Name: Simon Merrick Call sign: Boss Age: Thirty-something (refuses to reveal it for some reason) Appearance:Image Gear:Armor, wrist-mounted ennergy daggers, directed energy pistol Personality: Merrick tends to be the calm quiet type, even under pressure. He is a natural-born leader and warrior, and acts as a father figure to many of the younger members of the Huntsman Clan. He cares greatly for those under his command, but is first and foremost a military man. As such he knows that on any mission he or one of his men could die. Backstory: The last pure-blooded descendant of the Huntsman Clan. Merrick was born outside of the Capital, and lost his parents when he was young. He was raised by his grandparents, who had been among the last surviving members of the original Huntsman Clan. However, they were killed by a group who worship Sol and the Prophet. From there Merrick joined the Capital Guard, where he learned the military's strategies. Once training was complete he defected to the Underground. Notes: - Can only be described as a "polite perv" with his taste in women. - Loves his alcohol, but knows when it is and is not appropriate to drink.
Name: Hunter Drake Call sign: Shade Age: 17 Appearance: Hunter stands at 5'8", and is of an average build, with broad shoulders. His complexion is quite pale, and never seems to burn or tan. His usual outfit consists of black steel toe shoes, old jeans, a white or gray shirt, and a black jacket. At all times he wears black fingerless gloves and black goggles with reflective gold lenses. In combat he wears a black balaclava with a stylized white skull on the front, as well as a tattered black, hooded cloak. Gear:Olympia (hand-and-a-half sword), wrist-mounted Tac-Pad (includes navigation and GPS functions, among others) Personality: Despite his tough call sign and exterior, Hunter is a polite young man, who tends to be shy and standoffish in social situations. While it may take time to earn his trust or friendship, he is completely loyal to his friends and comrades. However a switch seems to flip in his head when preparing for combat. Because of his past, he has a great hatred towards those who abuse women and children, and will often go out of his way to kill them in an excruciating manner. While his comrades know of this side, most understand why he is this way. Backstory: Born outside the Capital, Hunter's parents died when he was thirteen. With a younger brother to take care of, he dropped out of school and began working around their hometown so that his brother Jax could continue going to school. Two years ago the mayor of the town took over teaching. Little did anyone know that he simply wished to indulge his pedophilic nature. Shortly after, Jax committed suicide, leaving a note for Hunter that told what the mayor had done. Something snapped in his head, and the young man killed the mayor after paying his second in command to abandon him in the nearby woods. With the mayor dead, his second in command took over, and swiftly betrayed Hunter. He has been on the run ever since, and is one of the members of the Clan that cannot walk around freely, since he is on wanted posters. Notes: - Loves graphic novels, and has a small stash of mamga that is from before WWIII. - Unless he has worked with them for a while, Hunter is awkward with women in social situations. - Ironically, Hunter acts like some of the other guys (including the Boss) and sometimes peeks in on the women's bath. More often than not, if they're caught, he's left behind to be mercilessly attacked by the women. However he knows what lines can and cannot be crossed, and is otherwise quite chivalrous to women outside of combat.
Name: Abraham Niteyen Call sign: 'Judge' Age: 46 Appearance:
Gear:
Abraham wears stolen Illumination soldier body armor under a dark trench coat. The armor is riddled with bullet holes but is still effective, the armor color is faded black, Kevlar weave being visible along certain parts of the armor. He wears gray camo trousers with tactical pouches on either leg. He also wears black combat boots.
-He wields two modified pistols that have varying ranges and fire rates, from close to long range and single to automatic fire. The pistols themselves are completely black, save for a silver gavel engraved on the hilt of each. He calls the left one 'Jury' and the right one 'Executioner'.
-Besides his pistols, he has an extremely large Bowie knife strapped to his right thigh. It's slightly curved with a black leather wrapped hilt. Burned along the blade is the name 'Jericho'.
Abilities: Exposed to a radioactive deposit when he was young, Abraham as the ability to go into a state he calls "Cross-Examination". With this ability, Abraham's reflexes are enhanced so much that everything seems slow to him. While no scientist, Abraham believes the radioactive deposit he was accidentally exposed to as an infant enhanced his brain power, allowing him to use his ability for short periods of time.
