Second Sunrise Over Lost Vegas
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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Second Sunrise Over Lost Vegas
Second Sunrise over Lost Vegas
“Welcome to hell. Or, at least, the closest you can get without taking a dirt nap.” Reads the sign that used to say “Welcome to Las Vegas.” Graffiti covered that over ages ago, back before the crime lords took over the city and bought the entire west coast, from Texas up to Montana and everything west of there. They ruled the city, not doing anything about the rampant crime and murder, for about the first 50 years. But eventually a few people stepped up: The Street Samurai. A group of warriors who still lived by the code of bushido even though it was the 20th century, they started to police the streets. These sword wielding agents of justice eventually took over the upper levels of the city, driving crime back underground and providing the city with a relative amount of peace. For the next few years business started moving back in, and the upper half started to build back up. One of these businesses was Vash Industries, a major technology conglomerate with fingers in everything, from gaming to politics to military tech. Eventually they got one of their politicians into office, and ushered in a new age of peace for the upper tiers. Skyscrapers went up, more business moved in, and technology developed. The Street Samurai were no longer needed for the upper tiers, so, they were ordered to go belowground and start establishing order. They did okay, but it’s still a dangerous place if you aren’t watching out.
The Undercity is full of gangs, freaks, the whole lot of them. First off you have the Juicers, junkies who use their prized drugs to greatly enhance their own abilities, but only temporarily. Then you have the Cyber Ninjas, a group of cybernetically enhanced spies and thieves that are mainly employed aboveground by Vash Industries and their rivals to gain information and assassinate those that are deemed too dangerous to let live. The last of the gangs may just be the worst one. They call themselves the Splicers, and they got their hands on genetic splicing equipment and every last one of them is half animal, half human.
Those are the small fish, and in the Undercity they’re the least of your problems. The Undercity is ruled by the Four Horsemen, the worst crime lords the city has ever seen. Plague, Famine, War, and Pestilence, little is known of them except that they’re all highly dangerous and highly rich. Under the Horsemen are the Seven Deadlies: Greed, Lust, Gluttony, Sloth, Wrath, Envy, and Pride. They’re less dangerous than the horseman, but still not people to be messed with. They all command their own gangs and their own sections of the Undercity, except for Sloth, who just lives in the Horseman’s Complex and funds everything. The Undercity is collectively ruled by the Horsemen.
Greed – A slick businessman, and, like his name, EXTREMELY greedy. He owns the Casino District.
Lust – Androgynous by anybodies standards, Lust owns the city’s Red Light District and has control of the prostitution industry.
Gluttony – A wobbling mound of flesh who can and will eat anything, he owns a huge scrapyard in the Undercity, where people bring him rare delicacies or vast sums of money to pick from his massive collection of parts
Wrath – The vengeful master of Abattoir Alley, the slaughterhouse of the Undercity that produces most of the meat, which could be of any origin, but mostly those too stupid not to cross one of the Seven Deadlies.
Envy and Pride – Fraternal twins who own the Fashion District of the Undercity, the glitz and the glamour that provides Entertainment for anybody, regardless of vice.
You can play as one of the following:
Street Samurai - Honor bound Police of the Upper and Undercity. Use katanas mainly, but guns not unheard of. Completely sworn off of cybernetics because they see it as "unhonorable".
Juicer - Drug addicted gang members who use their various stimulants to enhance their abilities.
Cyber Ninja - Spies and assasins for Vash Industries, or anybody rich enough to pay better. Unfortunately those few tend to vanish mysteriously.
Splicer - Genetically spliced gang members who tend to split into groups based on species. Big Cats in one group, Sharks and other aquatics in another, etc.
Vash Headhunter - Legally sanctioned bounty hunters who are sent after the more dangerous criminals, well funded but with limited membership and range.
Okay folks, this is the OOC you've all been waiting for. Character sheets don't have to be super long but I would like a pic or extremely detailed description. As far as power levels go you guys will need to be pretty strong, but definately not indestructible.
Character sheet
Name:
Faction:
Age:
Appearance:
Personality:
Abilities:
Possessions:
Other:
“Welcome to hell. Or, at least, the closest you can get without taking a dirt nap.” Reads the sign that used to say “Welcome to Las Vegas.” Graffiti covered that over ages ago, back before the crime lords took over the city and bought the entire west coast, from Texas up to Montana and everything west of there. They ruled the city, not doing anything about the rampant crime and murder, for about the first 50 years. But eventually a few people stepped up: The Street Samurai. A group of warriors who still lived by the code of bushido even though it was the 20th century, they started to police the streets. These sword wielding agents of justice eventually took over the upper levels of the city, driving crime back underground and providing the city with a relative amount of peace. For the next few years business started moving back in, and the upper half started to build back up. One of these businesses was Vash Industries, a major technology conglomerate with fingers in everything, from gaming to politics to military tech. Eventually they got one of their politicians into office, and ushered in a new age of peace for the upper tiers. Skyscrapers went up, more business moved in, and technology developed. The Street Samurai were no longer needed for the upper tiers, so, they were ordered to go belowground and start establishing order. They did okay, but it’s still a dangerous place if you aren’t watching out.
