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 Post subject: Tɧɘ Ғσᶃ [OOC]
View Likes PostPosted: Wed Dec 10, 2014 10:32 pm 

eyy, senpai!

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[IC]

We pay for the old world's mistakes.

Many years ago, we made a discovery we should not have. We were no longer satisfied with living on our own world. Technological advances allowed for things that broke our old boundaries. Space travel was too costly, too slow to be viable. So instead, we focused on another form of travel: Portals.

They were meant to connect us, bring us closer together. And with luck, bring us to other worlds. We eventually broke into another dimension. News of the success brought worldwide celebration in the scientific community. As the portals we made became stable, our research into this world began.

It wasn't a calm, peaceful place like we had been hoping. It was a bleak wasteland of fog and darkness. Exploration teams were sent in repeatedly. Every time they brought back more information on this "dark world." It once belonged to someone else; Whoever they were, they were apparently all gone. Remains of very advanced cities were found, but there were no signs of life during early exploration.

While we were in there, something else found us. Today, many call them "demons." In truth, we don't know what they are. They were stronger than us, faster than us, and extremely violent. The recon teams sent through the portals were slaughtered by the creatures. But the program would still go on. A discovery like this could not go wasted. With little option other than giving up, we attempted a hostile takeover.

It didn't work. This failure led the creatures back to our world. The first facility was taken over within hours, and everyone inside was killed. The portals used minimal amounts of power, and remained open. As the creatures poured out and began to spread across the world, everything fell before them. The fog that followed them marked lost zones that nobody dared to enter. For a few years, the areas around the portal facilities were contained, blocked off from the outside by immense walls built to contain the beings.

Then the fog began to spread. The creatures broke their boundaries and traveled to populated areas. Humanity was devastated. Cities fell beneath the creatures' raids. Millions were slaughtered. Only those who could afford entry to government-run camps or those that lived far enough from civilization survived.

People were desperate. The worlds' governments didn't know what they could possibly do. An unidentified country took the first step in causing the end of the old world. Nuclear missiles were launched at every country that had signs of the fog, and retaliation shots were fired in response. The exchange succeeded in two things: Reducing the population of the creatures, and eradicating a large chunk of the remnants of humanity.

It has been nearly 150 years since the end. Today, the beasts are thankfully rarer. A few roam the wilderness, but alone, they are much more manageable. Both animals and remnants of humanity have begun to change, forced to adapt through mutation. The wastelands formed by the bombs have been retaken by nature, but the world is cold. Fog coats the skies at all times, and snow covers the north.

We have lived in relative comfort, at least for a while. Cities are being repopulated, cleared and cleaned for the sake of colonization. While there are no central governments, the larger factions in the wastes have taken to giving aid and support to smaller villages.

But now, things have started to go downhill once more. The facilities housing the portals remain active. The creatures from the dark world have again been coming out in greater frequency. Small "breaks" in reality have flooded areas with the dark world's presence. It infects both people and objects, giving them with superhuman abilities, at the expense of their bodies and minds.

A few people have taken on personal quests to close the portals by any means necessary. Others have come along for other reasons, seeing it as a chance to take power over the more unfortunate survivors. Others are just trying to survive, like most of us.

Rules
1. The usual stuff. Autokilling important NPCs and people is a no-no. Meta knowledge also a no-no. You guys should know this by now.
2. Wanna make yourself a artifact, or are you unsure of what an appropriate disadvantage for your mutant character's power might be? No problem! Ask questions about anything you need, and I'll be here to answer.

Concepts
Old world technology was quite advanced. By the year 2170, medical advances took the world by storm, eliminating or otherwise making people highly resistant to the most dangerous diseases plaguing the world at the time. A particularly useful advancement was the creation of various on-field medical tools. Coagulant foam to seal wounds and injections of a drug medley meant to restore vigor and energy were very important developments. While legitimate ones are hard to find unused in the post-apocalyptic world, civilized areas can create close approximations, which almost always catch a high price in trade routes.

Weapons and vehicles remained similar in function to 21st century equivalents, if sleeker and more efficient. Robotics, however, advanced quite a lot before the end. Both battlefield and household machines were built for various uses, taking on jobs that were unpleasant or outright dangerous for humans, fighting alongside soldiers, or simply aiding the disabled and elderly. Some AIs have gone rampant, making their machines hostile to any who intrude on what's considered their territory. Along with AI-driven robots, piloted machines and wearable machines saw extensive use in battle. Powered exoskeletons and fully enclosed power armours existed, and while extremely rare in the new world, would be a highly valuable source of protection.

In response to dwindling oil reserves, nuclear energy became the leading producer of power for most of the planet. Both large-scale power plants and smaller, miniaturized reactors powering vehicles removed the need for petroleum fuels in a majority of first-world countries. Many reactors are still functional, provided they can be properly fueled, and facilities that run on backup solar power have remained active for decades thanks to automated care systems.

One extremely important advancement was the creation of a connected web of portal facilities around the world. These portals, powered by nuclear and solar energy to keep them open at all times, allowed for near-instantaneous travel across the world from any two connected points. Experiments continued, in the hopes of being able to use the portals to access different worlds.

Eventually, a connection was made to another dimension. Exploration began, bringing back information about the new world. It was a strange, bleak landscape that gave off an ambient energy that didn't match anything known to current science. It wasn't possible to collect the energy itself for experimentation, but objects infused with heavy amounts of it were retrieved from the other world.

The dark energy from the other world held altering properties. Objects exposed to heavy amounts of it gained unique abilities, some connected to their original purpose, others wildly different. Handgun magazines that produced seemingly infinite shots, firing concentrated energy, compasses that pointed in the direction of the holder's goal, and jewelry that creates radiation-proof barriers have all been noted. These artifacts are considered extremely valuable, given how useful they are, but a small risk is involved with particularly strong ones. Using them gives off small amounts of dark energy, which may cause eventual mutation of the user.

The energy also collects on itself, creating strange anomalies with varying effects. Gravitational imbalances, extreme temperature shifts, hallucination-causing fields, sourceless electrical discharge, darkness that completely absorbs light, and a variety of other anomalous phenomena are scattered across the world. Some events, while similarly anomalous, don't seem to be caused by a concentration of dark energy. Post-apocalyptic society, being more superstitious on a whole, generally agrees such phenomenon are supernatural in some way.

Mutations, caused by the energy either ambient in the world or collected within non-deadly anomalies, change an individual's biology in ways that gift them with physical or mental abilities, such as enhanced strength or telekinesis, but often come with crippling disabilities of the body or brain. The disabilities are often linked with the power gained from the mutation, and likewise are directly proportional to the power's usage. Passive, constant powers, however, bring disability that can't be contained just by not using them. Medical treatments attempting to cure mutation have all failed, and the most that can be achieved is easing their burden. People born to mutant parents are not immediately mutated, but are more easily altered by dark energy. However, in the case they do become mutants, they tend to have an easier time controlling their abilities, and often have less debilitating side-effects.

The most common cause of dark energy saturation is the overloading of portal facilities. Automated systems keep the generators running, but on occasion, the portals grow unstable, laden with excess energy. Warning sirens blare out from the facility overloading, and after a few minutes, they vent the energy in a phenomenon known as a portal storm. These storms release immense amounts of energy, causing mutations and the creation of anomalies, as well as potentially releasing the creatures that roam the dark world into Earth. When the storm ends and the portal returns to normal power, the excess energy quickly fades. Staying inside is generally enough to avoid being immediately affected by a storm, but weak shelters risk being destroyed, whether by an anomaly that forms or a creature that is released.


Locations
The Fogged Zone
An area encompassing the area of Russia that borders northeastern Ukraine and Southeastern Belarus, the Fogged Zone is home to multiple portal facilities. While the fog encompasses nearly the whole wasteland, it is particularly thick around these facilities. Demons roam the wilderness freely, and humans cannot breathe properly without the use of filtered masks. Ruins of towns can occasionally be found, but many were either destroyed by nuclear explosions or have crumbled away with time.

Despite the extreme dangers within, it is a common destination for treasure hunters, as the closeness to portal facilities means greater presence of anomalies, and thus, large troves of artifacts.

The Wastes
Consisting of alternating plains and taiga forests, many people live within the Wastes, in small towns and villages or as nomads. The conditions, while harsh, are not completely unfit for life. Mutated wildlife flourishes, and villages can be easily sustained by year-round hunting and the farming and gathering of mutated plants.

Redwood Forest
The forests north of Moscow, changed over time and influence from the dark world's energy. Named after the appearance of the trees, which have taken a red tint to their wood and produce a strange blood-like poisonous substance to ward off predators. Its inhabitants have learned that with sufficient boiling and fermenting, it can be turned into a pleasant-tasting alcoholic drink. A strange dimensional disturbance has been reported in the northernmost part of the woods, but due to the large amount of dangerous creatures past the southern area, few have actually seen it.

Moscow
The broken remnants of Russia's capital city. While many buildings remain standing, a number of the old skyscrapers have crumbled due to lack of care. Plants have sprouted from the ground, and large mutant strains of vines crawl up the tallest buildings in search of sunlight. While a few factions have attempted to clean the city up, it is improbable that the surface will ever be completely restored to livable condition. The danger of creatures and bandits taking refuge in the ruins makes it a dangerous place to be in general.

The Underbelly
While Moscow's surface has been a hard place to colonize, the metro system below the city has proven to be a surprisingly hospitable place. Old trains are turned into shops and homes, and stripped-down rail cars are used for easy transport between various underground villages. However, bandits and mutants still tend to leak in from the surface, making travel in the long underground roads between towns dangerous alone.

Black Valley
The land east of Moscow has been shifted by the force of nuclear explosions, creating new mountains and vales between them. Black Valley is the largest of these, named for the colour of the mountains surrounding it. The valley is thick with trees and other plant life, and the lake near its center spreads out into marsh-like wetlands throughout it. Many travelers believe there's an anomaly in the lake that grants healing properties, provided one can get to it, but the valley's woods and swamps are filled with dangers.


Bestiary
The transdimensional creatures come in many variations. Some humanoid, others animalistic. All of them are extremely dangerous and should only be fought if absolutely necessary. Most survivors refer to them as "demons."

Imp
Common, but thankfully not nearly as powerful as the other kinds of creatures. They have a humanoid body shape, but are smaller than people, roughly four feet at the absolute maximum. Tiny horns sprout from their foreheads and scalps. The number varies from a pair to a large row, resembling mohawks. Their legs are digitigrade, and they have two toes on each foot, tipped with large, hooked claws. They are very fast and surprisingly strong. Their arms are coated in thick, sharp scales, and they have large claws and fangs. Other than their speed and strength, they have no abilities.

Hound
The dark world's rough equivalent to canines. They are very stocky four-legged beasts, with short, thick necks and strong limbs. Coated in black, patchy fur, they are apparently mammals. Their jaws are very large and forward-set, more resembling that of a scaleless reptile than any dog. They are about five feet long from snout to tail, and three feet tall at the shoulder. Their canine teeth are massive, and are their primary weapon, along with retractable claws in their paws. They hunt in packs of three, but are extremely territorial past that. Even other Hounds are not safe from them.

Bat
Vampiric in nature, drawing sustenance from the body fluids of other creatures. They are vaguely humanoid, with a pair of large wings and plantigrade legs. Standing at six feet even, they are tall, but their bodies are very thin to allow flight. Their faces are a warped combination of humanoid and chiropteran features. A large, upturned nose gives them an excellent sense of smell, and their massive ears give them equally impressive hearing. They have no arms; Instead, a pair of hands sprouts from the "wrists" of their wings. They are nocturnal, and nearly silent in the air.

Banshee
Physically weak, frail humanoid creatures that resemble humans at a distance. Up close, their inhuman paleness and monstrous facial features make their true nature evident. Noseless, large-eyed, and split-jawed, a Banshee's primary weapon lies in psychological torment. They are capable of emitting painfully loud shrieks, and when hunting, will often scream at far distances before rapidly moving to another place and screaming again, creating the illusion of large numbers. Up close, their screams can permanently deafen or even kill their victims. In addition, they have a sort of psychic ability that manifests in their voice. Any who survive the initial scream are disoriented and slightly hypnotized, and may turn on anyone that they perceive as a threat. This includes armed allies.

Wraith
Quiet and extremely deadly, these demons are the bane of forest-going people. Wraiths make absolutely no sounds, and have the ability to bend light around their bodies, rendering them invisible to all but the most observant hunters. Humanoid in shape, but not in appearance, they have dark leathery skin when not disguised. Gifted with extreme acrobatic ability, they are muscular and formidable, and equipped with a multitude of natural weapons. Hooked claws on their hands and feet, large fangs, and their natural strength and agility make them extremely threatening. Wraiths are very clever, and will use their environment to their advantage, able to quickly scale trees and walls alike. While more common wilderness areas with tall trees, some have made their way into urban zones.

