The world is gone, the world has change. The world destroyed nothing left but rubble, dust and memories No matter how you saw the world before being a pessimist or an optimist, humanity has done it's toll on itself. The world is gone and no one, not even god can save you. So, what will you do..? Will you strive to live and survive? Will you help everyone you meet? Or will you stay to destroy the world even more like no other evil being has before. Choose your way, no matter how you play. The world will not cease to be this way. Live your life the way you want to, and leave people in the dust dead or alive.
Name: (Your name here, be a bit subtle with them.)
Age: (16 - 40)
Alliance/Moral: (Good - Evil - Neutral - Other: Explain.)
Gender: (Male - Female)
Appearence: (What your character looks like, you can post pictures if you would like but make sure they at least look a bit Anime-ish.)
Items: (Supplies, Repair Tools, Knick-Knacks)
Weapon: (What they use as a weapon, not something like a 20 ft scythe please, I know it's Anime-esque but make it at least 10ft tall.)
Special powers: (A special power only there line of blood posess, if you have the same power as someone else you can be related or your blood lines intwine somehow.)
Weaknesses and Flaws: (Something only you, have a problem with, it can be beyong mortal sense's and feelings but don't hurt yourself too much.)
Bio: (About 2 - 3 paragraphs about your character and who they are, pretty simple really.)
Age: (16 - 40)
Alliance/Moral: (Good - Evil - Neutral - Other: Explain.)
Gender: (Male - Female)
Appearence: (What your character looks like, you can post pictures if you would like but make sure they at least look a bit Anime-ish.)
Items: (Supplies, Repair Tools, Knick-Knacks)
Weapon: (What they use as a weapon, not something like a 20 ft scythe please, I know it's Anime-esque but make it at least 10ft tall.)
Special powers: (A special power only there line of blood posess, if you have the same power as someone else you can be related or your blood lines intwine somehow.)
Weaknesses and Flaws: (Something only you, have a problem with, it can be beyong mortal sense's and feelings but don't hurt yourself too much.)
Bio: (About 2 - 3 paragraphs about your character and who they are, pretty simple really.)
1. No trench coating.
2. No mary sues.
3. No sex scenes, relationships are fine but beyond that no.
4. While talking OOC please use a spoiler box, I'm fine with the accidental OOC but when it has a point, please use a spoiler box thank you.
5. I may no be the best with grammar and spelling, but I atleast expect some grammar with capitals and full stops and whatnot.
6. Guns are aloud, empathic links with them are to.
7. Above all have fun.
2. No mary sues.
3. No sex scenes, relationships are fine but beyond that no.
4. While talking OOC please use a spoiler box, I'm fine with the accidental OOC but when it has a point, please use a spoiler box thank you.
5. I may no be the best with grammar and spelling, but I atleast expect some grammar with capitals and full stops and whatnot.
6. Guns are aloud, empathic links with them are to.
7. Above all have fun.
Name: Rachael Wernus
Age: 27
Alliance/Moral: Good and Evil she can be good when Nature is fine, but if Nature is being hurt anyone around her better watch out.
Gender: Female
Appearence: She has green eyes and brown hair and she wears nothing but a gray torn cloak.
Items: A few loaves of bread, A flask (empty), about 10 metres of rope and a small bag full of seeds.
Weapon: She has a Scimitar about the size of a small child.
Special powers: She has the ability to entangle foes with vines that erupt from the ground, unfortunately if she doesn't have seeds to plant in the ground she cannot do anything.
Weaknesses and Flaws: She has a mental flaw called "Natures Gracing" which makes her completely in tune with nature, whenever nature is hurt nearby she is hurt also. It's not fully empathic as that would cause her to fall in and out of conciousness but it is enough to stop her dead in her tracks.
Bio: She started off with no little then a brother and grew up day after day with just him by her side, a little later in life she gained a sister, a mother, a father and eventually the world was her sibling. She grew up along side a dear friend of hers who in the end was brutally murdered by the thing she trusts most Nature, she learnt to embrace nature and eventually became so in tune with it's non-sentient life and began a new life. A horrible one ridden with disease, famine and plauge. The post-apocalyptic wasteland should've killed her, but she was too strong for that, she had to keep fighting, she has to protect nature.
Age: 27
Alliance/Moral: Good and Evil she can be good when Nature is fine, but if Nature is being hurt anyone around her better watch out.
