After hours of snowed-over forests and plains, the tram finally comes in sight of its destination: the great city of Vigil. Even from a distance of at least 200 miles away, Vigil seems to dwarf everything around it. You feel that shouldn't be surprised that Vigil literally rises far above the clouds... it is a double-decker city after all. Though you can never see them clearly, you've read about the Upper City's many architectural marvels - from the fine obsidian glass domes and windows to the multitude of deceptively jagged bridges and skyscrapers; some sources even claim that some districts of the Upper City closely resemble a set of stalagmites... or an unfathomable number of hands forever grasping and groping upward, as if the entire city was not content with the immense stature it had already attained, and lusted after much greater heights.
Then your eyes are drawn down to the infamous Lower City, where the Oil Spill Riots led to the worst massacre of any police force in human history. Even after six decades of strenuous and near-constant clean-up efforts, the Lower City's streets are still stained with oil and blood... and a few areas are still flooded by both. Though after six decades of decay... who can tell the blood from the oil? But don't be alarmed, traveler, the Lower City also offers its own... delights.
Ah, here we are, here's your stop...
Before you go, however, I have a couple of tips for you:
1. Make sure to get enough sun - between the Ceiling, the Spires, and the wonderful Northern Canadian weather... sunlight isn't easy to come by in this town.
2. The closer you are to the Center, the safer you'll be.
Take care, friend.
-----
Further note on the city itself: while Vigil is not yet complete, it is mostly finished. It is both operational and habitable. What needs to be finished in it would mostly be relatively minor issues. However, one of the 14 fusion reactors is still being set up. Only 13 are active at the moment. Also, you may have noticed that there appear to be some gaps in the lore for this RP. This is deliberate. My thinking is thus: not every character is going to know everything about Vigil at the start (or even at the finish), therefore, this is the most lore that anyone starts with. When the RP starts, I will periodically release more lore as it becomes relevant or if it just seems like it could be nice to know at the time. But for the most part, whatever your character shouldn't know at first, you won't know. Everyone starts off with a different piece of the puzzle in this one. The ability to investigate further is not required to enjoy this RP, but it definitely helps.
IMPORTANT: DO NOT POST YOUR CHARACTER SHEETS ON THIS THREAD! That would defeat the entire purpose of having a "secret" section of your character's BIO. So again, DO NOT POST YOUR CHARACTER SHEET ON THIS THREAD, or I WILL be forced to reject it automatically. If you want in on this RP, you HAVE TO PM me the sheet.
ALSO: Experienced forum RP players will probably have noticed the lack of a "Personality" section. This is deliberate. I've played a few RPs that did have such a section... and I noticed that people tended to stick with that personality and their character never really changed that much, even when experiences in the RP should have been traumatic enough to warrant a drastic altering of their psyche. So, there is no personality section here. You may, if you like, make a brief note of your character's personality on a piece of paper, but don't post that note in your sheet or I WILL reject it. I don't want to know your character's full personality right off the bat, I want to get to know your character in the RP, and, I also would like you not to feel 'married' to whatever personality you start with. I want to see characters change in this RP, even if only slightly. Thank you, that's the last note on characters here.
Equipment:
There is no kind of armor whatsoever here. It would be a bit pointless since all guns both civilian and military are on the nanometer scale. Anything capable of deflecting such small and fast moving projectiles has not been developed yet.
A note on the wound system: your ability to do any damange at all with a gun depends entirely on your accuracy with said weapon. I.E. whether you hit your target at all, and when determining what kind of wound it is... where you hit your target.
Which is why different weapons have a different range of wounds they do if they hit. Its really a lot simpler than it sounds. If I were trying to be realistic, I'd be have us doing trajectory and force calculations for every single bloody shotgun pellet.
That wouldn't be very fun, so we're not doing that.
So... character slots:
Vast Majority of NPCs - Me.
Two other characters - Me. (TBD for now)
Gibson-Wells family - JoJo
Rival Family - Open, but you need to convince me that you can handle playing a wealthy character or characters responsibly. Your bio should include an explanation as to how your family/character got so wealthy. Preferably by starting a corporation.
VPD Detectives and Patrolmen: 2 slots open. Your bio should tell me which desk you're working on: Vice, Arson, Fraud, Theft, Homocide, SVU, or just patrol. Your bio should also explain how your character got to that desk (if any), and how they joined the force... as well as a motive for joining.
Criminal underground: 3 slots open. You can either be a member of the Canadian Syndicate or the local arm of the Chinese-Korean Triads.
Vigil Resident/Citizen: 4 slots open.
Tourist/Non-resident: 5 slots open. Your bio should include a reason for your visit to the fine city of Vigil.
Note: I've decided to allow for more criminals and VPD officers/detectives.
And speaking of which...
Accepted character sheets...
EDIT: I seem to have hit the arbitrary, and unspecified character limit for the Escapist, so I will be posting the rest of the accepted character sheets in separate posts from now on. I will repost them on the group-page once I get that up and running.
Then your eyes are drawn down to the infamous Lower City, where the Oil Spill Riots led to the worst massacre of any police force in human history. Even after six decades of strenuous and near-constant clean-up efforts, the Lower City's streets are still stained with oil and blood... and a few areas are still flooded by both. Though after six decades of decay... who can tell the blood from the oil? But don't be alarmed, traveler, the Lower City also offers its own... delights.
Ah, here we are, here's your stop...
Before you go, however, I have a couple of tips for you:
1. Make sure to get enough sun - between the Ceiling, the Spires, and the wonderful Northern Canadian weather... sunlight isn't easy to come by in this town.
2. The closer you are to the Center, the safer you'll be.
Take care, friend.
-----
The city-on-top-of-a-city Vigil, obviously. There are 21 Spires along the city's circumference holding up the Ceiling (or the Floor, as it is known in the Upper City). The Ceiling houses Vigil's only airports, as well a diverse set of living and entertainment venues. More importantly though, the Ceiling houses the ten Fusion Reactors that power the entire city. The only waste product of these reactors, is, of course, a shroud of water-vapor that drizzles from the Ceiling's exhaust ports, down onto the Lower City. The Upper City, as you've probably guessed from my intro, is the home of the extremely rich, and the Lower City and the Spires, are for everyone else. As there are 21 Spires, there are also 21 districts. Each district shares its name with its corresponding Spire. This city was meticulously planned, so if something is listed in this list, its there. If not, probably not.
1. Gibson - specializes in scientific research, also has the most direct routes to the Central Spire, the seat of every international and local government.