The Undercity is full of gangs, freaks, the whole lot of them. First off you have the Juicers, junkies who use their prized drugs to greatly enhance their own abilities, but only temporarily. Then you have the Cyber Ninjas, a group of cybernetically enhanced spies and thieves that are mainly employed aboveground by Vash Industries and their rivals to gain information and assassinate those that are deemed too dangerous to let live. The last of the gangs may just be the worst one. They call themselves the Splicers, and they got their hands on genetic splicing equipment and every last one of them is half animal, half human.
Those are the small fish, and in the Undercity they’re the least of your problems. The Undercity is ruled by the Four Horsemen, the worst crime lords the city has ever seen. Plague, Famine, War, and Pestilence, little is known of them except that they’re all highly dangerous and highly rich. Under the Horsemen are the Seven Deadlies: Greed, Lust, Gluttony, Sloth, Wrath, Envy, and Pride. They’re less dangerous than the horseman, but still not people to be messed with. They all command their own gangs and their own sections of the Undercity, except for Sloth, who just lives in the Horseman’s Complex and funds everything. The Undercity is collectively ruled by the Horsemen.
Greed – A slick businessman, and, like his name, EXTREMELY greedy. He owns the Casino District.
Lust – Androgynous by anybodies standards, Lust owns the city’s Red Light District and has control of the prostitution industry.
Gluttony – A wobbling mound of flesh who can and will eat anything, he owns a huge scrapyard in the Undercity, where people bring him rare delicacies or vast sums of money to pick from his massive collection of parts
Wrath – The vengeful master of Abattoir Alley, the slaughterhouse of the Undercity that produces most of the meat, which could be of any origin, but mostly those too stupid not to cross one of the Seven Deadlies.
Envy and Pride – Fraternal twins who own the Fashion District of the Undercity, the glitz and the glamour that provides Entertainment for anybody, regardless of vice.
You can play as one of the following:
Street Samurai - Honor bound Police of the Upper and Undercity. Use katanas mainly, but guns not unheard of. Completely sworn off of cybernetics because they see it as "unhonorable".
Juicer - Drug addicted gang members who use their various stimulants to enhance their abilities.
Cyber Ninja - Spies and assasins for Vash Industries, or anybody rich enough to pay better. Unfortunately those few tend to vanish mysteriously.
Splicer - Genetically spliced gang members who tend to split into groups based on species. Big Cats in one group, Sharks and other aquatics in another, etc.
Vash Headhunter - Legally sanctioned bounty hunters who are sent after the more dangerous criminals, well funded but with limited membership and range.
Okay folks, this is the OOC you've all been waiting for. Character sheets don't have to be super long but I would like a pic or extremely detailed description. As far as power levels go you guys will need to be pretty strong, but definately not indestructible.
Character sheet
Name:
Faction:
Age:
Appearance:
Personality:
Abilities:
Possessions:
Other:
Last edited by Elric Gharial on Sat Jun 13, 2009 3:42 pm; edited 1 time in total (Reason for editing : spelling)
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Name: Linus Nottingham
Age: 23
Faction: Independent
Description:
(His bike, it's bright red) http://luiz-quadryo.deviantart.com/art/Moto-81393123
Possesions: His visor, which has thermal and night-vision capabilities, a pistol that he's modified into a compact grenade launcher, capable of shooting a variety of rounds such as concussive, fragmentation, and smoke. He usually carries 4 concussion, 8 frag, and 4 smoke grenades on bandoliers and his belt. He also carries a vibroblade for close quarters combat that can slice through most cybernetic skins. Also worth noting is his motorcycle, a self modified Vash design that can top 180 miles on a straightaway and take corners on a dime.
Background: Linus Nottingham grew up in the Undercity, more specifically in Gluttony's part of town. An uncommon intellect and skill with his hands led him to learn how to build anything he wanted or needed out of various scrap he got his hands on. Gluttony found out about this and at the age of 14 he was working in one of the factories that dotted the industrial yard, repairing most of the things that came through to fund the Deadly's operations throughout the town. Linus grew bored of the job and soon quit, using his skills to set up a garage in one of the few unclaimed areas of the Undercity and starting up a prosperous business.
Personality: Linus is extremely smart, if a bit lazy. He tends to be a smartass to people who annoy him, especially those in authority, but has a sense of honor about him. He is well known in his neighborhood and provides for a few of the families in the area when they need that extra bit of help. He spends most of his days in his garage tinkering on something or the other or working on various things that get brought in, and as such has a very small social life.