Maggot
Large black grubs, covered in short spines. While not overly dangerous on their own, they have a parasitic nature. The creatures infiltrate the bodies of sleeping scavengers. Once inside, they slowly deteriorate their higher cognitive abilities, eventually reducing them to shambling, mindless husks controlled by the maggots. However, the humans they take over are still alive, and have been reported to scream and beg for release when uninfected people are spotted. When they mature, Maggots will burst from their hosts' bodies, finally killing them. Maturing Maggots tend to force their hosts to gather in hordes, so that they can mate and lay eggs among the corpses. Adult Maggots resemble flying scorpions, and have neurotoxin-filled stings, capable of disabling a healthy adult within minutes.

Ape
Somewhat similar in build to a gorilla or other great ape, these demons are extremely physically imposing and resilient. Gifted with immense strength, agility, and nearly bulletproof hide, Apes are capable of killing swathes of people with little effort. Physically, they are humanoid, about seven feet in height and heavily muscled. Shaggy fur coats most of their bodies, and their digits end in hooked claws. Large fangs in their jaws and their heavily-armoured skulls make them even deadlier up close. Apes are all blind, vestigial eyes hidden beneath their head's protective bone plate.

Spider
Arachnid-like creatures from the dark world. They mostly resemble a very large spider, but their faces are warped, almost humanoid visages. A fanged mouth rests between two pairs of chelicerae, each one tipped with a spike that injects venom. A pair of multi-jointed arms rests on the Spider's chest, allowing for precision manipulation of objects. They are extremely aggressive, giving chase to any prey that escapes the pitfall traps they create. Because of their size, they are unable to make webs to rest on, but they often use the substance they excrete to bind prey and drag them back to their lairs. It is not silk, and is slightly corrosive, burning the skin of anything unfortunate enough to be wrapped in it.

Mimic
Humanoid at a glance, seeing a Mimic up close betrays their true nature. They are pale, spindly in build, and have nearly nonexistent facial features past their small, black eyes and wide mouths. Mimics, true to their name, shapeshift into humanlike forms to infiltrate groups and pick off victims one by one. Imperfections in their disguises tend to be passed off as physical mutations, which are not uncommon. Mimics often retain the clothes of their victims for future hunts, which camouflages them even without transforming at a distance.

Loner
Tall, overall humanoid demons, Loners are very tall and look terribly emaciated, with too-long limbs and necks stretching them out to a height of seven to eight feet. Their fingers are elongated into immense claws, and their jaws can open to extremely wide degrees. Pale skin and milky white eyes make them look colourless. Loners are named for their behavior, avoiding most life at any cost and isolating themselves in cold, dark, uninhabited places, apparently always seeking quiet. If something comes within their territory and they notice it, they will immediately fly into a vicious rage and attempt to eviscerate it. Once settled in somewhere, a Loner will rarely move unless forced, but when wandering the wilderness in search of a place to live, they're at their most deadly.

Tunneler
Worm-like demons that earn their name from their movement and hunting habits. Tunnelers are capable of digging through solid rock and reinforced concrete, and create complex tunnels throughout their territory to move through. An average Tunneler is about 12 feet long, and when moving, resembles a giant earthworm. When threatened or feeding, the 'head' of the worm splits open, revealing a tooth-lined maw that can extend out of the head and stretch over large prey. Their mouths also house tentacles, which can be used for both combat and making feeding easier. Some will remain just inside their tunnels and extend a mass of tentacles onto the floor and walls around them, then burst out and consume anything they feel touching them.

Geist
While all demons are durable, Geists are among the hardest to kill due to their abilities. Physically, they're stronger than an average human, but have unimpressive speed compared to some other creatures. Geists are unique in their ability to recover from almost any wound, including near-total evisceration of their body. They can take grievous damage and heal from it in a matter of moments, growing more resistant to harm with every failed attempt to kill them. To permanently put them down, one must destroy a specialized organ in the ribcage that allows them to regenerate, which itself is protected by a hard shell. Geists are generally humanoid in body shape, though their heads are more beastly, with a long snout full of fangs and multiple pairs of eyes. They tend to move with a hunched gait, and have a layer of scales protecting their skin.


In addition to the demons, Earth's native wildlife and flora have experienced sped-up evolution and mutations due to the dark world's energy. Unlike human-based mutants, animal mutation tends to have even, natural-looking physical changes without giving any extraordinary abilities, save for rare exceptions. High strength and intelligence are noted in almost all mutant animals. Plant-based mutations are quite a bit more severe, with many becoming parasitic or carnivorous to survive in the world's low-light conditions.

Wolf
Three-foot tall canines that have strong pack mentality and very high intelligence. They are viciously protective of each other and their territory, but are able to be "bargained" with. An offering of meat while passing through their territory is usually enough to make them ignore travelers. If a pup is somehow obtained, they can be trained to be faithful companions. Wild impulses still make them dangerous to keep around.

Bear
Immense brown bears that have gained swifter, stronger bodies than their non-mutated variants. While thinner-looking than normal bears, their size more than makes up for their mass differences. They have no need for hibernation, and are omnivorious, easily able to sustain themselves on both plants and flesh. They are extremely violent and easily angered, and will eat anything that comes into their territory. They seem to have an intense rivalry with wolf packs, and the two species are usually seen fighting when they have encounters.

Rat
Mutated rodents, both wild and captive. While not all the same species, they are considered similar enough to be counted together by most wastelanders. They are about the size of an average dog at the largest, and the size of a housecat at the smallest. They are easily trained and quite smart, but their large population and surprisingly tasty flesh makes them more popular as food than pets. At least one species has evolved to have venomous bites. It is not fatal, but can cause numbing and temporary paralysis.

Razorback
Pigs that have evolved a strange natural weapon. In the wild, they grow to great size and are quite dangerous. Their flesh makes them a common target for hunters. In addition to the expected use of their tusks for hunting, they also have a ridge of sharpened bone that runs down their spines, which can be extended or retracted at will. When going against large foes, like a bear, a razorback might extend the ridge and run beneath its belly, slicing it open. Some piglets have learned to curl into a ball and roll down hills, an amusing sight to most hunters. Domesticated razorbacks are often taught to do this, and some villages have "pig rolling" gambling matches.

Tortoise
The local tortoise population has evolved into large, strong creatures. They are mostly calm and gentle, despite their immense size, ranging from three to eight feet long and up to five feet tall. They are warmblooded, and can operate even in the coldest parts of the year. While omnivorous, they only hunt when necessary, and do so without wasting their energy, lying in wait underwater and snatching anything that swims by them. They are quite friendly, and can be tamed fairly easily. Merchants who cannot afford vehicles often use them as pack animals. They are surprisingly fast in the water, but not too quick on land.

Gecko
Large forest lizards, roughly four feet from nose to tail base. The tails themselves are another three feet long, and are prehensile. They are endothermic, and because of their small size, they are able to exert themselves much easier than larger animals. They feed on insects and fish, and are often seen relaxing on the shells of tortoises. They are somewhat territorial during mating seasons, but they don't otherwise mind company. They are recognized by their chirping calls and the scratches they make on trees. Interestingly, each gecko seems to have its own design they use to mark their territory.

Viper
Very large and venomous snakes. Like the other kinds of mutant reptiles, they have become endothermic to more easily survive the harsh cold. They have slow metabolisms, only going hunting twice a month. However, they are extremely hostile and fierce towards intruders, and their bites leave horrible wounds. Their venom is sometimes collected by hunters of less advanced villages, used to tip darts, arrows, and spears. It's very hard to treat, yet does not taint the meat of those killed by it. The Vipers themselves are roughly seven feet long, and are just as capable of constricting their prey to death as they are biting it.

Subhuman
Human mutants that are changed in a fairly uniform manner. Unlike "normal" mutants, subhumans gain no physical or mental abilities. Subhumans are people who have been deformed and mentally broken by the dark world's energy. They are cannibalistic, but they do have rudimentary intelligence. They will not attack subhuman clans that are considered family or friends, but have been seen raiding each other's subterranean homes for food, shelter, and potential mates. Subhumans tend to be pale and skinny, and are equipped with sharp claws and teeth.

Mammoth
Elephants that migrated north into Europe from parts of Asia. While not 'true' mammoths biologically, the mutant elephants are coated with a layer of warm, thick fur. Many have developed more spade-shaped tusks, but the feature is not shared by all individuals. Mammoths are noted by wastelanders to be incredibly smart and very friendly creatures, leading some villages to develop a symbiotic relationship with the animals. Wild herds of mammoths may built temporary shelters for their young, toppling and stacking trees to make small, crude nurseries for the more vulnerable babies.

Weeper
Mutated trees that have developed carnivorous tendencies and aggressive behavior. Weepers are named for two reasons: their overall resemblance to willow trees, with low-hanging leaves and tendency to be found in wetter environments, and for the fact that the victims they slowly digest are almost constantly wailing in pain. Weepers have evolved a sort of digestive system within their trunks, and prehensile 'limbs' that otherwise resemble ordinary branches when not in use. To feed, a Weeper will capture a large creature, stuff it inside a cavity in the trunk, and slowly digest it over a long period of time. The captured creature is kept alive by the Weeper, which uses its roots and leaves to produce enough nutrients to keep the food alive for a period of potentially months, if only just barely. Weepers are also capable of movement, using their prehensile roots and branches to drag themselves across the ground and settle into new areas. They can only move through soil, and while they're slow, the movement makes their locations impossible to fully track and map out.

Sapling
When a Weeper has taken all the nutrients it can from captured prey, it injects it with a special sap that induces mutations, then discards the corpse from its trunk. The sap essentially acts as a mutagenic seed and alters the victim's body, making them more and more plantlike. A typical Sapling reaches a height nearly double what is natural, stretched out and elongated but still deathly thin. Skin and bone become become more like wood, with bark growths appearing on the limbs and body. This acts as armour, and allows the Sapling to disguise itself as a log or dead tree. Saplings travel in search of new, far-off places to root, and sustain themselves by eating meat. Eventually, after finding a satisfactory spot and having consumed enough nutrients to sustain themselves for a while, they will bury themselves up to the waist in the soil, and their bodies will further mutate, splitting and swelling until they eventually become another Weeper.

Brain Fungus
Brain fungus is a parasitic infection of fungal spores, very similar to the cordyceps genus. The fungus infects creatures with higher brain functions, animals and humans alike, and mutates the host into an aggressive, half-fungal monstrosity. Infections afflict mostly the central nervous system, growing through the brain, eyes, and spine, but as time passes and infection spreads, it will eventually afflict the whole body. At first, the infestation has varying psychological effects. Restlessness, irritability, and a desire to reach high places begin to manifest, increasing in severity as the spores spread through the brain. Eventually, the carrier becomes a highly aggressive creature that almost never sleeps, and constantly attempts to move to higher locations. As the body becomes more and more filled with fungus, the creatures bloat and become covered in layers of solidified fungal growth, making them very durable. When killed or after reaching a high enough place after becoming heavily infested, the host's nervous system explodes, sending more spores across a wide area to be carried on the wind.

Glass Moss
A mutant species of moss named for its strange properties when grown over a significant area, Glass Moss secrets a sort of oily liquid that hardens over the top of the leaves, creating dangerously slick, fragile surfaces. The moss is carnivorous, and takes in prey through trapping it, as a large enough impact will break its oily 'glass' and initiate the feeding process on whatever fell into it. To feed, the moss, which is covered in millions of tiny yet extremely sharp thorns that deliver a potent acidic poison, killing whatever falls into it almost instantly. The corpses are then digested with extra injections, the nutrients used to facilitate growth and further spread of the moss. While it can grow exponentially if well fed, it also has a very short lifespan when it doesn't get enough nutrients, drying out and dying within days. For this reason, its spread is mercifully limited to certain deep woods, unless it's being actively farmed for its poisons and oils.

Merchant Crow
Highly intelligent mutant corvids, slightly larger than a normal bird but otherwise not overly different-looking. Their mutations are mostly of the brain, increasing their already-impressive intelligence to even higher levels that border on sapience. Merchant Crows are named so due to their habits of 'trading' with humans, with certain areas having very well-scheduled agreements with the birds. Offerings of food to them will be taken and repaid with trinkets the birds find but have no use for, including ammunition, artifacts, and sets of clothing that can't be turned into nest material. Villages who trade with them keep maps of their nests, and it's not uncommon to offer nesting spaces within the village itself.