2. New Damascus - most religions have taken residence here... no one is really sure why.
3. Vulcan - where most materials in Vigil are made... home of the famous artificial volcano foundries.
4. New Rio - one of the three major centers of entertainment, focuses on gambling, lewd bars, and fishing.
5. New Wiltshire - houses VPD Central, this area is the only area where weapons of any kind may be sold.
6. Broadway - theatre district (film, stage, holo, you name it).
7. New Exeter - business district.
8. The Yard - sports district. Only sports stadium in the city is here, as well as most sports-related shops and services. Most of the die-hard sports fans live here as well. They also tend to have the place mostly to themselves.
9. Central Spire (or "The Dead Root" in local slang), is the seat of the current iteration of the U.N. as well as all of Vigil's local district governments, and houses a few other international alliances/governments.
10. Newark - industrial district, the Gibson-Wells family/coporate empire have a number of holdings here.
Districts 11-21 are residential districts. The somewhat more well-to-do areas were among the first to be completely 'reclaimed.' The other districts, however, are still at least partially flooded with crude oil.
Districts 11-15 are called the Diamond Quarter. This is where the upper-middle class lives for the most part. These districts are either completely clean or only slightly flooded with oil (an inch at most).
Districts 16-21 are known as the Salt Flats. This is where the lower-middle and below live. Only district 17 is completely clean. The rest can have anywhere between 2 inches to 2 feet of crude oil flooding their streets.
The 12 underground levels of the city are still largely inaccessible.
As for the Upper City, well... it is entirely the domain of the obscenely rich. They make alterations to their section of Vigil as they please. The VPD technically has jurisdiction there, but the number of officers patroling the Upper City can be literally counted on one hand. The Upper City dwellers all hire their own private security forces to keep the peace. Largely, however they see fit.
The Lower City on the other hand... the VPD was overworked and understaffed BEFORE the Oil Spill Riots, and now... even after 60 years of strenous recruiting, the VPD is still spread far too thin. They've been forced to give everyone, regardless of rank, hours of patrol duty. From the lowliest detective all the way to the chief of police herself.
The streets throughout the Lower City are narrower than many of you are used to. At most, the streets are 8-feet wide (just a bit over one meter I think), and at their narrowest, a little over three feet ( a bit less than one meter).
One key issue to keep in mind is that... THERE ARE NO LEGAL FORMS OF PRIVATE TRANSPORTATION IN VIGIL. There is ONLY an extensive public tram system that spans the entire city at every level. The tram runs along a network of 210 connections and overhead tunnels throughout the Lower City alone. And the trams always arrive on time. (unless you're on one of the 48 tour trams... then you're at the guide's mercy)
The last two main points of interest in Vigil are the Central Spire in the exact center of the Lower City, and the Ceiling (or Floor, depending).
The Central Spire is the seat of all of Vigil's local governments, as well as VPD Central, and the U.N.
The Ceiling has more residential housing, but it is mainly reserved for government employees on every level, from teachers and cops all the way to the less well-to-do politicians. (the more well-to-do ones are NOT provided for in the slightest. They have plenty of money already) The real points of interest within the Ceiling are the 15 fusion plants that power the entire city, and let out their harmless exhaust out onto the Lower City. That exhaust is why it is always foggy, raining and/or snowing in the Lower City. Also, the Ceiling houses the only airports in the entire city (around 20 of them).
1. Gibson - specializes in scientific research, also has the most direct routes to the Central Spire, the seat of every international and local government.
2. New Damascus - most religions have taken residence here... no one is really sure why.
3. Vulcan - where most materials in Vigil are made... home of the famous artificial volcano foundries.
4. New Rio - one of the three major centers of entertainment, focuses on gambling, lewd bars, and fishing.
5. New Wiltshire - houses VPD Central, this area is the only area where weapons of any kind may be sold.
6. Broadway - theatre district (film, stage, holo, you name it).
7. New Exeter - business district.
8. The Yard - sports district. Only sports stadium in the city is here, as well as most sports-related shops and services. Most of the die-hard sports fans live here as well. They also tend to have the place mostly to themselves.
9. Central Spire (or "The Dead Root" in local slang), is the seat of the current iteration of the U.N. as well as all of Vigil's local district governments, and houses a few other international alliances/governments.
10. Newark - industrial district, the Gibson-Wells family/coporate empire have a number of holdings here.
Districts 11-21 are residential districts. The somewhat more well-to-do areas were among the first to be completely 'reclaimed.' The other districts, however, are still at least partially flooded with crude oil.
Districts 11-15 are called the Diamond Quarter. This is where the upper-middle class lives for the most part. These districts are either completely clean or only slightly flooded with oil (an inch at most).
Districts 16-21 are known as the Salt Flats. This is where the lower-middle and below live. Only district 17 is completely clean. The rest can have anywhere between 2 inches to 2 feet of crude oil flooding their streets.
The 12 underground levels of the city are still largely inaccessible.
As for the Upper City, well... it is entirely the domain of the obscenely rich. They make alterations to their section of Vigil as they please. The VPD technically has jurisdiction there, but the number of officers patroling the Upper City can be literally counted on one hand. The Upper City dwellers all hire their own private security forces to keep the peace. Largely, however they see fit.
The Lower City on the other hand... the VPD was overworked and understaffed BEFORE the Oil Spill Riots, and now... even after 60 years of strenous recruiting, the VPD is still spread far too thin. They've been forced to give everyone, regardless of rank, hours of patrol duty. From the lowliest detective all the way to the chief of police herself.
The streets throughout the Lower City are narrower than many of you are used to. At most, the streets are 8-feet wide (just a bit over one meter I think), and at their narrowest, a little over three feet ( a bit less than one meter).
One key issue to keep in mind is that... THERE ARE NO LEGAL FORMS OF PRIVATE TRANSPORTATION IN VIGIL. There is ONLY an extensive public tram system that spans the entire city at every level. The tram runs along a network of 210 connections and overhead tunnels throughout the Lower City alone. And the trams always arrive on time. (unless you're on one of the 48 tour trams... then you're at the guide's mercy)
The last two main points of interest in Vigil are the Central Spire in the exact center of the Lower City, and the Ceiling (or Floor, depending).
The Central Spire is the seat of all of Vigil's local governments, as well as VPD Central, and the U.N.
