Night Hunters [Open]

Started by Kissa, November 14, 2021, 07:54:00 PM

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Kissa




The roleplay is still alive and accepting.
I won't be updating the information text here anymore. The updated version is here.


History
The Middle East crisis had continued for years. One side had the support of the United States and the other had Russia in their corner. Both countries claimed they were stretching a helping hand to end the long war and human suffering, but the real reason was more material. In exchange for the military aid, the both great nations got their hands on something valuable; oil. The atmosphere between the two began to resemble the tension of the Cold War.

The spark to the powder keg was a nerve gas attack in November of 2000. The terrorist attack targeted a joint meeting of multiple leaders of nations in Washington. In the attack died presidents of the United States, France, Italy, Spain and Austria together with over 500 other people. Russia quickly claimed it was innocent of the terrorist attack and pointed fingers at Germany. The attack was made by using Sarin nerve gas, but Russia was firm that they weren’t related to the incident and someone had stolen a load of Sarin from them. Conspiracy theorists ran rampant.

27th of December 2001 The United States of America declared a war against Russia. Within a year other nations were swallowed in the conflict and it escalated into World War III. The war divided the countries in two camps. Western nations formed the Atlantic Defense Alliance (ADA, in spoken language it was called simply Alliance) and the easter front formed the Sovereign Coalition of Eastern Nations (SCEN, spoken Coalition). When people thought it couldn’t get any worse, the true nightmare began. In 2006 unknown monsters appeared. They emerged from the desert of Nevada and soon obliterated fully the first towns they came to. The monsters spread across the entire continental United States and soon spread across the borders. The history books don’t know if they were transferred on purpose or by accident to Europe or if they somehow got there by themselves, but what was certain, was that the monsters somehow got to Europe and caused just as much destruction there.

As the monsters brought hell on earth, they became the new enemy number one. The war was put on hold as former enemies shook hands and allied together against this unknown threat. The battle for survival of humanity had begun.

When it became obvious that the majority of monsters were immune to modern weapons, the best solution to the situation seemed to be shoring up their defenses after disastrous attempts at hostile action against the sins had little effect on the monsters, and tragic outcomes against the dwindling human population . One of the more horrific examples of this was the nuclear strikes made by the United States against Mexico in an attempt to stop the sins at one of their greatest concentrations, but the nuclear explosion killed only the weakest sins. Worse still, it killed millions of people who haven’t been evacuated yet, either instantly in the blast or later in radiation sickness. The attack was widely condemned, and turned over half of Mexico into a radioactive wasteland, which prevents everyone from trying to travel to South America by land. In light of how ineffective these aggressive acts seemed to be against the sins, nations began to rapidly build walled cities and the first were erected in 2016. Within the relative safety of the walled cities, in 2017 Atyantika created the first generation of super soldiers, made to fight against the sins. The stoiers were able to wield Aura weapons, melee weapons manifested by will, which were capable of hurting even the strongest sins.

Because of the problems concerning the stoiers, Antika was soon forced to return back to the drawing board. The next generation of super soldiers, the charons, were humans enhanced with Zero chips. they were introduced to the world in 2020. The problem with human soldiers was that it took too much time to raise one soldier, compared to something they could grow in a tank. Antika’s final creation was revealed in 2027, the third generation of super soldiers, the charites. They were a more docile version of the original stoiers.

Despite the best effort of the Antika, the world outside was collapsing. The sins and nature claimed cities and towns. Majority of humans had died and the rest of them lived in the walled cities, sanctuaries. Venturing outside a sanctuary was extremely dangerous, but it wasn’t fully safe inside the walls either. During the years, some of the sanctuaries fell, either into inner conflicts or to attacks of the sins.

As the years passed, connection to the world outside was lost as no one was maintaining important satellites or link masts. In 2049 the sanctuaries lost connection to the sanctuaries outside North America. In 2062 the sanctuaries lost connection with one another and now the only way to hear news from other sanctuaries is physically visiting them.


Sins
In his long speech Benjamin Hall, the president of the United States, preached that the people had brought this ordeal on themselves. Their endless greed, pursuit of quick pleasures, turning against their brothers and sisters, and abandoning all true values had angered God and now they met the divine punishment for their sins. “These monsters are born from our sins!” Hall stated and after his speech, people started calling the monsters sins.

The monsters were something people had never seen before, and their only goal seemed to be killing every living thing on earth. Questions like, what made the sins appear and what’s their goal, are still left unanswered. Their appearance and abilities varied. Some were small and rather cute, some resembled biorobotic beings with their metal-like hard cover and soft insides, some were huge like giants and some were like monstrosities from horror movies.  No one has heard a sin speak. The majority of them are simpleminded beasts, but some have shown signs of being able to utilise simple tactics, like ambushing their target.

