"So you came here for another story, eh? Well let me tell you one that you have never heard of before."
So, have you heard of the planet Enoh? I wouldn't be surprised if you haven't. People more often use the term "Abandoned Hell". But it is not as abandoned as people think. Now let me tell you the full story behind the name. Once upon a time, several centuries ago, Enoh was a gigantic world that was covered with cities to the last inch. Multiple industrial levels spanned through the planet's crust, turning it into a world made by man, ruled by machines. It had a population of several billion people, and so it relied on importing food, and other organic supplies. However it's heavy industry and shipyards of it's 3 moons made trade flourish in the sector. The skyscrapers that made wounds in the giant clouds of the planet, housed the rich merchants, whilst the slums were the place where industrial workers went to spend their night, and lighten their purse in bars. The local maffia was well know in the galaxy for having military equipment, and commiting notorious crimes against the commonfolk. However, it all changed on a fateful day.
At the time, Interplanetary travel was made possible by the usage of wormholes that spanned across the universe, leading to other systems. Jump gates were established for better stability and faster jump times, and those that had wormholes connected to them allowed for insant travel. But all hell break loose when the wormhole leading to Enoh turned unstable. It was that day fate decided not to favor the system anymore, and bring a solar catastrophe to the planet. In the very first seconds of the wormhole's long suffering, that ultimately led to it's death, it let out a burst of gamma rays so strong that it melted the jump gate around it. It only lasted for a brief moment, but it was enough to kill 3/4 of all people on the planet and fry most of the electrical equipment. The catastrophe came as a surprise and left havok in it's wake. The wormhole layed dormant for another day, when it started to emit radio frequencies that disabled all communications on the planet, and made it impossible to target the sector's co-ordinates in order to send help. The governement of the planet died on that day and Enoh fell into chaos.
The third day was the most devastating of all. In a brilliant flash, the wormhole exploded, and the intensive waves from it swept away most of the planet's atmopshere. The electromagnetic particles fried all electronics that weren't already destroyed on the first day, and the side of the planet facing the wormhole at the time of explosion was hit by gamma waves so powerful in annihilated all lifeforms it hit directly. The rest was mutated, turning them into mindless monsters, mutated beyond recognition. Some on the lower level were fortunate enough to survive the first wave, but the radiation melted their brain into mindless psychpaths, barely able to communicate whith each other. Even the lowest levels suffered contamination 10 times stroner than the background radiation. On that day the population dropped to a mere 1.5 million, most of them on the other side of the planet.
Weeks passed, and settlements started popping up one after another, along with raiders that were trying to control the lands. There were vast no man's lands between suitable territories on the surface, and underground. The lowermost levels locked themselves up, waiting for help that never came. They say that their children still wait for rescure down, far below the surface of the planet, in areas long forgotten and blockaded. However this is not the story of these secluded few. Soon, the maffia came back to life, and re-organized itself on the remnants of the ruined civilization. They became the most powerful force, and the only ones with ships avaible for use. They protected the settlements in exchange for money, however the protecting part often failed to realize. Raiders and mutants became a constant struggle for the survivors, even though life was harsh as it is. Growing food and expanding their settlements was all they had time for. To go out and get supplies was considered to be the most dangerous job on the planet. Everyone knew that mutants weren't the most devastating of the things that lurked in the constant twilight of the planet and roamed the radiated zones.
And in this time of turmoil emerged a small group known as the Devil's Runners. They were masters of martial arts, shooting, parkour and scavenging. They soon became the most well known mercenary group on the planet, and even with limited communications, there was no survivor who never heard of them at least once. They were the ones that went out day to day in the wastes of civilization and fought with their life for the daily. The settlers looked upon them as saviors, even if their fees were high. In these dark times, they were the bright beacons of hope in this desloate enviroment. And this my friends, is their story.
The RP
So what is this and what are we doing? Well you should know if you have read the story, but if ya haven't ye lazy bastard then I will tell you right now. We will be playing as mercenaries that go out in a post-apocalyptic world of suffering and doom, solve people's issues (for a good price that is) and get supplies for settlements that need it. Our team would choose from a range of quests offered by various settlements and individuals, and the carry out said quest. After that, we will be bale to spend some sweet time developing characters and listening my more exposition from yours sincerely. If you like what you hear, and you want to have this awesome experience with a devoted GM then you should apply!
Rulez
This is how the cookie crumbles: -Site rules apply, duh. -I am a nice and friendly GM that sometimes goes into full retard, but my words are still the most powerful, right after my Co-GMs. -I expect at least 2 paragraphs per post with a mid/high casual quality. My primary language isn't english, but I expect proper sentences in an RP. -For the love of god, make up your mind once you join. I don't want anyone leaving after a week or two, holding up the rest of the RP until they decide to announce that they are quitting. -Please no OP characters that are the "chosen ones". Your skills should reflect your background and be within reasonable boundaries. Remember that everyone has some quirks, so make sure you make a character with exploitable weaknesses for RP reasons.