The Ceiling has more residential housing, but it is mainly reserved for government employees on every level, from teachers and cops all the way to the less well-to-do politicians. (the more well-to-do ones are NOT provided for in the slightest. They have plenty of money already) The real points of interest within the Ceiling are the 15 fusion plants that power the entire city, and let out their harmless exhaust out onto the Lower City. That exhaust is why it is always foggy, raining and/or snowing in the Lower City. Also, the Ceiling houses the only airports in the entire city (around 20 of them).
Further note on the city itself: while Vigil is not yet complete, it is mostly finished. It is both operational and habitable. What needs to be finished in it would mostly be relatively minor issues. However, one of the 14 fusion reactors is still being set up. Only 13 are active at the moment. Also, you may have noticed that there appear to be some gaps in the lore for this RP. This is deliberate. My thinking is thus: not every character is going to know everything about Vigil at the start (or even at the finish), therefore, this is the most lore that anyone starts with. When the RP starts, I will periodically release more lore as it becomes relevant or if it just seems like it could be nice to know at the time. But for the most part, whatever your character shouldn't know at first, you won't know. Everyone starts off with a different piece of the puzzle in this one. The ability to investigate further is not required to enjoy this RP, but it definitely helps.
This is a quick note on slang in Vigil. Ever since the Oil Spill Riots, a lot of the slang has been and still is based on references to crude oil. Some examples:
"In the Crude" can mean either "in the crapper" or "shit hits the fan" or "we're in debt", depending on the context.
"Crude-listed" instead of "Black-listed."
"Drenches" in place of "trenches" or "complete shithole"
You don't have to use any of these phrases or anything related to crude oil, if it doesn't work for your character, or if you just don't feel like it.
However, if you'd like to come up with your own phrases, please do so. However, for everyone's conveinence, please put its meaning in an Out-Of-Character spoiler in every post that you use it. Thank you.
"In the Crude" can mean either "in the crapper" or "shit hits the fan" or "we're in debt", depending on the context.
"Crude-listed" instead of "Black-listed."
"Drenches" in place of "trenches" or "complete shithole"
You don't have to use any of these phrases or anything related to crude oil, if it doesn't work for your character, or if you just don't feel like it.
However, if you'd like to come up with your own phrases, please do so. However, for everyone's conveinence, please put its meaning in an Out-Of-Character spoiler in every post that you use it. Thank you.
Name:
Age:
Birth Date: I know this seems repetitive, but it helps me keep track of a few key factors.
Appearance: Physical characteristics are of minimal interest (i.e. natural hair color, skin color, height, sizes, etc.) but are still good for reference. I want to see details about what your chararcter does to alter their appearance, which at least shows something of how they like to be viewed... or any other aspect of them that you think you can hint at through their chosen (or not chosen) appearance.
Equipment: What equipment your character will start with, largely depends on what line of work they are in.
Cybernetics: If you choose this, you can't take on a nano-aug. And you can ONLY pick one of the cybernetics that I listed. If you think of a new one that wouldn't be too game-breaking, then I will consider it. IF, your character is in a position to develop said cybernetics themselves. (scientist, engineer, talented and well-funded inventor, etc.) The reason for your cybernetics should be at least mentioned somewhere in your BIO. You only get ONE kind of cybernetics. Choose carefully. Though keep in mind that this is optional, you don't NEED to have cybernetics.
Nano-Augs: If you take this, you can't use cybernetics. You only get ONE nano-aug. Choose carefully. Though keep in mind that this is optional, you don't NEED to have a nano-aug.
Powers: Describe them. Keep the guidelines in mind, or I will automatically reject this part of your sheet. Again, this is optional, you don't NEED powers, but you CAN have one. And yes, you can have powers and a nano-aug, or powers and one set of cybernetics. But you CANNOT have powers, and a nano-aug, and cybernetics. I AM trying to keep this balanced.
Power Origin: This is how your character thinks they got their powers. NO ONE, I repeat, NO ONE, actually KNOWS how they really got their powers. Should also include a motive for hiding them if this isn't already mentioned in the BIO.
Occupation: WHO DO YOU WORK FOR!??!!? And... WHAT DO YOU DO FOR THEM!?!!?!?!
Hobbies: This is optional but... I would like players to at least give it a little thought. The small details can really flesh a character out.
Parents: Dead? Alive? When were they born? When did they die? What were their jobs when they were alive? How did they die?
Marital Status: Is your character married? (sexuality, gender, race, and religion are all irrelevant to being able to do this in Vigil, as far as the law is concerned.) This, like having a hobby, is optional.
Children: Well, do you have any? If yes, then... names? How old are they? What schools do they go to? Do they have jobs and families of their own? You don't have to go into as much detail as your own character, but... its still worth thinking about. Like being married and having a hobby, this is optional... but at least give it a little thought before opting out.
Medical Health: How healthy is your character? Perfect health? Bad back? Bad eyesight? Heart problems? Seizures? This... could be anything from natural problems to side-effects from any cybernetics, nano-augs, and/or powers you may have. If you have powers, and I don't feel that you have enough drawbacks to them, I may suggest a few problems for you to add here. Any natural ability enhancing cybernetics or nano-augs will, I repeat, WILL cause some chronic condition that WILL come up in the RP.
Notes: Anything else you want to add about your character. Optional. And if you want this to be hidden from all other players, let me know.
Age:
Birth Date: I know this seems repetitive, but it helps me keep track of a few key factors.
Appearance: Physical characteristics are of minimal interest (i.e. natural hair color, skin color, height, sizes, etc.) but are still good for reference. I want to see details about what your chararcter does to alter their appearance, which at least shows something of how they like to be viewed... or any other aspect of them that you think you can hint at through their chosen (or not chosen) appearance.
Equipment: What equipment your character will start with, largely depends on what line of work they are in.
Cybernetics: If you choose this, you can't take on a nano-aug. And you can ONLY pick one of the cybernetics that I listed. If you think of a new one that wouldn't be too game-breaking, then I will consider it. IF, your character is in a position to develop said cybernetics themselves. (scientist, engineer, talented and well-funded inventor, etc.) The reason for your cybernetics should be at least mentioned somewhere in your BIO. You only get ONE kind of cybernetics. Choose carefully. Though keep in mind that this is optional, you don't NEED to have cybernetics.
Nano-Augs: If you take this, you can't use cybernetics. You only get ONE nano-aug. Choose carefully. Though keep in mind that this is optional, you don't NEED to have a nano-aug.
Public Record: What everyone would already know, or could easily find out about your character. Something that is common knowledge, or is a matter of public record.