Personality: Abraham is quiet, reserved, and thoughtful. He can be irritable and grumpy at times, especially when talking to someone he doesn't know particularly well. He has his own sense of Justice, what crimes deserve death or simply a beating. He encourages his comrades to fight their hardest and often helps them in their trouble areas. Being one of the more senior members, people often look to him for advice. And while he occasionally indulges them, he often leaves them to their own devices, believing the best advice anyone can get is experience.
He feels the need to fight the Illumination to find his family, but also right the wrongs he did in his past and pay for his cruel and brutal nature.
Backstory: Abraham was born in the high class society of the elite, loyalists to the Illumination. His parents were both Doctors who specialized in medical research for the Illumination. Abraham was raised being brainwashed into believing that the Illumination was the savior of the world, as well as his sister, Roxanne, who was two years younger than him. Abraham was talented in everything he did and throughout much of school he was on the popular kids. He was cruel though, uncaring, targeting weaker students to satisfy his own power urges. This was not a trend who would grow out of until much, much later.
He graduated High School at 18 and joined the Illumination Military Academy to become an Army Officer. There he met his wife, Angela. Much like high school, Abraham dominated the environment. Top of his class, known for his strict and effective reputation. He was officially commissioned as an officer at 22 years old. While serving for the next 10 years, he would earn a reputation like he did in the academy. Brilliant, strict, and effective. The men who came under his command would be in many dangerous positions, but they would be the best. His daughter was born when he 27, he and Angela named her Rosanne. He still maintained a decent relationship with his family, all serving the Illumination in some way or another.
It wasn't until Abraham was 32, that his life would take a turn for the worse. His parents were suspected of leaking information to insurgent and rebel cells. They were found guilty. A death squad was sent to their house and gunned them down. Abraham was visiting that day. An hour later, he found his parents dead and heard a rumor about an Internal investigation that resulted in a death squad being deployed. He put two and two together. He then received a call that his sister had detained his wife and child and that Angela was on trial. Enraged by his sister's betrayal, he grabbed a weapon and stormed the court building they were in. He didn't make it far. He took 3 bullets to his Illumination armor and he retreated, being hunted by multiple death squads. He disappeared into the city. Three days later, his wife was executed. He heard rumors that his sister had taken custody of his daughter. And he would do anything to get her.
For the next 5 years, Abraham worked alone. He attacked the Illumination left and right with various different rebel groups. But he never got close to his family. When he was 37, he was contacted by the Huntsman clan and was offered membership. He accepted.
Notes: Loves Pre-War Music, is a skilled guitar player.
Faye is a very petite young woman, who is definitely much older than she looks. With her large blue eyes, small face and long wavy hair, it isn't unusual to see this woman using her childish looks to deceive her opponents. She's often seen in white and green bell sleeved dress that comes down to her knees, combat boots and a simple short cape with jagged edges. Her looks have often been compared to that of a fairy, with her thin build, pretty face and graceful movements. Faye stands at a mere 5'0. Her pointed ears and stunted growth are a sign of her mutation.
Gear: A very large pair of bladed fans which Faye calls her 'Wings'. They're actually quite captivating to look at, the colours ranging from light pinks to deep purples.
Abilities: A strange mutation in Faye's body has enabled her to jump much higher than the average human and extreme acrobatic skills (including amazing balance). She also possesses very fast reflexes and speed. Her grace and little to no effort in slicing down large numbers of people is what earned her the name 'Titania'.
Personality: Outwardly fun and cheerful, Faye is one of the supposedly more laid back members of the Huntsman Clan. She enjoys teasing others every now and then, and is actually very playful and a nice person to hang around. Although her words can sting sometimes, Faye isn't a bad person, and cares deeply for her close friends. Her drive to create a better world can be seen through her much more calm and serious side, and even if she does have some childish tendencies she will never be one to go into battle without a plan. Although not that old, Faye thinks of herself to be a wise woman, and doesn't hesitate to give advice to other people if needed.