In addition to their great variety in appearances, the sins had a wide variety of different kinds of abilities. There were sins who could breathe fire like dragons, some could make people paralysed with their screech, others bled acid when injured and some used long appendages to attack their victims from below the ground. There were fangs, horns, claws, tentacles and tails of all kinds. With time people found out there are different types of sins and some things are characteristic to the same type of sins. As it became clear that there was a certain kind of consistency in the sins, the people started to gather all the information they could get about them. As a result the Sin Compendium was written. 

The sins are divided into 5 classes. SS - S - A - B - C, C being the weakest and SS the strongest.

C - So weak that even regular human soldiers can kill them.
B - For normal soldiers defeating a B class sin requires teamwork and skills. B class sin is an opponent that requires a Night hunter’s focus to kill.
A - Killable with traditional heavy weapons (cannons, turrets, explosives etc). A highly skilled Night hunter with right abilities can kill a A sin, but more often two or more hunters are sent against one A class.
S and SS - Most of the S sins are immune to regular weapons. Even for a highly skilled Night hunter defeating a S class is impossible. There have been only a few hunters who have managed to take down a S sin alone. S and SS sins are meant to be destroyed with joint effort.


Setting
It's the year 2081 and most of known humanity resides behind colossal walls of the sanctuary cities. Behind the city walls is the dangerous wilderness, ruled by the sins.  Berkton is a sanctuary in coastal Virginia, where life inside the walls is relatively normal. There are three other sanctuaries, relatively near Berkton. Riverburg, Casterville and Recrosse. Altamont city was overrun by the sins ten years ago. A group of people managed to escape from the city before it fell and they were divided to the nearest sanctuaries as refugees.   

Berkton is a huge city, protected by two walls. The outer wall is called Aegis and the inner wall Gloria, named after the wife of Mayor Berkton, who was the biggest funder in building the walls. The walls are 650 feet tall and 50 feet thick, covered with thick steel sheets. Above the city is an invisible laser grid, which is used to detect intruders and for aiming. Atop of the walls are mounted turrets and railguns. They are supported by cannons placed inside the walls.

The city is extremely divided both physically and economically. The outer city, or Dogtown as people call it because ‘they have cramped us here like dogs’, is a place of poverty. Poorly made buildings rise against the wall Aegis and people live in tiny apartments. The Dogtown has its own services, like shops, health services and entertainment because people of the inner city don't want to see them. Separating the apartments of Dogtown from the city center wall is a ring of factories and farmlands that try desperately to thrive in the pollution of the factories. Products of the farmlands are sold in Dogtown. Drugs, prostitution, thefts and all kinds of criminal activity bloom in Dogtown. The Police forces are too few to handle all the problems in Dogtown, and people who decide about the funding don’t care about problems as long as they don’t reach the inner city.


The most fortunate residents of Berkton live in the inner city, Paradise City as it later became known, surrounded by the wall Gloria. There are the better farmlands that aren’t choked in the smog of industry, and near them live people who consider themselves as middle class. The air quality in Paradise city is good and it’s considered a safe place to live, especially compared to Dogtown. The upper class people live in spacious villas or modern city condos. The services and offices are located at the center of the city. There are first class malls, with grocery stores, clothing stores, restaurants, theaters, beauty salons, bars and such. Around the tall buildings are well managed green parks. Paradise City has an unparalleled variety of free time activities from arts to sports.

Most of the sanctuaries have closed internet, called Circle. The entertainment industry isn’t what it used to be, but sanctuaries have their own local television broadcasts. They broadcast mainly educational programs, reruns of whatever old movies and series they have time after time and recordings of live performances and reality shows because they are cheap to make as well as pay per view programs which offer more ‘adult’ entertainment. There are small studios that still make movies and series, but their budgets are pitiful compared to what grand studios had before the war. The content of each Circle grows with what people upload in it. One way of expanding the Circle is downloading a copy of another city’s Circle and it’s common that a party visiting another sanctuary brings a copy of their Circle for that purpose.

People use landline phones and those whose pockets are deep enough have cell phones, which are sturdy little blocks with a 5 lines monochrome graphic display. They can be used for calling and sending 120 characters long messages. For the lack of telephone masts, the cell phones work only in sanctuaries and calling or messaging to another sanctuary is impossible. Authorities use radios inside the city in addition to using phones.