Secret/Private: For only me and the player/character to know, and everyone else to find out. And... for anyone running multiple characters, unless they are all very close to each other, they should not magically know each other's secrets at the start of the RP. Thank you for keeping this in mind.
Secret/Private: For only me and the player/character to know, and everyone else to find out. And... for anyone running multiple characters, unless they are all very close to each other, they should not magically know each other's secrets at the start of the RP. Thank you for keeping this in mind.
Powers: Describe them. Keep the guidelines in mind, or I will automatically reject this part of your sheet. Again, this is optional, you don't NEED powers, but you CAN have one. And yes, you can have powers and a nano-aug, or powers and one set of cybernetics. But you CANNOT have powers, and a nano-aug, and cybernetics. I AM trying to keep this balanced.
Power Origin: This is how your character thinks they got their powers. NO ONE, I repeat, NO ONE, actually KNOWS how they really got their powers. Should also include a motive for hiding them if this isn't already mentioned in the BIO.
Occupation: WHO DO YOU WORK FOR!??!!? And... WHAT DO YOU DO FOR THEM!?!!?!?!
Hobbies: This is optional but... I would like players to at least give it a little thought. The small details can really flesh a character out.
Parents: Dead? Alive? When were they born? When did they die? What were their jobs when they were alive? How did they die?
Marital Status: Is your character married? (sexuality, gender, race, and religion are all irrelevant to being able to do this in Vigil, as far as the law is concerned.) This, like having a hobby, is optional.
Children: Well, do you have any? If yes, then... names? How old are they? What schools do they go to? Do they have jobs and families of their own? You don't have to go into as much detail as your own character, but... its still worth thinking about. Like being married and having a hobby, this is optional... but at least give it a little thought before opting out.
Medical Health: How healthy is your character? Perfect health? Bad back? Bad eyesight? Heart problems? Seizures? This... could be anything from natural problems to side-effects from any cybernetics, nano-augs, and/or powers you may have. If you have powers, and I don't feel that you have enough drawbacks to them, I may suggest a few problems for you to add here. Any natural ability enhancing cybernetics or nano-augs will, I repeat, WILL cause some chronic condition that WILL come up in the RP.
Notes: Anything else you want to add about your character. Optional. And if you want this to be hidden from all other players, let me know.
IMPORTANT: DO NOT POST YOUR CHARACTER SHEETS ON THIS THREAD! That would defeat the entire purpose of having a "secret" section of your character's BIO. So again, DO NOT POST YOUR CHARACTER SHEET ON THIS THREAD, or I WILL be forced to reject it automatically. If you want in on this RP, you HAVE TO PM me the sheet.
ALSO: Experienced forum RP players will probably have noticed the lack of a "Personality" section. This is deliberate. I've played a few RPs that did have such a section... and I noticed that people tended to stick with that personality and their character never really changed that much, even when experiences in the RP should have been traumatic enough to warrant a drastic altering of their psyche. So, there is no personality section here. You may, if you like, make a brief note of your character's personality on a piece of paper, but don't post that note in your sheet or I WILL reject it. I don't want to know your character's full personality right off the bat, I want to get to know your character in the RP, and, I also would like you not to feel 'married' to whatever personality you start with. I want to see characters change in this RP, even if only slightly. Thank you, that's the last note on characters here.
1. Prosthetics. This one is virtually side-effect free. Just stay away from the power plants, and any other source of EMP and you'll be fine. These are no better or worse than normal human limbs. You will also be more susceptible to alcohol and drugs (both medical and recreational) than those without cybernetic prosthetics.
2. Performance-Enhancing Prosthetics (Commonly referred to as "PEPpers"). These are improvements over your normal limbs, and depending on which limbs and how many of them you have replaced... well... let's just say that the side-effects are rather... varied. At the very least, you will be MUCH more susecptible to alcohol and drugs (recreational and medical) than people without cybernetics.
As for other symptoms well... your mind might not always interface properly with the cybernetics, which could cause a number of different issues from significantly slower-response times than normal to overly-sensitive chipsets, which leads to chronic and incredibly painful feedback. That's if you're luck and your body doesn't suffer from Chronic Rejection Syndrome (CRS). If you do have CRS (I'll roll a d20 to figure that out, 1-6, you have it, anything else, and you're fine; CRS is fairly rare)
There are three classes of PEPpers.
1. Lightweight - your arms can easily lift and throw objects of about the size and weight of a small motorcycle or a car battery. For legs, you have an above average running speed.
2. Medium - your arms can easily lift and throw objects about the size and weight of a vending machine. For legs, you are much faster than the average person.
3. High Performace - your arms can easily lift and throw objects about the size and weight of a small truck, and you have an extraordinaryily strong grip. For legs, no further speed increase, but if you have both PEPper arms and legs, you can easily scale buildings (think Spider-Man without the webbing).
However, unless your PEPpers are military or police issue, you will not be punching or kicking anyone any harder than a normal person due to a number of unremoveable safteies. Well, unless you want to deal with the Black Market but... well... two options at that point... Either A) you join the mob and work for them until they consider the debt paid, or B) be chased by the mob until they forget about you or you manage to figure out a way to make it more costly for them to chase after you than the PEPpers they gave you (this is very unlikely). Either way, the VPD will, at the very least, want to have a word with you.
Lastly, you don't have to worry about someone hacking your cyber arms or legs regardless of whether they are PEPpers or just prosthetics, they do have computers to intrepret your brain's signals, but they are far too specialized and compartmentalized to be hacked for any noticeable effect.
Cybernetic Pacemaker:
May sound a bit uninteresting, but unlike its 20th Century predeccesors, the Cyber-Pacemaker almost always regulates your heartrate to a pace that keeps your system in a 'relaxed but alert' mode as long as you're conscious, at which point it will keep your system in a completely relaxed state until your brain fully wakes up. This means however, that all recreational drugs and alcohol have no effect on you whatsoever, and adrenaline is constantly managed to keep your system in balance.
However, for a maximum of three times a day (game time) you may roll a d20 to jolt your character awake if you were forced into unconsciousness; to wake up you must roll a 12 or higher. And once per day (game time), you may attempt to bring your character back from the brink of death by rolling a d20 with a -6 penalty (subtract 6 from your die roll); to bring yourself back from the brink of death, your total must be higher than 15. (15 might save you, but you won't be able to get up right away, and will need medical attention immediately; anything lower and you're too fargone to save)
Given how risky implanting this device is, your character MUST have a serious heart condition that would have made this device absolutely necessary. Though this does seem to cure said condition, I expect it to have some impact on your role-playing and your character's back-story. This is not something you should pick on a whim. You are going to need to think about this one very carefully, as whatever condition you had is not entirely cured by this device and it will play at least some role in your character's part in the story. There are also some conditions where your pacemaker will fail and your condition will come back entirely.