Notes: Faye has a tendency to twirl her hair whenever she's talking to someone.
Shared Backstory:
The tale of these two women is a rather long one; but in a nutshell, we can say that these two have been through a lot together.
Any memories of Faye's parents are merely just vague, distorted images. For as long she could remember, Faye had always been part of a small circus that would travel around the city every now and then. Her natural talent for tightrope walking and amazing acrobatic skills was immediately noticed, and she soon became one of the stars of the show. Always dressed in her famous fairy costumes, the name Titania would always ring a bell in the circus's audience.
And so, Faye continued to live and perform, ceasing to age once she hit thirteen. It was when she was sixteen when she came across a wounded child while strolling through the darkness. If not for this certain girl's striking red hair, then Faye would have turned a blind eye towards her soon-to-be best friend.
Bruises and cuts covered the girl's skin, much to Faye's horror. The teen knew stuff like this happened, but she never thought she would see it with her own eyes. The girl, who looked around thirteen or so, refused to speak even a word. All she did was shake in her torn clothes and reddened skin. Of course, Faye took pity on the seemingly abused girl, dragging her back to the circus in hopes she could stay and be looked after for a while. Surprisingly enough, they did, but they would have to let the red head roam elsewhere after a week or so.
However, a day before she was to be sent on her way, Amaya displayed something that would eventually earn her a spot in the circus. After Faye had dropped a coin and struggled to reach for it, Amaya would lift up the large wardrobe with her own two hands. Faye couldn't recall anyone displaying superhuman strength in the circus yet.
So, Amaya stayed.
Although not as popular as the famous Titania, Amaya earned the simple stage name 'Roux'. Her display of her immense brute strength shocked the crowd, and soon enough Titania and Roux where the highlights of the show. This would go on until Faye turned twenty and Amaya turned ten; that was when things took a turn for the worst.
It all started off as just a walk in the dark with those two girls. Then, out of nowhere, bandits surrounded them, threatening them to empty out their pockets. These bandits where much more well equipped than Faye and Amaya had previously thought, and the two somehow got separated. With Faye being beaten to the ground and Amaya being held back on the floor, their deaths seemed inevitable.
"Leave her alone," where Amaya's first words in a long while.
And with that said, the group of bandits where smashed into the alleyway walls. Literally smashed into them, flesh, blood and all.
The 'foolish' act of Amaya would lead her to be thrown out of the circus completely. Nobody wanted a murderer walking around on stage. Knowing the young girl couldn't possibly look after herself on the streets (even if she was already 5'9 at the age of ten), Faye followed, letting the stage name Titania fade away from people's memories. Six years later, the two figured it was about time they found a way to make a use for their useless selves.
And the Huntsman Clan would definitely be able to fuel their needs.
Name: Amaya
Call sign: Roux
Age: 16 (appears to be 25-26 years old)
Appearance:
Unlike her close friend, Amaya is a very tall, muscular girl who is much younger than she looks. Her face and eyes are quite sharp and angular, and she is the literal opposite of Faye. She prefers much darker colours, donning a black raincoat that reaches her waist and a dark blue top and pants underneath. Most people tend to stay away from her, with her beady eyes and towering body. Amaya stands at a staggering 6'5.
Gear: A strong, bullet proof umbrella with a large, sharp tip at the end. Amaya treats this weapon like a rapier, but uses other features of the umbrella to defend herself (a button that automatically springs the umbrella open).
Abilities: Her superhuman strength is truly terrifying, capable of shattering bricks like glass and even denting steel. Amaya also has an extremely high pain tolerance, and has even been rumoured to not being able to feel pain at all (this is far from the truth, however).
Personality: Her scary looks differ very much from her Amaya's actual personality; extremely shy, extremely awkward and rarely speaks a couple of words a day, this girl isn't too comfortable with interacting with others, unlike the sociable Faye. She's extremely self conscious of her height and her 'masculine' figure, being only sixteen years of age and still developing physically and mentally. Amaya's always seen lingering behind Faye, and usually let's her do the talking. She shares close bonds with the people she really trusts, and tries her best to come out of her shell every once in a while. Amaya is probably one of the sweetest people out there; you just need to get a bit closer to her first.