The contrast between Dogtown and Paradise city is like night and day. They both have most of the same services, yet people lead very different kinds of lives. In Dogtown people work long days, or commit crimes, just to get by. They can hardly afford to do anything that costs money on the little free time they have. People work under hazardous conditions and the area itself isn’t safe for living either because of the high crime rate, occasional fires, and collapsing of buildings caused by nonexisting engineering and cheap materials. Many children have to go to sleep hungry because their parent(s) don’t have money to buy food. Often illnesses go untreated because medicine is too expensive.


In Paradise city people live comfortably in houses or apartments where there are rarely electricity or water cuts. The schools have highly educated teachers, hospitals have the newest technology and people have money they can spend on hobbies or luxury items. They can even get pets like a cat, a dog, or a horse. The dirty and exhausting jobs are reserved for the people of Dogtown, while educated residents of Paradise city handle jobs that don’t require getting one’s hands dirty or breaking a sweat, or then they work as directors in different kinds of facilities. Many people in Paradise city look down on their fellow citizens who live in Dogtown, despite the fact that they don’t have enough people to do all the work in Paradise, so numerous workers come there every day to work and after their shift is over, they return back to the outer city.

At the very bottom of the society are the zerons as they are nonhumans. Even criminals of Dogtown have more rights than the zerons. In the Dogtown people who do a work that requires only a little training or no training at all, like simple factory work or working on fields, are considered as less significant as educated people, like doctors, engineers, teachers, pilots and such. Somewhere between the two groups are civil servants, like firefighters, police officers and soldiers. The people who go to work in the inner city are respected in Dogtown. However, no matter how educated and skilled one is, if he isn’t a citizen of Paradise city, he will always be considered a lesser person than someone who lives in the inner city.

In the inner city the hierarchy is very similar. The physical laborers are at the bottom, the executing level of soldiers and civil servants come after them and at the top of the working class are the highly educated, like successful scientists, coders, surgeons, professions and such. The position of people who work in the entertainment industry depends fully on what kind of art they make and what kind of reputation they have gained. The Charons are well respected in Berkton, more than working class or regular soldiers, though not more than high ranking officers. At the very top of the society are the directors and presidents of important companies and facilities. Some have gained an important position simply because they were born in wealth or married into it. At the top of the hierarchy sits Mayor Timothy Berkton. All important decisions have to get his approval.

The glaring inequality between the humans and the zerons and people of Dogtown and Paradise city gave rise to Compassion. It’s an organisation that works in order to give an improved quality of life for everyone. Compassion’s main goals are securing human rights for the zerons, or at least stopping their cruel and inhumane treatment, and dividing the wealth of Berkton so there would be no more first and second class citizens. Compassion is a peaceful organization and they try to achieve their goals by raising conversation and making the problems known, making peaceful demonstrations and applying for legal changes. So far the biggest achievement Compassion has made are charity programs it runs in Dogtown, to offer medical services and food for free for the citizens of the outer city. There are smaller groups who have the same goal as Compassion, but they try to achieve it by resorting to violent attacks. Compassion disapproves with their methods and strictly declares they are not part of Compassion or their agenda.


For public safety Berkton has its own police department, fire department and hospitals. However, the presence of the military and Night hunters is strong. The main purpose of the Night hunters is destroying any and all sins that might appear inside the city, but they have duties too. The main force of the Night Hunters serves in the Berkton Defense Corps. Their headquarters are in Paradise city and their area of operation is the whole of Berkton. Most of the time they work in guard duty on the walls or in the underground. The Berkton Defense Corps’ main purpose is defeating all grand scale sin attacks. As the mobilisation of the Corps is slow, it’s supported by Berkton Special Response Unit.

The Special Response Unit (SRU) is divided into eight sectors. There is one squad in each sector, consisting of about 30 Night hunters. While on duty the SRU Hunters patrol in a vehicle around their sector or are on standby at a base, located atop of wall Gloria. The SRU handles mainly missions that are too challenging for the police and they are the first to encounter a sin when they appear inside the city. In addition to this the hunters can be assigned to do many other tasks. They can work as personal bodyguards as well as be ordered to escort a party venturing outside the sanctuary either for exploring or visiting another city. The worst assignment one can get is so called harvesting duty. It means going out and thinning out the numbers of sins wandering too close to the wall. It’s an extremely dangerous job, which is why usually only suicidal, insane or those who have pissed off their superiors are assigned to do it. Majority of people in the harvesting duty are zerons. Unlike the charons, the zerons can be ordered to take part in private occasions organised by the elite of Berkton. These occasions can be anything between perverted orgies and death matches.   

