Hidden 9 yrs ago 9 yrs ago Post by Hexaflexagon
Raw
GM
Avatar of Hexaflexagon

Hexaflexagon

Member Seen 7 mos ago

Instructions

Use the template provided below to make a character sheet/ application. Please post the character application to the OCC. Only accepted CSs will go on this page. Follow my CS as an example and if you have any questions feel free to ask.



Template






NPCs


Hidden 9 yrs ago 9 yrs ago Post by Hexaflexagon
Raw
GM
Avatar of Hexaflexagon

Hexaflexagon

Member Seen 7 mos ago



Crash

Thirty-one | 2035 - 9 - 13 | Six foot five



Appearance -
Crash is a rather imposing even for a Diver. Towering over most people that he meets he is a mean mix of of muscle fused with machine. His face is a mask terribly hard to read as he keeps his Lytex Cranial Plating down at almost all times covering his eyes and a presumed shaved head forcing others to try and read him through twitches of his mouth alone. What skin remains is of a slightly darker complexion suggesting either Hispanic or a southern European ancestry. A rigid sternness is forged into his bones seen from ever well worn footfall and roll of the shoulders. Just from sheer intimidating presence alone he seems to dominate a room as he is more often that not the biggest and baddest looking bastard in the place. This continual ember seems to burn with a purpose inside of him and every move that is made is done with a purpose and with a force as if his entire life depended on it. He's always on edge and never out of the moment. With a face composed in a constant scowl or slight smirk to draw the ire of his opponents, he gives off the air of a warrior in his element ready to brawl at a moments notice.

Crash has become a tool as much as he is a human, built for one purpose and one purpose only cracking skulls and getting paid. Despite his large size and stiff demeanor his movements in battle tell of another story. His body constantly moves bouncing up and down on his feet, shifting and moving left to right never seeming to stop. But when the cord snaps and the punch fly's it happens in almost an instant one flowing into another with the well rehearsed precision of a ballet dancer. To other warriors and creatures it almost all clicks into place watching him fight and watching him move. The flourishes and the well placed dodges, the punches and the kicks. It's through fighting that Crash communicates, it's in a brawl that he feels real and alive.

Personality -
Crash is the type of the Diver that just sweeps with an aura of Professionalism about him. He's calm, collected and speaks very little when on duty distancing himself from any unnecessary distractions. He speaks rather little preferring to show worth through actions rather than words but when he does speak it comes with a sharpness to it. An uncensored bluntness in which Crash will tell everybody how he feels about a situation or a person no matter how harsh those words may be. He has a very single focused mind and will analyze and repeatedly go over the aspects of one minute thing over and over again until he understands it completely. This can be witnessed with his own training, he will throw the same punch a thousand times until it becomes like clockwork and he can do it perfectly without even thinking about it. And in each of those subsequent punches he takes in account all matters of details how his cybernetics are reacting, output, speed, the feeling of his weight transition and uses them to figure out how quickly he needs to pivot or turn back to get back into a guard. He's cold to almost everybody and it is no wonder that Crash does not make a lot of friends as he keeps up the impassiveness of a brick wall. But even walls have depths.

As it is quite obvious Crash takes a lot of pride in his fighting and his work. It is what defines him and it is what makes him, him. It is in this regard that makes him a surprising honorable individual for a Diver holding to his own code of values and always going for the fair fight in the end. It's how he keeps his humanity or at least the shreds of it he still possess after all these years. He never fights in rage like a common barbarian but fights with the cold determination and calm of a warrior. But this has it's own problems as while it's all fine and dandy to fight like a civilized man sometimes it just doesn't make sense. While he may act in a manner that is morally sound and the honorable course of action it often is not the most practical and comes at a cost. As while holding your code and honor above your self preservation may give you spiritual or moral satisfaction in 2066 such views only get you killed. The only reason Crash is still alive is because of his abilities a fighter and the fact that a man cybered to his levels is fairly hard person to kill.

Though in the end Crash always seems to be living in the moment. He's accepted long ago that he could die at any moment and while others may collapse in panic or run away from that fact, he accepted it. He's not afraid of the nothingness after he croaks, no he's afraid of regret. He wants to have lived his life before the unlucky bullet finds its way into his head. He knows such romantic ideals are silly and childlike but at the same time they are what drive him forward, even if they continue to lead him one step closer to the end.

Biography/background -
The person that would become Crash was born on the newly created Sydney Ark on a rainy September Day. His parents were young at the time barely in their twenties having moved from the mainland to the Ark to try and make a meager living by scavenging what little they could from the ocean floor. Life was pretty rough and even in their small apartment the rent was high and the landlord harsh forcing both parents to go to work in the subs as soon as Crash was old enough to take care of himself. For most of his youth Crash was left alone to his own devices to wander about the Ark. He liked exploring when he was younger, he liked finding new places that he thought nobody else had ever discovered. It was because of his exploring and wandering that it took the Ark police three days of searching to find the boy to just inform him that his parents had both died when their sub depressed deep beneath the waves in the Sunken Sydney below. It was raining the day he was born, it was raining that day to.

Child services was a long forgotten concept and nobody cared for some kid who's scavenger parents died in a sub crash, and so Crash took to the alleyways and darker sides of the Ark. It was here that he first really learned how to fight more through trial and error than anything else. If you wanted to protect your stuff, your sleeping spot and yourself you had to be able to defend yourself. He was no natural and he got knocked flat on his ass more times than he could count but he never stopped and got better and better. And when he was a teenager he soon came to the revelation that he could get paid to fight. He started on the streets and moved his way up through the world. But as he climbed the ladder he found out very quickly that if you didn't have cybernetics you wouldn't make it anywhere in the street fighting circuit.

It was around that time that he started selling himself as hired muscle to various gangs and groups. It was good enough pay, he first killed somebody during this time. She was a prostitute on the run from a pimp. She struck back at him and he responded but he had just gotten a new cybernetic arm and he didn't know it's power when he struck her in the side of the head. It shattered he skull into twenty one different pieces. Like many though once he started cybering he couldn't stop, it became addicting, the rush and the power it brought and soon he found himself doing darker and darker things to afford new limbs and implants. It came to a head when he almost killed a little boy who stole from one of his clients. He would of done it to but somehow the kid's crying had gotten through as his metal hand closed in around his throat. After a long retrospective time thinking about what he had done and become, he changed into the man he became today. Taking on the handle Crash and adopting a warrior like mentality he'd seen all the heroes do in the movies he set out as a Diver. He wanted to forgot who he was, he wanted to find out what he could be become.

Weapon(s) -
He uses his fists and a Stylia 465-A Auto shotgun for those times when punching things just won't work. The Stylia which he has affectionately named Astrid is a beast of a weapon bigger than some people and designed to clear rooms with a deadly efficiency and with an impressive amount of stopping power. It's size and recoil make it a weapon specifically designed for Crash's frame and body as on a smaller individual it could very well do much damage to the shooter than the target.

Skillset -
-Close Quarters Combat
- Fist Fighting
- Sustained Assault
- Raw Strength

Augmentations -
Citadel Dermal Exolayer: A supple, micro-thin material implanted beneath the epidermis in key areas of the body, as well as over the surface of pre-existing cybernetic limbs. The structure of the plating is a phased composite; the base is a microfiber weave made from carbon nanotubes suspended in a thickening fluid. When kinetic energy from a physical blow or a weapon discharge strikes the plating, the fluid becomes rigid, deflecting the impact shock. Heat and electromagnetically-conductive elements in the armor matrix serve to dissipate damage from fire-related or energized trauma. Basically acts as a more advanced version of body armor.

Brawler Mark Five Arm Replacements: These augmented artificial limbs are built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomers -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities.. Basically can punch harder, dampen recoil and lift heavier things. Through extended hard use can burn out the rotors essentially making his arms useless.

Pheidippides Phase Six Leg System: An augmented artificial limbs built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize 'myomers'-bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyberlimbs are capable of far exceeding human physical attributes. Allowing the user to run faster and jump higher than your normal human through increased power.

EYE-SEE Retinal Implant: An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina. This augmentation implants the human eye with a series of suspended organic-plastic lenses which, in turn, use embedded circuitry to build on the basic data-frame provided by the EYE-SEE Retinal Implant. By interfacing directly with the synthetic neural tissue spike that is connected to the optic nerve, it provides the implanted prosthesis with the ability to match visual silhouettes and body kinetics to micro-thermograph and t-wave lens modules, thus providing a limited degree of “x-ray vision” through walls and light cover. They hook up directly with the Lytex Cranial Plating to provide an almost immediate feedback response.

Hidden 9 yrs ago Post by Atrophy
Raw
Avatar of Atrophy

Atrophy Meddlesome Kid

Member Seen 0-24 hrs ago


Blank

Thirty-six | 2030-1-30 | Five foot ten



APPEARANCE

A quick once over of Blank and it would be hard to imagine he was anything but one hundred percent pure organic. He’s reasonably in shape with a slight athletic build, although his face is rather plain. If anything he looks like your average mid 30s white guy with a unstylish brown hair cut short tucked under a hat, brown eyes that have only slightly noticeable bags forming underneath, and a few days of stubble slashed with splotches of gray hairs. It’s the face of the kind of person whose name you always forget, of the guy who introduces himself, shakes your hand, and then instantly disappears from your mind the minute one of you leaves the room.