Age: 23
Faction: Independent
Description:
(His bike, it's bright red) http://luiz-quadryo.deviantart.com/art/Moto-81393123
Possesions: His visor, which has thermal and night-vision capabilities, a pistol that he's modified into a compact grenade launcher, capable of shooting a variety of rounds such as concussive, fragmentation, and smoke. He usually carries 4 concussion, 8 frag, and 4 smoke grenades on bandoliers and his belt. He also carries a vibroblade for close quarters combat that can slice through most cybernetic skins. Also worth noting is his motorcycle, a self modified Vash design that can top 180 miles on a straightaway and take corners on a dime.
Background: Linus Nottingham grew up in the Undercity, more specifically in Gluttony's part of town. An uncommon intellect and skill with his hands led him to learn how to build anything he wanted or needed out of various scrap he got his hands on. Gluttony found out about this and at the age of 14 he was working in one of the factories that dotted the industrial yard, repairing most of the things that came through to fund the Deadly's operations throughout the town. Linus grew bored of the job and soon quit, using his skills to set up a garage in one of the few unclaimed areas of the Undercity and starting up a prosperous business.
Personality: Linus is extremely smart, if a bit lazy. He tends to be a smartass to people who annoy him, especially those in authority, but has a sense of honor about him. He is well known in his neighborhood and provides for a few of the families in the area when they need that extra bit of help. He spends most of his days in his garage tinkering on something or the other or working on various things that get brought in, and as such has a very small social life.
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Name:
"Atropos"
Faction:
Cyber Ninja
Age:
Atropos insists that he is 27. However, he's been "27" for some time now, so his real age is indeterminate.
Appearance:
Atropos's facial features are hidden behind a thick black mask, the eyes a bright green. They reflect the light easily, although they emit none of their own, bearing a great resemblance to a cat's eyes. He is very short, barely 5'6", and of a very light build. His slick black hair falls straight down to his shoulders over skin that, when exposed, gleams as white as ivory. He dresses in a stiff-collared black coat that shrouds his body all the way down to his shins, polished midnight leather boots, and black silk gloves.
Personality:
The cyber ninja known as Atropos is notoriously finicky about the jobs he takes. One rumor whispers that Vash industries has tried to kill him twice, and failed each time, although that is to be taken with a grain of salt. He likes to have things his way, and will go to great lengths to make them so. He detests needless violence, but operates under his own personal definition of needlessness, which can change several times in a single day. He intentionally cultivates a silent and mysterious demeanor, but beneath it he is as curious as a cat, and twice as slippery.
Abilities:
Atropos's mask is his primary enhancement. It is integrated into his central nervous system (although it can be painstakingly removed), and is a formidable computer in its own right. Although can function simply as a gas mask with night vision, it is also capable of remote-distance hacking, provided the console to be hacked is within acceptable eyesight, and it is familiar with his entire body structure, providing him with an accessible way to plot routes across the less-traversed paths of the city. It can predict projectile paths, especially useful versus gun-wielding opponents, and is built to improve his balance and coordination--not so much as to be superhuman, but more than enough to keep him from falling off a rooftop.
His legs are highly customized shock-aborbers, capable of taking a fall from extreme heights if the landing is properly executed. His boots are for more than show--they mask and reinforce his highly modified ankle joints, made to prevent twisting or breaking upon impact. The muscles of his legs are mostly intact, but fitted with cybernetic stimulants to increase strength and stamina without significantly altering mass.
His arms have been fitted with the same stimulants as his legs, with an emphasis on dexterity, as well as a set of reinforced bones. A small metal shock-stud has been set on the outside edge of his wrists, each no bigger than a fingernail but capable of a painful electric current.
His lower abdomen has been heavily modified. Most of his organs have been replaced by cybernetic equivalents, resulting in a much more efficient metabolism and immunity to most ingested substances weaker than sulfuric acid.He can also shit nuclear waste.
Each of his enhancements has been painstakingly crafted as to resist Electro-Magnetic Pulses, the primary weakness of most cybernetics. Very few of his bodily essentials contain any actual computerized systems. Were he hit by an EMP, he would lose functionality in his mask and the shock ability in his wrists, but otherwise be unaffected in the short term. Of course, he would also lose the ability to digest food and perform many bodily functions, and so repairs would be critical before long.
Possessions:
In addition to his mask, he wears a twelve-inch blade under each sleeve, fitted with sheaths set to spring open upon being triggered by the shock-studs in his wrists. Although small for a cutting edge, each blade is thick and heavy, capable of dismemberment with a clean blow.
Other:
As "freelance" as a cyber ninja can get. He still accepts contracts from Vash Industries, but has few friends there.
"Atropos"
Faction:
Cyber Ninja
Age:
Atropos insists that he is 27. However, he's been "27" for some time now, so his real age is indeterminate.
Appearance:
Atropos's facial features are hidden behind a thick black mask, the eyes a bright green. They reflect the light easily, although they emit none of their own, bearing a great resemblance to a cat's eyes. He is very short, barely 5'6", and of a very light build. His slick black hair falls straight down to his shoulders over skin that, when exposed, gleams as white as ivory. He dresses in a stiff-collared black coat that shrouds his body all the way down to his shins, polished midnight leather boots, and black silk gloves.