The fastest way to move around the city is a helicopter. Travel via aircraft is restricted to the airspace above and just outside the sanctuary walls as unknown factors have led to aircraft traveling further than that suffering catastrophic mechanical failure. There is a tram network in both Dogtown and Paradise city, but they aren’t connected. On the inner side of the walls, up high is also a monorail. There are multiple elevators that take people up and down on the walls. There are 16 commonly known entryways to the wide underground system.

Because there is only a limited amount of space within the walls, the city has continued growing by digging deeper under the ground. In the underground system are crucial facilities like a nuclear power plant, water treatment plant and emergency storages. Facilities where zeron are created are underground too. Ironically the richest people of Berkton have their panic houses built underground, in the very same system where Berkton prison is. The prison is small considering the size of the city, because instead of keeping people in a prison for several years, the justice department is more willing to give an expulsion out of the city, which is the same as a death sentence in reality.   

Athyantika
However, the people couldn’t cover behind their walls forever. From the beginning of the war against the sins, scientists all over the world gathered together to join their efforts in beating the monsters. Their cooperation gave birth to the science organisation, Athyantika (or Antika as it’s called more often). The organization had branch offices all over the world.

Antika worked tirelessly on developing weapons and methods to defeat the sins. With time, trial and error they managed to isolate from the monsters’ cells which held a part of their power. These cells would be used in Antika’s greatest and most successful project: Project Contra.


Project Contra
The project was based on cells harvested from the sins, and the power within which became known as, ‘Zero’ power. By mixing human DNA with animal and sin genes the scientists created an artificially made life form known as a zeron. Later they found a way to compress the same power the zerons had on Zero chips, which were used on soldiers to give them Zero powers.

Night hunter became known as a name meaning charons, stoiers and charites. All Night hunters possessed the Zero power, which gave them enhanced strength, speed, and agility together with some unnatural abilities and capability to manifest an Aura weapon and heal themselves. Without using the Zero a hunter has only the strength and limberness their body type can naturally give. So without the Zero a hunter built like a tank is stronger than a little female with slender built. With Zero a hunter can boost their abilities, but it will come with a cost. One of the downsides of being a Night hunter is that all zerons are born sterile and the chipping decreases a charon’s fertility significantly.

The building up stress from using the Zero is called strain on the charons and corruption on the zerons. Built up strain dissolves on its own overtime. Mild strain will disappear in four to six hours, moderate strain will take a full day to wear off and severe strain needs two or three days to recover from.

Zero power is unnatural and using it is going to strain one’s body and mind. This strain affects the charons and the zerons differently. A human body isn’t meant to possess such power and that’s why using the Zero is going to wear out the charon’s body eventually. The first mild symptoms of using too much power are headache and lightheadedness. They are the body’s own sign to stop using Zero. The continous use after the first warning signs will cause nosebleeds, shaking, loss of strength of a limb, and even temporary blindness, loss of hearing, or partial paralysis. Should a charon push forward despite these, they risk becoming permanently blinded, deaf or even falling into a coma. It’s possible for a charon to strain their body so much it will cause a death by a heart attack or a brain aneurysm.

The zerons can’t rid off the corruption on their own, which is why they need something called a reset. An artificial reset is an injection, which will remove the corruption within 24 hours. A natural reset is sexual and it requires a zeron to be intimate with someone while both, or all, participants are aroused and it will lead to at least to the orgasm of at least one of them. Officially it’s encouraged to choose the natural reset and handle it discreetly. In practise how which type of reset a zeron uses depends on their own personality and the people they have to deal with. The common interval between resets is two weeks for someone who works in SRU and hasn’t had to deal with sins beyond C class. However, it’s completely possible for both a charon and a zeron to go beyond their limits in a single combat if they use their powers without control.

Use of the Zero power builds corruption inside zerons’ bodies. The first signs of corruption show up as a faintly glowing pattern of vines around the mid body. From there they will spread and as they spread, the skin becomes white and starts losing its elasticity, resembling a white cracking marble. Despite the skin losing its elasticity, it has no effect on moving. When the glow and the whitening of the skin start to reach the neck of a zeron, the situation is critical. At this point they can still stop and be saved with a reset. When the corruption starts touching a zeron’s neck, she begins to struggle to control her own mind. It is a rule for this situation to eliminate the zeron immediately. Should a zeron fail to do it herself, it’s up to her allies to end her as quickly as possible before she becomes a nightmare.

When a zeron becomes a nightmare, they will lose their mind and succumb to their sin origin. The corruption will make them grow into deformed monstrosities and they will gain access to all the powers that were sealed in their blood heritage. A nightmare is vastly more dangerous and powerful than any zeron can be. They are the disgrace of the military and some civilians despise and hate the zerons because they are unreliable and can turn against their own.   