A week later you’re in some bar celebrating your promotion and there is a dingy looking dude with a backwards baseball cap and a bulky hoodie who comes walking over and calls you by name to congratulate you. He shakes your hand again and flashes you a smile. Not a perfect smile, not a disgusting yellow smile crafted from cigarettes and coffee, but just an average whatever smile. You pretend to recognize him and as he walks away you’re already about to forget about the guy and tuck into your next beer when feel a chill run down your spine. Something’s off, and it’s not just the taste of your shitty light beer. You look at him again; how could you have ever thought he was even remotely organic?

The problem starts with his boring, lackluster brown eyes. Blank’s right eye appears to be a lazy eye, but after some study you can notice how it jumps from darting around separately to focusing with its partner. When he blinks the right eyelid moves in a way that is too jerky to be right, like it was filmed but then half of the frames were removed from the video. When he speaks you can see that the words and sounds do not seem to match the motion of his lips. It’s like they are a second behind or a second ahead, but never completely lined up. You’re looking at his skin now. The skin on his face is weathered from stress and the sun. However, the flesh creeping out of his sleeves look too bright and smooth as if someone had touched them up with an airbrush. Beneath his sweatshirt you can make out the top of a combat vest. He catches you staring so you look away, and the second you look back the man is nowhere to be seen. Vanished. Gone. And by the end of the night he’s gone from your mind, too.

PERSONALITY

Despite playfully toeing the “mysterious stranger with a dark past” line, Blank is actually a rather cheery and friendly fellow. He identifies himself as a good listener, and he’s the kind of person who buys someone a beer and by the end of the night knows their name, birthday, favorite food, and biggest regret. He’s rubbed elbows with many different kinds of people, and knows how turn up or turn down his professionalism to make others feel comfortable. However, in casual conversation he prefers to remain rather lighthearted and optimistic, and the more familiar he is with someone the more prone he is to throwing playful little wisecracks their way. When on a job he’s as cool as a cucumber and frequently claims that things aren’t fun until they go wrong. Blank doesn’t seem especially picky about his jobs, especially these days, and takes the ones most Divers would shy away from out of fear of repercussion or some moral dilemma. If asked why he does the filth jobs Blank just smiles and shrugs, saying something like “work’s work” and smiling or something equally dismissive.

And that’s the thing about Blank. You can talk to him for days, but he’d never volunteer any real information about himself and is quick to change the subject when it comes to the days before he was a Diver. Below the plastic smiles and programmed banter, Blank is a lost man with a shattered heart. He (rightfully) believes that nobody wants to see a grown man sulk about like some teenager who just got dumped by their high school sweetheart, so he pretends that everything is sunshine, flowers, and lollipops instead of exploring his anxieties. Truthfully, he always feels sullen and has a rather negative outlook on things. The only thing that really gets him up in the morning is the hope that one day he’ll find her. Really, he’s just another stupid, obsessed, hopeless romantic.


BACKGROUND

The story of Blank is the story of Vitruvian Solutions, the corporation the man would grow up inside of and work for until, assumedly, the end of his life. Like Blank, VitSol was formed almost entirely on accident after a drunken night of fun between two wealthy strangers. A few months later and the strangers had formed one of the first augmentation corporation focused largely on subdermal implants that did not disrupt the appearance of the normal human body. Meanwhile, Blank’s parents had formed a screaming, shitting baby who had ruined his mother’s figure with stretch marks. Unlike Blank’s parents, who somehow managed to stay together until the end despite absolutely loathing each other, VitSol’s founders only made it about five years before the inventive Janis Paige proved to be too much of an eccentric for the more business-minded Vanessa North split off and joined the more conservative and much more profitable Ordre Publique Industries. Blank’s mother, a school friend of Janis, was brought in as Vanessa’s replacement.

Blank spent his childhood years mostly inside of VitSol’s corporate offices, being taught by tutors and playing with the other corporate kids. He was raised to be well mannered and proper (although not by his parents, who were far too busy), and he spent an alarming amount of time in Janis’s lab watching the older woman try to come up with her next invention—although he was mostly interested in coming just to see the days when she couldn’t find a solution and would watch her tear her lab apart in a childish fit. As he grew older his interest shifted from watching Janis to watching her young, pretty lab assistant named ████████. She had hair the color of—*static*—and eyes that were just the most beautiful—*static*. He would close his eyes every night and see ████████’s face and knew that she was the one, not realizing that it was largely the stupid thoughts of a horny teenage boy. Still, he was determined to be with her, and when he joined the company proper he petitioned his mother to place him in the R&D facilities.

She put him in security instead. Not because she wanted him to stay away from Janis or ████████, nor because the security headquarters was closer to her office so she could keep an eye on her only son. No, momma Blank assigned him to security because that’s where the aptitude tests determined that he would fit best. She had a business to run, and the R&D team already lacked enough focus as it was without the boss’s stupid kid fucking everything up. At least in the security section he would get some discipline and learn how to focus. Blank still didn’t give up on getting close to ████████, and used his status as the boss’s son to coerce the captain of security to assign him to the laboratories after he passed his training. When Janis unveiled her Fixer Project (and idea she had stolen from foreign corps) Blank was the first to sign up knowing that it would be ████████ who was going to be helping with the implants. Just some other stupid way to get to know her and to, hopefully, catch her eye.

It was a terrible plan, yet it worked. For nearly five years (between the augmenting, subterfuge, and the hunting of Divers who had acted out against VitSol), Blank and the woman—*static*. Looking back, it was probably the last time the man was truly happy. And then one morning she was gone and he couldn’t even remember her fucking face. Nobody could. Not even Janis. All records of ████████, all videos, all emails, everything was scrubbed clean. Worse still, important company secrets and prototype devices had been stolen. Blank’s mother was furious at the boy. It was his job to take care of Divers, and not in the goddamn—*static*—way. He was put on probation, but it didn’t even matter. The company was sunk. His mother, still a savvy business lady, saw the iceberg coming and abandoned ship before everything completely crashed and took a consulting position at her husband’s company. Blank wasn’t invited along. His oversight in ████████’s infiltration ruined any professional relationship he had with his parents.

For a few more floundering years, Janis tried to run VitSol. However, with almost all of her prototypes already being produced and sold by other corporations and a complete lack of any business mind whatsoever it was seen as just a desperate attempt by a desperate, hopeless woman. She became reclusive. Nobody was shocked when she was found in her office with an empty bottle of scotch, a hole in her head, and her brains splattered all over the window. Nobody except Blank, who had spent too much time with the woman to believe that she was the kind of person who would give in. Ordre Publique Industries, the company now ran by Janis’s original partner Vanessa North, purchased VitSol and liquidated the company. Blank was offered a position on their security team, but he declined. After twenty-something years, he was tired of corporate bullshit and, unlike his mother, he lacked any real savviness.

Blank became a Diver, because he had no real other skills or options and part of him, deep down, thought he would one day run into ████████. Thanks to his advanced augmentations from his days as a Spook, Blank quickly established a reputation as one of the most effective Divers one could hire. He saw the job through and made certain that no messes were left behind and no tracks were made. For a while, hiring Blank to sabotage a competitor, assassinate a rival, or steal a secret was almost a guaranteed success. He lived by VitSol’s slogan, repurposing it as his own sort of personal creed: discretion above valor. He back a living legend among D.Vs.

And then he started to fade away. Newer, cheaper augments were proving to be remarkably better than VitSol’s old tech. Blank soon found himself struggling out in the field, forced to rely more on his wits and his instincts than his gadgets and his augments as security measures grew and grew. Nowadays, when old D.Vs hear the name Blank they just smile sadly and nod, while the neophytes just raise an eyebrow and stare dumbly. Despite knowing that he’s falling behind with nearly a decade old tech, the man refuses to change or upgrade his augments. Some say it’s stubbornness, others say spite. Only Blank knows the real reason. It’s fear. His augmentations are the only thing from ████████ that remain. Without what’s left of her he would have nothing; he’d be blank.


WEAPONS

Blank prefers to remain hidden and undetected in favor of straight forward assault, but he does carry a few tools on himself when things get messy. His first weapon is an OPI SB79 “Tranquility”, a compact, twenty-round anti-material SMG equipped with a foldable stock, a built-in suppressor for reduced muzzle flash and sound, and an optical scope that wirelessly connects to ocular implants allowing for one to aim without leaning out of cover. His second weapon is a VitSol Overloader, a powerful stun baton that was removed from the markets after people discovered that a quick tampering could easily turn the nonlethal weapon into a pocket electric chair. Even today it can knock out the most dangerous of C-Freaks, although the baton takes a while to recharge. Blank also carries a grab bag of EMP and smoke grenades to level the playing field, as well as enough plastique to take out a building.


SKILLSET

-Infiltration
-Sabotage
-Tracking
-Escapology


AUGMENTATIONS

VitSol Ocular Reconnaissance, Awareness, Concealment & Low-Light Enhancement Version 0.8: More colloquially known as the decidedly less wordy “Oracle Eye”. The Oracle Eye offer many benefits that were absolute cutting edge back in the day. For starters, it has the now standard HUD, zooming, night vision, and thermal vision modes. Also, the Oracle Eye is able to tag targets to both track and predict their movements, allowing a user to almost always be one step ahead of their target. The Oracle Eye can detect radiation from electronics and as well as “see” sound waves and functions as a kind of radar. This allows the user to roughly map out the area within a limited radius around themselves on their HUD, handy for preventing them from walking out in front of a security camera or letting an Enforcer get the drop on them. The Oracle Eye also allows for monocular vision, visual and audio recording and projection, and is undetectable when it is or is not in use.

