Ok First things first, the rules
1. Don't go too far in the rp, wait for the others to catch up to where you are at in the rp
2. no posting characters on the main forum unless I ok them (don't worry I'm usually on every day)
3. No god Modding (no being able to shoot fireballs that are the size of Canada in the beginning, or at all)
4. Have fun.
5. Have good Grammar Bad = "Lol look at t3h nub fur l3t's go kill him lawlzorz." it has to be understandable to the common reader.
This is how your character should be structured, and this board will also go into faction detail.
Name:
Age:
Faction:
Clothing: (must include armor/fur)
Powers: (Furs only, elemental powers only, so no random teleportation)
Weaponry (Details further down into the board)
Personal Background: (like a bio just with a fancy name)
Now for the Factions
Bloodline: Technologically advanced, the Bloodline are probably the most feared of the Factions. Hailing from the Eastern half of the U.S. they came from seemingly nowhere. Completely made up of 'Pure Bloods' they treat 'Furs' as animals, seeing that their belief that the 'Furs' will be no more then animals. All their people are equipped in gas masks or Hazard suits (you need to include that in character sheet) so as to avoid mutation. They use traditional firearms and traditional knives. (if your using a gun, say like the FAMAS or the .50 Desert Eagle or something.) Reference pic to show what i'm talking about
Furs: the most widespread of the factions. The furs are just your normal person trying to scrape by, and are the average mutant. Their weaponry consists of items scavenged from the dead, or created from the random junk lying around. Due to their mutated nature, they do not need to wear any sort of radiation protection, allowing for better mobility then the Bloodline. Recently discovered within the furry gene is the ability to control a specific element.
Turncoats: The Furs who have betrayed their friends, families, acquaintances etc. to the Bloodline so they can avoid being experimented on. The Turncoats are granted citizenship within Bloodline controlled settlements and they serve as the front line scouts. Without the re breathers necessary for the other troops of the Bloodline, they are more agile, and capable of hit and run attacks. They can be armed like a normal Fur, or a Bloodline soldier. (the powers of Turncoats are dampened due to their traitorous nature to the other furs, they have little to no understanding of their powers. Reference pic for the Turncoats.
http://gordonfreeguy.deviantart.com/art/The-Grunts-70884455 (ones with Red Berets are considered officers)
Outcasts: Humans who refused to leave their mutated brethren. They adopted the fighting style of the Furs, which are mostly hit and run based attacks, but they needing re breathers, are more suited to ambush tactics and assault. They primarily use armor scavenged or created. They view the Bloodline as monsters, and they refuse to even associate one bit with them. They don't wear gas masks, but their re breathers has the symbol for the Greek Letter 'Alpha' on their clothing.
And there you have it
Post Merge: April 16, 2009, 05:42:17 AM
Settlements i almost forgot
Bloodline/ Turncoat towns
New Hope town: central residential center and trading hub
Facility # 0100: primary recruitment and training facility
The Maw: Recently established mining colony under siege by nearby Feral infestations.
Washington D.C.: Bloodline H.Q.
Experimentation camps #'s 1-10: the experimentation camps where furs are prisoners and subject to experimentation
Fur/Outcast towns
New Gunevia: Central residential center and trading hub
Temples of Elements: Elemental training facility and central recruiting area.
Hell's Corridor: Only accessible to 'Furs' Humans, Bloodline or not are shot on sight.
The land of the Damned (Rhyme!): City of inhabitants who have given up all hope, have a special fuel which they will not trade which keeps the Ferals 'tame' (no you can't have a mount, it just keeps the Ferals from eating people's faces)