Name:
Nickname (not necessary, but make sure to relate to your background if do have one):
Age:
Appearance (I would love a picture more than anything, but if you can detail to us what your character looks like to the point where we can imagine in it you are good in my book):
Personality (only keywods that you can use as a cheathseet during the RP, no need for detailing what "charismatic" or "caring" means):
Background:
Pros (What is your character good at? This should include the things that make you a good candidate for a Runner. By default everyone is agile and fit enough for the job, but if you are partically good in one of these areas then you should mention it):
Quirks (Unlike in Boku no Hero, quirks are a bad thing here. What are the thiungs that your character cannot handle, or are weak to?:
Habits (To add more features to your character, these should include hobbies or obsessions. Is your character a drunkard and cannot stop drinking? Were you an artist before the apocalypse and now you like painting on your armor or graffitiing on walls?):
Equipment (Please include a gas mask by default, and be fair with weapons and armor. The era of tech is mainly electromagnetic kinetic weapons, with some traces of other energy weapons like laser and plasma. Snipers are ok as long as they have a solid quirk(s) to compensate for the burden they put on runners and their unsuitable use for urban warfare):
Motto (Not necessary, but if you have one, make it represent your character in a snappy one liner) :
@Liotrent Can't stay away from your favourite GM, can you now
Take your time with the CSs, there is no rush. Something I forgot to mention was the avaibility of implants that could be used for various things, but they are mostly subdermal and relatively minor (else they wouldn't survibe an EMP).
Put together a character skeleton this morning. I'll flesh her out a little later, but I first wanna get a seal of approval before I start running off with her!
ʀ ᴜ ᴇ ᴏ x ᴛ ᴏ ɴ
" ɴ ᴇ ᴡ ᴛ "
"Shh. The grown-ups are talking."
Name: Rue Oxton Nickname: Newt Age: 19, presumably.
On the few occasions where she is out of her armour, Newt is seen to be a short, almost frail looking individual, standing at a height of around 5'3. She is more sickly in appearance than her athleticism would suggest, and the stark paleness of her skin pays her no favours in this regard. Her copper hair is generally unkempt and cut roughly at her shoulders, often pulled back into a loose hairtie. A pair of wide, pale blue eyes are set into her features, and are the trademark of Newt's slightly eerie habit of prolonged staring. A scar, appearing to be the result of a rope burn, paints its way across her stomach.
When clad in her leathers and gear, Newt becomes remarkably androgynous in appearance, and it is not uncommon for her to be mistaken for a young boy by strangers.
Personality:
► Distrusting ► Dependable ► Often Anxious ► Childish
Background: Newt, appropriately nicknamed after her slippery nature, was projected into the new world after a childhood spent surrounded by chemistry. With her extensive knowledge of chemicals and an affinity for trouble-making, it is only natural that Newt fell into the talent of mixing toxins; a skill she is now renowned for among her peers. Whilst Newt is certainly no leader, her position as support is irreplaceable; providing long-range cover with a rifle, dart-gun, and deadly accuracy. However, whilst covert expeditions are Newt's speciality, a recent incident where she had been caught has left her with an altered, slightly shaken personality. The new scar across her stomach is the only sign of her brief imprisonment; a story she otherwise refuses to tell.
Pros:
► Chemist Given the correct ingredients, Newt is able to mix an array of poisons, sleep toxins, and reactive gases. ► Stealth As well as being lightfooted, Newt is able to use a grappling hook effectively, enabling her to position herself in awkward and otherwise unforeseeable sniping positions.
Quirks:
► Close-Combat Given her general size, Newt struggles with shaking off aggressors who are able to close a distance. ► Thalassophobia Newt has an unspoken fear of deep water. It is unclear as to whether she can swim or not.
Habits:
► Tinkering Newt has a slightly annoying habit of touching everything. Whilst it seems like innocent curiosity, she has broken things more times than she can count. It's best to keep valuable trinkets well out of her reach.
Equipment:
► Gas Mask Standard protective gear. ► Flask Satchel A leather satchel worn around the waist, altered for carrying separate flasks. ► Grappling Hook Signature gear. A gas-propelled hook, used to crawl into all those awkward nooks. ► Dart Gun Primary weapon used to effectively apply poisons and sleep toxins. ► Modified Dragunov SUV High calliber, silenced sniper rifle. Viewed as a last resort. ► Tear Gas Grenades Tactical grenades filled with her own, irritant elixir. A useful means of escape or engage.
@6slyboy6 Ah, I'm flattered! I've been writing for a long time, I'm just new to these forums in particular. I'm really liking this site so far though, so hopefully this RP will give me a chance to stretch my legs.
@The Heretic Hey, I am always looking for devoted players. I usually GM DnD games for my friends, but every now and then it is good to start my own RP on the site. As long as we get interest, this RP will run like a charm.