VitSol’s prototype retinal implant failed to ever make it out of testing before the company went bankrupt, although a number of them did escape liquidation. However, installation of the Oracle Eye required complete removal of the natural eye and thus would prevent any user from upgrading to better retinal implants in the near future. With advances in x-ray vision and cloaking systems that bypass the Eye’s vision, the device is hardly desirable. Today, they are seen as a glorified camera/radar device and novelty item sought after by collectors and little else, although some Corps would pay a pretty penny to get their hand on one so they could crack the elaborate code for the uncannily accurate prediction algorithm.

VitSol “Silent Running” Hypermobility Limbs: Limb replacements covered with reinforced, self-repairing yet “ultra realistic” skin. The limbs are built more for agility than raw power, although they do hit harder than regular hands and feet. The limbs allow for extreme amounts of unnatural flexibility with the ability to bend at the joint any which way, allowing the users to fit through or hid in more spaces. The augmented limbs also act as sound dampeners, allowing a user to land on their hands or feet or sprint without producing much noise at all. Designed largely to provide users with augmented limbs without an obvious appearance, an error in the design doc made it so the artificial skin remained unaffected by UV rays. Meaning that anyone who installed the SR Limbs over two decades ago now have incredibly youthful and creamy doll-like arms and legs to go along with a potentially tanner/paler and more wrinkled face and body.

VitSol VoxMo: A failed attempt to break into the mainstream by creating a hyper-realistic vocal synthesiser that was marketed as the “First Step Towards Pop Stardom”, it was immediately shelved after a broadcast over the Net met with an incredible amount of backlash due towards the terrible lip syncing of the device itself—the performer was reported to look more like a fish slowly dying on dry land or a poorly dubbed kung fu film. The voice modulator itself works wonders, and users can produce a multitude of sounds outside of human voices, although the lip syncing issues occur even when they speak in their own natural tone.

Project Phantasm: A secret project by VitSol to create the first perpetual cloaking device as an alternative to an active camouflage for in-house use by their fixers only, Project Phantasm was a microscopic, neural implant installed in the parietal lobe and hooked up to a bunch of neurons. These neurons were supposed to charge the chip by the electrical impulses in the brain so VitSol’s Spooks could remain invisible. While the it did allow users to cloak themselves for longer, it had an interesting side effect where after a varying amount of time (usually around five straight minutes) users would quickly begin to lose their sense of taste, smell, touch, sound, and sight over another period of time (around ten minutes). It was deemed a partial success until Spooks started to permanently lose their senses and then some. After that it was just another nail in the company’s coffin. Most users stuck with the Project Phantasm chip keep their use of their cloaking ability to short, infrequent bursts out of fear of permanent brain damage.
Hidden 9 yrs ago Post by NuttsnBolts
Raw
Avatar of NuttsnBolts

NuttsnBolts

Moderator Seen 4 days ago

G A Z E
A K A : R A C H A E L M O R T O N



26yo | 2040-May-14 | 5" 7'

APPEARANCE
Rachael is reasonably attractive young woman with strikingly bright, bottle blonde hair and a slim figure to suit. Her skin is pale and is occasionally told that her blank personality suits this feature. What can be noticed by many people when they see her up close and personal is the lack of pigment and vacant gaze within her eyes as a result of cataracts that have formed over her iris. While she is technically listed as blind, her unassisted vision is still just strong enough for her to make out the basic of features on a person.

Her choice of clothing is rather unique tailored as well with a personal preference to the grunge, trashy look of your typical punker. Loud shirts, torn leggings, chains and thick bracelets; she clothes herself with whatever she wants and however she want in order to appeal to her particular style.

Putting the standard items of clothing aside and looking at her augmentations many people will firstly notice the helmet like head piece that she sometimes equips herself with. The mask is designed like a visor and attaches to her temples while extending now and around her neckline. This helmet gives her the appearance that she's looking out of the mouth of a beast and when she pulls the piece down it will take over her vision completely with the array of cameras on the outside that directly connect to her brain. Only after looking past this unique attachment will begin to notice that many other parts of her body have been seemingly improved in more ways.

PERSONALITY
Being a personal favourite to Julius the Leech, Rachael is given a fair amount of freedom throughout the world she lives in, returning to him only when she feels that she needs some personal company. This vague sense of loyalty and familiarity sometimes means that whenever anyone speak badly of him or his group she will retaliate either verbally or in the extremely rare occasion, physically. Aside from these outbursts Rachael, for the most part, has a bit of an uneasy approach to others with either her somewhat sterile personality or the teasing for wanting to have pain inflicted on her body. Maybe she's a masochist, but in reality when it comes to the world with cybernetics and C-Freaks who are seemingly addicted to mutilating their own bodies with metal and machine, who is the sane individual?

One last feature is that Rachael has also been known to be somewhat fearless in the most odd of situations, probably due to the harsh treatment she got through her younger life and not knowing any different. It has been rumoured that she didn't even flinch when a knife was drawn across her neck, but most of the witnesses were drunk or high at the time so their accounts cannot be really called accurate.

BIOGRAPHY/BACKGROUND STORY
Rachael had a terrible choice in parents when compared to many other children, especially when mixed in with their heavy drug addictions. Her parents focused on most of your conventional drugs but occasionally took the hit of Neurotop when they had the cash to afford it. The hard part for the poor girl was facing her parents during one of their non-addicted states where they would both become extremely violent and lash out at her. This constant cycle of spending income and dealing with the continual abuse left the unfortunate family with little money to afford the bare basics like food, rent and clothing. In order to help supply themselves Rachael's parents extorted their own daughter, selling her to the undesirable men of the city both for their own pleasures and entrainment.

One gang leader in particular, Julius the Leech, took a liking to Rachael and offered a final payment for the ownership of their daughter. Foolishly the two demanded more money to which he pulled out a gun and shot both of them dead in front of her. As the saying goes "It's better the devil you know than the devil you don't know" and Julius was the later by a country mile.

Julius got his nickname from the way he would latch onto an attractive woman and pretty much suck the humanity out of them leaving them as a shell of their original selves, that is if they were still alive after the end of his sadistic ways. At the time he had three other women under his care and what would start off as a tender loving nature to each would eventually delve down into torturous ways with each girl's body becoming a canvas of scars and brandings. It was however during a PMC raid that Rachael would make one of the most important decision of her life, to either protect the man who owned her, or to let the militants kill him.

For a reason completely still unknown to her she moved to sacrifice her life to protect Julius. She managed to push the man out of the way of a fatal laser shot but as a result had her eyesight seared, leaving her mostly blind. After the attack Julius was grateful for her selfless sacrifice calling her his now Favourite and ensured that she received the best medical treatment he could get his hand on. It was a path that would lead her down the route of enhancing her body with cybernetics, starting off with augmentation that would regain and improve her vision before training to become a stronger individual.

For Julius he viewed this as a way to show the community that even his women were skilled warriors, ready to give their lives for him.
For Rachael she viewed this as a step forward to becoming the Diver known as 'Gaze', but also a way of life considering she knew no better.

WEAPONS
  • Long Range Assault Rifle: (Image) First question out of the way... How does a blind girl use a rifle designed for long range shooting? The answer is quite simple and comes down specifically to the design aspect of the scope. When Rachael lines her eye up to view her target the scope's camera will send a signal to her brain displaying the image as if she was viewing the target like anyone else. This in turn gives her precise accuracy as she will always be able to see exactly where the shots will be aimed. The gun itself is of a pretty much standard M4 style design except it is also equipped with a suppressor.
  • Machete: (Image) A simple machete with a sharp edge and a hook design on the back of the blade. For those situations when hand to hand combat is just not enough.

SKILLSET
  • CQC: Some of the members of Julius' Gang were trained by war veterans in the art of CQC, a technique that was passed on to Rachael While not the strongest of fighters she is able to disarm many opponents and at least force them to the ground where she can finish them off with either a knock-out or a cut across the neck with her blade.
  • Endurance: The upgrade to Rachael's heart and improvements to her legs have given the girl the ability to chase down many subjects when needed. Most normal people will tire out after a run, yet she will still be able to continue her pace for two or three times longer.

AUGMENTATIONS
  • Vision: Rachael's vision has been improved to allow for a variety of situations. The cameras on her visor can allow her to see in both night vision and infra-red but most importantly they can allow her to see various personal statistics like her heart rate, rounds in her magazine, and even augmentation statuses. When not in use the helmet will retract back into a small node on the back of her neck (Example).
  • Hydraulic Thighs: These thighs are equipped with a high end hydraulic system that allows her to exert a large amount of force within a fraction of a second, allowing her to leap up to 3 metres high and kick through a steel door. When operated, bystanders will be able to see a join open up just above the knee and her overall leg grow by several inches as the hydraulic exerts it's force. After extended uses steam will occasionally expel out of the knee join as the hydraulic systems heat up.
  • Enhanced Heart and Cardiovascular System: This modification allows for her body to respond to events quicker than that of a human athlete by forcing a richer supply of blood to her muscles. Not only is she faster and generally stronger, but her wounds can heal much quicker than many others. The rich blood supply is also filled with a synthetic fluid allowing her body to absorb heavier impacts when needed. Sharp objects may still cut her skin, but a blunt force trauma hit will barely leave a bruise.

Hidden 9 yrs ago 9 yrs ago Post by Kingfisher
Raw
Avatar of Kingfisher

Kingfisher Observing or participating?

Member Seen 4 yrs ago

Dame




19 | 2047- 12- 9 | Five foot four


Appearance - Dame is a short and lithe young woman, with artificial looking hair, and deathly pale skin. Her form is a combination of strength and grace, with an element of elegant practicality to it. Her features are almost sculpted in appearance, bearing a painted, make-up like quality to them.