Vulture
Mutated scavenger birds that feed on the carrion of the dead. For the most part, Vultures are patient and willing to wait days at a time for possible prey to die, but when they are hungry enough, the monstrously large birds have been known to hunt, using a method that involves dragging prey off the ground and dropping them from large heights. Despite the name, Vultures are not only evolved from actual old world vultures, and other large birds with the same feeding techniques and size share the moniker. Vultures usually stand at a height comparable to an average human, but some have reached massive sizes and become the source of folk legends.

Songbird
Small, fast, and surprisingly dangerous, Songbirds are named for their wide vocal range and tendency to sing when undisturbed. When not threatened, they will mimic sounds they hear, including voices and music, some of which can be used as a first line of defense to scare off predators. If still threatened, the leader of the Songbird flock will begin singing a special vocalization, which drives the rest of the flock into a frenzy. As the Songbirds are entirely blind and rely on echolocation, the 'attack' song will incite aggression against any non-Songbird organism in their territory. If the leader is killed in this state or if outside noise blocks the song, they will return to a more neutral state almost immediately.

Yeti
Named after the primate cryptid of old, Yetis are mutant apes. They superficially resemble great apes such as gorillas, but are much taller, long-limbed, and thinner, giving them a gangly appearance that can be mistaken for the trees of their wooded habitats at a distant glance. While usually not hostile, Yetis have a reputation for acting very unsettling, watching people who wander near their territory and following them at distances that are just far enough that they can flee if attacked, but close enough to be seen, interfering with camps at night, and leaving what may be some form of primitive messages at settlements that they come across. When sufficiently threatened, they exhibit enough physical strength to tear a man apart, but will generally only do so as a last effort.

Sabertooth
Mutated tigers from the Siberian area of Russia who have migrated west into Europe as well. At their basest, Sabertooths still resemble tigers, but most have taken on white colouration rather than orange to better blend in with the snowy environment, and along with slightly reduced overall size, they have grown a set of distinctively massive canine teeth. While they could be considered an oddity, as their mutated forms are slightly smaller than their normal ancestors, they still have an impressive size of over ten feet, and enough strength and agility to easily scale perimeter walls that aren't properly defended. The titular teeth they sport are very strong, and knives made of the fangs are not uncommon in hunting communities.

Leech
Small but very vicious mutant worms that gain sustenance from blood. Leeches move at speeds that are surprisingly quick, and are capable of secreting a viscous slime that allows them to move on walls, ceilings, trees, and other structures. Leeches have large 'mouths' on their bottom sides somewhat resembling a lamprey, which they use to clamp onto prey and drain them of fluids. Due to their reliance on moisture, Leeches are most often found in swamps and flooded buildings, and can be fended off with fire quite easily. However, the wounds left by Leech attacks are hard to treat, as their saliva reduces clotting to a degree that a bite on an artery can make a victim bleed out in minutes. They also tend to move in groups, capable of overwhelming prey and bleeding it dry together.

Centipede
Enormous and highly venomous predatory insects, Centipedes wander the forests in search of prey to kill and bodies to scavenge. Visually, they are very 'normal,' resembling their non-mutated relatives in most ways other than sheer size. Aside from bulkiness, their legs are also elongated, giving them more reach when attacking and allowing for easier movement. Average Centipedes are roughly the size of a normal human leg, but can easily get longer. Highly aggressive and territorial, it's not uncommon to see them fighting other creatures and even each other, but observers should take caution as to not draw attention and make themselves the next target.

Hermit
Named for a pre-apocalypse species of crustacean, Hermits are very large crabs that resemble no single species, instead combining multiple features of various crabs. They have somewhat elongated bodies, long limbs, large claws, and hard shells, at least on their front ends. Their abdomens are somewhat weaker and more flexible, covered in scale-like chitin that does not entirely enclose them. While strong enough on its own, Hermits often take to reinforcing themselves when traveling on land, using whatever strong scrap they can find and fit themselves into. Large ones tend to use old cars, which are often torn into shapes convenient for them, and legends of massive ones utilizing boats are spread among coastal societies. Hermits are usually passive and curious, but will defend themselves viciously against threats.

Toad
Large mutated frogs with heavy size variance, ranging from 'small dog' to 'small car.' Toads are terrestrial, heavy amphibians, generally relaxed in nature except when on a hunt. When not looking for food, they burrow into the ground to rest, usually around rivers or marshes, as the wet mud is easier to dig in and keeps their skin moist. On hunts, they can be more aggressive, but still rarely ever attack people. They feed mostly in mutant bugs and fish, as well as the occasional smaller Toad. When threatened, they puff themselves up to look even larger and scream loudly, and failing that, they'll generally run away. Toads have evolved an interesting reproductive cycle, as instead of remaining in water, they carry their young in pores on their back while they develop, which can emerge and return at will when the adult is submerged in water. Some Toads have toxic skin, but it's only slightly harmful to humans.


Anomalies
When sufficient amounts of dark energy gather in one place, physics and reality begin to warp. Anomalies are strange phenomena that are more often than not extremely deadly, and even the more passive ones radiate mutating energy. Despite the risk they present, many explore areas filled with anomalies in the hopes of finding empowered artifacts created by them.

Boiler
Commonly seen above lakes and near rivers, Boilers are a common anomaly that's easy to spot and avoid. Both gravity and temperature warp to create floating, mobile orbs of superheated water, held together with a form of surface tension. If something enters them slowly enough, they will boil it near instantly. If their tension is broken by a sudden impact, they will burst and spray extremely hot water in a radius around the impact zone.

Cinder
Floating orbs of burning gas, Cinders are most easily described as fireballs. In an inactive state, they resemble flames in zero gravity, small blue orbs that float above the ground surrounded by a heat haze. When activated, whether by something drawing near or a surge in dark energy, they will explode and spray flames in all directions. Cinders usually do not move, but if many gather in one place, they may merge and become mobile.

Static
Orbs of electrified plasma resembling ball lightning, Static anomalies are most often seen in industrial areas, slowly gliding across metallic structures and old power cables. Statics glow extremely brightly and almost always emit a crackling sound, and will send bolts of electricity stronger than lightning at anything that gets in their path, metallic or otherwise. Static anomalies cannot exist for long on their own, and are rarely encountered in the wilderness.

Blender
A gravitational anomaly that forms columns of upward force, surrounding a pillar of extremely powerful downward force. Acting somewhat like a tornado, the force draws in things that get near, lifting them off the ground and moving them at incredibly high speeds. Large enough victims are often torn to shreds by the counteracting forces, which then disperse and spray the remains around them.

Crusher
Areas of gravity that has increased by a great amount, to the point that the ground beneath them often begins to collapse. A young Crusher might cause minor damage to one's body, while an older one can immediately reduce an adult human to paste as soon as they enter its boundary. Crushers can be spotted by clever-eyed wanderers by the damage they cause, as well as a subtle shimmering in the air within the boundary.

Black Hole
The most powerful gravity anomalies, Black Holes are exactly what their name implies: spots of gravity so powerful that they have collapsed in on themselves, creating destructive orbs that not even light can escape. They do not actively suck things into themselves, but anything that crosses their boundary has no hope of escaping unless quick action is taken to remove whatever is being pulled apart by the anomaly. Black Hole anomalies will eventually burst, devastating the landscape around them.

Decay
Anomaly fields where time itself is distorted, accelerated to extreme amounts. Decay anomalies are most easily identifiable by the damage they cause. Anything that falls into them will rot away into completely nothingness, environment included. The lands that Decays cover are nothing but dead, barren rock and dirt. Remains of their victims quickly crumble away, leaving no evidence they even existed.

Psion
Invisible to the eye, Psion anomalies are areas where latent psychic energy forms fields strong enough to affect even non-mutated humans. The nearer one gets to a Psion, the more they will succumb to its effects, starting with blurred vision and dizziness. Psions will eventually begin to cause hallucinations, both auditory and visual, and can cause brain damage with significant exposure. A quick trek through one would cause little but slight distress, but mutants with mental mutations will feel the effects harder than anyone else, potentially triggering dangerous amounts of their power.

Dark
While physically harmless, Dark anomalies are extremely disorienting. They absorb almost all light, creating stretches of unnatural blackness where one is as good as blind. Dark-infested halls can be incredibly dangerous, as geographical threats, echolocation-using predators, and even other anomalies can be hidden within them. In open air, Dark tends to take the form of a canopy-shaped area of complete blackness. They degrade much more quickly outside, but can last for years in an enclosed space.

Ghost
Anomalies that rouse much superstition, Ghosts are psychic anomalies that take the form of black humanoid shadows. It's unclear what exactly they are, but contact with a Ghost can trigger memories that don't belong to the person encountering them. When not touching them, they move around the areas they haunt, and can sometimes be heard speaking. While they are technically harmless, their mysterious nature has given many a deep fear of haunted locations, and vast amounts of folklore has been made trying to explain what they are.

Tear
Rips in space, Tears almost always come in sets of two, the distance between them varying from a few dozen feet to many miles. Tears take the form of floating spheres of distortion, often sparking with energy resembling electricity. Entering a Tear will take one to the connected one, provided it is active. Tears with no exit points can trap a person within them for an extremely long time, or worse, displace them into the dark world. Tears are not permanent, but particularly long-lasting ones tend to catch attention of travelers and are often mapped out.

Oasis
A water-based anomaly, Oasis is an extremely beneficial liquid that hosts a wide variety of effects. It heals wounds, restores stamina as well as sleeping does, purges disease, and is even believed to reduce saturation of dark energy infection. In truth, it has the opposite effect, though in negligible amounts compared to many other anomalies. Oasis takes the form of a shimmering, silvery liquid, and works through either submersion or ingestion. Anomalies of the sort are extremely rare, and the conditions under which they form are unclear.

Black Rain
Water-based anomalies that take the form of storm clouds. To the inexperienced, detecting an inactive Black Rain can be a challenge, as they resemble slightly darker, but otherwise fairly ordinary rain clouds. When they are becoming active, they have thunder and lightning, but distinctly unnatural. The phenomena are contained to the single cloud, and the lightning is actually concentrated dark energy. The rain for which they are named is an amazingly corrosive acid, capable of melting organic material within seconds of exposure. Black Rain sometimes forms puddles, or seeps into the ground, creating puddles and swamps that can melt a human entirely within seconds of exposure.

Freezer
Stretches of air where the temperature is incredibly low, capable of freezing anything that wanders in. It can be detected easily by sudden drops in heat when one draws near, and at the coldest areas, incredibly dense fog spread across the ground. Freezers can vary in how quickly they work, with the coldest being capable of instantly solidifying any life that wanders in. While temperature is colder to non-lethal degrees around them, it is not a perfect gradient in cold, and the area marked by fog is often many hundreds of times colder than the surrounding space.

Mirage
Resembling simple twinkling lights, a Mirage is a psychic anomaly that infiltrates the mind of the victim, bringing forth their innermost desires and good memories and giving them an apparent physical form. Mirages work through extremely realistic hallucinations, believable enough that they affect all the senses, including touch and taste. From an outside perspective, a victim of a Mirage appears to be in a euphoric trance, and will remain in it until ripped from the anomaly's grip. With no intervention, the person being afflicted will remain in place until they die from dehydration. Even after escape, people with more fragile minds can remain deeply traumatized by the knowledge that life cannot hope to compare to what the anomaly showed them.

Loop
Spatial anomalies that fold in on themselves to create endless, looping pathways. Loops most commonly form within man-made structures like hallways or staircases, but some have been found in caves and heavily overgrown forests as well. Loops require an internal pathway to remain intact, and will not form in open spaces. Technically, Loops are not harmful, causing no immediate injury to people trapped within, but can cause strong psychological damage to those who become enclosed in them. Loops are triggered by stepping past a certain threshold, and can be escaped by locating and avoiding it. People who become trapped in Loops sometimes create shelters in rooms within the anomaly, which technically do not exist in the normal world. The view to the space outside of these rooms is invariably nothing but an endless expanse of black, on the rare occasion it can be seen at all.

Pit
Holes that lead into endless, dark tunnels. Pits can form on any surface of any material, whether a man-made or natural structure, and can range in width from a few feet to a few miles. At first, it can be difficult to tell a Pit from a natural hole or cave, as the pocket dimension within replicates their entrance's surroundings for a distance, but the further one ventures into them, the more obvious it becomes that something is wrong. Soil, rocks, and in some cases even ruins that aren't native to the region have been seen, with the larger tunnels potentially containing vehicle wreckage, entire buildings, and sometimes even other, smaller tunnels. Pits that are exposed to more dark energy can and will grow to the point of swallowing entire villages, though the spatial limit of their surroundings can contain their size to a degree.