“There's no need to repeat yourself. I ignored you just fine the last time.”
The Basics
Name: Klaus Tallen Nickname: Speed Age: 23
Personal Bits
Personality Traits: > Imaginative, as he's able to come up with lots of ideas for designs and such. While he may not be the most intelligent in regards to science or something, he is a very talented individual in regards to art or being able to come up with Out-Of-The-Box ideas. > Protective. Despite his outward appearance, he does care a lot about those around him. (Mama bear-esc, if you will.) > Observant. He is very aware of his surroundings and the people around him. He picks up on things. > Daring. He doesn't really care much for norms and tends to go along with everything usually. But, he really isn't afraid to say what he wants or do what he wants. > Curious. He is actually a very curious person and he finds people fascinating so he enjoys just hanging around the others and just seeing what they're up to.
Background: A lot of it is known only to Klaus. However, he has been open about a few things in regards to his past.
He'd always been a loner, preferring to watch others from afar rather than join in and actually socialize. Because of this, he doesn't have many social skills. He'd always had an interest in parkour and was always a fast runner, gaining the nickname of “Speed” from the few friends he did have. He'd taught himself how to use a bow back when he was just a teenager. At first, it was to impress a girl BUT it ended up turning into a passion of his.
And then, after the crisis and after everything went to shit, he realized he had to become a protector. After all, at this point, he had a family to take care of. (Wife and a baby girl.) So, he became obsessed with learning as he practiced mild self defense on the side but focused primarily on his bow and on his parkour skills. But, after some tragedy he doesn't like to talk about, he was able to expand that desire to protect into a much broader range. And thus, he became a part of Devil's Runners.
More Character Stuff!
Pros: ✩ Faster Runner: He is naturally a very fast runner, fastest around you could say. He's able to run for a long time and not get tired, a useful skill in case you need to run and parkour somewhere to escape. ✩ Sharpshooter: Even if he may have no experience with a gun, he has PLENTY with a bow and arrow. While it could be considered primitive by some idiots, he's actually very good with it. With a sharp eye, he has no issue shooting some from [Insert-Awesome-Distance] feet away. Besides, he isn't really the confrontational type unless he has to be.
Quirks: ➷ Eh?: Apart from his bow and arrows AND the swiss army knife he keeps on him, he has no training in any other weapon. Sure, it may not seem like a big deal BUT, if you're in the middle of a battle and you run out of arrows and no one's close enough to tackle and stab... well... Klaus is kinda out of luck and is as good as fucked.
➷ Social Stuff Sucks: Due to his very socially awkward nature most of his life, he hasn't really learned how to communicate with people. And no, being able to tell someone what they did for the last 5 hours based off of their shoes is not a good start to a conversation these days. Honestly, it's a miracle he managed to even HAVE a wife. But, yeah. He can't lie for shit and can swindle... nobody.
Habits: ❧ Smoking: Yeah, Klaus is an avid smoker. Most of the time you see him, he has a cigarette in his hand in fact. Sure, he has enough decency to put it away when around those who don't like it BUT it's still a thing of his you should be aware of. ❧ Boredom: He gets bored very easily and when he gets bored? He tends to draw on stuff. Carving, painting, drawing, etc. I mean, he's pretty good at it if we're being honest here BUT he still can't control his hands whenever he has nothing to do. There's a reason there's so many carvings and sprawled out art everywhere the group goes. Most likely, it's from Klaus.
Equipment: ❁ Gas Mask. Standard. Everyone has it. ❁ Pack of cigarettes. Typically placed in his pocket for convenient use. ❁ Golden lighter. Either for cigarettes or in case fire is needed to help detonate something. And he likes fire, of course. ❁ Bow & Arrows. An upgraded compound bow and 2 quivers, both holding 30 arrows, all used by Klaus himself. ❁ Swiss Army Knife. While he may not be the BEST close-combat fighter, he can hold his own for a bit and has little issue playing dirty to get ahead in a fight like that. ❁ Flask. Tends to keep a flask on the inside of his jacket. Inside of it? Whiskey. He doesn't drink often BUT it's basically the Apocalypse. Alcohol is kind of the thing, ya know?
My first go at the character. I think he turned out pretty well but there is some stuff I'm looking at that might change a bit. But, he's the first character I thought of when I read your plot outline.
@BubblegumQueen Nice, I like the bow and arrow. He is a very well composed character in term of integrity. I always try to look for details that don't really conform with the backstory or personality of a character (even if I don't always tell you guys about it) but I could hardly find anything here. Great job, he will be a great asset for the Runners.
@The HereticSame, actually. I wanted to make him sort of the opposite of what you'd expect. With this rough-looking guy being all protective and mama bear-y.
Good news @The Heretic@BubblegumQueen@NuttsnBolts@Liotrent! The OOC is up and ready to accept your characters. It didn't take long at all, since I just copied the already existing opening. Hopefully we can get some more people before we start, but we can start playing with the people we have now.