Personality:
The cyber ninja known as Atropos is notoriously finicky about the jobs he takes. One rumor whispers that Vash industries has tried to kill him twice, and failed each time, although that is to be taken with a grain of salt. He likes to have things his way, and will go to great lengths to make them so. He detests needless violence, but operates under his own personal definition of needlessness, which can change several times in a single day. He intentionally cultivates a silent and mysterious demeanor, but beneath it he is as curious as a cat, and twice as slippery.
Abilities:
Atropos's mask is his primary enhancement. It is integrated into his central nervous system (although it can be painstakingly removed), and is a formidable computer in its own right. Although can function simply as a gas mask with night vision, it is also capable of remote-distance hacking, provided the console to be hacked is within acceptable eyesight, and it is familiar with his entire body structure, providing him with an accessible way to plot routes across the less-traversed paths of the city. It can predict projectile paths, especially useful versus gun-wielding opponents, and is built to improve his balance and coordination--not so much as to be superhuman, but more than enough to keep him from falling off a rooftop.
His legs are highly customized shock-aborbers, capable of taking a fall from extreme heights if the landing is properly executed. His boots are for more than show--they mask and reinforce his highly modified ankle joints, made to prevent twisting or breaking upon impact. The muscles of his legs are mostly intact, but fitted with cybernetic stimulants to increase strength and stamina without significantly altering mass.
His arms have been fitted with the same stimulants as his legs, with an emphasis on dexterity, as well as a set of reinforced bones. A small metal shock-stud has been set on the outside edge of his wrists, each no bigger than a fingernail but capable of a painful electric current.
His lower abdomen has been heavily modified. Most of his organs have been replaced by cybernetic equivalents, resulting in a much more efficient metabolism and immunity to most ingested substances weaker than sulfuric acid.
Each of his enhancements has been painstakingly crafted as to resist Electro-Magnetic Pulses, the primary weakness of most cybernetics. Very few of his bodily essentials contain any actual computerized systems. Were he hit by an EMP, he would lose functionality in his mask and the shock ability in his wrists, but otherwise be unaffected in the short term. Of course, he would also lose the ability to digest food and perform many bodily functions, and so repairs would be critical before long.
Possessions:
In addition to his mask, he wears a twelve-inch blade under each sleeve, fitted with sheaths set to spring open upon being triggered by the shock-studs in his wrists. Although small for a cutting edge, each blade is thick and heavy, capable of dismemberment with a clean blow.
Other:
As "freelance" as a cyber ninja can get. He still accepts contracts from Vash Industries, but has few friends there.
Last edited by The Mighty Fluffball on Sat Jun 13, 2009 4:14 pm; edited 1 time in total
Re: Second Sunrise Over Lost Vegas
Eternity wrote:
Name: Adalyn "Addy" Claisa
Age: 20
Faction: Juicers
Appearance: Standing a curvaceous 5'7, Addy is what many would call a naturally beautiful young woman. With honey colored waves and lightly tanned skin alongside her body frame and feminine nature, she is quite attractive. But otherwise, she has soft eyes that depict a frightened woman, regardless of their smooth color of a cool tropical aqua-green. She is usually found in fitting clothes beneath a jacket and hood, hiding her identity to the others on the streets.
Personality: Quiet and calm, Addy is very unsocial. She always seems to step back from people, and avoids physical contact by all means. Such behavior seems to advise that she might've once been abused to some extent. As well, she seems to have some deal of compassion for others- but either doesn't show it, or shows it incorrectly. She tries otherwise to act as though she is unaware of emotions.
Abilities:
-The ability to change the color of her appearance to blend in. Camouflage in other words.
-Night vision.
Possessions:
Drugs
-Street Skin: allows her the ability to blend into her environment, but only if she is flat against some surface and still.
-Night Walker: allows her night vision, or sight in darkness.
---
-Amphetamines:: Crank (form of Meth):: A toxic drug that is addictive, and keeps Adalyn on the streets regardless of her own desires.
-------
Weapons
-Freya: A slender blade that is just longer than a dagger. It starts out somewhat thin but widens out and then tapers down to an abstract edge at the end. Somewhat jagged, it is a vicious weapon that's good at ripping flesh from bone.
-Small pocket knife: as just said, it is about seven inches in length when extended. Folds shut and clips to the inside of the pocket.
-------
Other
-A sleek little cell phone of sorts. It keeps her in contact with her dealer.
-A tube of black cherry chapstick.
-A wad of cash.
Other:
-Addicted to crank
-Phobia of being raped
-Paranoid of being watched
Eternity- Corporeal Spirit
- Join date : 2009-05-25
Posts : 3144
Age : 32
Location : SoBo, VA
Re: Second Sunrise Over Lost Vegas
So about what percent of Atropo's body would you say is cybernetic? For the most part they're gonna be about 70%. The Cyber Ninja's are notoriously competitive with eachother.