Gender: Female
Appearence: She has green eyes and brown hair and she wears nothing but a gray torn cloak.
Items: A few loaves of bread, A flask (empty), about 10 metres of rope and a small bag full of seeds.
Weapon: She has a Scimitar about the size of a small child.
Special powers: She has the ability to entangle foes with vines that erupt from the ground, unfortunately if she doesn't have seeds to plant in the ground she cannot do anything.
Weaknesses and Flaws: She has a mental flaw called "Natures Gracing" which makes her completely in tune with nature, whenever nature is hurt nearby she is hurt also. It's not fully empathic as that would cause her to fall in and out of conciousness but it is enough to stop her dead in her tracks.
Bio: She started off with no little then a brother and grew up day after day with just him by her side, a little later in life she gained a sister, a mother, a father and eventually the world was her sibling. She grew up along side a dear friend of hers who in the end was brutally murdered by the thing she trusts most Nature, she learnt to embrace nature and eventually became so in tune with it's non-sentient life and began a new life. A horrible one ridden with disease, famine and plauge. The post-apocalyptic wasteland should've killed her, but she was too strong for that, she had to keep fighting, she has to protect nature.
Name: Joseph Terminus
Age: 30
Alliance/Moral: Neutral
Gender: Male
Appearance: Large build, six foot four inches tall, long black hair, one black eye and one blue eye, a large black cloak, destroyed jeans, and a torn black shirt.
Items: Squirrel meat (two of the fluffy bastards worth), several different books, ranging from Roadside Picnic to Metro 2033, but all of them have some relevance to his situation, and a box containing the butt of his empty shells.
Weapon: A normal sawed-off double barrel shotgun, but modified to fire one handed and rotate four barrels (one barrel on top of another, and two barrels at a time).
Special powers: The ability to infuse his shells with the elements of fire, electricity, and darkness.
Weaknesses and Flaws: Is effected greatly by water and extreme light, causing nausea, headaches, lethargy, pain, and death under extended amounts.
Bio: Born to a cult, Joseph was named after the figure from the Bible, and his last name was of some dead language. It was to be given to the child that would bring about a second end to the world, one that was supposed to kill all, and succeed. Joseph, however, disregarded this as just a myth of his forefathers and continued on in life, leaving the strange cult when he was sixteen. He traveled on his own for years, finding that most places that held books where left almost entirely intact and that they could be used to kill time, of which he had plenty.
He soon found that he also had a love for movies, odd, as he had never seen one, just the posters and boxes he found in abandoned homes that he used to sleep in. He found one series to be especially nice looking, namely Mad Max, so he adopted the shotgun, modified it to be better, and even made a mechanism that allowed him to have four barrels instead of two. He collected the back of the red and green shells to have with him, as a hobby, if you will. He drifted like this for almost ten years, never giving either credence or falsehood to his name, stopping at the occasional settlement for a few months before moving on to the next.
Age: 30
Alliance/Moral: Neutral
Gender: Male
Appearance: Large build, six foot four inches tall, long black hair, one black eye and one blue eye, a large black cloak, destroyed jeans, and a torn black shirt.
Items: Squirrel meat (two of the fluffy bastards worth), several different books, ranging from Roadside Picnic to Metro 2033, but all of them have some relevance to his situation, and a box containing the butt of his empty shells.
Weapon: A normal sawed-off double barrel shotgun, but modified to fire one handed and rotate four barrels (one barrel on top of another, and two barrels at a time).
Special powers: The ability to infuse his shells with the elements of fire, electricity, and darkness.
Weaknesses and Flaws: Is effected greatly by water and extreme light, causing nausea, headaches, lethargy, pain, and death under extended amounts.
Bio: Born to a cult, Joseph was named after the figure from the Bible, and his last name was of some dead language. It was to be given to the child that would bring about a second end to the world, one that was supposed to kill all, and succeed. Joseph, however, disregarded this as just a myth of his forefathers and continued on in life, leaving the strange cult when he was sixteen. He traveled on his own for years, finding that most places that held books where left almost entirely intact and that they could be used to kill time, of which he had plenty.