Personality - Quick-thinking and meticulous, Dame has a cruel cunning, and an even curler witt. She has learned not to take herself too seriously, but knows when to drop her playful exterior, should the situation demanded it. Her mechanical state has given her an odd, removed view on life; as though she were an outside looking in on the rest of humanity. Every element of human nature has been meticulously dissected by her, and she places desire as the driving force behind mankind.

Biography/background - The young woman that would go on to assume the identity of "Dame" was born aboard the Cherleanna Ark, a rickety and rundown city, full of poverty-stricken folk which most would write off as little more than ditzy trailer trash or hillbilly rednecks.

Despite the harsh conditions which surrounded her, Dame always seemed to endure, flittering through life, relatively unscathed. As though she had some ethereal guardian angel watching over her, and sheltering her from harm, Dame's upbringing was one full of unsavoury characters and hazardous death-traps', all of which seemed to pass her by without a second glance.

Unbeknownst to her, Dame had been snatched away from her real parents at birth, by a secretive organization known as the "Horus Corporation", and implanted with an experimental set of cybernetic implants which tailored themselves to the host, growing as they grew, and allowing them to store memory at a rate rapidly above and beyond any other augmentation, effectively giving them the ability to perfectly mimic the skills and actions of others, based purely on the recollection stored in the host's head. Dame's "parents" on the Ark were state-of-the-art synthetic constructions, who believed themselves to be real humans, and the young woman's immense luck came from the small army of Horus employees that watched her from the shadows, making sure she was free from harm, so that the implants development could be properly monitored.

When Dame hit sixteen, the corporation swept out of the shadows and forcibly extracted her from Cherleanna Ark, whisking her away to a secret lab so that they could fully assess the augmentations progress.

She spent the next few months in a cell, as her broken mind was forced to adjust to the harsh realities which surrounded her. She had little to no human contact, save for the white-masked scientists who held her down and stabbed her with needles and other twisted equipment when it was time for another check-up.

Dame had always had a oddly precised memory, but the augmentation did manifest itself in full-force until the corporation's experiments activated its dormant processes. The young woman’s mind was flooded with stimulus, as painstakingly detailed depictions of the world around her began to gush into her mind. Every passing second became a masterfully elaborate painting, as each frame of life was meticulously dissected by Dame’s augmentation.

She quickly analyzed her captors patterns and mannerisms, and from then on out it was laughably easy to overwhelm and overpower those who sought to do her harm. Escaping the facility itself proved to be a gargantuan obstacle, but the threat of being forced back into her cell, or simply being shot for being too much of a liability, sent Dame’s senses into overdrive, and ultimately helped her to escape.

Time passed by in a warped blur as Dame shambled aimlessly down grimy streets and back alleys. Her augmentation’s experimental nature became agonisingly evident when the flood of information became too much for her brain to handle, and she spent her every moment in form-wracking pain.

She did anything she could to become numb to the torment; injecting countless drugs, and drinking herself to sleep every night, but even if the screaming misery quieted for a few hours, it would always return in full-force.

Eventually, Dame resolved to have her cybernetic implants removed.

She knew that going to a mainstream corp would almost definitely risk her being re-discovered, and subsequently captured, by the Horus Corperation, so Dame instead approached a black market cybernetics expert for help.

The tinker who agreed to perform the operation was fascinated by the high-tech level of implants he discovered once he’d cracked Dame open. Whilst they exceeded his expertise, he could tell that they were valuable, and was quick to try and pawn off the unconscious Dame to the highest bidder.

The promise of a new cache of unexplored tech attracted many interested bidders, but the tinker’s lack of ability to articulate just what exactly he’d found, and the back channels he used to advertise, meant that none of the large corps caught wind of just how valuable the technology was.

All except the Cronus Corporation.

Even amongst a world of shady dealers and seedy kingpins, the Cronus Corporation had a notoriously corrupt reputation. The conglomerate also happened to be one of the few Corps who had agents on the lowest rungs of society, just in case some kind of hidden treasure presented itself.

Cronus out-bid every other potential buyer, and were quick to snatch up Dame.

The fragility of her form was becoming ever more apparent, as the augmentation continued to take its toll on the withering woman, so Cronus devised a plan to combat this.

Some of the board members voted to rip the augmentation out of Dame, but it was ultimately decided to be too finely integrated into her system.

Dame was quite literally gutted. Her brain, augmentation, and other organs, were stripped from her fleshy form, and encased in a highly authentic artificial body. A husk of metal alloys replaced her skeleton, a hyper-realistic blend of rubber replaced her skin, and state-of-the-art optic prosthetics replaced her eyes. Whilst this new body may have been human in appearance, the complex machinery which whirred away inside it provided a much more stable environment for the augmentations, allowing Dame to utilize them without having a complete mental breakdown.

Infuriated by the atrocities which had been wrought upon her, Dame flew into a blind rage, slaughtering the corporate goons who held her captive, and fleeing out into the wilderness.

Now, Dame stalks through the underworld, finding work wherever she can, and raking in enough cash to keep herself comfortable, without drawing unwanted attention.

Weapon(s) -The Decimator: A five-shot assault rifle of Dame’s own design. The decimator fires rocket-propelled shells, each of which is infused with a small amount of explosive. The shells detonate upon impact, wreaking immense damage to the target.

Skillset - The Horus Module allows Dame to meticulously analyse the world around her, and self-teach herself the skills she sees others demonstrate. Whilst Dame is a moderate threat at this stage, the more she sees, the more of a threat she becomes.

Augmentations - The Horus Module: A state-of-the-art augmentation which tailors itself to the host, and bestows them with immense cognitive powers. Currently in the testing stage, the Horus Module proved to be unsafe when implanted in human subjects.

Synthetic Body: Dame’s old body was stripped away, and replaced with a form of plastic and metal. Whilst she still retains her humanity, her exterior is almost entirely mechanical.

Hidden 9 yrs ago Post by Didgeridont
Raw
Avatar of Didgeridont

Didgeridont Gamer

Member Seen 4 yrs ago


Phantasm

23 | 2043 - 4 - 19 | 5’ 9”


Appearance -

Phantasm is a woman who works to earn her title. Those who can mark her out from a crowd often describe her as a mere blur, just another figure in the mass of people. She maintains her chameleon-esque reputation by carefully regulating her appearance. Her wardrobe and countenance are selected based on their ability to conceal her within the dark and dingy streets of the city. Her clothing is a reflection of what the average Joe chooses to wear, which, based on the squalor in which many residents live in, often consists of off-brand or second hand jackets, pants, and sneakers.

Her complexion and demeanor is built so as to inspire the least amount of suspicion and generally make her a forgettable individual. Her head is covered in straight, black hair that extends only to her lower neck. Her pale skin and dark eyes betray her Asian ancestry, but nothing else. She has essentially mastered the look of monotone boredom, as she rarely shows much emotion along that pristine visage of hers, which she often covers with a hood or cap.

However, Phantasm must not only look the part, she must act the part. She mimics the crowd she follows, taking care not to stray too far from the herd when walking from place to place. Her eyes face down at an angle, careful not to make unnecessary eye contact. Her slim figure moves with a grace and flow that has been perfected so as to not attract attention. This leaves no room for any idiosyncrasies or holes in her presentation, making her just like any other average, early 20's adult living in the penury of the current world. In essence, Phantasm is a woman that has perfected the craft of being invisible in plain sight.


Personality -

Phantasm’s main concern is her business. As a result, she must become both the CEO and PR Agent of her drug-running operation. In doing so, she must tread a fine line between her own interests and the interests of her customers. If she acts with haste or greed, she risks burning the bridges she spent time toiling to build, yet she also risks losing profit if she allows her customers to take advantage of her more benevolent aspects. In a sense, she must modify her behavior based on the person she is dealing with, always taking her profits into consideration, but never so much as to act with impudence or rancor.

Yet, after goods are exchanged, Phantasm's true personality finds a way to expose itself. Although having the propensity to seem cold or distant when in the public eye, at her core she is a more raucous and argumentative individual, always looking for a bargain or an advantage. Her suppliers often remember her for the deals she tries to pull on them, always driving a hard bargain and expecting top quality goods. Prone to spurts of calculated rage, Phantasm often lashes out when things don't go her way, and can sometimes turn to manipulation in order to secure something she wants, making her a rather passionate individual who does what she needs to do. Still, she takes care not to create any unwanted enemies with her capricious behavior, often curbing it when it is in her best interests, as much as she has to grind her teeth to do so. Although not intrinsically mean, she has a short temper and a Machiavellian view of the world when it comes to dealing with people, which works to both her advantage and disadvantage.


Biography/background -

Born too late to play the stock market. Born too early to pillage the stars. Born just in time to exploit transients looking for their nightly high.

Ever since she could remember, Phantasm has lived on the streets. It wasn't a tragic tale of a disenfranchised orphan girl who struggled nightly to make it by physically and emotionally, quite the opposite, in fact. The streets raised her better than any parent ever could. Sure, they didn't feed or clothe her, but the streets taught her how to do those things on her own. That isn't to say that it wasn't the most difficult part of her life, yet the streets filled her with a knowledge unparalleled by anything she could have gained in school or in a regular family unit. The streets let her build herself, uninhibited, doing the things she wanted to do.

At first she tried banding together with the other street urchins. It was fine originally, they developed a small community; then it was corrupted. What began as a mutual agreement to look out for each others' best interests and safety soon dissolved into bickering and thievery. Kids faked being sick to gain more food, leading to only a few kids that actually worked, Phantasm among them. This, compounded with the constant pressures of actual gangs and irritated store owners forced her to leave. Phantasm had to make her own fate, not wait for it.