Aura
An Aura weapon is a melee weapon a Night hunter can manifest at will. It’s still unknown what determines what kind of weapon one gets, but whatever type of that weapon is, it’s for life. Changing Aura is impossible. There are many different types of Aura weapons, from different kinds of swords and spears to glaives, fist weapons, chain whips, and exotic blades.

Summoning and maintaining an Aura weapon requires very little power. The weapon can break under extreme stress, but it can be summoned back as unbroken. If a Night hunter leaves the weapon alone for more than a minute, it will disappear on its own or the hunter can dismiss it at will.   

With Zero a hunter can enhance their Aura as well their own abilities. A hunter can use Zero power to grow the size and durability of their weapons and increase their own strength and speed too. The amount of strain from the boosting is proportional to how much one decides to pour their power in enhancing their abilities. Without special abilities by using Zero a hunter can jump up to 30 feet, jump down from 90 feet without being injured, grow their weapons size into twofold and run 45 mph/h. Doing all that will cause lots of strain so hunters moderate the use of Zero by doing so only short periods of time at once.

With the Zero power come special abilities, like spurting spikes out of the ground, phasing through inanimate objects, partially hardening one’s body, covering one’s Aura in fire, flash speed etc. These abilities are like weaker versions of what the sins have. Using them requires Zero and their use is draining, so they are used normally only in short bursts.

Unlike enhancing one’s Aura or natural qualities (like running, jumping and such) Zero abilities can’t be boosted no matter how much one pours their power into them. Every hunter has multiple abilities sealed in their Zero and with time and experience a hunter usually learns to use more of those hidden abilities. At the same time, as a hunter becomes more experienced in the use of their power, the strain from enhancing their natural physical attributes will decrease to some extent.

The healing ability all hunters have is frightening and gruesome. Some people call the Night hunters monsters because they can keep on fighting despite being impaled or losing a limb, and on top of that, they can heal themselves from such fatal injuries. The Night hunters don’t go into a pain shock, no matter how much they suffer, which enables them to continue to fight. However, this doesn’t mean they don’t feel pain normally. The surest way to kill a hunter is beheading, destroying brains or a heart as they are something that will kill a hunter instantly.

The most straining thing a hunter can do is heal themselves. Often the hunters have to balance between how much to use Zero for a combat and how much reserve for a possible injury. If a hunter has already gained a large amount of strain or corruption during a combat or last days, they might not be able to heal themselves because going over the limit will be lethal anyway. Healing small scratches and cuts doesn’t require much power, but deeper cuts and broken bones start to need some proper healing which will be heavy on one’s body and increase the strain or corruption level significantly. Recovering from a severe injury, like being impaled or losing a part of body, is extremely exhausting and in the worst case scenario a hunter has too much strain to begin with to heal themselves from such a serious injury. That is how the hunters lose limbs and gain scars. If they can’t heal themselves, whether it’s because they are unconscious or have exhausted too much Zero already, they have to rely on traditional modern medicine to save them.

Zerons
Zerons are made in underground facilities, in bio tanks that resemble coffins. Growing a zeron takes eight months. When a zeron is born, in other words released from her tank, she is mentally and physically an adult. Her mental and physical state equals that of an 18 year old, but she might be socially clumsy or awkward for a couple of years at first. It’s a minor problem that will disappear with time. During the eight months a zeron’s body develops fully and their mind is fed with all the information that is seen as necessary. This includes necessary combat training, general knowledge of the world as it is now, military code and proper social behavior among other things. The most important thing that is implanted in the zeron’s mind is their true purpose, serving humankind. That is the very core of their indoctrination and everything is built around it.

Dying while defending a human was the greatest honor a zeron could achieve. A zeron who let a human die when he could have been saved is seen as a failure and disgrace, even when it was impossible to save the human in question. The zerons are taught to obey humans and never act aggressively towards them. No matter what is said or done to them, they can’t raise a hand against a human or that hand will be cut off or in the worst case the zeron will be sent back to the facility for extermination. The exception to this rule is when the zerons are performing their duty, which means obeying an order of a superior or upkeeping the peace.

The official name for the facilities where the zerons are created and trained is Zeron Genetics. In spoken language they are commonly known as zeron factories. In Berkton there are two Zeron Genetics facilities, Valor and Hope. The Valor is an older facility using old and cruel principles, whereas Hope is a newer facility with a more humane approach to training the zerons. They are both divided into two sections, one for stoiers and one for charites. The sections are strictly separated from one another.   