Twister
Twisters apply an invisible rotational force on everything in a 50 to 100 meter radius around their center. The force is always counter-clockwise, and grows stronger with proximity to the center. At the center, the force will reach high enough strength to twist up even steel beams within seconds. At the outskirts of the anomaly, the influence is very weak, and any individual who wanders into its sphere of influence may not initially notice anything wrong. Victims will find themselves inclined to move in a counter-clockwise direction towards the center until their bodies are too twisted to move. Common identifying sights are trees with their roots and branches densely twisted around each other and mutilated carcasses of unlucky creatures that wander in. Twisters are most easily spotted when birds that get caught in their sphere of influence and circle overhead, unable to break free.

Gas Cloud
Toxic anomalies that take the form of reddish mist. Gas Clouds are mercifully easy to spot, and highly deadly to almost all forms of life. Poisonous and corrosive, they eat away flesh and flora, and make anything they saturate dangerous to consume and unable to support life. While the clouds are technically stationary once they form, they spread their influence to surrounding areas over a radius of up to ten miles, and can be influenced by air flow, both natural and artificial. Gas Clouds may eventually dissipate outside of areas of heavy saturation, but places where they are contained eventually become inhospitable due to prolonged exposure. Particularly heavy saturation can even eat away at concrete and metal, and will dissolve a human body in seconds.


Character Sheet
Name:

Age:

Gender:

Appearance:

Personality:

Skills:

Equipment: (Weapons, armour, survival supplies like compasses/maps, anything you could think of.)

Companions: (Pets, mounts, etc)

Mutations: (Include both power and negative effects.)

History: (At least a paragraph, just enough to let us know a bit about your character.)

Other:


Player List
Eggs
Viktor Zadornov
Regina Senko
Stefan Weiss
Emil Nylund


Doodleniks
Inga Sunoo
'Magpie' Krupin


Tyne
Liliana Czerwiec

LuciusCypher
Rock Hammer

Michellin
Darina Lee

Shaitanist
Mikhail Ivanov

Emeraldbearald
Nikolav Sokolav-Kava
Flora Blackwood


GreyHelm
Darren Blight
General Wilhelm Graf

Malikai
Halak Arston

Eferhilda
Ruffus


Zyaz
Nikita Nabiyev
Anya Stanislav

_________________
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Last edited by Eggsy on Sun Nov 27, 2016 1:19 am, edited 17 times in total.

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 Post subject: Re: The Fog [OOC]
PostPosted: Wed Dec 10, 2014 10:33 pm 

eyy, senpai!

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Viktor Zadornov | +
Name: Viktor Zadornov

Age: 34

Gender: Male

Appearance: Viktor is in good shape for a wastelander, but still somewhat underweight. While he's by no means twiggy, he isn't particularly large. His muscle tone is more compact and lithe, like most people in his profession tend to have. He stands at 5'9", unable to grow properly due to malnutrition during childhood development. His skin is pale, due to the general lack of direct sunlight in the wastes and his multiple layers of clothing almost never coming off.

His face could be described as squared, with a strong jawline and cheekbones. He has enough meat on him to keep his cheeks from being overly concave. His eyebrows are flat, thicker above his eyes, which are a shade of dark brown. His lips are somewhat thin, and he has a reasonably large nose. A long scar runs along his jaw due to a shaving accident. His hair is a shade of darker red, almost brown, and is usually kept in an ivy league haircut. When he goes without shaving for a while, he can grow a sparse beard, but he prefers not to let it get too thick.

Viktor's clothing consists of various layers of scavenged outfits, which surprisingly enough don't look too awful. The first layer consists of a black sleeveless shirt and thermal pants, topped by a black turtleneck longsleeve and a pair of khaki pants. Above that is a heavy olive military coat, which has multiple zipped pockets, a high collar, and a large hood. To protect his hands and feet, he wears military-grade combat boots and a pair of gloves scavenged from a set of police riot gear, full-fingered with knuckle inserts. On his left wrist, he wears a simple bracelet made of wood and bone beads.

Personality: Viktor is an adventurous sort, and while he's not quite a joker, he can be lighthearted when times aren't serious. He's easy enough to get along with, but occasionally seems distant when certain subjects are brought up. Most of his time is spent away from home, so he's learned to enjoy mapping areas out while on trips with others. When pay is good, he's more willing to take jobs some would turn down for safety reasons, but he won't stupidly rush into an unknown situation if it would get himself or others hurt. When not at work, he enjoys tinkering with scraps and building things. He's made at least two kinds of weapons popular throughout his hometown, and can be counted on to keep equipment and vehicles in working order.

While friendly and easy to like, Viktor's outgoing personality and charisma are a bit of a facade, put on to mask the spirit of a man who is burdened with deep regret. He has, to some degree, depression formed by the loss of people important in his life. Sleep does not come easily, and during insomnia-fueled late nights, he is plagued with thoughts of failures. Talks of relationships and family tend to make him go quiet, unwilling to add his experiences to conversation. However, all this leads to a strong point in his personality as well. He's determined to keep moving forward, no matter how dire the situations ahead of him, and is exceptionally loyal to those close to him. If he'd say he's willing to die for someone, he would mean it.

Skills: Viktor is strong and agile, and despite his somewhat small size, he can put out bursts of strength impressive compared to the average wastelander. He's a great mechanic, able to repair pre-existing things or create entirely new ones with scrap. In ranged combat, he's a good shot and conserves ammo well, and he's well-trained in the use of various firearms, both legitimate and makeshift. His time making maps has made him a good artist, and he enjoys drawing. Finally, Viktor is very skilled at playing acoustic guitars.

Equipment: Viktor's primary weapon for combat is an assault rifle based on the M4 Carbine, modified with various attachments that make it effective at long and close range combat. The gun's ported barrel is lined with rails, to which are attached an adjustable scope, flip-up offset sights, and an angled foregrip. The stock is adjustable, and can be pressed to the shortest length to collapse it for marginally easier carry. A suppressor screwed onto the barrel helps to reduce the noise of shots. The weapon is entirely black.

Viktor's stronger sidearm is an old revolver, resembling a worn down Taurus Raging Bull. The barrel has raised sights at the end of its six inch length, and the six shot cylinder fires powerful .44 magnum rounds. The grips are carved from a strong red wood, and the steel body has a variety of scuffs on it. The Stalker symbol has been carved into the top of the handle.

Another sidearm he carries is an MP-443 Grach. The gun is in good condition and has an 18-round magazine that holds 9mm ammunition. He doesn't have any attachments for the weapon, but it came equipped with glowing combat sights. It has standard designs on the slide and grip, and would accept other modifications if they are found.

When hunting game or otherwise requiring a more stealthy approach, Viktor uses a custom-made arrowgun based on multiple scrap pieces. He's built a few versions, but the general concept of each remains the same. A pump-action shotgun body and a double action revolver frame and trigger are connected by a hinge, which allows a revolving set of barrels to be loaded with homemade crossbow bolts. A connection of pipes and a pressurized air tank line the back of the gun, and working the pump fills the tank with air. The tank can be emptied without shooting by flipping the revolver frame's safety switch.

He keeps a backpack filled with a variety of tools. Survival knives, a crowbar, a canteen and box for holding rations, rope, a journal, a handmade map, and a first-aid kit. Perhaps most importantly is the PDA kept in a side pocket, which allows him to more easily keep track of various information and keep in touch with anyone connected to the network maintained by his work.

For protection, Viktor wears an old police-grade ballistic vest, with parts of the shoulder guards of a ballistics chestplate sewn onto it. It offers decent protection against makeshift weapons and small caliber bullets, but would do little to keep him safe from high-powered rounds. He wears a police helmet as well. All of the armour is black in colour.

A gas mask hangs off his backpack for journeys into toxic environments. It has a single transparent visor as opposed to two eyeholes, the respirator covering the nose, mouth, and chin completely. The filters attach to the front of the mask.

Companions: A small wolf pup rescued from the corpse of a traveler. His name is Hunter.

Mutations: N/A

History: Viktor was born in Belarus, though he's too young to remember anything about it. Shortly after his third birthday, his parents were forced to flee the country for reasons he still does not know. They arrived in Russia after a dangerous trek through the Fog Zone. He was never injured during the walk, but malnourishment overtook his whole family.

By the time they arrived at a friendly town, his parents were dying. He was given almost all of the food they'd found, but it was still not quite enough to keep him healthy. The town's doctor managed to help him, but both of his parents passed away within the day.

The town's leader, an old man named Yuri Oborin, took him in. His parents were given a funeral, and Viktor was raised well. Yuri made no attempts to hide the truth from Viktor, and did not sugar-coat the situation. Despite the harshness some might see in that, it helped Viktor move on and accept the loss more quickly.

During his teenaged years, he spent a majority of his time working on repairs and feeding livestock. He wanted to be a hunter at the time, and accompanied a party without telling Yuri. He was separated from the group when a pack of mutant wolves attacked them, and wandered through the forests trying to find them. He stumbled upon a mutant girl in a clearing, who shot him in the shoulder on sight.

Once the misunderstanding had been cleared up, Viktor and the girl, who went by "Owl," quickly became friends. Yuri chewed the boy out for leaving without permission, and from then on, he made an effort not to break too many town rules. Over the years, Viktor and Owl grew closer, and had started something of a relationship in early adulthood. She gave him a bracelet, something that had come from her old village, which he cherishes to this day.

Unfortunately, Owl disappeared one night when a particularly bad portal storm hit the village, as did many others. Viktor was devastated. He urged Yuri to search for her, but there was nothing that could be done. She could have been anywhere, potentially even in the dark world.

It took Viktor a few years to fully accept the loss, but by the time he was in his early twenties, he'd nearly moved on. Now older and stronger, Viktor joined a group called the Stalkers, a cross-wasteland organization of people who venture into dangerous territory to seek out supplies necessary for life. His rookie years were filled with hardships, and he gained quite a few scars from them, but made a friend for every one.

Now, Viktor is a very experienced Stalker. He's not the best around, but he's well-known and well-respected in his hometown and other nearby villages. Despite his experience and skill at the job, he still hasn't been able to buy himself a working car, just a broken one he works tirelessly to get into functional shape.

Other: N/A


Regina Senko | +
Name: Regina Senko

Age: 35

Gender: Female

Appearance: Regina is a tall, fit woman who holds a surprisingly healthy weight compared to most wastelanders. She is ethnically Pakistani, but was born and raised in the outskirts of Ukraine. She stands at 5'10", and has toned muscles as well as a healthy amount of fat as opposed to the more malnourished appearance of many people in the wastes. She has dark skin and eyes, both brown, and black hair that she keeps in a ponytail. When it's let loose, it's very slightly wavy.

Her facial features are somewhat rounded, and she has very sharp canine teeth. She has a large scar running diagonally across her face, an old knife wound from the looks of it, and a few smaller scars from self-administered first aid across her body. Her spine is lined with markings that resemble scars left after severe electrocution, amassing along her backbone and spreading across her back.

Her outfit consists of both scavenged clothes and hand-made decorations. Green cargo pants, a white sleeveless shirt beneath a black hoodie, and a black, large-collared coat make up her basic set of clothes. She wears brown boots, and on her left hand, a fingerless leather glove. Her right is more commonly wrapped in a strip of cloth. More often than not, a scarf is tightly wrapped around her neck.

Personality: Regina is a stern and focused type, preferring to distance herself from people she won't meet more than once. Over time, she's grown somewhat pragmatic, but not to the point where she would kill someone else for supplies. Unless, of course, the other person was a bandit. She tends to keep quiet when doing work with groups of strangers, avoiding small talk unless it's directly related to what they're doing. When she does speak up, she tends to be quite blunt. However, she does lighten up around children. Not enough to cause significant change in her personality, but she might actually smile and say something nice around one.

Her bluntness and admittedly harsh nature are survival techniques. The way she sees it, the less people that would be hurt if she died, the better. She knows it may not be the best way to do it, but it's just about all she's known since her teenage years. Deep, deep down, she is capable of kindness. But only those who manage to break through to her ever see it. Above all else, she really just wants a safe place to stay, and good people to be with. She's got a strong instinct to protect innocence in others, believing hers was unjustly taken away, and an intense hatred of the demons that roam the world. She is neutral towards her mutated status. While it has helped her many times, it also causes her pain, which leads to her becoming even more aggravated than normal.

Skills: An extremely skilled hunter, Regina is a master with a bow and arrow, and can move near silently in even the thickest foliage. Maintenance of her equipment, fletching arrows, and general survival skills are a given as well. She's very skilled with long-ranged rifles, though she doesn't own one, and is a fantastic runner and climber.