Like many of those now entangled with crime, she first tried earning the typical honest living, working in restaurants, bars, or street stalls; this didn't last long. The hours were long and the pay small; it was soon evident that her life on the streets was arguably more fulfilling than her life behind a counter. She needed something more, something better. Something that didn't drain the very essence of her soul or turn her into a smaller version of one of those lifeless salary-men. It was during one serendipitous morning where she found the very object that would free her from her bondage: a small plastic bag containing about a dozen purple cubes.

Drug running was a new, exciting occupation. It brought her joy, excitement, purpose. Most importantly, it brought her cash. Like most dealers, she started off small, buying and selling minute amounts of amphetamines or prescription drugs. Soon, however, she began to expand her business ventures, building connections with various suppliers, gaining new wares and a whole lotta dosh. Soon, she was gaining more money in one month that she had gained in her entire lifetime, and she loved it. The profits gave her a high on their own, but she wasn't going to get complacent just yet. Like any smart business owner, she invested into the expansion and security of her drug-running program, gaining a few new toys in the process, but also gaining a few contacts in the business as well. However, it wasn't until recently that one of her suppliers approached her regarding a much more lucrative job offer, one that involved getting your hands a bit dirtier than one might like. Phantasm considered this, and, weighing the risks, took this man up on his offer.

And so, Phantasm found her new occupation as a Diver, investing in some newer and better toys in the process.

Weapon(s) -


Combatek Modular Operations Rifle: A rather unremarkable yet shiny new rifle with available scope as well as various firing and zeroing presets. Hasn’t seen much use, yet. Chambered for .308 ammunition, standard magazine capacity is 25 rounds.

Personal Protection Scattergun Mk.III: The PPS Mk.3 is a rather small yet powerful shotgun. Its strength comes from its relative concealability, however this is at a detriment to the weapon’s effective range. Made for 12 Gauge shells, maximum capacity of 4 shells.

Intraguard Electro Chain-whip: The IEC is a pretty gnarly weapon. Its concept is relatively simple: an extendable whip that can snare and shock people, yet its design is intricate and complex. To an observer, the device looks merely like a thick plastic ring with a larger trigger on its inner rim. However, once the user pulls this trigger, two coils of electrically charged metal are jettisoned out of the device using magnetic forces from an apparatus within the device. These coils would then wrap themselves around their target, much in the same way as a slap bracelet would, and deliver a relatively uncomfortable electric shock. Recharging required after continued use.

Pistolet Makarova: When worst comes to worse, a good pistol to rely on is the Makarov. While a bit old and a bit weak, Ivan built these to last, so they’re great as a last resort. Chambered for 9x18mm rounds, 8 round magazine.

Switchblade: Also useful is a nice, small knife, capable of cutting someone or something with relative ease.

Skillset -

Martial Arts Knowledge: Although no master of martial arts, Phantasm has found that the principles of various fighting styles have very useful applications, both inside and outside of confrontations.

Perceptive: Sharp eyes and good ears can make all the difference. Phantasm’s augmentations allow her to pick out the minute details that an average person might gloss over.

Fast Hands: Years of working her craft has made Phantasm adept with the use of her hands, giving her the ability to whip out objects like her gun or phone in less than a second.

Problem Solver: She strikes a hard bargain, and knows how to get out of a sticky situation

Augmentations -

Vizor™ CleerSkye© Optical Enhancement Apparatus: A thin screen implanted within the conjunctiva of the eye, allowing for multiple forms of visual sensory manipulation. Wired to her neuralware, the CleerSkye© is able to project information directly to the wearer, such as blood pressure, heart rate, and warn about the presence of harmful microbes. It is also wired to show location, time, and date, among other things. The CleerSkye© is also adept at modifying the user’s vision, allowing the user to enhance images, scan for objects, or see with infrared or night vision.

BodyBorg™ Olfactory System Modifier: The OSM gives the user the ability to sense finer levels of detail within the smells around them, while also giving the option to remove the sensation of certain scents entirely or partially filter the air they take in.

BodyBorg™ Advanced Auditory Upgrade: The AAU gives the user enhanced auditory reception capabilities, effectively allowing the user to increase their range of hearing by increasing the spectrum of possible auditory reception as well as giving the user the capacity to alter the volume of sounds or focus on one specific source of noise.

Appendage Based Chemical Detection Equipment: ABCDE, for short, is a modular form of hardware that is attached to the tip of any one finger. Once activated, it opens a hole on top of the finger and extends a telescopic tube with a small bulb on the end of it. This bulb, when whisked around in any material, uses electro-magnetism to determine the chemical composition of the substance. In Phantasm’s case, the device is on her left pinkie finger, and is primarily used for testing the purity of various drugs.

HSCT Neural Processor 3800: Essentially a computer wired to her nervous system, this is a powerful piece of technology that Phantasm doesn’t like taking full advantage of. It gives her the ability to more easily control the rest of her augmentations as well as process and calculate information much more efficiently than she would alone, however it also gives the user the capability of editing various aspects of the body, such as shutting down pain receptors. Needless to say, she rarely uses the device to its full capacity, in an effort to preserve her humanity.
Hidden 9 yrs ago Post by Blue Demon
Raw
Avatar of Blue Demon

Blue Demon

Member Seen 1 yr ago

Ace Machina
28 | 2038-5-14 | 5'10"


Appearance -
Ace stands at five foot ten. She is Cybered and the majority of her body is mechanical. Her cybernetic parts are top-notch. The best on the market. Most of them look just like human skin, until you touch them of course. Then you realize as you feel the cool sythetics, that it's not real. The only parts of Ace's body that are not cybernetic are her torso and her head. She does have ports installed into her brain so she can directly access the web. She also has her eyes augmented.

Ace has a very unique style. She has short dyed silver hair. You can tell it's dyed because she leaves the roots black. The typical do for her hair is spiked, but on occasion she does leave it alone. In addition to the hair she also paints her face, unless she's going incognito. The colors us typically uses are white/silver and grey. She had green eyes, but can change them on a whim due to her augmentations. Most of the time they're blue. She also typically wears a pair of glasses, also blue, that care constantly connected to the internet and can also give her information. Such as range, wind speed, weather, people's bios (if on the web) etc. Only she can use them thanks to her implants. Anyone else they would just be normal shades. And she can directly effect what the glasses tell her by just thinking it.

Most of the time Ace wears minimal clothing. Just because she prefers it that way. However when she does dress up she wears quite a bit. All of her clothing is designed to hide her cybernetic parts and make her look small. She likes people to underestimate her. Despite the look of her clothing, they are all custom made and very well crafted. Each outfit also doubles as armor.

Personality -
Ace is a very loud, boisterous woman. She likes to talk and laugh and will do it whenever she feels like it. She is very much a head strong woman. She knows what she wants and how to get it. If someone gets in her way she'll pretty much go through them. She knows her own flaws and weaknesses and compensates accordingly so they don't drag her down.

Ace made a decision in life to live it to the max. She wont slow down. Nor will she compromise on what she really wants. A one thing she wants is to not regret anything. No wasted opportunities. Be it something simple like trying a new food or something more complex like taking down a corporation from the inside.

Despite this attitude she has, Ace is very meticulous. She likes to plan and know the outcome of something before she does it. (It might end badly, but she just might do it anyways depending on what it is) So even if something is dressed up in lights and bright colors, she wont be taken in by the wrapping. Her incessant need to know maps out everything in Ace's life. From her early years and far into the future. If Ace went to a doctor she's sure that her need to know might be some form of compulsion. But she's not a doctor type of gal.

Because of her background, Ace doesn't get close to people. She doesn't make friends and she sure as Hell doesn't have lovers. It leads people into thinking she's uncaring and she's okay with that. At least they'll keep their distance that way.

Biography/background -
Ace is the very definition of reticent when it comes to her past. Which is a startling dichotomy to her normally exuberant personality. Most people assume she whores herself out to some rich muckety-muck because of her expensive augmentations, the Neurotop and the fancy clothes. And Ace is totally fine with them thinking that. In fact she rather prefers it.

Because the true is always stranger than fiction. Ace was born to the wealthy owners of Alter's Pharmaceuticals. A mega name in corporations and drugs. Her parents were CEOs, Jennifer and William Alterman. Their darling little girl was named Summer. She was a precocious little girl, always getting under foot. It was hard growing up because her parents were always busy with work.

Which meant little Summer was raised by a string of nannies and bodyguards. It was also difficult because the Nannies expected Summer to be a true lady. Prim, proper and aloof. Summer quickly got down the haughty part and being aloof. But she was never prim and proper. Instead she looked to the big and scary men and women around her and was entranced.

Summer's love affair for the bodyguards came to a head when someone tried to assassinate Summer when she was fourteen. Watching the bodyguards take down the assassin was like watching ballet. But more. Summer demanded to learn how to fight and how to protect herself. The Nannies refused. But the men and women guarding Summer agreed with the girl. She needed to know.

Over the years Summer learned how to be a proper heir. On the side she learned how to fight and how to kill. When she turned seventeen she learned that her parents were trying to enhance her through their own drugs. They had started off with genetic manipulation and went on with gene therapy. Summer learned this when she collapsed and had a seizure.

Angry and distraught, Summer demanded certain concessions from her parents. One of them was to be her own person and to no longer be the heir. Her parents refused. That night the girl named Summer hacked off her hair and vanished. She took on the name Ace and tried her best to stay vanished. She had taken as much money as she could from the company. She also took Neurotop and a few other extremely expensive drugs from the company. This allowed her to stay under their radar because she could sell the drugs and not use the cash until she could get it cleaned. All in All, her disappearing act hadn't been spontaneous, but planned meticulously over a long period of time. The ease of which she pulled it off was proof of that.