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Name: Anchur Ap'Danwryth
Age: 34
Sex: Male
Faction: Splicers - Half human, half avian
Appearance:
Possessions: A simple woolen robe that he hasn't taken off since he was first spliced. Through the years it has been worn down to little more than a moth-eaten shawl. It has no special properties other than sentimental value. A make-shift staff of rusted, twisted iron that he found in the remains of a demolished building. It's sharp, uneven edges and artless handholds make it almost as dangerous to the wielder as to the person it is wielded against. A small pouch that is secured to his waist and always seems to contain a rather large sum of money.
Background: Anchur and his twin sister Ameeka were born into the Splicers as the son and daughter of one of the gangs founding members. They were raised as typical humans until their twenty first birthdays, living secluded lives, ignorant of the suffering and danger that lurked beyond the safety of the gangs territory. Hand in hand, they were genetically spliced with birds, as they had decided together. Ameeka, the beautiful and graceful swan. Anchur, the powerful and equally beautiful eagle. Ameeka came out to cheers of delight; Anchur to shouts of horror. His transformation had left him feebled and ugly - inexcusable to exceptionally vain Splicers. Since then Anchur has become an outcast of the gang, sent to do the dirtiest jobs that no one else would take.
Personality: The transformation has done little to dampen Anchur's spirit. Shrewd and disrespectful to the well-endowed, Anchur is considered by most of the Splicers to be little more than a rodent, and he plays the part very well. In truth, he is educated and calculating, having received a better than average education in his childhood. Having been treated with hostility all his adult life, he is aptly capable of cruelty to his enemies. He sympathizes with the mistreated and will not hesitate to rise to the defense of a fellow outcast.
Abilities:
Enhanced sight and hearing
Augmented reflexes
Short-distance flight
Age: 34
Sex: Male
Faction: Splicers - Half human, half avian
Appearance:
Possessions: A simple woolen robe that he hasn't taken off since he was first spliced. Through the years it has been worn down to little more than a moth-eaten shawl. It has no special properties other than sentimental value. A make-shift staff of rusted, twisted iron that he found in the remains of a demolished building. It's sharp, uneven edges and artless handholds make it almost as dangerous to the wielder as to the person it is wielded against. A small pouch that is secured to his waist and always seems to contain a rather large sum of money.
Background: Anchur and his twin sister Ameeka were born into the Splicers as the son and daughter of one of the gangs founding members. They were raised as typical humans until their twenty first birthdays, living secluded lives, ignorant of the suffering and danger that lurked beyond the safety of the gangs territory. Hand in hand, they were genetically spliced with birds, as they had decided together. Ameeka, the beautiful and graceful swan. Anchur, the powerful and equally beautiful eagle. Ameeka came out to cheers of delight; Anchur to shouts of horror. His transformation had left him feebled and ugly - inexcusable to exceptionally vain Splicers. Since then Anchur has become an outcast of the gang, sent to do the dirtiest jobs that no one else would take.
Personality: The transformation has done little to dampen Anchur's spirit. Shrewd and disrespectful to the well-endowed, Anchur is considered by most of the Splicers to be little more than a rodent, and he plays the part very well. In truth, he is educated and calculating, having received a better than average education in his childhood. Having been treated with hostility all his adult life, he is aptly capable of cruelty to his enemies. He sympathizes with the mistreated and will not hesitate to rise to the defense of a fellow outcast.
Abilities:
Enhanced sight and hearing
Augmented reflexes
Short-distance flight
Last edited by Twoface_ecafowT on Sun Jun 14, 2009 12:48 am; edited 1 time in total
Twoface_ecafowT- Shadow
- Join date : 2009-06-12
Posts : 119
Age : 35
Location : Paradise A.K.A. New Jersey
Re: Second Sunrise Over Lost Vegas
Elric Gharial wrote:So about what percent of Atropo's body would you say is cybernetic? For the most part they're gonna be about 70%. The Cyber Ninja's are notoriously competitive with eachother.
70%? Right, I'll edit him towards that mark.
Re: Second Sunrise Over Lost Vegas
Alrighty, 2 more people would be nice, it's not required but I'd like a representative from each archetype.
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Name: Jesse "Reaper" Ryker
Age: 21
Faction: Independent
Appearance:
Possessions: Jesse always carries his claws with him, mainly because of the fact that the cybernetics have been surgically attached to his wrists. The blades retract on command, leaving the two adamantium plates that guard the retracted blades open for hand to hand combat. He carries two of these PISTOLS , one on each hip.
Background: Jesse grew up in the upper levels of society, his father being a high-level Vash exectutive, his mother the daughter of the CEO of Vash. It seemed almost pre-ordained that he was supposed to work for the company in some way, but he had other plans. Jesse, while being extremely smart, was not the brightest in the world when it came to common sense, so being brought down into the Undercity with a few of his friends gave him a thrill. A thrill that he, almost instantly, got hooked on.