Equipment: Her primary weapon and tool of survival is her bow. It is a modern compound bow, found in the ruins of a hunting shop. She has a quiver with 30 arrows for it, as well as a wrist-mounted trigger release that she usually has strapped to herself. When not in use, she tucks it into a small loop on the wrist strap to keep it out of the way, and mounts the bow in a makeshift holder she crafted from leather. She reuses her arrows, but on the occasions she loses or breaks one, she knows how to make more. Luckily, she also knows how to make and use more traditional wooden bows. If her compound bow is broken beyond repair, she wouldn't be completely out of luck.

She keeps a rarely-used pistol in the holster on her waist. It has three spare magazines, and is a lightweight magazine-fed weapon. She neither knows nor cares what model it is, and it most resembles an old world USP variant. It was taken from a police station.

A camping bag full of supplies is worn on her back, which holds multiple canteens, a compass, and provisions of food. Alongside extra clothing, a basic first aid kit, and a bowie knife, she keeps a sleeping bag rolled up and stuffed off to the side. It has a camouflage pattern so she can blend into her surroundings while using it. A gas mask hangs off the top of the bag, for quick access when entering toxic environments. While it sees use rarely, she also keeps an unstringed wooden composite bow and a package of bowstrings in the event her compound bow requires maintenance.

Her armour is simple and lightweight, consisting of kneepads and the chestpiece of an old police riot suit. It's worn beneath her jacket, as it's somewhat form-fitting and quite light. It consists of black armour plates on a snug vest. A belt with pouches she found with the vest rests on her waist. Her right arm has a leather vambrace wrapped around it to protect her from her bowstring.

Finally, she wears a necklace made of beads and wolf teeth. It holds a strong sentimental value to her, despite its simple and somewhat lopsided appearance.

Companions: N/A

Mutations: Regina is able to manipulate gravity, whether it's centered on herself or somewhere else. She cannot precisely control objects or people, but with a sudden enough change, she can send them flying or crush them into the ground. However, doing so for more than short bursts puts immense stress on her body. A simple boosted jump or a pin wouldn't harm her, but moving a particularly large target would cause immense fatigue and pain. Sometimes she loses control of it during her sleep, resulting in being pinned to the ceiling or floor of whatever structure she was resting in until her mind calms itself, and is at risk of crushing herself beneath a sudden burst of gravitational force.

History: Regina was born in a humble Ukrainian village near the easternmost Russian border, a place far from the zones of anomaly that surround the portal facilities. Far from any ruined cities, it was a peaceful place where generations worth of people lived comfortable, happy lives.

Born to mutant parents, Regina was never an 'untainted' human. While she had no abilities at first, she was susceptible to the dark world's energy. Thankfully, her village was free of anomalies, and far enough from the portal facilities that the storms were barely visible on the horizon. The village's children, Regina included, often shared theories as to what they were.

As she aged, she began helping around the town. She worked as a farmer's assistant for a few years, learning how to tend to plants in the new world's cold, unforgiving environment. It was hard but rewarding work, providing food for everyone while keeping her fit. As more children grew old enough for farm work, she decided to try her luck with hunting instead.

Her home had few guns. The rifles scavengers occasionally brought back, as well as the ammunition to go with them, was exceptionally hard to find in a part of the country so isolated from past civilizations. As a result, hunters were trained in the use of bows and arrows. Stone and stray shards of metal could be shaped into arrow tips, and the forests provided an abundance of wood.

As was traditional in her village, she made her first hunting bow herself. It was a long, arduous process. But when she succeeded, and learned how to shoot the thing, she was accepted into the hunting party. It was invigorating to her, getting out and seeing the forest for herself.

She became a successful archer, and ha her old bow replaced with a stronger one. She gained quite a reputation for her quick movement and complete silence, prompting the hunting squad's leader to liken her to an owl. The nickname stuck, and she was more commonly called that rather than her name among her peers.

Unfortunately, peace did not last. When she was 15, disaster struck her village. A group of roving demons fell upon her home, destroying everything in her path. One of the few to escape, Regina took to the north, running as fast as she could to avoid the beasts that pursued her. She ran into a group of travelers, who took her in for a while. She used her nickname from the hunting team when introducing herself. On their travels, they encountered an anomaly. While it was safely dispersed, the energy that was expunged from it infused itself to Regina's mind, altering her into a mutant.

Her powers manifested that night while she slept. The gravity in the area around her grew to bonecrushing levels. She was not affected by it, but her companions were crushed. When she awoke, the field of gravity had returned to normal. After a few minutes of confused panic, she gathered herself, took what she could from the group, and traveled alone. Someone from a nearby village found her in the woods, and on instinct, she shot him. The two became friends rather quickly.

Time passed and their relationship grew, but a portal storm tore them apart. She was displaced, somewhere far away in a part of Europe she did not recognize. Since then, she has been on many excursions with a variety of people, doing what she can to survive. She lacks a specific goal in life, but has been slowly drifting back towards Russia.

Other: N/A


Stefan Weiss | +
Name: Stefan Weiss

Age: 48

Gender: Male

Appearance: Stefan appears to have come from a place where the people are well-fed and have good medicine, and is quite bulky compared to his peers in the base he works in. He is almost always covered up, so only a few of the people there actually know what he looks like. Beneath his multiple layers of clothing, his body and face have a variety of scars that resemble those left by fire. Few parts of his skin are not warped, and due to the patterns of the burns, he does not have hair anymore. The right side of his face is relatively undamaged aside from scar discolouration, but his forehead has a large, jagged scar from a bullet's exit wound, and his left cheek has a hole through it with a few strips of flesh covering the muscle to a degree. His facial structure is still mostly intact under the skin, and he has a strong jaw and somewhat large nose.

His sense of style is somewhat plain, preferring casual clothes over the scavenged military surplus gear that most of the Stalkers wear. He dresses in black pants and a brown shirt, and above that, a grey hooded sweatshirt. When on the road, he'll put on some armour, but prefers to go without it unless it's necessary. Above everything else, he wears a leather longcoat he stitched himself. It looks patchy in places due to repairs made, but it's warm, relatively protective, and has many pockets built into its interior. The entire getup is finished off with black boots, gloves, and a handmade mask he wears when he's out on the road or working with a patient. It tends to deter potential conflicts simply by looking unnerving.

Personality: Stefan is a kindhearted if eccentric sort, and believes firmly in giving back to people for the aid he was given. He's a very intelligent person, and enjoys reading and listening to the radio. He has great respect for people who do things for the betterment of the world, even if it's only a small thing that has little long-run consequence. He firmly believes that people, when they come together, can do great things and make life easier for everybody. He's also rather charitable, as he has little use for the money he's paid. Despite his positive attitude, he is rather mischievous. Most people have learned not to enter his office when the sign says closed, lest they receive a fired tennis ball to the groin or a bucket dropped on their head. He also feels a compulsion to keep himself entirely covered, as his scars give him discomfort on contact with cold air. He's also rather self-conscious of them, and prefers not to let his face be seen.

A lover of the arts, nature, and other pleasantries, Stefan does not believe merely in surviving. He believes in living, drawing enjoyment from whatever possible instead of just doing what is necessary not to die, and is highly optimistic. He sees the good in people where others would not, and tries to help people hardened by the harshness of life soften up again and find happiness. In turn, he's a very happy person, and this tends to affect those around him. The face behind his mask is almost always smiling, and he's willing to be a friend to anybody who might need one.

Skills: While not much of a fighter, Stefan is a great doctor with years of medical experience. He's knowledgeable on what plants can be used to treat wounds in the wild, and is quite familiar with various medical equipment. He does know how to use a gun, preferring shotguns over automatic weaponry. In his free time, he plays a bit of acoustic guitar, but there are plenty of people better than him at it out there.

Equipment: The only weapon Stefan carries is a shotgun. It's a break-action, makeshift firearm built from both scavenged parts and newly-made ones. The barrels resemble repurposed pipes, hammers visible and repurposed from a pair of old handguns, and it lacks a stock, held by a carved wooden pistol grip. It holds two shells at once, and has a fairly low range due to the short barrel and stock. It's very much meant for self defense more than active combat, but up close, remains fairly devastating.

As a doctor, he tends to have others in his group carry supplies instead of doing it himself. In case of emergencies, however, he keeps a small case of prepared general-purpose healing syringes in his jacket's left chest pocket. Along with that, he wears a belt with shotgun shells across his torso when he's out on the field. A holster for his shotgun is worn beneath the coat, the leather straps holding it on visible on his stomach. The shoulder straps are hidden, but hold some extra pouches for shells. On the belt that holds up his pants, he's attached another belt that holds vials of medicinal substances for quick access.

When armoured, he wears a normal vest, though he doesn't enjoy doing so. They're heavy and he's not quite fit enough to run around with all that extra weight on him without getting tired.

Finally, he tends to wear his mask when out on expeditions, or generally in the company of other people. It's a hand-stitched leather mask resembling that of a renaissance-era doctor. He modeled it after pictures in a history book. It doesn't help him in poisonous environments, which he avoids, but he enjoys toting it around. Some of the others have considered making him a gas mask that holds a similar aesthetic.

Companions: A dog-sized white mutant rat, named Sasha. She's a very nice creature, though an incident with a stranger resulted in her losing her tail. She seems to be doing fine without it.

Mutations: Stefan's power at its basest seems to be teleportation. He is capable of reducing his physical form into an ethereal cloud, which then moves at extreme speeds to other locations. The teleporting is limited to his range of view, so he cannot move to somewhere unless it's in visual range, and he cannot go through obstacles over a certain density without putting more power into it. Longer range distances and phasing through dense materials can be extremely taxing on his body, and overuse of the ability causes seizures, so he avoids using it to great extents when not needed. He's recently begun learning how to focus becoming ethereal on limited areas of his body, allowing him to reach into objects, people, and other things below the density limit.

History: In the fairly distant past, Stefan worked as a researcher and surgeon for a military faction of a foreign government, calling themselves the Chernovolk. By the time he was born, the faction had spread its influence over most of western Europe, including his homeland of Germany. He had a good early life in comparison to those who lived in the untamed east, with plenty of food, electricity, and a functioning if harsh government.

Always the bookish sort, Stefan was never considered for the military as he grew. Instead, his career was focused on medicine. He attended a medical school once he completed standard schooling during his teenage years, working as a doctor's assistant while he was given lessons for extra experience. He was a natural, and his skill caught the attention of some government officials.

He graduated with flying colours, and was immediately offered a position as a researcher for the government's efforts to cure dark energy mutations. His experience with general surgeries proved useful to aid injured soldiers as well. When he wasn't binding wounds, removing bullets, or amputating limbs, he performed various experiments on samples of infected humans. He tried various mixtures of drugs, radiation treatments, anything he could think of to remove traces of dark energy from the samples he was brought. There was little success.

For many years, he remained in Germany and worked there, but when the Chernovolk continued to expand, he was asked to join them. Setting off with a group of soldiers, he entered the dangerous land of the fog zone. A base was quickly constructed around the remains of a small city, the surviving buildings repurposed as homes for the soldiers and research posts.

His experiments continued, and as they did back home, involved various attempted treatments to the bodies of mutant animals. However, as time passed, the desperation to find a cure grew. Human subjects were soon brought in, but Stefan disagreed with their use. He was told that he could leave at any time and brave the fog alone.

Knowing full well that this would be suicide, Stefan had no choice but to stay. He performed whatever treatments he could think of, and found that while the dark energy could not be eliminated, it could be drawn out of them with the use of certain artifacts found in anomalies. However, the use of said artifacts killed the mutant host, and occasionally caused the artifacts themselves to overload and destroy themselves.

It was a start, if a small one, and research on artifacts became the primary goal of the science outpost. Just as it seemed they had a lead, a portal facility overloaded. Stefan was outside at the time the storm struck, but rather than being displaced, he was struck directly by a bolt of energy. When the storm ended and he was recovered, he had severe burns covering most of his body and was unresponsive to outside stimulus.

After three months of treatment, he didn't seem to be recovering. He became a drain on resources, and it was decided to abandon him. He was taken away from the base, shot in the back of the head, and left to die. It would have almost been merciful if he hadn't survived the gunshot.

Against all odds, he was found by a pair of elders. They took him to their home, a community of people who had come together over the years to form a group known as the Stalkers. He was cared for by the group's doctor, and while his wounds were extremely severe, he would survive. When he finally awoke, he was in a state of confusion. He could not speak the local language, nor did he recall anything of who he was or where he came from. The only reason his name was known was due to the melting nametag that had been pinned to his shirt.