Ace knows her parents are looking for her and that they wont give her up. They were very jealous people and she was a walking test. Whatever they had done to her they wanted back badly. Wanted her under their thumbs. But Ace was never going back. And in order to mess with herself as much as she could, in hopes that it would make her undesirable to her parents, she started augmenting herself. At this point she also hoarded the rest of the Neurotop for herself, no longer selling any of it. Which proved fortuitous as she added more and more augmentations onto herself.

When her supply started to run low, she began to buy more to keep herself a nice stock pile. As her cash flow slowed, she began to take on more risky jobs, unfortunately making a name for herself in the Diver's world. At one point she had a minimal stash of Neurotop and in order to preserve it she did a very stupid and daring thing. She took less. As she did she learned that she didn't need Neurotop as much as other people did. If she needed it at all. But not willing to take a chance, she still took it. Just at more minimal amounts to have to spend less. At this moment Ace isn't quite hurting for cash or Neurotop, but it's a close thing if she ever becomes unemployed.

One day she hopes that her parents will give up on her and she'll live Happily Ever After. But that will never come and she'll never get close to anyone lest they be used against her.

Weapon(s) -
Ace only carries one weapon in open view. That is a Pulsed energy projectile or PEP Gun. The PEP gun created a small lazer pulse to create a tiny amount of exploding plasma. Enough to knock a person off their feet and give them some painful, excruciating nerve damage.

When people find out she has weapons augmented into her body, they're confused as to why she carries a gun. But the reasoning is simple. If people think she's disarmed after the gun is taken away, they wont keep looking for non-obvious weapons. Because people are simple that way. They only see what they expect to see.
She carried what she dubbed the Force Stick or FS for short. She has two of them, but only carries one at a time. It is able to collapse and extend out to a foot and a half. The main function of the FS is it's electrocution mode. Touch it to an object and it'll get the shock of it's life. Those that are augmented are more susceptible, unless they've augmented against electric surges. The charge of the FS is used after one use. However it's very easy to recharge, just shake, spin, swing, etc the FS and it'll generate another charge. The longer you move it before using it, the better the charge. She usually keeps her FS in one of her legs.

Skillset -
Ace's specialty is being a problem solver. With her in depth knowledge of how corporations work and her unique augmentations, she can tackle most any problem and find a solution. It might not be pretty, but they don't call her a miracle worker, she's their Ace in a hole.

Augmentations -
All of Ace's augmentations were specially made just for her by her mechanic. There are no other parts just like hers. Which can be a downfall if she needs to make a hasty repairs. Nothing ever works quite right. As such none of her parts are named, or even labelled to identify them.

Arms: Both of Ace's arms are cybernetic. Her left shoulder is not completely mechanical. But retains bones and muscles, supported by metal to retain full use of her left arm. Her right shoulder is completely replaced, including the shoulder blade and collarbone. Both arms have hidden compartments where Ace can store things. Because they are cybernetic they far exceed normal human arm capacities. (Lifting, pulling, hitting, etc)

The right arm can rearrange itself into a Electrolaser Rifle. The Rifle creates a Laser-induced plasma channel by firing a very hot laser into the air and ionize the air to make it into plasma. Which is a very fast process. Mere nanoseconds after firing, the plasma basically turns into lightning and hits whatever you were firing at.

The right arm has it's own separate power source to keep from over tasking her other augmentations when using the weapon. It is limited to only one charge which is one shot, so Ace can't use it like a sub machine gun. Because of the heat generated by the rifle there is a safety built in. After one shot the arm will disengage the weapon and reform into her normal arm. At which point the power cell will shut off to conserve energy. The arm would at this point use the secondary power source, Ace's natural biol-electrical charge to remain functional. It is possible to use a second shoot, and override the safety, but at the cost of losing the arm. It would just be a hunk of metal after that which might be vaguely arm shaped. However once the cool down is finished, it's ready to fire again.

Ace's left arm can expand into what she calls Fight Mode. It deploys two blocks out of the elbow, one up and one down, to form a sort of shield. A short blade will also come from the fist.

Legs: Ace's legs are augmented from the hips down. They're made specifically for speed and force. She can jump higher, run faster, hit harder, etc. Both legs have hidden compartments that can contain weapons or data. Both legs are reinforced for harder hitting and for being able to take hits. Her basic fighting style uses her legs rather than knives or her FS.

Eyes: Ace's eyes have been replaced by cybernetic ones. They allow her to see things in different ways. E.G. Thermal Imaging, Infrared, and low light. They also work directly with her special glasses in order to display information vital for a mission in a sort of heads up display. Her eyes can also change color at will.

Neural Implants: Ace has more implants than she cares to count. Some of them are for the internet, other are for her cybernetic limbs, and others still are for her eyes and shades.

Because of all of Ace's augmentations she takes Neurotop regularly to keep from snapping. (See Bio for more information on that though.)
Hidden 9 yrs ago 9 yrs ago Post by Traitor
Raw
Avatar of Traitor

Traitor under cardiac arrest

Member Seen 4 yrs ago



Gorgon

Twenty-Nine | 2037 - 5 - 2 | 5" 9'



Appearance
Gorgon has a surprisingly human appearance, but can very easily be identified as your run-of-the-mill Diver. It's something about her colorful appearance, her casually violent demeanor and the openly portrayed combat gear that just gives it away to the attentive observer. The neon-blue hair on her half-shaved head only distracts for a brief moment before people notice the very obvious artificial left arm. She dresses like some spoiled rich kid with distracting and utterly un-stealthy colors, but that is a conscious, very intentional choice. "If you go down, you gotta do it with style" is what she'd say about that herself. Still, every single piece of her get-up is deliberately chosen and offers actual utility.
She looks and -most of the time- behaves like an airhead, an obnoxious but ultimately harmless tag-along. As a result, people frequently underestimate Gorgon or fail to consider her a threat. Apart from the obvious left arm, her body seems to be free of modifications and augments - and that's because it is. Aside from some minor wiring in her brain, the woman is all natural and proud of it. Her eyes constantly shine with an unrealistic confidence that gets her knee-deep in the worst kinds of trouble. Once you've known her for a while, you'll realize that wiping that smug, perpetually entertained smile off her lips is near impossible. If you look up "laughing in the face of danger", you'll probably find pictures of her.
In combat situations, this confidence shows. She moves fearlessly through hails of gunfire (or regular fire, really) with strong, experienced motions. Watching her in a life-threatening situation for a mere 20 seconds reveals so much more of what lies behind the bubbly surface of misdirection than hours, weeks of just "knowing" her.


Personality
One of the most obvious and obnoxious traits of Gorgon's character is the fact that she's completely careless. She doesn't give a damn about getting her own ass in danger, people dying like flies or family members being tortured. She is literally unafraid of anything, and this is no coincident - an implanted emotional-response-suppression chip completely eliminates her ability to perceive fear. The chip is so deeply hard-wired to the brain that it can't function normally without it anymore, alas it is completely impossible to shut down Gorgon's recklessness. This isn't just some very pronounced habit of hers, it is the literal inability to be afraid of anything for the rest of her life. This naturally gets her into fights with people who have any sense of self-preservation, but makes her incredibly attractive as a disposable asset for the highest bidder.
And this "trait" defines most of her other characteristics - she's carefree, fun-loving, sociable hothead who loves to get into brawls and stimulate her adrenaline-addiction. Anything that's objectively considered unnecessarily dangerous or stupid (or better yet both!) immediately ignites her passion. She's also a heavy drinker, and very easy to provoke. But to those who don't drastically contradict either of these characteristics, she's usually quite entertaining to be around.


Bio
Twenty nine years ago, a girl was born on the Hong Kong ark. She was the the product of an affair between a diver named Róng and a prostitute. Róng happened to be the brother of the infamous Triad leader Chen, who to this day counts as one of the most influencial persons in the underworld of the Hong Kong ark. After being the month-long fling of Róng, her forgotten mother hid the pregnancy until the unfortunate child was born, then confronted Róng about it. She hoped for him to be the loving family father he pretended to be during their affair. He was not. Fearing for his reputation, the man shot the woman flat in the face. He would have killed the child too, but Chen was too honor-bound to let that happen. She exiled her brother for his transgressions and raised the girl like her own daughter.

That being said, being raised by a triad boss in Hong Kong was still fairly bottom-of-the-barrel. This particular ark has a reputation for being one of the most dangerous places on earth, and rightfully so. Only about 40% of its districts are actually under police protection, the rest is triad territory. Triad members are not given any privileges they didn't earn for themselves, and this was no different for the girl who would eventually become Gorgon. In fact, her bloodline painted a giant target on her forehead that made a lot of people come after her - killing the girl would significantly damage Chen's reputation and the woman wasn't exactly "popular" in this ark's society. After firmly securing her place in the triads hierarchy, the attempted assassinations on the child grew in frequency and intensity, and would soon cause her to withdraw from all social interaction - after all, seeing most of the people you consider friends getting butchered in brutal fashion isn't exactly healthy for the mental constitution of a fifteen-year-old girl.