The main function of the zeron factories is producing zerons and ensuring they are ready for service. In a factory zerons go through various physical and mental tests. The hardest tests are so called stress tests, that contain sadistic abuse and violence to make sure a zeron won’t break and turn against its creators under any kind of situation. As reset being part of a zeron’s life, they have to be used to sexual interaction too. This means that new zerons have to endure sexual abuse too to make sure they won’t panic and hurt someone when they have their first reset done in the outside world. The factories use prisoners for this purpose to take advantage of the inmates’ sick desires which should prepare the zerons for whatever they might experience in future. Should a zeron snap and kill someone, it’s not considered a big loss if one prisoner dies.

The zerons live in huge halls where there are simple bunk beds in rows. They have no personal possessions. Because of the nightmare they have to endure, it’s common that zerons seek comfort and consolation from each other. Often stoiers considers other stoiers as their brothers and charites see other charites as their sisters. It’s not uncommon at all that two zerons squeeze to sleep on the same bunk bed or several of them huddle together, sleeping while sitting. In their heads is information of the outside world and the thought of what is waiting for them is what keeps the zerons sane.   

In Berkton Valor is the true horror factory for zerons who are the unlucky ones and are born there. The ones who are lucky are born in Hope. The treatment of the zerons is almost humane there. There are way less stress tests, they are milder and many of them are run on simulations. 

There are many different types of zerons. The name of a type is decided where it was originally created, which is the reason for varying naming traditions as Antika had laboratories all over the world. For example a kitsu (fox) and a neko (cat) types were created in Asia, a griffin type in Germany and wolf type in Canada. Before the communication connection to other nations was lost, Antika exchanged information actively which is why there can be types outside of the region where they were originally created. 

As the Hunters are part of the military they are required to act accordingly, especially when wearing a uniform. The zerons are assumed to act with dignity at all times because their appearance makes it obvious who they are. This means avoiding public drinking, getting into brawls, general debauchery and generally all kinds of bad and disturbing behavior. The consequences of getting caught or bringing bad reputation to the military depend on who did it and how widely known the condemned act is. There is a big difference between someone reporting one drinking with his buddies and urinating on a street and having a porn video made while wearing an official uniform, for example. As a general rule, the charons are judged and punished more mildly than the zerons. The common correctional actions for the charons are a warning, taking away leave days and temporary pay cuts. The zerons can have the same punishments, but they have less leaves and a much smaller salary to begin with. Unlike the charons, the zerons might be physically punished or even sent back to a zeron factory, which usually means death.

The zerons are property of the sanctuary where they were made, and in a way, the charons are too, which is why the cities are extremely reluctant to let them go. For a charon there exists a small chance to be able to transfer to another city, but for a zeron that is extremely rare. There is no such thing as retirement age for the zerons. They serve until they are killed in duty or they become incapable of continuing, when they are sent back to a zeron factory where they will be eliminated or they work as guards in there, because even though a zeron might not be good enough for a real combat, they can still have enough left to keep fresh zerons under control. For this reason, it’s unclear how long a zeron could live if allowed. The charons are usually transferred out of active combat duty before 40. Continuing past that age increases the risk of a body slowly wearing out, which will cause a heart failure or a brain aneurysm.

As the pay the zerons receive is awfully modest, it’s not uncommon at all that they bond with a charon who will either buy them products they desire, give money or let them live at their place. The nature of these bonds differ. Some form a genuine caring relationship where as to some it’s a fair trade of services to goods. The smarter zerons might try to charm and even manipulate a charon or charons to give them what they want. There are also charons with darker personality who take advantage of their position. It’s more convenient for a zeron to have a relationship with a charon or another zeron because it’s not judged as badly as being with a civilian, as long as it is kept discreet.           

Stoiers
The stoiers are the first generation of the super soldiers made by Antika. They were heralded as saviors and heroes. News about the stoiers spread quickly all across the world and they exceeded all expectations. Without fear and selflessly they attacked the frightening sins and slayed them. They were the new hope for humankind in a time when all seemed lost. For the first time after the appearance of the sins it looked like the humans might win this war.

Behind the scenes the stoiers weren’t as perfect as the officials let people to understand. They had behavior problems. They showed defiance, refused to obey their superiors and fought with each other. By the time there were cases where a stoier attacked his superior or raped someone it became impossible to keep their problems hidden from the public. There weren’t just a few individuals who had these bad behavior problems, but it seemed to be a common problem for the stoiers. They couldn’t stand someone threatening their place as a leader of the pact and considered women as their own property. Naturally this caused big and bloody conflicts.