Epidermal Armor Implants:
Ocular Implants
These at the very least, prevent you from ever going blind or your normal vision dropping below 20/20 in any way.
And that's it for Cybernetics.
2. Performance-Enhancing Prosthetics (Commonly referred to as "PEPpers"). These are improvements over your normal limbs, and depending on which limbs and how many of them you have replaced... well... let's just say that the side-effects are rather... varied. At the very least, you will be MUCH more susecptible to alcohol and drugs (recreational and medical) than people without cybernetics.
As for other symptoms well... your mind might not always interface properly with the cybernetics, which could cause a number of different issues from significantly slower-response times than normal to overly-sensitive chipsets, which leads to chronic and incredibly painful feedback. That's if you're luck and your body doesn't suffer from Chronic Rejection Syndrome (CRS). If you do have CRS (I'll roll a d20 to figure that out, 1-6, you have it, anything else, and you're fine; CRS is fairly rare)
There are three classes of PEPpers.
1. Lightweight - your arms can easily lift and throw objects of about the size and weight of a small motorcycle or a car battery. For legs, you have an above average running speed.
2. Medium - your arms can easily lift and throw objects about the size and weight of a vending machine. For legs, you are much faster than the average person.
3. High Performace - your arms can easily lift and throw objects about the size and weight of a small truck, and you have an extraordinaryily strong grip. For legs, no further speed increase, but if you have both PEPper arms and legs, you can easily scale buildings (think Spider-Man without the webbing).
However, unless your PEPpers are military or police issue, you will not be punching or kicking anyone any harder than a normal person due to a number of unremoveable safteies. Well, unless you want to deal with the Black Market but... well... two options at that point... Either A) you join the mob and work for them until they consider the debt paid, or B) be chased by the mob until they forget about you or you manage to figure out a way to make it more costly for them to chase after you than the PEPpers they gave you (this is very unlikely). Either way, the VPD will, at the very least, want to have a word with you.
Lastly, you don't have to worry about someone hacking your cyber arms or legs regardless of whether they are PEPpers or just prosthetics, they do have computers to intrepret your brain's signals, but they are far too specialized and compartmentalized to be hacked for any noticeable effect.
Cybernetic Pacemaker:
May sound a bit uninteresting, but unlike its 20th Century predeccesors, the Cyber-Pacemaker almost always regulates your heartrate to a pace that keeps your system in a 'relaxed but alert' mode as long as you're conscious, at which point it will keep your system in a completely relaxed state until your brain fully wakes up. This means however, that all recreational drugs and alcohol have no effect on you whatsoever, and adrenaline is constantly managed to keep your system in balance.
However, for a maximum of three times a day (game time) you may roll a d20 to jolt your character awake if you were forced into unconsciousness; to wake up you must roll a 12 or higher. And once per day (game time), you may attempt to bring your character back from the brink of death by rolling a d20 with a -6 penalty (subtract 6 from your die roll); to bring yourself back from the brink of death, your total must be higher than 15. (15 might save you, but you won't be able to get up right away, and will need medical attention immediately; anything lower and you're too fargone to save)
Given how risky implanting this device is, your character MUST have a serious heart condition that would have made this device absolutely necessary. Though this does seem to cure said condition, I expect it to have some impact on your role-playing and your character's back-story. This is not something you should pick on a whim. You are going to need to think about this one very carefully, as whatever condition you had is not entirely cured by this device and it will play at least some role in your character's part in the story. There are also some conditions where your pacemaker will fail and your condition will come back entirely.
1. Physical contact with high-voltage equipment.
2. Getting caught in the blast-radius of an EMP flashbang or generator.
3. Being exposed to extreme heat or extreme cold for more than 1 hour (game time).
4. Being tazored.
There is a fifth condition, but it could be much worse than it simply failing... if someone manages to hack your pacemaker, you could be in a lot of trouble. Once hacked, your hacker could shut it down (same as if it had simply failed), or set it to either increase or decrease your heart rate. A hacker can't completely shut down your heart this way, but they can knock you out or put your system under enough stress to trigger your heart illness.
2. Getting caught in the blast-radius of an EMP flashbang or generator.
3. Being exposed to extreme heat or extreme cold for more than 1 hour (game time).
4. Being tazored.
There is a fifth condition, but it could be much worse than it simply failing... if someone manages to hack your pacemaker, you could be in a lot of trouble. Once hacked, your hacker could shut it down (same as if it had simply failed), or set it to either increase or decrease your heart rate. A hacker can't completely shut down your heart this way, but they can knock you out or put your system under enough stress to trigger your heart illness.
Epidermal Armor Implants:
1. Exo: these are visible and maintain a position on the outermost layer of your skin, these typically have ports to allow for perspiration. Can stop most melee weapons and low-power firearms. These can cover your entire body, but this is not recommended. As such, they typically look like patches of metal welded into your skin. You must specify where Exo armor covers your body if you pick it up. If someone punches you in an exo-armored area, they will break their hand.
2.Inner: these are implanted at the bottom layer of your epidermis, due to how far down they are placed, all of your sweat glands and tear ducts are removed. These are mostly invisible, however, under the right lighting conditions, a small glint of metal can be seen from where your tear ducts used to be. This armor class can save from all melee attacks and low-to-medium power firearms, but you no longer sweat, you no longer cry, and... if your character was going to be a nursing mother at any point... well... she's going to have to hire a wet nurse. You also no longer have any natural hair. Since you no longer perspire in any way, you are more likely suffer heat strokes or pass out during heatwaves; and you are also more susceptible to cold weather. (as you also have less body hair)
2.Inner: these are implanted at the bottom layer of your epidermis, due to how far down they are placed, all of your sweat glands and tear ducts are removed. These are mostly invisible, however, under the right lighting conditions, a small glint of metal can be seen from where your tear ducts used to be. This armor class can save from all melee attacks and low-to-medium power firearms, but you no longer sweat, you no longer cry, and... if your character was going to be a nursing mother at any point... well... she's going to have to hire a wet nurse. You also no longer have any natural hair. Since you no longer perspire in any way, you are more likely suffer heat strokes or pass out during heatwaves; and you are also more susceptible to cold weather. (as you also have less body hair)
Ocular Implants
These at the very least, prevent you from ever going blind or your normal vision dropping below 20/20 in any way.