He spent a few years re-learning everything. As time went on and he picked up the local dialect of Russian, he began to recall his medical training due to time spent studying books of medicine while learning to read Russian. While he was still without his memory of his time with the Chernovolk, he swiftly became an invaluable asset to the Stalkers thanks to his medical experience. During this time, he took a particular interest in the history of medicine, and read about doctors from the old world who wore bird-like masks to protect themselves from illness. He knew full well that they hardly helped, but he liked the look of them enough that he crafted himself a similar mask out of wood, later replacing it with a long line of similar masks made from leather.

Stefan made a full recovery, and has continued to work for the Stalkers until this day. The old couple that rescued him have unfortunately passed on due to old age, and left their place of dwelling to him due to all the time they spent together.

Other: Due to his time spent in Russia, his accent has warped to one that's unique and damn near impossible to place.


Emil Nylund | +
Name: Emil Nylund

Age: 23

Gender: Male

Appearance: Emil isn't too imposing in stature, around 5'7" in height and not too heavy, but far from underfed. He has musculature that's well toned and athletic with a decent amount of mass in his upper body, but an overall softer shape than some other soldiers. His waist and shoulders are a bit narrower, but not so much that he looks rail thin, just proportionally not as big. He likewise maintains a healthy amount of body fat. His skintone is light, as sunny days are a rarity even outside of the wastes.

He has a rounder, softer face, with gentle features that are pleasant to look at. Bright blue eyes and sandy blonde hair with slightly darker brows stand out, and he has a small nose and sharp lips. His hair is closely cropped on the sides and back, with some extra length on top that can be combed around at his whims. In professional settings he tends to slick it back, but in more casual places, he lets his bangs down and combs them to the right.

His normal outfit is that of standard Chernovolk military fare. A form-fitting grey bodysuit zipped up to the neck, accompanied with a darker hooded jacket worn above that. The bodysuit has padding on the limbs and torso for insulation and protection, also darker in colour than the suit's basic material. Even without the rest of his armour, he tends to wear the accompanying utility belt, consisting of multiple pouches held onto his waist and thighs by multiple straps. He also wears black gloves and boots, which tighten around the cuffs to create an effective environmental seal when the suit is closed up. Under it, he wears a sleeveless black shirt and compression shorts.

Personality: Emil's a good person with his heart in the right place. He enjoys lending a hand to people less fortunate than himself, and given where he was born, there are quite a lot of people out there who are. Preferring being out and about, and along with lending aid, he also enjoys the thrills of more dangerous and untamed wilderness. The stretches of land outside of his home's walled cities were a common place for adventures during childhood, and the frontier of eastern Europe has been calling out to him for years. He's unfamiliar with many of the threats that plague it, but incredibly intrigued by them, and has interest in documenting damn near everything he learns about the strange world outside of his borders.

Very compassionate and quite open with his emotions, Emil is friendly and easy to get along with. He doesn't hide when something's got him upset, and can be very direct with people if he is. Attitude wise, he's got some confidence issues, mostly about whether he's truly going to be the sort of heroic soldier type he wants to be. He hides it behind a layer of cockiness that's genuine in most other situations. He's got pride in himself for his skills, looks, and achievements, but still doubts himself in actually putting said skills to use properly. Finally, he has a great interest in technologies, both old world and modern. He likes to fiddle around with mechanics, especially robots, and loves when he gets a chance to utilize his machinery.

Skills: Like most Chernovolk soldiers, Emil is well trained in the use of firearms, squad tactics, basic camping, and hand to hand combat. He's got good endurance, holds himself well under pressure, and fights very well. Perhaps his best physical advantage is his speed and agility, and he dresses light as to not compromise either. His most notable specialty lies in his skills at operating robots, both small and large, for various purposes.

Equipment: Emil's primary weapon is a bullpup assault rifle similar in shape to the FN P90, but larger and with an extended front end. The stock and handle are connected, creating a sort of grip loop, and it loads with top-inserted 40 round magazines. The weapon has a rail system as well, onto which he's attached some accessories: an EOTech style red dot sight and magnifier, a laser sight, and a forward-mounted grenade launcher. The launcher is an advanced device with a revolver-style loading cylinder, which can hold five highly compacted rocket-propelled explosives comparable in size to a 12 gauge shotgun shell, as well as other projectiles of similar size including actual shotgun shells. He also attaches a suppressor to the rifle's barrel for stealthier missions.

As a sidearm, he carries a pistol similar in silhouette to a highly advanced Beretta, with a longer barrel and slide that partially retract when holstered to reduce carry size. The slide has a large ridge on top, and beneath the barrel, a string of lights that display when the weapon is empty, fully loaded, or running low on ammo. A recoil compensator and combat sights are added to the weapon to increase stability and accuracy.

For close combat, Emil utilizes a long-bladed combat knife that's somewhere halfway between a bowie knife and a machete. The weapon is sheathed over his right shoulder, and the sheath itself has a mechanism that splits open the edge covering the blade for easier removal of the weapon at the angle it's in. It has a partially serrated blade, and a black-toned finish with an ergonomic handle.

Various supplies he carries include maintnenace equipment for his guns, a few first aid packs filled with advanced medicine delivery devices, and simpler things like field rations of food and water. Communication devices including radio and video transmitters and recievers are contained within a small device strapped to his arm, with a touchscreen that covers itself when not in use for protection.

His armour is an advanced suit of bullet resistant gear, his torso covered in a vest and shoulder pads, his limbs are protected by arm and shin guards, and his head is covered by a fully enclosing helmet and mask combination. The mask has a visor that appears red from an outside view, but is completely transparent on the inside. A flashlight and communications antennae are connected to the right temple, and the helmet contains various systems including a HUD. A bit of personal modification has also given it the ability to store and play musical files, of which he has a decently sized collection.

Companions: Aside from his Chernovolk squadmates, Emil's main companions would be the collection of robots he utilizes in his work. His favorite one is an AI-driven drone, a collapsible multi-legged machine that can curl up into an orb roughly the size of a baseball. It's a highly customizable unit that helps with reconaissance and target marking, and is capable of infiltrating spaces too small for a human to enter, scaling vertical and upside-down surfaces, and when equipped with a proper attachment, flying through the use of four small helicopter-like propellers. Due to the machine's eight-legged and semicircular appearance, Emil calls it 'Spindel,' the Swedish word for spider, and refers to it with female pronouns.

Mutations: N/A

History: The Nylund family has served as members of the New European Union's military for generations, reaching back as far as the first years of Scandinavia's reclamation. Most recently, Emil's mother and grandfather served in the elite military unit of the NEU, the Chernovolk. While their service was merely that of ordinary ground troops, mostly performing simple things like rebuilding and clearing areas of anomalies, their service gained the family a great deal of respect. Its distinctive military history, as well as how well they'd performed their duties, put a lot of attention of the newest generation of the family from the government.

Emil grew up hearing stories of the outside world. How dangerous it was, how wild and deadly the wastes beyond their territories could be, but more than that, how many people whose lives had been helped and improved by his family's work. The way that he was told held a sort of strangely alluring beauty to it, a stark difference to the safe yet rigid life he lived within his home city of Stockholm. While there would be the occasional problem with a mutant creature flying overhead or coming out of the sea, he grew to find life boring in comparison to his family's stories.

It was decided fairly early, when he was no older than 13, that Emil wanted to join the military and do what his family had done. He wanted to see the world for himself, he wanted to help people, and he wanted to be a hero. It was a respectable dream for a young boy, and one that he would never let go of. During his high school years, he constantly pushed himself into achievement in both physical and mental aspects, keeping himself in top shape and learning much about advanced technologies that could be utilized out in the field.

It ended up working for him. When he was around 17, his hard work and familial connections paid off, and after graduation he was accepted into a military-funded university. There, he delved further into robotics engineering, learned more of the dangerous wilds, delved deeper into military history, and went through physical training alongside other promising students. He quickly became one of the top of his class, and was fully prepared to begin a career as a soldier and work from there, expecting a period of inner-territory work after graduation as a normal soldier.

When he graduated from the university, he turned to a full-time career of military base operations, and did some work within the territories. Transfer of supplies to needier cities, working in other reclaimed countries, engagements with monsters that made their way too close for comfort, and occasional crime suppression. It was a start, but not what he'd truly wanted just yet. He worked hard and made a damn good example of himself, hoping to be noticed by the higher-ups for eventual promotion.

It came far sooner than he'd ever anticipated. The NEU's expansion into eastern Europe demanded more men than the Chernovolk had currently in their ranks, and the territories were notably even more dangerous than a vast majority of the continent's western and northern regions. The fortifications set up within said territories required vigilant attention and guidance from experienced officers, leaving the ground forces with lower than usual numbers considering the sheer size of some of the regions they planned to reclaim. Emil, along with others who performed as well as he had, were contacted by Chernovolk recruitment and offered starting positions as ground troopers to perform humanitarian and cleansing efforts.

What he initially thought was a dream came true soon became a source of self-doubt. Getting into the Chernovolk without the apparent 'minimum effort' that the previous line of its soldiers had gone through made his generation a target of judgement and pressure from the more seasoned soldiers. They were held up to immense standards, with a general attitude that if they could not prove themselves worthy of the name, they were unfit to remain present and were better off used as cannon fodder to not hold them back. The stringent conditions of Chernovolk life has caused him a great deal of fatigue, but he's adjusting as well as he can, and the promise of exploration and improving the world has proved a great motivator to not give up.

Emil is now on his second deployment, the first of which was a tour around Belarus's easternmost regions to help fully secure borders around places to be settled. Now, he's working in Russia, along with a platoon of other 'pups,' as the veterans referred to him and his fellow rookies.

_________________
Image

Image


Last edited by Eggsy on Sat Dec 13, 2014 6:43 am, edited 2 times in total.

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 Post subject: Re: The Fog [OOC]
View Likes PostPosted: Wed Dec 10, 2014 10:34 pm 
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Name: Inga Sunoo

Age: 13

Gender: female

Race: Mutant

Appearance: Inga is half Russian and half Korean. She takes after her Korean father, with thick wavy black hair that reaches the middle of her back and dark eyes. She has dark black eyes and thick eyebrows, with a straight nose and round face. Her skin is pale, and dark shadows are under her eyes. She is very short, and is barely 4'10.

For clothing, Inga wears a fleecy grey turtleneck with a scarf that was once red and a black overcoat. She also wears thick brown pants, fur lined boots and red gloves. She keeps a green backpack on her at all times. Her sole decoration is a silver brooch shaped like a dove she inherited from her grandmother.

Personality: Inga is a blunt, angry girl who is slow to trust. She was raised on the philosophy that people can be cruel and she adheres to it. As her childhood was very isolated, she is bad with people she doesn't know well. She prefers to be alone and often grows angry if you don't respect this desire of hers.

Although even before becoming mutated she was this way, it seems to have grown worse with the onset of her powers. She now seems to have trouble thinking through her actions and words, and tends to react violently to others. Despite this, she is just a scared girl in an unfriendly world.

Skills: Quick footed and a reasonably talented fighter, grasp of first aid, basic reading ability, usage of firearms, knowledge of what wild vegetables are and aren't edible, map reading

Equipment: In Inga's backpack she keeps a first aid kit, a water bottle, maps, a compass, rations and ammunition. She has a Bowie knife strapped to her backpack, and keeps a large black rifle slung around her shoulder. It's an old model and is rather too large for her, but she's fiercely attached to it.

Companion: N/A

Powers: Inga's powers are newly developing, but thus far she can move objects with her mind. However, she is barely aware of her ability to do so. It tends to happen accidentally when she becomes angry or frightened. Whenever she exerts her power her head begins to hurt and she now periodically suffers from severe migraines. Thus far no terrible mental problems have manifested, but her powers grow with each day.

History: The Borodin family was a paranoid bunch. They had a nuclear bunker out in the country long before there was even a threat. They felt vindicated when the end came, and did as reasonably well as one could expect in the apocalypse.

The family, after supplies started running low (which quite a while) struck out to find a barely surviving town where they traded at and made friends and new family. However, they still lived out in their bunker far from town. Many years passed until present day arrived, and most of the family still lived in the bunker. Inga's mother Antonina married a townsperson named Yoon Sunoo. They were relatively happy and lives in the Borodin shelter due to the fact that Antonina's parents didn't want to lose their daughter. However, when they died, Yoon persuaded Antonina to abandon the bunker once and for all. They left Antonina's cousins and family when Inga was thirteen.

However, over halfway there, a portal storm struck. They ran for cover but were too late. Antonina and Yoon were ripped away to the dark world, but Inga was left behind to deal with the repercussions. She remembered little of the next few days besides blinding pain, but when she awoke she found herself alone in the wilderness with an awful headache and strange abilities. The only thing left of her parents were their supplies, so she gathered up their rations and her father's rifle, and struck out towards the town alone, determined to make it to town.