The problems with the stoiers made the scientists rush their experiments on developing a human super soldier. Three years after announcing the stoiers, their manufacturing was discontinued temporarily. The existing stoiers were sent back to zeron factories, where they were exterminated. At this point some of the stoiers fled.

Antika made big changes on the stoiers and several years later in 2029, they continued creating new and improved stoiers. The new stoiers were weaker than the original stoiers, but their behavior problems had almost completely vanished. Some individuals might still feel possessive or show mild rebelliousness, but this kind of behavior is quickly rewarded with severe physical punishment or death, so they know to keep their temper in check. Unfortunately, the first stoiers destroyed the reputation of the zerons and even today some people are wary or outright hateful towards the zerons.   

Charons
The second generation of the super soldiers. The Charons were a result of scientists wanting to enhance humans instead of making creatures to fight their fights. In a process called chipping four Zero chips are implanted in the back of a human soldier. The chipping is performed between the ages between 19 and 24. The procedure is excruciatingly painful because one can’t be under the influence of any kind of drugs during it, so doctors can’t use painkillers or anesthesia. It’s a risky operation and only 81% of the patients survive through it. The chips themselves are hexagon shaped. It varies from patient to patient whether the chips show through skin or not when passive, but when they are active they glow. Removing the chips without killing the patient is impossible.

After the chipping follows a phase where the body adjusts to the changes the Zero powers bring. It will take from two to four months to get used to it and the progress might be exhausting and painful. Especially learning to use the Zero power and how far one can take it. In the end, a human body isn’t meant to possess such unnatural power, so use of it will cause a heavy strain on the body. The charons are equal in power with the zerons, but their downside is that it takes 19 years to get one combat ready charon where it takes less than four years to get a combat ready zeron.

One can enlist in the charon program at age of 18 at earliest. There will be one year long military training and during that training the superiors and professionals will estimate if the individual is physically and mentally fit to become a charon. If they pass all the tests, they go through chipping and then join a military academy. Both the charons and the zerons must graduate from the military academy, which will take two years normally.

There are many reasons why one would go through such a dangerous procedure in order to become a charon. Some do it out of a sense of duty as they feel they must protect others, some do it for the money and social acceptance the status of a charon brings as even people of Dogtown can become charons, some are adrenaline junkies who do it for the excitement of a combat, some for a chance to get boss around the zerons. There are as many reasons to become a charon as there are charons.   

Charites
The third generation of zero soldiers, all female zerons. As strong as the charons were, there were a limited number of them. The people needed the zerons because they could be replaced easier than humans, so Antika made the charites. They are more servile than the stoiers, which is completely on purpose to avoid the problems people had with the original stoiers.

Unfairly, the charites suffer from the bad reputation made by the original stoiers. They were received with caution and some people feared them. The rules for the charites were stricter and punishments harsher than what they had been before their time. There was zero tolerance to all and any kind of disobedience. Even the smallest defiance or aggressive behavior was met with cruel punishments in order to show the people that the charites were under control and they wouldn’t be a danger to the public.


General about the roleplay
The roleplay will start with introducing the squad house to hunters who are transferred to SRU of Sector 3. Your char can be one of people who is new to SRU in Sector 3 (either being transferred there from another sector, Defense Corps, Military Academy or some other position) or your char can be one of those who were already part of SRU 3. The hunters will be living there while they are on duty. They get their own room or they can share a bigger room with someone. While they are on their months-long stint, they are supposed to be on standby 24/7, but in reality they get to relax at the squad house since there are rarely occurrences that require them to jump in action.

The hunters work in shifts. The shift usually begins with going for a briefing to a sector’s base atop of wall Gloria. At the base they get assignments for that day. Most of the time it means patrolling on the streets of Berkton, but sometimes superiors might have something out of the ordinary for hunters to do. The shift ends with writing reports.       

There are going to be NPCs in the house who out rank all player characters and if one of them is included in a scene, they will be the one handing out orders. Otherwise during missions, the highest ranking charon (corporal) will be the one deciding what to do. If your charon’s rank is corporal I will interpret it as you being willing to lead scenes and if you choose first class private, I assume you prefer being a follower.

During small scale missions, the highest ranking human will be leading. If there are two or more with the same rank, it’s the one with the most service years, but I will be ignoring the service years rule if the same chars are in a scene again in order to give those who want to lead a chance to do so.