He joined a couple of gangs, climbed the ranks quickly, and was made one of the top enforcers in the Undercity. One of the crime lords, Samuel Ryker, took Jesse on as his own and taught him the ways. His biological parents feared the worst, tried to stop it all, and Samuel saw this as a threat to his most loyal of soldiers, so he put a hit out on Jesse's parents. It surprised even Samuel when the one to carry out the hit was Jesse himself. After that show of loyalty, Samuel gave him the claws and Jesse took on Samuel's last name.
After many years and many murders, it all started to weigh heavily on Jesse's conscious, but he couldn't get out. He'd earned the title of Reaper, an "honor" bestowed upon only the most deadly of all assassins in the Undercity, and Samuel wasn't willing to let him go. One day, a group of Headhunters found him while he was in the middle of carrying out some business. They captured him and took him back to Vash, where he was interrogated. He confessed to all of the murders but wasn't killed on one condition: That he would join them.
He accepted and became one of the feared Headhunters. He helped strike fear into the hearts of the evil, but every person that he killed had one thing in common: They were all coming after him on Samuel's orders. This worried the higher-ups at Vash, so they decided to squash it all it one swoop and sent Jesse to kill Samuel.
After a heated battle, Jesse took Samuel down with two bullets to the skull before walking away from his life of crime and his job with the Headhunters. He moved to a more quiet neighborhood and became good friends with Linus, helping him around the shop as much as possible. He's trying his best to make up for all of the sins that weigh on him.
Personality: He's nice, friendly, funny and generally likable, but piss him off and you'll feel the Hellfire. He's just fine with going back to being a Reaper if you mess with people he cares about.
_______________________________________________
Plus, I'll cameo as a Deadly, as I've previously stated
Age: 21
Faction: Independent
Appearance:
Possessions: Jesse always carries his claws with him, mainly because of the fact that the cybernetics have been surgically attached to his wrists. The blades retract on command, leaving the two adamantium plates that guard the retracted blades open for hand to hand combat. He carries two of these PISTOLS , one on each hip.
Background: Jesse grew up in the upper levels of society, his father being a high-level Vash exectutive, his mother the daughter of the CEO of Vash. It seemed almost pre-ordained that he was supposed to work for the company in some way, but he had other plans. Jesse, while being extremely smart, was not the brightest in the world when it came to common sense, so being brought down into the Undercity with a few of his friends gave him a thrill. A thrill that he, almost instantly, got hooked on.
He joined a couple of gangs, climbed the ranks quickly, and was made one of the top enforcers in the Undercity. One of the crime lords, Samuel Ryker, took Jesse on as his own and taught him the ways. His biological parents feared the worst, tried to stop it all, and Samuel saw this as a threat to his most loyal of soldiers, so he put a hit out on Jesse's parents. It surprised even Samuel when the one to carry out the hit was Jesse himself. After that show of loyalty, Samuel gave him the claws and Jesse took on Samuel's last name.
After many years and many murders, it all started to weigh heavily on Jesse's conscious, but he couldn't get out. He'd earned the title of Reaper, an "honor" bestowed upon only the most deadly of all assassins in the Undercity, and Samuel wasn't willing to let him go. One day, a group of Headhunters found him while he was in the middle of carrying out some business. They captured him and took him back to Vash, where he was interrogated. He confessed to all of the murders but wasn't killed on one condition: That he would join them.
He accepted and became one of the feared Headhunters. He helped strike fear into the hearts of the evil, but every person that he killed had one thing in common: They were all coming after him on Samuel's orders. This worried the higher-ups at Vash, so they decided to squash it all it one swoop and sent Jesse to kill Samuel.
After a heated battle, Jesse took Samuel down with two bullets to the skull before walking away from his life of crime and his job with the Headhunters. He moved to a more quiet neighborhood and became good friends with Linus, helping him around the shop as much as possible. He's trying his best to make up for all of the sins that weigh on him.
Personality: He's nice, friendly, funny and generally likable, but piss him off and you'll feel the Hellfire. He's just fine with going back to being a Reaper if you mess with people he cares about.
_______________________________________________
Plus, I'll cameo as a Deadly, as I've previously stated
Gunneh- Ghost
- Join date : 2009-05-23
Posts : 1451
Age : 34
Location : Greeneville, Tennessee
Re: Second Sunrise Over Lost Vegas
Yay!!!
Hey Elric, if you'd like, I can double and make another character to take up one of the positions that wasn't taken (Street Samurai//Vash Headhunter)
Hey Elric, if you'd like, I can double and make another character to take up one of the positions that wasn't taken (Street Samurai//Vash Headhunter)
Eternity- Corporeal Spirit
- Join date : 2009-05-25
Posts : 3144
Age : 32
Location : SoBo, VA
Re: Second Sunrise Over Lost Vegas
Eh it's not required, I'd rather not have people playing 2 characters. Gunneh kind of fills headhunter kind of sort of. But anywho I'm about to post the IC
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Independent...works with Linus in the shop...remember?
Gunneh- Ghost
- Join date : 2009-05-23
Posts : 1451
Age : 34
Location : Greeneville, Tennessee
Re: Second Sunrise Over Lost Vegas
Yes, but you're close enough that you vaguely fill the character type. (Vaguely!)