1. Civilian: has a long distance zoom feautre which allows you to zoom in on objects that are no more than 300 feet away. Also allows you to more directly interface with computer systems, but with no more access or features than if you were using a computer normally; the only difference for say, opening up a video on YouTube is that it will be at a much higher resolution than it normally would. You can also take pictures with this implant and store them in a cloud account. For a small fee, you can buy special 'iris' recolorings that change your eye color to just about anything, by default, your ocular implant is set to your natural eye color. This model is available to everyone.
2. Military: long distance zoom of up to 500 feet away. Advanced Direct Computer Interface - you can hack computers and other cybernetics with this implant. You also have a toggeable targeting reticule that provides a wealth of information on anything or anyone you happen to be looking at. For example, it'll give you information on the structure of a computer network if you are looking at a server (as well as the difficulty of any hacking attempt); when looking at a person, you can access information that would be on their ID cards and/or in their public records, it will also detect any cybernetics or nano-augs they might be packing, though it can't tell you what model they are using.
Both models also include a pair of headlights built into your forehead. These are invisible when not in use, but when they are, it looks like your temples are letting out an LED light. The military model also has a laser pointer built into your chin.
2. Military: long distance zoom of up to 500 feet away. Advanced Direct Computer Interface - you can hack computers and other cybernetics with this implant. You also have a toggeable targeting reticule that provides a wealth of information on anything or anyone you happen to be looking at. For example, it'll give you information on the structure of a computer network if you are looking at a server (as well as the difficulty of any hacking attempt); when looking at a person, you can access information that would be on their ID cards and/or in their public records, it will also detect any cybernetics or nano-augs they might be packing, though it can't tell you what model they are using.
Both models also include a pair of headlights built into your forehead. These are invisible when not in use, but when they are, it looks like your temples are letting out an LED light. The military model also has a laser pointer built into your chin.
And that's it for Cybernetics.
1. Immune and Recovery System Booster (aka, the iR-SB) - available to everyone, this one boosts your immune system significantly, making you more resistent to drugs and alcohol. More importantly, minor injuries heal more quickly than normal (what would normally take weeks takes days and so on), and you are highly resistant to disease. This aug is given to all residents of Vigil at birth, and thus does not count towards your one nanoaug/one cyberaug limit... but ONLY if you were born in Vigil.
2. Ocular Nano-Augs:
3. Nano-Roids: ALL OF THESE ARE ILLEGAL. USE AT YOUR OWN RISK. All of these are active, and you MUST make it clear when you are using them. And unless you have a deathwish, they cannot be active for more than 1 hour per day (classes 1 and 2). The class 3 model cannot be safely used for more than 30 minutes.
2. Ocular Nano-Augs:
1. Civilian: available to everyone. Keeps your eyesight at 20/20 and allows you to see color no matter how dark it gets. Also makes your eyes glow in the dark.
2. Military: only available to military and VPD personel; permanent 20/20 vision, can see color in the dark, but also comes with some extra vision modes, such as EM-signature reading (or EMS; allows you to detect any nearby power sources), thermal vision (this is a bit disorienting, as you can see heat sources within a 400 foot range... given how massive Vigil's population is, using this in a crowded area can be... overwhelming), and a CyberVision (this allows you to visually interpret a computer or network's digital structure, gives a +2 bonus in hacking attempt rolls).
Both models come with an optional mode that makes your eyes glow any color of your choice (chosen upon install, can't change it afterwards).
2. Military: only available to military and VPD personel; permanent 20/20 vision, can see color in the dark, but also comes with some extra vision modes, such as EM-signature reading (or EMS; allows you to detect any nearby power sources), thermal vision (this is a bit disorienting, as you can see heat sources within a 400 foot range... given how massive Vigil's population is, using this in a crowded area can be... overwhelming), and a CyberVision (this allows you to visually interpret a computer or network's digital structure, gives a +2 bonus in hacking attempt rolls).
Both models come with an optional mode that makes your eyes glow any color of your choice (chosen upon install, can't change it afterwards).
3. Nano-Roids: ALL OF THESE ARE ILLEGAL. USE AT YOUR OWN RISK. All of these are active, and you MUST make it clear when you are using them. And unless you have a deathwish, they cannot be active for more than 1 hour per day (classes 1 and 2). The class 3 model cannot be safely used for more than 30 minutes.
1. Upper-Musculature Enhancement(UME): exactly what it says on the tin, boosts your upper body strength significantly, allowing you to lift and throw objects about the same size and length as a vending machine. Also allows you to hit people much harder than normal. However, it makes it much more likely for you to develop a serious heart condition, can result in ripped tendons and torn muscles if you over-exert yourself.
2. Lower-Musculature Enhancement(LME): makes you significantly faster than normal, also allows you to kick with much more force than normal. Like the UME, it can help you towards developing a serious heart conidtion if you aren't careful, as well as ripped tendons and torn muscles. Can also make it appear as if you are 'aroused' at random, regardless of gender or any other possible circumstances.
3. Full-Body Enhancement(FBE): provides all of the benefits and problems of the two above classes. But, also, due to the combined package, you are also much more nimble than normal when this aug is active.
2. Lower-Musculature Enhancement(LME): makes you significantly faster than normal, also allows you to kick with much more force than normal. Like the UME, it can help you towards developing a serious heart conidtion if you aren't careful, as well as ripped tendons and torn muscles. Can also make it appear as if you are 'aroused' at random, regardless of gender or any other possible circumstances.
3. Full-Body Enhancement(FBE): provides all of the benefits and problems of the two above classes. But, also, due to the combined package, you are also much more nimble than normal when this aug is active.
Equipment:
There is no kind of armor whatsoever here. It would be a bit pointless since all guns both civilian and military are on the nanometer scale. Anything capable of deflecting such small and fast moving projectiles has not been developed yet.
You must have a gun license to legally own one. Otherwise, you'll be dealing with the black market... and don't let the VPD catch you. Assuming you don't want to break the law, then, for the most part, only pistols and shotguns are available to everyone.
1: standard pistol: one-shot fire rate, 200 rounds per clip. No bonus modifiers to hit. Causes mild wounds to grevious and fatal wounds depending on where you hit your target. Pistols of any kind can look like any kind of pistol you like, but it won't have any effect on combat.
2: standard shotgun: one-shot fire rate. 20 shells per barrel. +3 modifier to hit, and causes anything from moderate to fatal.