When her own father came after her life - trying to erase the result and living proof of his failings - the child broke entirely. It seemed to her that the whole world was trying to get rid of her, and she hid away, even from her aunt, for almost two years. Living like a dog on the streets, eating what scraps she could get her claws on, hiding her face to escape the ever-looming threat. Then, one fateful day, one of her aunts goons found her. Chen, unwilling to discard the girl that was somewhat of a trophy to her, decided for a harsh punishment, followed by re-integration of the girl into the triad business.
They cut off her left arm, without any pain-inhibiters or other medication. Then, they implanted a fear-suppressing chip in her brain that forcefully and ultimately got rid of the girls phobias. This is when her Diver handle was first assigned: Qiànshí.

Qiànshí had to re-build her reputation from the ground up, but with the fear-suppressor, this turned out to be a walk in the park for her. It didn't take long for the assassination attempts against the young woman to cease completely when the rivaling triads realized just how dangerous a person with no sense of self-preservation can be. But that wasn't the peak of Qiànshí's growth yet. At the age of twenty-one, she had earned the credits and the right to have her missing arm replaced by something out of the test labs of aunty Chen's own, experimental weapon manufacturing company. She eventually became Chen's right hand and executioner and lived in riches and fame for a good three more years.

Then however, Qiànshí grew bored of being at the top of the food chain. She would take on increasingly suicidal missions, often endangering her entourage pointlessly to sate her own hunger for adrenaline. Chen noticed this development, and she didn't like it. But at the same time, she couldn't just off the child she had put so much effort and technology into. It didn't take much for the old woman to convince her nephew that the world out there, that being the other arks, held what the girl was craving so much. And she was right - a world in which people didn't recognize and respect Qiànshí wherever she went -was- a whole different beast.

So, Qiànshí left the Hong Kong Ark. She changed her name to its more universal western translation, both to symbolize a turning point in her life and to get rid of the reputation that preceeded her everywhere in Hong Kong. She started traveling from Ark to Ark, making money as a Diver and doing what she was best at - surviving. Over the next four years, Gorgon carved out a new reputation for herself. One of being outrageously indestructible, but also highly collateral. Most teams she worked with over the years either got wiped out during their missions or just barely made it out alive, terminating all cooperation to Gorgon immediately. When companies hire her, they usually need the job done at all costs, and all the other team members get additional hazard pay by default.


Weapons
Tenshi Industries "MFSMG": The standard issue Molecular Fragment Submachine Gun looks like your run-of-the-mill SMG from before cyber-breaking ammunition became popular, but like everything about Gorgon, its appearance is deceiving. Where other weapons manufacturers went along with the "the bigger the bullets"-race, Tenshi Industries, a relatively small manufacturer decided for a philosophy of "size doesn't matter". The weapon fires specialised "Type: Shard" ammunition that dismantles shortly after ejection from the muzzle into several small fragments. These can cut armor on an almost molecular level and inflict tiny cracks, making it brittle and extremely vulnerable to concussion as well as reducing its stability against all other types of physical projectiles. The damage this kind of bullet does to unprotected human flesh is understandably devastating. The reduced precision and high velocity fall-off after fragmentation of the bullets renders this weapon most effective at low range. At ranges above 10m, it is advised to use the supplied standard ammunition that sports unusually low recoil and bullet spread for SMG-standards, but lacks the universally important aug-piercing effect. The weapon has two parallel slots for magazines to supplement the weapons concept.

Skillset
CQC - due to her aug and choice of weapon, Gorgon is most suited for close quarter encounters. While she had no specific training, she has years of experience at getting into the thick of it, wreaking havoc and getting out relatively unscathed. That, and her murderously dangerous left arm.
Adaptable Defense - The "Medusa" prototype is a highly useful tool that has the right defense form or survival utility for nearly every situation. It can operate independently if necessary, leaving it effective even if its user is dazed and disoriented. Gorgon is literally packing her own portable cover that enables her to safely get into effective combat range against most targets.
"Taunt" - Being the colorful, obnoxious, noisy and fearless human being she is, Gorgon often ends up drawing the enemies attention to herself. Her impeccable defense then allows her to effectively distract opponents until her allies dispose of them.
Cursed Luck - Gorgon is like a magnet for disaster. Around her, things inexplicably go horribly wrong, more often than statistically explainable. At the same time, she herself usually comes out of said disaster unscathed - although sometimes by the skin of her teeth.


Augs
"Medusa"-prototype arm replacement: Gorgon's left arm is completely replaced and by an artificial limb surrogate of the experimental "Medusa" prototype. It can change shapes into a number of things, including the general shape of a human arm, protective body-armor, a shield or simply diverge into four strands of adaptive high-tech-fiber with a two-digit pincer extension at the end. It's not only extremely unsettling, but also incredibly elegant! The prototype is controled by an AI that is asynchronically connected to Gorgon's brain. It receives neural stimuli and monitors her neural activity to adapt its form to whatever suits Gorgon's needs, but it can't "communicate back". Primary directive of the AI is defensive measures, secondary directive is general utility. The arm has several shape presets but can adapt to situations if necessary. Example presets:
Body Armor Mode: Fibers wrap around Gorgon's upper body and harden on impulse to provide additional protection against concussive blows. Mostly used to reduce damage from blunt strikes, nearby explosions or being thrown around as a result of them.
Shield mode: Fibers form a riot-shield like hardened barrier that can be used like a traditional shield. Its most useful purpose is to change the angle at which armor-penetrating physical projectiles impact and pierce the shield. The trajectory of piercing rounds can be altered to a degree, making them miss their mark entirely, or at least prevent them from hitting vital organs. This mode is weak to explosive projectiles that would send heavy concussions through Gorgon's entire body when blocked.
Arm Mode: All four fibers combine into the shape or a normal human arm that fulfills its natural, intuitive purpose. More durable and powerful than a normal human arm, but less so than specialized arm-shaped cyberware.
"Whip" Mode: Fibers are spread out and separated to fulfill various tasks, such as supporting a firearm held in the right hand or grabbing and throwing objects. If fully focused on the task, they can be used to "cut" bullets in mid-air. This doesn't reduce velocity of the projectile much and would be fairly useless against standard ammunition, but can very effectively neutralize propelled ammunition by destroying the propulsion and detonation mechanisms.

CDAPM "Polygon Coat" Protective Wear: While technically not an augment, the CDAPM is based on the same technology, and combines the benefits of an adaptive dermal armor layer with what's most important in the life of a Diver: Fashion! Dubbed "Polygon Coat" due to its peculiar texture and design, it's essentially a light-weight mantle that offers limited defensive support. Like with standard issue adaptive armor, the fabric is flexible like regular clothing but hardens if force is applied to its surface. The effective impact dampening is naturally lower than with actual dermal coating, but still substential. Gorgon uses a modified version of the standard coat that protects the right half of her body in particular while being less movement impairing than the original set.
Hidden 9 yrs ago Post by shivershiver
Raw
Avatar of shivershiver

shivershiver Supreme Chancellor Skelly

Member Seen 6 yrs ago

Jag


29 | 2038 - 12 - 3 | 6’1

Appearance -
Jag doesn’t adhere to the typical image of a diver. His frame is lithe, his muscles (those that aren’t synthetic) lean rather than bulky, and the oversized jacket he wears that hangs off his body doesn’t do much for him either. His skin, once tan from the harsh African sun, has long faded to white after years with little exposure to UV rays. Jag’s remaining human flesh is peppered in faded scars, reminders from when he wasn’t the experienced diver he is today. The spaces between the burns and scars are filled with glowing neon tattoos, none with any meaning. Jag’s prosthetic limbs are composed of thick, black cords that weave together similar to human muscles. His legs are synthetic from the thigh down, left arm from the shoulder. If Jag had the funds, his right arm would be the same.

- - -

Personality -
Before setting foot in the metropolis, Jag and Anje drafted a personal contract that each of them agreed to follow. That was over ten years ago, and Jag has made some amendments to their document, which is always subject to change.

1. Never kill innocents unless you’re being paid
2. No more augments only once a year unless you really more
3. Give any some a little spare money to the poor
4. Always tell the truth when convenient
5. Never steal from your employers unless they are no longer your employers
6. No drinking during the week morning
7. Never back out of a deal
8. Al███████████████████████████████cks

Only a fragment of his old self remains, though he’ll never admit it. Jag was reborn in the metropolis as a hedonistic, self-serving bastard, but he frames himself differently. The sniper likes to think that he hates his work as a diver and everything that comes with it; deception, shady deals, murder. He is often heard saying, “This is it. Last job, then I’m out.” Like a junkie, he keeps coming back for more. Jag was never good at much of anything back in Johannesburg. But in the city, his skills have people coming to him, out of all the divers. They hire him. The fact that the service people pay him for is murder doesn’t mean much to Jag.

Jag isn’t some emotionless murder machine, though he sometimes wishes that were true. Handing Anje over to CyberPsych devastated him, and the old wound continues to fester. At the time, he believed it was his only option, but ten long years gave him time to think of endless alternatives, none of which ended with Anje in a mental institution. The woman supported Jag from the moment they entered the city, but the second she leaned on him, he crumpled. Jag never knew if Anje loved him as much as he did her until the betrayal. The hurt in the girl’s eyes told him everything. The corporation that ran the institution didn’t allow visits, calls, or even letters, so Jag can only speculate what happened to Anje. Since then, Jag has attempted to distance himself from his humanity as much as possible through extensive augmentations. Robots, he reasoned, never turned on their friends.

Jag’s mood exists in two states. When working, he’s happy, calm, and pretty easy-going, sometimes even a little cocky. Outside of work, unless he’s drunk, Jag is brooding and reclusive, borderline suicidal. He tries to keep himself occupied at all times to avoid this state, sometimes seeking solace in the arms of a young prostitute who resembles Anje, but the depression is unavoidable. Bull, his only friend, helps him through these rough patches when work has dried up, but the old diver won't be around forever.

