa Farna NPC mini profile for Radka:Age: 16 Birthday: January 1 Height: 5'1" Eye color: Olive green Hair color: Sandy blonde Radka is a caring, energetic young girl, eager to make friends, but with a bit of a sarcastic streak and a tendency to speak her mind, regardless of who happens to be listening. She is often confused for her older sister Mirka because of their similarities, despite a year of difference in age. The two, however, have always had a bit of a rough relationship, and now Radka is dead set on gaining her own independance, holding a bit of a grudge against her sister for their days spent under Yura's wing. She gets along well with almost everyone she meets, always willing to help those in trouble. She also holds a strong dislike for Yura for "brainwashing" Mirka, and has no qualms about making her opinions known. She left the company of Yura and Mirka when she was 12. Her current whereabouts are unknown.
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Jessito
New Member
[Z0:11]
Posts: 30
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Post by Jessito on Jul 8, 2010 18:12:20 GMT -5
Name: Edwin
Gender: Male
Age: 17
Birthday: Febuary 7th, 2042
Height: 5"6
Weight: 124
Eye color: Iridescent blue
Hair color: Brown
General Appearance: Meerkat with a tattered cloak & hood obscuring most of his head and tail except the end, rebreather covering his mouth/nose, bandage wrapped around hands and feet covering everything but his fingers, toes and claws (Sometimes wears boots, if he can find his size), numerous concealed weapons in his cloak along with a rusty, reconditioned M14 with a fixed bayonet. Underneath all that Edwin is a humanoid mutant hybrid, a more stable lifeform than his parents since he was born a mutant. He has short fur covering most of his body, dog-like nose, sharp teeth, meerkat ears dulled claws on his hands and feet and a tail.
Vernacular: English.
Cyberization: None
Mutations: - Radiation resistance Lvl 2 - Keen senses; Hearing and sight Lvl 1 - Heightened reflexes Lvl 3 Disfigurements: - Claws (dull, both hands and feet) - Teeth (sharp) - Fur (short, brown, all over the body) - Weird eye colour (irridescent blue) - Strange nose (dog-like) - Tail - Ears
Belief: Everyone's crazy
Insanity: Subconcious flashbacks/nightmares
Motive: To find out what happened to his parents and get rich along the way
Personality: Edwin has a sound attitude, often friendly to anyone who doesn't shoot or mistake him for a ghoul at first sight. In a conversation he can sometimes be blunt and naive, though oddly polite. Amongst a couple of quirks, Edwin does not like to be touched by anyone, quite often talks to himself and never seems to sleep.
History: As far back as Ed can remember, he was raised by wastleland raiders - a tribe that went by the name "Mongols". Edwin was put to work not long after he could walk, learning their ways of survival in the burned-out ruins of what once was a great city. The raiders had eventually accepted Edwin's mutation as he grew older. They even saw it as a boon because of his heightened reflexes/senses and his adaptability to harsh weather and even radiation, allowing him to venture into areas too dangerous for anyone without rad protection. After over a decade of living within their tribe, Edwin had become sceptical of their violent ways. He wanted to see the outside world and find out where he had come from. The only one who knew about his parents was killed during a caravan ambush, finally pushing Edwin to abandon the raider tribe and travel out into the wastelands.
Relationships: Mirka & Yura; has known them briefly, but already sees them as trustworthy friends and a good source for quality supplies.
Song: Ennio Morricone - "L Estasi Dell Oro"
Talents/expertise: Weaponry, sneaking, hyper-sensitive sight/hearing, slightly increased rad-resistance, animal magnetism.
Pastimes: Reading old literature, scavenging, hunting
Phobias: Towns, robots
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