3.standard assault rifle: only available to VPD and military personel, and only if your superiors allow it. high rate of fire. deals severe to fatal wounds. 3 firing modes on all: single-shot, 5-shot burst, continuous fire (as long as you hold the trigger). -2 modifier to hit. 400 rounds per clip.
4. standard sniper rifle: only available to VPD and military personel, and only if authorized. very slow firing rate. All accuracy modifiers for this one are situational. So, please PM me before using one (before you take your first shot). causes grevious to fatal wounds on hit.
1: standard pistol: one-shot fire rate, 200 rounds per clip. No bonus modifiers to hit. Causes mild wounds to grevious and fatal wounds depending on where you hit your target. Pistols of any kind can look like any kind of pistol you like, but it won't have any effect on combat.
2: standard shotgun: one-shot fire rate. 20 shells per barrel. +3 modifier to hit, and causes anything from moderate to fatal.
3.standard assault rifle: only available to VPD and military personel, and only if your superiors allow it. high rate of fire. deals severe to fatal wounds. 3 firing modes on all: single-shot, 5-shot burst, continuous fire (as long as you hold the trigger). -2 modifier to hit. 400 rounds per clip.
4. standard sniper rifle: only available to VPD and military personel, and only if authorized. very slow firing rate. All accuracy modifiers for this one are situational. So, please PM me before using one (before you take your first shot). causes grevious to fatal wounds on hit.
Every time you are hit, you will at least get a Mild Wound.
There are 6 classes of wounds:
1. Mild Wound: you can walk this off well enough, though using or otherwise interacting with the hit body part can be pretty painful. These don't get worse over time, but if you have more than 6 Mild Wounds at the same time, and you're dead.
2. Moderate Wound: You can limp these off, but you'll probably want to get these taken care of soon, as these can worsen over time (promote to the next wound level once every 3 in-game hours)
3. Severe Wound: these will slow you down significantly. You cannot run or climb with a wound like this, and it is extremely painful. Every 3 in-game hours, promote to the next level of wound. Seek medical attention immediately.
4. Grevious Wound: these slow you down significantly, and in fact, you can't run, walk, or climb. All you can do is crawl or drag yourself where you hope to find safety. Seek medical attention immediately.
5. Mortal Wound: you're dying. Roll a d20 to see if the paramedics or ambulances find you in time. 1-12 and they don't find you at all. 13-14 they find you, but its too late to help you. 15-20, they find you in time to save you. If they save you, you will be spending 3 real-life days recuporating in the hospital.
6. Fatal Wound: you're dead. Nothing anyone can do about it. Thank you for playing. You may write up another character and PM it to me though, but this time, you'll have to come up with a more involved reason for them to be in Vigil, and you will need to give me a plausible reason and way to introduce them.
There are 6 classes of wounds:
1. Mild Wound: you can walk this off well enough, though using or otherwise interacting with the hit body part can be pretty painful. These don't get worse over time, but if you have more than 6 Mild Wounds at the same time, and you're dead.
2. Moderate Wound: You can limp these off, but you'll probably want to get these taken care of soon, as these can worsen over time (promote to the next wound level once every 3 in-game hours)
3. Severe Wound: these will slow you down significantly. You cannot run or climb with a wound like this, and it is extremely painful. Every 3 in-game hours, promote to the next level of wound. Seek medical attention immediately.
4. Grevious Wound: these slow you down significantly, and in fact, you can't run, walk, or climb. All you can do is crawl or drag yourself where you hope to find safety. Seek medical attention immediately.
5. Mortal Wound: you're dying. Roll a d20 to see if the paramedics or ambulances find you in time. 1-12 and they don't find you at all. 13-14 they find you, but its too late to help you. 15-20, they find you in time to save you. If they save you, you will be spending 3 real-life days recuporating in the hospital.
6. Fatal Wound: you're dead. Nothing anyone can do about it. Thank you for playing. You may write up another character and PM it to me though, but this time, you'll have to come up with a more involved reason for them to be in Vigil, and you will need to give me a plausible reason and way to introduce them.
1. Age: Due to recent (the past 100 years) scientific advances, people now have an average lifespan of 210 years... with the aging process slowed as well. Which means that say... your character could look like a teenager while they're 40, or they'll look 90 when they're really 180 something, and so on.
2.Architecture: Vigil's architecture takes inspiration from every culture across the globe, often blending a diverse set of elements together. So, when describing some details of the street you're on, feel free to 'go nuts'... as long as it resembles something from an existing real world culture.
2.Architecture: Vigil's architecture takes inspiration from every culture across the globe, often blending a diverse set of elements together. So, when describing some details of the street you're on, feel free to 'go nuts'... as long as it resembles something from an existing real world culture.
You will write in the first-person perspective. I.E. Everything you write is from your character's point of view.
You will write at least one complete paragraph in each post. For dialogue-heavy segments, please collaborate with the other players involved and make one large post with material from everyone involved included in it.
So that we can all keep track of who is who in each post, you will put a label at the beginning of your post in bold that will include, in order: character's name, character's current location (if en route to somewhere, just go with "in transit", but tell us from where to where), and the current time.
Keeping track of time... each post will advance the in-game clock by at least 5 minutes. The main exception will be when I post a news broadcast giving us the current time and date.
If you have multiple active characters, you will use the label to clearly distinguish your characters. Additionally, each character you play in that post advances the in-game time by at least five minutes.
You will write at least one complete paragraph in each post. For dialogue-heavy segments, please collaborate with the other players involved and make one large post with material from everyone involved included in it.
So that we can all keep track of who is who in each post, you will put a label at the beginning of your post in bold that will include, in order: character's name, character's current location (if en route to somewhere, just go with "in transit", but tell us from where to where), and the current time.
Keeping track of time... each post will advance the in-game clock by at least 5 minutes. The main exception will be when I post a news broadcast giving us the current time and date.
If you have multiple active characters, you will use the label to clearly distinguish your characters. Additionally, each character you play in that post advances the in-game time by at least five minutes.
1 paragraph: 5 minutes unless the actions in said paragraph would realistically take longer than that. If you are unsure how long an action should take, please consult me, TheDoctor455, or a co-GM.
2 paragraphs: 10 minutes unless the actions in said paragraph would realistically take longer than that.
3 paragraphs: 15 minutes.
4 - 20 minutes.
And so on...
2 paragraphs: 10 minutes unless the actions in said paragraph would realistically take longer than that.