Notes: Because she rarely speaks, some have created a small 'competition' in which they try to get Amaya to say at least seven sentences a day (which has only succeeded about once or twice). This results in many comedic situations, due to Amaya's oblivious nature.
Name: Maria Kaufmann Call sign: Doll (despite her best efforts to have it changed) Age: 23
Appearance: Maria is, in a word, delicate. Standing only at 5'4" tall, her pale skin and over-styled hair mark her as one of the members of higher society. She usually prefers fashion to functionality when it comes to her clothing, most often seen in her old fancy dresses and gowns. Even her "casual wear" is higher standard than most. She does carry a few outfits made for missions and combat, of course, most of which are simple black body suits with pockets for her various tools. As in all things, she believes appearance is just as important as personality, and she strives to keep both in top form.
Gear: The only weapons she carries are two small blades hidden in her sleeves (think Assassin's Creed style). Within her pockets are the real tools of her trade: needles, wires, explosives... everything an assassin could need to set traps and sabotage the enemy. Finally, she wields her feminine wiles and natural charm as potently as any other weapon.
Abilities: None. Primary Skills: Sabotage, trap laying, infiltration, deception, support
Personality: Despite her delicate appearance, Maria carries a surprising bit of fire inside her. Despite all she's been through, she ever strives to maintain her poise and dignity that living a life of nobility instilled in her. To her, inner and outer beauty are both equally important, not just for her, but for her fellow Huntsmen as well. In that regard, she can often come across as overbearing or even obnoxious, often insisting that people clean themselves up or "wear something that doesn't appear to have been fished from a sewer system!" Despite this, her dedication to the cause is just as sincere as anyone else's, and she can often be found helping out around the base with any odd jobs and menial labor that might need taking care of. Her most common "chores" include repairing any holes in people's clothing, assisting in the kitchen, helping to organize, and generally doing what she can to keep the "behind the scenes" work running smoothly. While she's not a fan of combat, and is by no means a front-line combatant, she will do what needs to be done to help bring down the enemy... and she'll look fabulous doing it!
Backstory: Born the second daughter of a noble family, Maria grew up on stories of the Illumination and how they'd bravely brought about the salvation of mankind so long ago. And so she believed, following her parents' wish that she receive the highest education possible so that she might one day be able to support the Illumination in their noble and saving agenda. Her childhood saw her buried in books, lessons, tutors, and studies, granting her a remarkable education about the world around her and a vast array of talents to help her impress nobility. And like an eager young sponge, she soaked it all in, applying herself with surprising vigor and passion. However, as is often the case, her education began to lead her to ask questions. Some of those questions began to revolve around the Illumination. What had happened to them? Why did they seem so different than before? Her stories and history books painted them as mankind's greatest salvation, yet any time she visited the city or attended ceremonies, the people around her didn't seem safe at all. If anything, they looked miserable. She asked her parents once, who quickly assured her it was only because the masses couldn't see the good that the Illumination was bringing them. She stopped asking then, but the questions never went away. It finally came time for her to rise to her birthright, and on her 21st birthday, she was to swear her allegiance to the Illumination and its cause. Before she could, however, an unfortunate servant tripped over a nearby rug, accidentally spilling the drinks he carried on her. Though she quickly forgave him - she herself had been rather clumsy as a child - her father was not so kind, drawing a blade and executing the servant on the spot. The crowd's reactions were ones of amusement, approval, and dismissal of the servant's life completely. In that moment, Maria finally understood the truth. She requested the chance to go clean herself off before the ceremony continued. She stepped into the ladies' room, climbed out a window, and disappeared into the city. It wasn't long after that she happened upon rumors of the Huntsmen. After a bit of searching, she finally happened upon them. Or, more accurately, one of them snuck up behind her, put a blade to her neck, and demanded to know why a noble had been asking questions about them. She's been part of their operation ever since.
Notes: Bit of a neat freak. Sneaks sweets when she thinks no one is looking.