Also, screw the usual abstract character introduction first post. Let's hop into some action, yo.
Also, screw the usual abstract character introduction first post. Let's hop into some action, yo.
Re: Second Sunrise Over Lost Vegas
I don't mean to be a prude twoface but could you not write in first person? Everybody else is in third person except when the character speaks and yours kind of breaks pattern and makes for an altogether more difficult to follow reading experience.
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Yeah sure. I hadn't been planning on staying in first person (as I put in the Introductions thread I like to jump around with the point of view and whatnot - I think it makes the story more dynamic). But if you'd prefer to keep it only third-person, I can do that. Is it alright if I keep my first post how it is?
Twoface_ecafowT- Shadow
- Join date : 2009-06-12
Posts : 119
Age : 35
Location : Paradise A.K.A. New Jersey
Re: Second Sunrise Over Lost Vegas
Yeah editing would be a pain in the butt anyway. 3rd person just helps with general continuity, thanks for understanding!
Guest- Guest
Re: Second Sunrise Over Lost Vegas
I plan on playing more off of the loudspeaker message when I find out what direction you want to go with it. Do you have anything planned with that?
Twoface_ecafowT- Shadow
- Join date : 2009-06-12
Posts : 119
Age : 35
Location : Paradise A.K.A. New Jersey
Re: Second Sunrise Over Lost Vegas
Oh yeah, I noted the announcement, but I forgot to have Atropos note it. Upps. X_X
Re: Second Sunrise Over Lost Vegas
I noticed it too, but for some reason when I was writing my post and rolled back to reread posts, it came off as a memory to me.
XD LMFAO
I'm sorry.
Do you think we could have the announcement repeated on like a radio inside the cab or something, and then have the driver turn it down or off that way we only hear the main bit of it?
XD LMFAO
I'm sorry.
Do you think we could have the announcement repeated on like a radio inside the cab or something, and then have the driver turn it down or off that way we only hear the main bit of it?
Eternity- Corporeal Spirit
- Join date : 2009-05-25
Posts : 3144
Age : 32
Location : SoBo, VA
Re: Second Sunrise Over Lost Vegas
Yeah, it ties in with the 6 murders in the desert at the beginning. I'm not planning on ANY of the characters having prior knowledge, just react in some way.
Guest- Guest
Re: Second Sunrise Over Lost Vegas
What happened to everyone posting? I'm taking a leave for summer camp tuesday so I was hoping to get at least some posting done
Guest- Guest
Re: Second Sunrise Over Lost Vegas
Shield thine eyes guys, I've decieded to join in on the fun.
Caution, profile may contain a degree of sarcasm. One should take phrases including the words "beautiful", "charming", etc too seriously. I apologize if the humor doesn't translate.
Name:
Captain Mistress Maggot.
Indeed, she calls herself by two titles, and she expects you to do the same. If you can pay her enough, you'll have the luxury of calling her something shorter like Maggie or Mag.
Faction: Free lancer.
Age:
"Well, dear, I don't see how that should make any difference in our affairs" --Typical Maggot Response
Appearance: Maggot
(I totally half assed this image, I'll make a new one when I'm not about to fall asleep at my monitor)
Maggot stands at five foot five. While in the image it can't be seen she has two distinctive tattoos. These tattoos are a pair, they features an eye on each of her palms and black "tears" streaming down to her elbows. Apparently this was a part of her act.
Background:
Captain Mistress Maggot started out as a simple girl with hopes for some degree of fame. Well, one disaster led to another and Maggie Anne Delgado became Maggot, a hollow and worn out prostitute. By some grand act of luck, Maggot was one day picked up by Lust. She, to this day, couldn't tell you why. For a degree of time from the ages of eighteen to whatever age Maggot feels like remembering, she was a burlesque performer who went by the name Mistress Maggot. What possessed her to add Captain to the front of it no one quite knows.
Maggot didn't quite grasp the concept of Lust's sexual ambiguity, and thus couldn't quite understand that he/she/it didn't love her. That little fact, coupled with the fact that Mistress Maggot is a ways off her rocker, led her to her first murder. The woman was, apparently, an independent assassin. This lucky shot expanded Maggot's ever growing ego, and led her to move onto "bigger and better things". When faced with killing or selling your body why would one choose the lesser of two evils?
Personality:
A natural born performer. Those words describe Maggot. She's a "diva" till the very end, which means no matter what dingy jail cell she's being held in she'll still want things done her way. Maggot is bossy, opinionated, and rather flamboyant. In fact, the only thing more noticeable on the streets than Maggot on a rampage would have to be a Neon gorilla climbing a fluorescent rainbow. However, even Maggot knows when enough is enough. If she feels the occasion calls for it, she can maintain an incognito image. It's all a matter of "I can't, but I won't". For those who have had the pleasure(if one can really call it that) of knowing Maggot for a long span of time, her persona is considerably more subdued.
Abilities:
You mean aside from being beautiful and charming?