He soon found that he also had a love for movies, odd, as he had never seen one, just the posters and boxes he found in abandoned homes that he used to sleep in. He found one series to be especially nice looking, namely Mad Max, so he adopted the shotgun, modified it to be better, and even made a mechanism that allowed him to have four barrels instead of two. He collected the back of the red and green shells to have with him, as a hobby, if you will. He drifted like this for almost ten years, never giving either credence or falsehood to his name, stopping at the occasional settlement for a few months before moving on to the next.
Name: Werner Joab
Age: 54
Alliance/Moral: Neutral. Werner concerns himself with survival first and foremost, with morality falling in as a secondary concern to be worried about later--whenever that is.
Gender: Male
Appearence: Werner is showing all the signs of aging one would expect from a man his age. Of average imposition in his youth, his stature has begun to decline, his hair line has begun to recede, his brow has begun to wrinkle, and his hair has begun to gray. But he covers it well behind his heavy double breasted coat and low-pulled fedora, which are both in various states of disrepair, giving him a distinguished, if ragtag, appearance.
Items: Walking stick, he uses more as a psychological technique then an actual aide, to make people think he's older than he is, but makes a useful makeshift weapon in a pinch.
Weapon: A single revolver he keeps stuffed in the sleeve of his coat, that he can flick out quickly if the need arises.
He also keeps with him a small leather bound notebook, in which he keeps copious notes on anything he finds interesting. Overtime, he's written in it less and less as his reliance on it has fallen. Naturally, he keeps an old pen with him for him to make whatever little additions to it he deems necessary.
Special powers: Possesses limited foresight, being able to predict the moves of people several seconds before they make them. Unfortunately, he cannot predict thoughts of others and it isn't a passive ability, so if he isn't actively reading, he can't anticipate motion. Luckily, the skill works as a useful trap detector, assassin locator, and card game rigger.
Weaknesses and Flaws: Excessive use of his ESP causes his remaining five senses to dull over time, which makes it impractical for extended engagements, lest he predicts himself into premature deaf and blindness. Given time his senses will come back, but that's little consolation when one's being shot at and cannot physically sense it.
Bio: Werner has lived a nomadic life style for as long as he cares to remember. He's made numerous connections, friends and enemies alike, but his relationships have always tended on the brief. He has spent his life perfecting his survival skills, amassing all the knowledge and learning he's encountered in a small journal he keeps concealed in his coat. He prefers to keep mum on the specifics of his childhood, but if prodded long along enough he'll eventually spill the beans on his travels.
Age: 54
Alliance/Moral: Neutral. Werner concerns himself with survival first and foremost, with morality falling in as a secondary concern to be worried about later--whenever that is.
Gender: Male
Appearence: Werner is showing all the signs of aging one would expect from a man his age. Of average imposition in his youth, his stature has begun to decline, his hair line has begun to recede, his brow has begun to wrinkle, and his hair has begun to gray. But he covers it well behind his heavy double breasted coat and low-pulled fedora, which are both in various states of disrepair, giving him a distinguished, if ragtag, appearance.
Items: Walking stick, he uses more as a psychological technique then an actual aide, to make people think he's older than he is, but makes a useful makeshift weapon in a pinch.
Weapon: A single revolver he keeps stuffed in the sleeve of his coat, that he can flick out quickly if the need arises.
He also keeps with him a small leather bound notebook, in which he keeps copious notes on anything he finds interesting. Overtime, he's written in it less and less as his reliance on it has fallen. Naturally, he keeps an old pen with him for him to make whatever little additions to it he deems necessary.
Special powers: Possesses limited foresight, being able to predict the moves of people several seconds before they make them. Unfortunately, he cannot predict thoughts of others and it isn't a passive ability, so if he isn't actively reading, he can't anticipate motion. Luckily, the skill works as a useful trap detector, assassin locator, and card game rigger.
Weaknesses and Flaws: Excessive use of his ESP causes his remaining five senses to dull over time, which makes it impractical for extended engagements, lest he predicts himself into premature deaf and blindness. Given time his senses will come back, but that's little consolation when one's being shot at and cannot physically sense it.
Bio: Werner has lived a nomadic life style for as long as he cares to remember. He's made numerous connections, friends and enemies alike, but his relationships have always tended on the brief. He has spent his life perfecting his survival skills, amassing all the knowledge and learning he's encountered in a small journal he keeps concealed in his coat. He prefers to keep mum on the specifics of his childhood, but if prodded long along enough he'll eventually spill the beans on his travels.