Other: Inga adores reading. Back home she had a plethora of educational books, but the only one she has with her now is a battered copy of Гарри Поттер и философский камень (Harry Potter And The Philosophical Stone). Her life goal is to read the rest of the series.

more to come B)

Edit: YEAH

Name: 'Magpie' Krupin

Age: 32

Gender

Race: human

Appearance: Magpie is a narrow woman who is about 5'8''. She has long legs and is generally very pointy. Sharp elbows, shoulders, chin, the like. She has some musculature, not from working out, just from the day to day effort of trying not to die. Her ethnic background is a little vague, but she has olive colored skin, sharp black eyes, and black hair cut short around her head and bangs that sweep across her forehead. She has a long nose and a narrow mouth, with a black mole near the leg corner. Many scars decorate her body, the most noticeable being the one that goes from the right side of her forehead straight down through her eyebrow. Others are on her arms, back, and legs, from various injuries throughout the years. On her back centered on her shoulder blades she has black wing tattoos.

For clothing, Magpie is somewhat fashion conscious. She wears black pants and a tank top. Over this she wears a grey parka that hits her mid thigh with white fur edging the hood. She has black fingerless gloves and boots that hit her mid thigh. She keeps a deep blue sash tied her around her head as a headband. She keeps a dark grey satchel slung over her shoulder. She also has a vast array of jewelry- pins, earrings, necklaces, you name it, she has it. She also will not share.

Personality: Magpie is an intelligent woman with a wry sense of humor. She generally has a smirk on her face at all times, like she is enjoying a private joke at your expense. Despite this, she is generally good natured and friendly to people she meets. However, she is still very much out to protect her own skin and has no qualms about leaving others behind to save her own skin. She forms friendships easily but fails to create deep bonds with people. However, this generally does not concern her too much- she is perfectly content to continue doing her own thing by herself. She does have a dog-eat-dog mentality, and while she won’t be the first to backstab, if she sees it coming she won’t hesitate to strike out in defense. She is also mostly concerned with her own goals, and will only help people if it benefits her. Overall, Magpie is not the worst person to bump into in the apocalypse, but also is probably not anyone’s first choice.

Skills: Magpie is a good fighter and a crack shot. She’s quick on her feet and knows how to pilot and operate most types of machines and vehicles. She is also a decent mechanic and can usually get machines working again- or get them to stop working.

Equipment: Magpie has a battered submachine gun she keeps slung around her back. It looks old and beat up, but is in pristine working condition. She also has a hunting knife tucked in her boot. A gas mask hangs around her neck at all time.

Companions: An absolutely enormous dog named Tiny. Magpie thinks this is a hilarious name.

History: Magpie likes to keep the details of her past somewhat murky, so no one exactly knows how she came to her particular lifestyle. As a child, she lived in own of the many underground villages connected by The Underbelly’s passages. Her family died somehow when she was young, leaving her alone. She struck out on her own and fell in with a group of treasure hunters, who taught her the methods of scavenging The Fogged Zone. Magpie became hooked on the lifestyle, enjoying the danger and rewards. She showed a particular interest in any trinket or jewelry, earning her the moniker Magpie. This is now the only thing she will answer too.

Eventually, though, she left the group she was with, working only with her dog Tiny, which she bought in one of the villages she stopped in on her journey. She now does treasure hunting and also works as a sort of bounty hunter- she’ll do pretty much any odd job you want her to do, in exchange for some trinkets.

Other: Magpie is obviously not her real name, but she refuses to tell anyone her real name. Legend has it she killed the only man who has guessed her first name correctly. She also can’t read, which something she generally refuses to admit.


Last edited by Doodleniks on Wed Jul 15, 2015 6:24 pm, edited 2 times in total.

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 Post subject: Re: The Fog [OOC]
PostPosted: Wed Dec 10, 2014 10:37 pm 

eyy, senpai!

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make way 4 the bae

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 Post subject: Re: The Fog [OOC]
PostPosted: Thu Dec 11, 2014 2:06 pm 
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Name: Scott J Kay

Age: 23

Gender: Male

Race: Human

Appearance: Image

Scott is 5 feet, 11 inches tall, and weighs 148 pounds. His skin is a slightly tan color, but still pale in appearance.

He has a slim, but athletic build. His typical clothing is as pictured, but in certain places where it's reasonably safe he'll dump his gear for nothing more complicated than a dark t-shirt and monotone pants, and boots. He has a tattoo of a radiation symbol in black on his left upper arm, and a green and black boar below that. Various small scars mark his skin, but a large, jagged slash diagonal on his stomach stands out more than the rest.

Personality: He's a loner. While not afraid to get into the action, he tends to hang back away from groups. Not shy, really, but cautious. He'll take in the whole situation, and do whatever is best for him.

That's not to say he won't help somebody in need. He's made a habit of being a hero, dropping rounds on enemy factions from far off, up to half a mile away. He's found helping the underdogs can have great rewards, usually gaining him friends in the most unlikely of places, whereas helping the stronger faction usually makes him their next target for some strange reason. Maybe because they fear this talented loner.

Skills: He is a crack shot, with the ability to fire on targets up to a mile away with the right rifle, and calculates windage and drop almost instantaneously. His knowledge of tracking and survival are matched by few. He's stealthy when needed, and has had people and mutants both move right past him in the night.

Equipment: All of his gear was taken from roaming military convoys, generally by theft, and customized to his liking.
He uses a specialized version of the M4 assault rifle, pictured below.
Image

His armor is strong enough to stop most rounds to an extent, but weak against armor piercing rounds. .308 rounds are too strong for the armor to hold against consistently, so the odd round may pass through, albeit slowly, and .50 caliber rounds pass straight through. The armor plating only covers his chest and back. It's pictured above, along with the rest of his gear. He carries about 200 7.62x59mm rifle rounds in his pack, but only has three magazines across his chest rig. He also has an HK USP-C in a drop leg carrier chambered in .45 caliber. He carries about 50 rounds for that, and only has two loaded magazines.

His pack contains various items he's found or stolen, including a light sleeping back that hangs underneath and a contained air tank/ rebreather in a side pouch that connects to the mask over his face. Also included are various food items, his canteen, fire starting kit, a sharpener for his knife, repairing tools for his gear, fabric tape, first aid kit, maps of the area laminated with clear plastic he found, then melted, and a compass. There may be other items in there as well, either found items he likes or things he hopes to trade for more, better items he likes.

Companions: None. His German Shepard was killed and eaten by scavengers. They're no longer of this world.

History: His story begins with a small group of travelers in the woods. He was nearly 15 at this time. The group moved from one small coven of humans to the next. His entire group was poor, making ends meet by trading trinkets they scavenged or made. A younger woman, Kari, became his mentor, teaching him how to take care of himself, and how to sneak into larger towns, and even cities, to steal what he needed, occasionally what he wanted.

When a large group of bandits tore his group's caravan to shreds while he was in a nearby city, killing everyone but the women, whom they took to sell, the city's patrols did nothing to help, even as the caravan fires raged. Scott watched from close by as the raiders took what they wanted, then as Kari tried to fight back. One kicked her hard in the stomach, then hauled to her knees. It pressed a handgun to her head. Kari's eyes had locked with Scott's, as the bullet ripped through her beautiful face. It was then he vowed revenge, and to always help others, especially those who don't normally receive help.

He's a loner who works for no one, making ends meet any way he can. Most recently, it's scavenging off the bodies of dead enemies.

Other: When he's somewhere he considers safe, he'll leave the rifle with his pack, but he'll still carry his USP-C and a fixed blade knife, both of which are strapped into his drop leg carrier.

_________________
War... War never changes.


Last edited by SKay on Thu Dec 11, 2014 6:59 pm, edited 1 time in total.

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 Post subject: Re: The Fog [OOC]
PostPosted: Thu Dec 11, 2014 6:47 pm 

eyy, senpai!

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Lookin' good. The companion part actually made me sad, ya big meanie. Welcome aboard.

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 Post subject: Re: The Fog [OOC]
PostPosted: Fri Dec 12, 2014 5:24 am 
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Oh my oh my oh my, another impressive RP Eggs? Give me some time to get my things in order, and hopefully I'll get a CS running for ya.

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Those who have have pledged their life and loyalty to me.

Eggs wrote:
I, Eggs, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Eggs, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Eggs, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Eggs, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Draconilian wrote:
I, Draconilian, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Draconilian, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Draconilian, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Draconilian, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Freeshooter92 wrote:
I, Freeshooter92, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Freeshooter92, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Freeshooter92, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Freeshooter92, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Doodleniks wrote:
I, Doodleniks, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Doodleniks, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Doodleniks denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Doodleniks declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Shadowed wrote:
I, Shadowed, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I,Shadowed, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Shadowed, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Shadowed, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.

Join me... And fulfill the oath.

And the blanks with your Username.

I, _______, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, _______, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, _______, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, _______, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


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 Post subject: Re: The Fog [OOC]
PostPosted: Fri Dec 12, 2014 5:25 am 

eyy, senpai!

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<3

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 Post subject: Re: The Fog [OOC]
View Likes PostPosted: Sat Dec 13, 2014 2:18 am 
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Name: Liliana Czerwiec

Age: 27

Gender: Female

Race: Human

Appearance: Liliana stands at approximately 5'3" at her full height. She has a shock of dirty blonde hair, cut rather jaggedly to ear-length and complete with a shaggy bang, shading a wide forehead and thin brow. Her eyes are wide, and the color of the ancient ocean; a murky, shifting blue-green, with a thick banner of dark lashes. A small, short nose caves into a full pair of lips and a stubborn chin, tapering down into a long neck and flimsy-looking shoulders. Her legs and arms are long, almost gawky or stork-like, like she hasn't yet grown into them. She has very little feminine chest to speak of, a strong flat stomach and fairly narrow hips. The only scar she carries is a thick, violent-looking two-inch line close to her right shoulder blade. She doesn't have much meat to her, and what there is doesn't appear to carry very much strength- rather like the branches of an ancient willow tree.

From the skin up, her assortment of clothing is a mish-mash of things found or shoddily combined. Her first layer is a stained white shirt with long, only slightly tattered sleeves that reach almost to the first knuckle on her fingers, the entire midsection of the garment looking as though it was hastily sawn off with a dull knife. From elbow to thumb, her forearms are wrapped in worn, slightly dirty linen, usually obscured by her sleeves. Her pants are a pair of worn blue work jeans, obviously made for a man twice her size, held up with a thick brown belt and cuffed several times by her feet- they appear to be secured into their cuffed state with rough metal fastenings. From knees to ankles, her legs are wrapped in the same linen as her arms, looped once around the foot for stability. Her coat is a dusty grey that looks as though it may have been black at one point, lined with the hair of some creature and approximately four sizes too large for her, falling to the back of her knees and covering her body with enough excess to almost do it twice. It does have a hood, but appears to be missing any form of closure; Liliana keeps two straps of animal hide to tie it closed if necessary. Her boots are the one article of clothing that do not appear to have once belonged to a man; they are made of a soft, leathery material with a rounded toe, a universal shade of reddish tan. They have a thin platform beneath them and though they stop at her ankle and do not appear very durable, they have a thick inner lining. She hates to wear her gloves, goggles or any mask, but if the situation calls for it she has a pair of men's farm work gloves and standard set of scavenger headwear.

Personality: Unpredictable and thoughtful. Liliana has a very unique ability to convey a sort of gentle availability with her touch, a sort of expression in her mostly vacant eyes that inspires people to talk to her. She doesn't carry any tension in her willowy limbs, and that sort of easy movement and lack of demonstrative emotion tends to draw people. This has been both good and bad in her life; the same traits tend to give her a "prey" aura, and will draw a predator just as fast as a friend. She does help people, when the opportunity arises, though one would be hard pressed to say why she does so- she doesn't appear to enjoy it, not even the eventual gratitude. But then, she doesn't really appear to enjoy much of anything.

She will very rarely show any emotion on her face. Occasionally her mouth will tilt up or down, maybe one of her eyebrows will even arch (a little) or furrow in what appears to be the mildest indignation. Her wide, murky eyes often seem empty, totally vacant; she appears to be the centerpiece for the saying "The lights are on but nobody's home". She has been referred to as the "sleepy girl" by those who are hard-pressed to identify such blankness. Even her voice, on the infrequent occasion that she speaks, is flat and sort of a low pitch that calls to mind a pool of deep water in the middle of a cave. Half of the time, this impression of her is totally accurate.

However, if she were truly as monochromatic as she appeared, there is no way she would have lived this long. Liliana is actually highly perceptive; she can read an enemy's movement before the attack is launched (or at least before it reaches her), and can identify intent and emotion based on tone of voice and body posture. She can take in a room with a glance and describe it with detail up to a day later, with impressive accuracy... you know, occasionally. It's hard for even a slightly-more-than-casual acquaintance to know which Liliana is behind those eyes at any given moment.