3 paragraphs: 15 minutes.
4 - 20 minutes.
And so on...
A note on the wound system: your ability to do any damange at all with a gun depends entirely on your accuracy with said weapon. I.E. whether you hit your target at all, and when determining what kind of wound it is... where you hit your target.
Which is why different weapons have a different range of wounds they do if they hit. Its really a lot simpler than it sounds. If I were trying to be realistic, I'd be have us doing trajectory and force calculations for every single bloody shotgun pellet.
That wouldn't be very fun, so we're not doing that.
Lately, there has been a series of strange deaths all around Lower Vigil, no wounds on any of the victims, yet they're all dead. Their brains just shut off for no apparent reason. Scientists are looking into possible diseases this might be (hoping it isn't a new disease entirely).
There's also been a lot of rumors surrounding the new mall that Northstar is starting up, one thing is clear though: the residents that the mall is being built on top of aren't happy about it.
Many Vigil residents are worried that another riot is brewing, maybe even a full on rebellion... just 60 years after the infamous Oil Spill Riots that have scarred the lives of so many living in Vigil today.
The Korean Union has been acting up lately as well, but so far, has done little more than stage training exercises as military operations in the hopes of starting up a "shock and awe" propaganda campaign. Distant and unlikely threat at best.
There's also been a lot of rumors surrounding the new mall that Northstar is starting up, one thing is clear though: the residents that the mall is being built on top of aren't happy about it.
Many Vigil residents are worried that another riot is brewing, maybe even a full on rebellion... just 60 years after the infamous Oil Spill Riots that have scarred the lives of so many living in Vigil today.
The Korean Union has been acting up lately as well, but so far, has done little more than stage training exercises as military operations in the hopes of starting up a "shock and awe" propaganda campaign. Distant and unlikely threat at best.
So... character slots:
Vast Majority of NPCs - Me.
Two other characters - Me. (TBD for now)
Gibson-Wells family - JoJo
Rival Family - Open, but you need to convince me that you can handle playing a wealthy character or characters responsibly. Your bio should include an explanation as to how your family/character got so wealthy. Preferably by starting a corporation.
VPD Detectives and Patrolmen: 2 slots open. Your bio should tell me which desk you're working on: Vice, Arson, Fraud, Theft, Homocide, SVU, or just patrol. Your bio should also explain how your character got to that desk (if any), and how they joined the force... as well as a motive for joining.
Criminal underground: 3 slots open. You can either be a member of the Canadian Syndicate or the local arm of the Chinese-Korean Triads.
Vigil Resident/Citizen: 4 slots open.
Tourist/Non-resident: 5 slots open. Your bio should include a reason for your visit to the fine city of Vigil.
Note: I've decided to allow for more criminals and VPD officers/detectives.
And speaking of which...
Accepted character sheets...
Name: Michelle "Mish" Daniels
Age: 45
Birth Date: July 6th, 2410
Appearance:
Tall (6'3"), attractive, dark skin, black hair with red highlights tied back into a tight no-nonsense ponytail on patrol, tends to let if all loose everywhere else. Various tattoos on her arms and back from her rebellious youth, visible with a short-sleeve shirt. She hates being in uniform, so she applied for undercover work, and if she got it, she prefers somewhat-loose-fitting clothing to hide her weapons.
Equipment: Standard shotgun and pistol. Box of pills for her migraines.
Cybernetics: Military-grade Ocular Implants.
Public Record:
Born and raised in Vigil, she decided early on she wanted to be a superhero. Naturally, the closest she could get was becoming an officer. She signed up as soon as she was old enough, but didn't pass the exams until a few years later. They put her on patrol, where she stayed for a few more years, until she began demonstrating her attention to detail, and using her hacking abilities to help find information to catch a killer. After a few more years and a lot more tests, she was moved up to the Homicide division.
Her skill with firearms proved to be an asset, since many of the killers were willing to fight to avoid going to jail. She did her best to avoid killing them, but of course, it didn't always work out. Her superiors suspect this will lead to PTSD at some point.
Occupation: VPD Homicide.
Hobbies:
She likes to read, particularly poetry and fantasy works; it mitigates her migraines sometimes. She also likes video games. Very much a stay-at-home type.
Parents:
As good as dead. To her, at least. They still try to call on occasion, but she never answers.
Marital Status: Single.
Medical Health:
More or less very healthy, but her cyber-eyes occasionally cause her migraines, which she can take pills for. She can usually ignore them in the line of duty, unless they get really bad, in which case she carries pills with her.
Notes: She isn't all that bothered by sex, but she prefers men.
Age: 45
Birth Date: July 6th, 2410
Appearance:
Tall (6'3"), attractive, dark skin, black hair with red highlights tied back into a tight no-nonsense ponytail on patrol, tends to let if all loose everywhere else. Various tattoos on her arms and back from her rebellious youth, visible with a short-sleeve shirt. She hates being in uniform, so she applied for undercover work, and if she got it, she prefers somewhat-loose-fitting clothing to hide her weapons.
Equipment: Standard shotgun and pistol. Box of pills for her migraines.
Cybernetics: Military-grade Ocular Implants.
Public Record:
Born and raised in Vigil, she decided early on she wanted to be a superhero. Naturally, the closest she could get was becoming an officer. She signed up as soon as she was old enough, but didn't pass the exams until a few years later. They put her on patrol, where she stayed for a few more years, until she began demonstrating her attention to detail, and using her hacking abilities to help find information to catch a killer. After a few more years and a lot more tests, she was moved up to the Homicide division.
Her skill with firearms proved to be an asset, since many of the killers were willing to fight to avoid going to jail. She did her best to avoid killing them, but of course, it didn't always work out. Her superiors suspect this will lead to PTSD at some point.
Occupation: VPD Homicide.
Hobbies:
She likes to read, particularly poetry and fantasy works; it mitigates her migraines sometimes. She also likes video games. Very much a stay-at-home type.
Parents:
As good as dead. To her, at least. They still try to call on occasion, but she never answers.
Marital Status: Single.
Medical Health:
More or less very healthy, but her cyber-eyes occasionally cause her migraines, which she can take pills for. She can usually ignore them in the line of duty, unless they get really bad, in which case she carries pills with her.
Notes: She isn't all that bothered by sex, but she prefers men.
EDIT: I seem to have hit the arbitrary, and unspecified character limit for the Escapist, so I will be posting the rest of the accepted character sheets in separate posts from now on. I will repost them on the group-page once I get that up and running.