Name: Dane Green
Age: 18
Alliance/Moral: Evil / Neutral - Dane is pushed by the thoughts of his second personality
Gender: Male
Appearance: Dane is short for his age only about 5"6 with long dark brown hair, his eyes are a crystal blue and his smile seems cracked. Wearing baggy sweat pants and torn straitjacket.
Items: Pack of Playing Cards, Small Tin of Tuna, Bottle of Everclear, Lighter and Pair of Hand Cuffs.
Weapon: Puppet the size of a small boy filled with and assortment of sharp objects and traps.
Special powers: Dane has the ability to take control of objects, like a puppet on strings.
Weaknesses and Flaws: Dane is of two minds on everything and is always on edge. Simple things can set him in a raging argument with his other half which can cause him to pass out from lack of air.
Bio: Dane has a lack of memory of most of his life just small flashes of who he used to be. Waking up in a padded cell after the world ended he spent months living off what would crawl into his cell and only talking to a small wooden puppet he calls Higginson. Unable to escape his padded prison Dane's mind soon fell apart creating a alternate personality for Higginson and sealing all his dark thoughts in that half of his mind.
Dane was awoken by Higginson one morning to find bandits raiding the prison, while Dane was frightened and wanted to hide Higginson took over and killed everyone when the opened his cell. Free Higginson used the tools the bandits had to adapt Dane's puppet into a tool of death and showed Dane how to use it. Now Dane travels looking for some sense in this world.
Age: 18
Alliance/Moral: Evil / Neutral - Dane is pushed by the thoughts of his second personality
Gender: Male
Appearance: Dane is short for his age only about 5"6 with long dark brown hair, his eyes are a crystal blue and his smile seems cracked. Wearing baggy sweat pants and torn straitjacket.
Items: Pack of Playing Cards, Small Tin of Tuna, Bottle of Everclear, Lighter and Pair of Hand Cuffs.
Weapon: Puppet the size of a small boy filled with and assortment of sharp objects and traps.
Special powers: Dane has the ability to take control of objects, like a puppet on strings.
Weaknesses and Flaws: Dane is of two minds on everything and is always on edge. Simple things can set him in a raging argument with his other half which can cause him to pass out from lack of air.
Bio: Dane has a lack of memory of most of his life just small flashes of who he used to be. Waking up in a padded cell after the world ended he spent months living off what would crawl into his cell and only talking to a small wooden puppet he calls Higginson. Unable to escape his padded prison Dane's mind soon fell apart creating a alternate personality for Higginson and sealing all his dark thoughts in that half of his mind.
Dane was awoken by Higginson one morning to find bandits raiding the prison, while Dane was frightened and wanted to hide Higginson took over and killed everyone when the opened his cell. Free Higginson used the tools the bandits had to adapt Dane's puppet into a tool of death and showed Dane how to use it. Now Dane travels looking for some sense in this world.
Name: Javol Zen
Age: 12
Moral: Chaotic good e.g. For the greater good kinda guy.
Gender: Male
Apearance: weres a long black duster that drags along the floor, army boots, leather gloves , gogles cover his eyes and has long black hair.
Items: Wrench, nuts, bolts and a screwdriver.
Weapons: Double sided chainsword (think warhammer 40k chainsword only it has the actual chainsword part on both sides e.g. Like a double lightsaber) and a Revolver.
Special powers: upon touching any item he knows how to use it to it's full potential. E.g. He touches a revolver he is instantly a expert shot.
Weakness: his mind gets overfilled with info now and again and he goes into a trance like state.
Bio: Was brought up after the end of days or at least he has no memory of before. His parents made a settlement where they lived with the settles till raiders attacked when he was 9. They killed everyone but him as they wanted to make him a raider, but Javol was having none of it he grabbed his fathers Double-sided chainsword and Revolver using them to slaughterd them all where he realised his strange power. He began traveling the wastes as a vigilante killing all he considerd evil. One day he was hacking a computer when suddenly a trance like state occoured he was still fully aware but unable to move
Age: 12
Moral: Chaotic good e.g. For the greater good kinda guy.
Gender: Male
Apearance: weres a long black duster that drags along the floor, army boots, leather gloves , gogles cover his eyes and has long black hair.