Skills: Oddly enough, she is a very impressive with close combat situations. She has a sort of fluidity of movement not unlike several forms of martial arts (though it wouldn't truly fit into any of them), and easy grace that is almost languid, as though she were half asleep. Not very good for killing (without weapons, at least) but very helpful for escape or disarming. She also has a remarkably high pain tolerance, even for a Wasteland lass. She's also a relatively decent cook, even with the minimal ingredients available.

Equipment: She has two hunting knives, usually kept in the pockets of her coat. They're old and not very high quality, but she keeps them as sharp as they can be. They are occasionally weapons, but more frequently used for random other tasks. She also has a small over-the-shoulder satchel, which looks just as worn as everything else she has. In it she keeps a canteen of potable water, a small whetstone, a hard bar of homemade lye soap, a coil of very thin rope, a yellowed map, a bronze compass with cracked glass, and a few strips of dried meat. Any room she has left is given over to edible wild plants.

Companion: Dziecko (Jeetz-koh). A Razorback piglet that very recently came into her care. He is currently about eight pounds, covered in a thick reddish brown and black bristles, giving him a striped look. He doesn't have tusks yet, but there is a broad strip of bone running from between his large ears to the tip of his short tail where his spikes will grow in. His large eyes and thick eyelashes give him an air of innocence, despite his bratty nature.

Power: N/A

History: Liliana was born to Dominik and Julia Czerwiec, the youngest child and only daughter of five. They lived as part of a community, too small to be a town and too large to be a village, just inside the borders of Poland, close to the ruins of Bialystok. They had enough people to have a small team of hunters and a gaggle of foragers, even a few farmers and carpenters. Domestic animals were an unusually common sight, and the entire commune built itself around the idea of helping one's neighbor and working for the benefit of the whole. It was a very simplistic method of life, with little technology aside from old rifles used by some of the hunters. Liliana wore long dresses beneath her furs and kept her hair long and braided, smiling and chattering often. She learned to forage and cook, to tend minor injuries, to care for livestock and skin a hunter's prize. She demonstrated an inborn sense of rhythm from an early age, often dancing if music could be heard or humming if it could not. It was as hard as any life in these conditions, but she developed pride in her family and friends and their rustic lifestyle.

When she was eighteen, she left to forage on the outskirts of her village with the youngest of her brothers, Eryk. They had only been gone a few hours when two eldest brothers, Adrian and Gabriel, burst into the brush and swept them up, both pale, breathless and urging haste with the panic in their eyes. They ran... and ran, and ran, and ran. Liliana lost track of time and her brain seemed to shut down, thinking only of running, of catching up to Adrian's back in front of her. They only stopped when Gabriel collapsed, revealing a deep wound in his stomach and a wide ribbon of crimson. They pressed on with one less sibling only moments later.

When they finally collapsed in some empty ruins, Adrian explained that demons had arrived in their home. There was no point in going back, he explained. There was no chance anyone else made it out. The details were grisly and heart-rending, but Eryk and Liliana made him tell them every last bit. At the end of the horrifying tale, Liliana vomited and collapsed.

In the morning, they began their journey to the northeast. None of them had ever traveled so far from the village. They learned along the way: how to navigate across long distances, how to ration food and supplies, when to sleep and when to move quickly. Adrian was a talented hunter and the other two keen foragers, so while hunger was less of an issue than it could have been, exhaustion crept into their bodies and their hearts. The loss of everything they knew deepened the bond between the siblings, and often they would see no one but each other for days, even weeks at a time. They traded with nomads or small bands of locals, but they came across no other large settlements. Their pace gradually slowed as the flames of fear were replaced with fatigue, and by the time they reached the Russian border of Latvia they had reached a modicum of stability. It had taken three years.

One night, Liliana awoke to find Eryk standing over Adrian, blood dripping from his knife. She can remember the disbelief, the internal fight of her will to live against her unwillingness to focus. The details are nightmarish, but she made it out of there with her life and her brother's hunting knife wedged firmly in her back.

When she awoke, she found herself in the company of men that harvested the Redwood bark in the southern woods. They had stitched up her knife wound and let her rest with their supplies while they harvested, but paid her little mind other than that. They said they would allow her to travel with them back to the tunnels beneath Moscow if she would cook for them and mind their tortoise, and she listlessly accepted, still settling into her new reality and only vaguely familiar with the language.

Moscow was almost enough of a culture shock to snap her back. A whole new world away from the sun. Tunnels like roads, walls of dirt where the plains ought to be, shops and traders and tiny houses. The Redwood harvesters, touched either by her cooking or soft, empty gaze, offered her a permanent position with them. She accepted, having no where else to go. Over the past six years, Liliana has been listening and learning and honing her skills almost subconsciously.

Other: The group of harvesters, usually between six and nine men and only about half of them constant, tend to have a universal fondness for the dead-eyed woman. They gave her the clothes she wears, and some of the men who were there when she joined tend to mother her a bit. She wouldn't be alive without their skilled ability to navigate the woods and defend the group. Dziecko was a gift from one of them; Liliana originally refused, but when it was revealed that she had cooked and served the little beasts only living relative, a twinge of unfamiliar guilt found her taking the little squealer anyway.


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 Post subject: Re: The Fog [OOC]
PostPosted: Sat Dec 13, 2014 2:31 am 

eyy, senpai!

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Looks fantastic, Tyne. I'll put you on the list.

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 Post subject: Re: The Fog [OOC]
PostPosted: Sat Dec 13, 2014 10:19 pm 
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posted new profile yo


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 Post subject: Re: The Fog [OOC]
PostPosted: Sat Dec 13, 2014 10:26 pm 

eyy, senpai!

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Ayy I like her

viewtopic.php?f=17&t=44494

ALSO IC IS UP.

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 Post subject: Re: The Fog [OOC]
PostPosted: Sat Dec 13, 2014 11:53 pm 
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"She also will not share." LOL


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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 3:35 am 

eyy, senpai!

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Sharing is caring tho :<

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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 3:41 am 
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sharing = less shiny things for self. shiny things > caring =D


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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 3:43 am 

eyy, senpai!

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This is true too.

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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 3:57 am 
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There's nothing like an RP to make you realize how little you know about things. Midway through typing my post I was like

"... I have no idea what a tortoise's nose looks like."

Not like I've never seen one. Just never focused on their noses. Had to google it.


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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 4:02 am 

eyy, senpai!

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Ah geez, I know the feeling. Little unimportant details like that slip the mind.

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 Post subject: Re: The Fog [OOC]
View Likes PostPosted: Sun Dec 14, 2014 4:04 am 
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Name: Rock Hammer (Doesn't remember his real name)

Age: 35

Gender: Male

Race: Mutant Humanoid

Appearance:
Standing at seven feet tall and packed with rock-hard muscles, Rock Hammer looks exactly like a brutal monster. He often adorns himself in clothing and armor he would craft with junk he finds, if he's not simply walking about stark nude, though he would at least make some sort of bag or have pockets to hold things. Does not grow any hair and his eyes grow white in the darkness.

Personality:
Rock Hammer bounces between gibbering madman and brooding anti-hero. The mutations he suffers from makes him prone to outbursts of emotions, which he tries to reign in but in all honesty anything that can provoke emotions from him will trigger the outbursts. So he chooses Stoicism most of the time simply as a means to control himself. Even so, he has a tendency to hear voices, usually things from his past that he may have forgotten. This makes him talk randomly to nothing despite his claims to be conversing with someone. These voices, strange as they are, do sometimes seem genuine, not that he nor anyone else could really prove their existence. Despite his problems Rock Hammer has a sort of childish optimism. While he has his reservations against meeting new people (Justified as he is a rather large mutant monstrosity, which many people would react negatively towards), he has a heroic spirit and is able to quickly grasp a situation with the help of his voices.

Skills: Rock Hammer is oddly dexterous and has a savant-like knowledge of technological items. Specifically, he can often put together seemingly random items and turn them into useful tools or weapons. He has a very fine control of his senses as well, allowing him to either ignore things like pain, loud noises, or unpleasant scents and find much more subtle things. He doesn't really have any formal fighting ability, but given that he's usually larger and stronger than most normal humans and even most mutants, what he lacks in skill he makes up for in ability. Rock Hammer himself is very tough and much faster than his size would imply; he doesn't use his raw strength to do damage, but his sheer speed and superior durability. He is notably good at throwing things however; give him a good sized rock and he could snipe flies out of the air with it.

Equipment: Rock Hammer forages for most of his supplies, and he could eat nearly anything short of the dirt. He doesn't get sick from bad food though he usually doesn't eat them simply because they taste nasty. Still, he carries a big soup cup which he can use to drink or eat things out of. He also carries a sharp knife, though it's too small and the blade is too thin to be used in combat. He relegates his knife only for things that need to be carefully cut. He carries a few rocks that he uses to throw at his enemies, with deadly efficiency. He rarely wears clothes but would make something since he has some awareness that most people are uncomfortable around him when he's naked, and prefers to cover himself in beaten metal plates to look something akin to armor and to have lots of pockets and straps to carry things. His most prized possession is his name sake however: The Rock Hammer. Pieces of Rebar held together by leather straps and the stone head, but he has used this weapon ever since he was aware of himself, and has slain many foes with it. Another item he holds dear is a largely blank book with pressed flowers. It's very aromatic.

Companions: None

Power: Though Rock Hammer is mostly unaware of this power (And if he is aware, would think of it more akin to a curse), he can commune with strange voices in his head. These voices would speak to him regardless if he wants to listen or not, which is a double-edge sword. Sometimes they would tell him helpful things that he would otherwise never know (Like dangers he isn't aware of or how to solve a puzzle), but they would also ramble and distract him. It's hard for him to tell which voices are helpful and which aren't, though he has some form of control over them; if he yells at them, they usually get quiet, and sometimes they might talk about things that are relevant to what is going on. These voices sound a lot like people actually talking to him as well, making it hard for him to discern who's saying what when he's actually talking to a person unless he's really focusing.

History: Rock Hammer remembers a beautiful woman. He thinks it's his mother, but even now he isn't certain who she was. But he remembered this woman picking him up and holding him close. He remembered the warmth and the good feeling he had when she was holding him. But he also remembered the dark pain that followed when she let go of him. Who this woman was Rock Hammer doesn't know, and wants to find out. He first awoken in a crater inside a decrepit building. From the holes above him he would have guessed that he somehow fell strait from the roof to the ground floor. There was many questions, but he had very little chance to answer. Soon he was attacked by strange men in green armor, who were stabbing him with knives and shooting him with guns. He killed them all in a rage, but was very injured. He dragged his body away as far as he could. When he saw more of those men come after him, Rock Hammer created his namesake weapon and fought them off. He kept running and running until eventually there were no more Green Men, as he called it. But what he was doing there, why he was being attacked, and what the hell was going on, Rock Hammer just didn't know. He's been spending most of his time just drifting from place to place, looking for a settlement that won't mind giving him some food if he helps them. He doesn't really have much purpose in his life, though he does want to find that beautiful woman again. He wants to know who she was, and more importantly, who he was.

Other: Rock Hammer likes to collect flowers, especially "Smelly" ones, as he calls them. He would only take ones that he could put in his book however. He isn't really sure why he does this and he would sometimes forget that he has it, but it always makes him feel better (And somewhat high). He has no names for the voices in his head, only that they are vaguely based off people he may have met or at least heard about.

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Those who have have pledged their life and loyalty to me.

Eggs wrote:
I, Eggs, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Eggs, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Eggs, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Eggs, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Draconilian wrote:
I, Draconilian, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Draconilian, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Draconilian, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Draconilian, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Freeshooter92 wrote:
I, Freeshooter92, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Freeshooter92, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Freeshooter92, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Freeshooter92, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Doodleniks wrote:
I, Doodleniks, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Doodleniks, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Doodleniks denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Doodleniks declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Shadowed wrote:
I, Shadowed, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I,Shadowed, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Shadowed, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Shadowed, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.

Join me... And fulfill the oath.

And the blanks with your Username.

I, _______, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, _______, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, _______, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, _______, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Last edited by LuciusCypher on Sun Mar 06, 2016 7:32 pm, edited 1 time in total.

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 Post subject: Re: The Fog [OOC]
PostPosted: Sun Dec 14, 2014 4:21 am 

eyy, senpai!

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Joined: Fri Jan 03, 2014 7:40 am
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Very interesting power, and I'm definitely wanting to know more about his history. Welcome aboard.

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