In her years as a prostitute Maggot came to find that she's surprisingly flexible. In fact, she began to practice body contortion to preform during her burlesque shows. Who would have thought that she'd be using such skills in a practical manner? Because Maggot is so flexible she can hide, turn, and fight in places and positions most people can't.
Possessions:
Maggot is a fan of diversity. While she isn't a master of several different weapons, she is competent enough with them. Competent enough meaning that while she may not hurt herself, her partners may or may not be so lucky. Maggot can be found with any of these weapons, but not all of them simultaneously.
-Two gloves with knife like claws at the ends. Not much can be said for them, for they're made from simple black leather and steel. On occasion Maggot will decorate them so that her charms and bracelets may distract her opponents.
-A skirt with concealed knives that can retract at the hem. This is something she isn't found with too often for it severely impairs her ability to contort her body. The skirt is also the most expensive weapon for her to keep up for she's known for just dropped the item and running when the going gets tough.
Those aside, Maggot almost always carries around a concealed knife and pistol. Both of which, are decorated in an unnecessary girly fashion.
Other:
Maggot is a few nickles short of a whole dollar.
For unaddressed reasons Maggot will drop a conversation when bees are brought up.
Caution, profile may contain a degree of sarcasm. One should take phrases including the words "beautiful", "charming", etc too seriously. I apologize if the humor doesn't translate.
Name:
Captain Mistress Maggot.
Indeed, she calls herself by two titles, and she expects you to do the same. If you can pay her enough, you'll have the luxury of calling her something shorter like Maggie or Mag.
Faction: Free lancer.
Age:
"Well, dear, I don't see how that should make any difference in our affairs" --Typical Maggot Response
Appearance: Maggot
(I totally half assed this image, I'll make a new one when I'm not about to fall asleep at my monitor)
Maggot stands at five foot five. While in the image it can't be seen she has two distinctive tattoos. These tattoos are a pair, they features an eye on each of her palms and black "tears" streaming down to her elbows. Apparently this was a part of her act.
Background:
Captain Mistress Maggot started out as a simple girl with hopes for some degree of fame. Well, one disaster led to another and Maggie Anne Delgado became Maggot, a hollow and worn out prostitute. By some grand act of luck, Maggot was one day picked up by Lust. She, to this day, couldn't tell you why. For a degree of time from the ages of eighteen to whatever age Maggot feels like remembering, she was a burlesque performer who went by the name Mistress Maggot. What possessed her to add Captain to the front of it no one quite knows.
Maggot didn't quite grasp the concept of Lust's sexual ambiguity, and thus couldn't quite understand that he/she/it didn't love her. That little fact, coupled with the fact that Mistress Maggot is a ways off her rocker, led her to her first murder. The woman was, apparently, an independent assassin. This lucky shot expanded Maggot's ever growing ego, and led her to move onto "bigger and better things". When faced with killing or selling your body why would one choose the lesser of two evils?
Personality:
A natural born performer. Those words describe Maggot. She's a "diva" till the very end, which means no matter what dingy jail cell she's being held in she'll still want things done her way. Maggot is bossy, opinionated, and rather flamboyant. In fact, the only thing more noticeable on the streets than Maggot on a rampage would have to be a Neon gorilla climbing a fluorescent rainbow. However, even Maggot knows when enough is enough. If she feels the occasion calls for it, she can maintain an incognito image. It's all a matter of "I can't, but I won't". For those who have had the pleasure(if one can really call it that) of knowing Maggot for a long span of time, her persona is considerably more subdued.
Abilities:
You mean aside from being beautiful and charming?
In her years as a prostitute Maggot came to find that she's surprisingly flexible. In fact, she began to practice body contortion to preform during her burlesque shows. Who would have thought that she'd be using such skills in a practical manner? Because Maggot is so flexible she can hide, turn, and fight in places and positions most people can't.
Possessions:
Maggot is a fan of diversity. While she isn't a master of several different weapons, she is competent enough with them. Competent enough meaning that while she may not hurt herself, her partners may or may not be so lucky. Maggot can be found with any of these weapons, but not all of them simultaneously.
-Two gloves with knife like claws at the ends. Not much can be said for them, for they're made from simple black leather and steel. On occasion Maggot will decorate them so that her charms and bracelets may distract her opponents.
-A skirt with concealed knives that can retract at the hem. This is something she isn't found with too often for it severely impairs her ability to contort her body. The skirt is also the most expensive weapon for her to keep up for she's known for just dropped the item and running when the going gets tough.
Those aside, Maggot almost always carries around a concealed knife and pistol. Both of which, are decorated in an unnecessary girly fashion.
Other:
Maggot is a few nickles short of a whole dollar.
For unaddressed reasons Maggot will drop a conversation when bees are brought up.
Inerio- Ghost
- Join date : 2009-06-24
Posts : 1443
Age : 32
Location : Asleep in a bathtub somewhere.
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» Now seeking players: Second Sunrise Over Lost Vegas
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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