- - -

Biography/background
With the advent of corporate domination, global cities like Tokyo, Shanghai, New York, and London found their wealth increasing tenfold. When corporations roosted in these cities, they became sprawling metropolises, people flocking in from the surrounding areas to enjoy the new and exciting amenities these places had to offer. Those who didn’t were left in the dark ages. Small towns were sucked dry of resources by both corporations and the increasingly hostile environment, and didn’t remain inhabited for long. Larger cities that failed to adapt to changing global affairs retained a meager population comprised of those too stubborn to accept tech, or those too stupid to use it. The rotting city of Johannesburg was one of those cities. The city where Jag was born.

Jag’s father fought in the Wars, leaving him with two broken prosthetic legs and a disdain for technology. His mother shared this hatred, though for more ideological reasons. Jag grew up on a meager farm on the outskirts of the dying city, a tedious and boring life. Both his parents loved him, but were quite strict. His father taught him how to shoot at a young age to help protect the household, but also out of sheer boredom. Jag was no natural marksman by any means, but he slowly improved his aim by putting thousands of rounds downrange. His mother was a romantic, born 100 years too late, who fantasized about the days before tech. Jag wanted for nothing in his youth, save for implants. His parents, both staunch “humanists”, believed the body shouldn’t be corrupted by technology, so cybernetics were always out of the question.

As a teenager, Jag would occasionally slip out of the house and into Johannesburg, taking in the crumbling city’s sights and sounds. When Jag was 15, he saw a scrappy-looking girl in the slums, around his age, with a group of thugs surrounding her. Jag moved to intervene, but quickly found a cool blade pressed against his throat. Apparently, this was just the distraction the girl needed, and she made quick work of the men. Her name was Anje, and Jag was instantly smitten. The young man spent every moment he could with the girl, shirking farmhand responsibilities and stealing into the night at any opportunity. Until now, Jag never thought about the outside world; his only concerns were his parents and the genetically modified corn. Anje told him of real cities, not the rusting husk of Johannesburg. She told him about the people there, the danger and the excitement. The two had a shared dream of moving to one of these metropolises and working in the shady underground, bringing their own brand of justice to the criminal organizations like the old detectives in the black and white movies.

Jag desperately wanted to impress Anje. He suggested that they get implants from one of the back-alley mechanics that were so rare in the city. With some stolen cash, Jag bought the two their first cybernetics, subdermal watches on their wrists that never told had the right time. Of course, they couldn’t just stop at one. They kept getting bigger and better tech whenever they could, pawning stolen goods to support their new addiction. Jag decided to get a simple optic targeting system, his first significant implant, which was the one his father discovered. The two were out shooting and Jag managed to score a bullseye with the first round in his magazine. Then another. And another. The rounds hit the same spot, every single time. Jag’s father recognized this precision from the war, and gave his son an ultimatum; remove all his tech, or move out. Jag and Anje got their T-cards the next day.

The neon metropolis failed to disappoint them. After establishing themselves, Anje and Jag started a private investigating business within the slums of the city. Anje felt right at home; she knew the tech, the ins and outs of urban life, and perhaps most importantly, how to hack. Jag, on the other hand, was utterly useless, but Anje helped him along. Their partnership was short-lived. With all the money coming in, Anje was able to kit herself out, and she had all the latest implants; more than anyone could ever need. What she said was her “last one” set her over the edge. After the surgery, Anje slipped out of the clinic and went on a rampage, destroying everything in her path; Jag tracked his partner and calmed her down before injecting her with Neurotop. With Anje out of commission, Jag was responsible for keeping their business afloat, in addition to paying for her weekly Neurotop injections. This only lasted for a few months before Jag, up to his eyes in debt, committed Anje to CyberPsych Mental Institution, a corporate-run psychiatric hospital for c-freaks, hoping they could cure her while also easing his bills.

Still, his debt kept piling up. He took increasingly risky loans from criminal organizations, which finally caught up with him when one of them came to collect. The bounty hunter found him at a bar, which he’d been frequenting more and more lately. Jag managed to outdraw the bounty hunter and put a couple of burning holes in his chest, catching the attention of an aging diver, Bull. The man took Jag under his wing, teaching him how to be a diver. Ordinarily, Jag would object, but being short on cash, he didn’t have much of a choice. That, and Jag learned he was good at it. The two worked together for a few years before Bull retired, though they stay in contact, the ex-diver serving as a mentor. Now, Jag works almost exclusively in wetwork, since he doesn’t have the skillset for anything else. The sniper doesn’t mind this too much.

- - -

Weapon(s)
Pitt G4 .50 Sniper Rifle: Jag’s go-to weapon for any wetwork. At this caliber, it doesn’t really matter what you’re shooting at, it’ll penetrate with devastating effect. Magazine capacity of five rounds. The weapon is fairly compact for a sniper rifle, and can be broken down and stashed in a medium-sized suitcase.

AAC Model 9: As far as handguns go, the Model 9 is pretty run of the mill, firing .45 rounds with a 12 round magazine. He typically carries the gun at all times in his coat pocket.

- - -

Skillset
Stealth
Nimble
Marksmanship

- - -

Augmentations
Blackhammer Bionic Muscle Grafts: Jag’s muscles on his left arm and both legs have been completely stripped away from the bone, replaced with a corded black synthetic muscle that weaves into his torso. While the replacement is slightly tougher than human flesh, the real advantage lies in the quick-twitch neuron receivers that allow Jag to move these limbs much faster. The synthetic flesh still relies on Jag’s blood to operate.


OptiNerve Mk. III Targeting and Identification Unit: A simple optic nerve replacement that hooks up to a Net chip in Jag’s brain. The tech features a facial recognition system which then accesses the individual’s public records on the Net. The OptiNerve has two other features, a simple zoom and a night-vision modification. Since it is an older model from his PI days, Jag’s eyes will glow a neon blue when using this tech.

Kenshiro Systems Subdermal OctoCamo System Version 5.3: A thin, transparent layer beneath Jag’s skin and over his muscle grafts that, when activated, mimics the color and pattern of his surroundings. His clothes are wrapped in the same material as well, and have embedded microchips that link the two together. The system can also hide his thermal signature for short periods of time as well. Overall, the camouflage is only convincing from a distance or in the dark; up close, the human eye can easily recognize the human shape.

Kenshiro Reflex Chip: This modification slows down Jag’s perception of time by forcing his adrenal medulla to produce twice the amount of adrenaline. Time is slowed for very brief moments, one to two seconds at the most, giving him enough time to dodge a fist or draw his gun. The inhibitor cuts itself off after being activated three times in rapid succession, and cannot be used for a few hours; any more and Jag would likely have a heart attack from the influx of adrenaline.
Hidden 9 yrs ago Post by Mifuyne
Raw

Mifuyne

Member Seen 5 yrs ago


Fury

Markus Lane

29 | 2037-01-25 | 5’11”

Appearance

While not especially imposing with a lean musculature and only at five foot eleven, he carries an energy about him that makes him difficult to ignore whether he wants the attention or not. Some would describe him as striking with the dark brown hair and ice blue eyes that he was “blessed with.” Others find him more severe looking with his more angular facial features. Everyone agrees that he’s more friendly than terrifying whenever he smiles though.

Personality



Biography










Weapons

CQ Technologies WZ-1060 - a wakizashi forged in high carbon steel (1060) and tipped with tungsten carbide for better edge retention. This was the blade SP-2834 used to murder Lane. Markus kept it for its twisted sentimental value and he plans to use it on those responsible for his mother’s death one day.

Drake Instruments AR-12C - an automatic carbine that fires 5.56x45mm ammunition, 45-round magazine. The weapon is capable of shooting in single shot, 3-round burst fire and full auto. This weapon was stolen off of the enforcer that was sent after Markus by a rival corporation of NatAug, before they found out Markus no longer worked for them.

Skillset


  • Swordfighting was taught to SP-2834 as a specialization option. Markus grudgingly admits that it’s one of the few positive things SP-2834 has chosen.
  • Firearms was part of the standard training for Spooks. SP-2834 leans towards pistols, but Markus prefers the versatility of an automatic rifle.
  • Parkour was one of the many skills Lane taught Markus as a child. It’s one of the few skills he goes out of his way to maintain.
  • CQC was taught both by Lane and by the corporation when Markus became SP-2834. While his CQC skill is adequate enough to give most augmented Enforcers, Divers and Spooks a run for their money, he still prefers using his sword.

Augmentations

The only augmentation Markus has is dubbed NA-1324. It is a flat disk that’s installed where the cervical and the thoracic spine meets. NA-1324 enhances Markus’s physical strength, speed, reflex and healing capabilities through the use of nanites. They either enhance his muscle’s potential or takes the place of granular tissue while it rebuilds the flesh. The nanites replicate themselves using Markus’s bone marrow.

However, the longer NA-1324 is in continuous use, the likelier Markus may turn into a C-Freak. Worse, he has no say whether or not he wants to use the augmentation. If he tries to lift something heavier than normal or run faster than he’s normally capable of, the augmentation triggers. Need to dodge a bullet? NA-1324 activates. Got an open wound? NA-1324. Accelerated healing tends to increase the likelihood of a limit break due to the fact that it’s an ongoing process, rather than a burst. If Markus needs to heal, he takes time off. If he doesn’t have a choice, he’ll take Neurotop to mitigate the symptoms. He tries to keep those situations far and few in between.
↑ Top
© 2007-2024
BBCode Cheatsheet