Items: Wrench, nuts, bolts and a screwdriver.
Weapons: Double sided chainsword (think warhammer 40k chainsword only it has the actual chainsword part on both sides e.g. Like a double lightsaber) and a Revolver.
Special powers: upon touching any item he knows how to use it to it's full potential. E.g. He touches a revolver he is instantly a expert shot.
Weakness: his mind gets overfilled with info now and again and he goes into a trance like state.
Bio: Was brought up after the end of days or at least he has no memory of before. His parents made a settlement where they lived with the settles till raiders attacked when he was 9. They killed everyone but him as they wanted to make him a raider, but Javol was having none of it he grabbed his fathers Double-sided chainsword and Revolver using them to slaughterd them all where he realised his strange power. He began traveling the wastes as a vigilante killing all he considerd evil. One day he was hacking a computer when suddenly a trance like state occoured he was still fully aware but unable to move
Name: Arthur Cloud
Age: 34
Alliance/Moral: Neutural Good - Arthur does whatever strikes him at the moment, some times doing random things just for the hell of it, but usually does what most would consider right.
Gender: Male
Appearence: Like this but without the mask, with some old weilding googles and short brown hair. ( http://gallery.thatvideogameblog.com/albums/massive-action-game/MAG_apr04_24.jpg )
Items: A bandolier full of 40mm grenades and large shot gun shells that can fit his grenade launcher. He also carries a survival knife, a flint and striker, a watch, some binoculars and a nightvision adaptor for his M14 EBR. In a back pack he has a first aid kit, some long lasting food, some bottled water, some random but usefull things like string, tape and other things, and equipment to make shells for his M-79.
Weapon: A custom M-79 grenade launcher, made to have a pistol grip and fire large shotgun shells, a M14 EBR, made with a heavier barrel for durablility with sustained fire, with a fixed 12x zoom scope, made to be able to use the iron sights as well as the scope, a flash light attachment, a laser sight, a bi-pod and a vertical foregrip. He also carries a tough 40cm knife on his belt.
Special powers: Arthur has very good accuracy and always has, even as a small boy, he rarly misses a shot and can hit a bullseye at huge ranges.
Weaknesses and Flaws: If Arthur uses his power to much it can cause him bad head aches, sometimes getting bad enough for him to collapse.
Bio: Arthur had a normal life, his farther was the gunsmith for the settlement they lived it and when Arthur was young he started to help his father, passing tools and learning the trade. By the time he was 15 or so Arthur could make his own guns and ammunition and other useful things. When he was old enough Arthur left the settlemet and started to travel. Since the day he left Arthur has been traveling around helping people here and there.
Age: 34
Alliance/Moral: Neutural Good - Arthur does whatever strikes him at the moment, some times doing random things just for the hell of it, but usually does what most would consider right.
Gender: Male
Appearence: Like this but without the mask, with some old weilding googles and short brown hair. ( http://gallery.thatvideogameblog.com/albums/massive-action-game/MAG_apr04_24.jpg )
Items: A bandolier full of 40mm grenades and large shot gun shells that can fit his grenade launcher. He also carries a survival knife, a flint and striker, a watch, some binoculars and a nightvision adaptor for his M14 EBR. In a back pack he has a first aid kit, some long lasting food, some bottled water, some random but usefull things like string, tape and other things, and equipment to make shells for his M-79.
Weapon: A custom M-79 grenade launcher, made to have a pistol grip and fire large shotgun shells, a M14 EBR, made with a heavier barrel for durablility with sustained fire, with a fixed 12x zoom scope, made to be able to use the iron sights as well as the scope, a flash light attachment, a laser sight, a bi-pod and a vertical foregrip. He also carries a tough 40cm knife on his belt.
Special powers: Arthur has very good accuracy and always has, even as a small boy, he rarly misses a shot and can hit a bullseye at huge ranges.
Weaknesses and Flaws: If Arthur uses his power to much it can cause him bad head aches, sometimes getting bad enough for him to collapse.
Bio: Arthur had a normal life, his farther was the gunsmith for the settlement they lived it and when Arthur was young he started to help his father, passing tools and learning the trade. By the time he was 15 or so Arthur could make his own guns and ammunition and other useful things. When he was old enough Arthur left the settlemet and started to travel. Since the day he left Arthur has been traveling around helping people here and there.