**Images are inspirational. It’s almost impossible to find pictures that are exactly what I have in mind.**

Kissa

#1
Changelog. Last update 22/11.
16/11/21 Added disclaimer and rules
18/11/21 fixed typo in sin classes
18/11/21 Small addition to info text: "One of the downsides of being a Night hunter is that all zerons are born sterile and the chipping decreases a charon’s fertility significantly. "
Added example NPCs
Added character creation guidelines and char sheet templates
20/11/21 Made two additions in char guidelines
Removed tentacles ability from info text and lash weapon from Foxy
21/11/21 Added Berkton map
22.11/21 Defined the max 3 advantages limit
26.11.21 Added information about a chance to learn a secondary profession as a charon in char creation guidelines


Kissa’s disclaimer


Dark, controversial and disturbing themes.  In the story scenes there can occasionally be themes that may trigger or make someone feel uncomfortable. I mean things like cruelty, racism, discrimation, humiliation, raw violence, rape and such. The world of the Night Hunters is cruel and unfair. I trust everyone’s own judgement about knowing if they are okay with dark themes or not.

Roleplay opinions aren’t player’s opinions. Please, realize the difference. The person behind a character isn't the same as the character, so one’s opinion might be different from what their chars have. 

First time solo GMing with broken english. This is my first time GMing something alone, and my English is what it is.  There are bound to be some mistakes and flaws, so I ask for understanding when that happens, but you can trust that I’m doing my best to make this a good and enjoyable roleplay.

Suspension of belief. I know there might be logical flaws in the roleplay, especially because I'm trying to build it from the ground up. Still, if I say something works or doesn't work, then it does or doesn't.


Rules
-Consent. Doing anything that might violate a player character’s autonomy without the consent of the character’s player’s consent is strictly forbidden. This includes sexual acts, autohitting and automoving a character. Non-consensual acts are allowed as long as the player of the character in question is okay with it.
-Actions have consequences. Notice previous events to keep up consistency. IE. If a house is burnt down in the past, it will stay burnt down until something is done about it. If a character kills someone or gets caught from stealing, there will be consequences. PC deaths are possible, but not pursued. IE. if your character charges alone against an S-class Sin, they will probably die. Should a hunter openly show defiance or piss off their superior on purpose, there are bound to be unpleasant consequences, so please keep this in mind.
-No OOC Drama. Don’t start or participate in OOC drama. Avoid politics, religion, and other potentially controversial subjects in OOC discussions.
-Dealing with Problems. When you first encounter a problem with another player, attempt to resolve the issue directly with that player first. If that doesn’t work, then you can tell your problem to a GM. If the GM can’t solve the problem, it will be directed to staff of E. If the issue is about creepy or disturbing behaviour, contact a GM or staff member of E instantly.
-Be Proactive. Talk with other players and be open to discussing current scenes and starting new scenes. Be willing to play with people you haven’t played with before.
-No Godmodding or Autohitting. No character is invincible. The player characters are ideally equally strong. There will be opponents who are weaker and stronger than the PCs. We strongly encourage out of the box thinking in solving problems instead of taking the Hulk smash approach every time.
-What GM says goes. I will try to listen to ideas, explain my reasoning and work with players however I expect that when I state something definitively that is accepted. Please don't argue if I say there is no room to adjust on something.
-Rules of Elliquiy apply.

In short, be nice to others and let’s all have a fun and exciting game together : )

Kissa

#2
Charon NPC, Michael Calas


Name: Michael Calas
Rank: Sergeant
Age: 32               Years in service: 13
Sexual orientation: Straight

Aura: A big slab of metal. Michael’s Aura is a massive, crude looking two hand sword. The dark sword with simple red details is about 80 inches long.

Zero trait: Climbing - A hunter can climb vertical surfaces that are too steep or smooth for a normal person to climb on.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: Hardening - A hunter is able to harden part of his body so it will function as natural armor. The hardening is tough enough to protect from firearms and most of the physical attacks of the sins. The hardening won’t affect mobility almost at all.Using hardening is strain expensive.
Earth Spikes - Striking the Aura on a surface makes spikes thrust up further away. The furthest the spikes can appear is 70 feet and for earth spikes ability to work the surface needs to be solid, so the ability won’t work in air or water. It can be used on both ground, a wall or a ceiling. The spikes themselves are the same material as the Aura and they can reach as high as 13 feet. This ability is heavy on strain.
Counter Strike - When an Aura is used to block a physical attack, it will store the energy of the blow and release it on the next attack, so the previous attack’s power is added to the own power of the hunter. This ability is heavily straining. 

Appearance: Calas is 6’5 tall with a muscular build. He has short dark hair and light blue eyes. He doesn’t care about fashion, so when he isn’t wearing a uniform, he wears something simple and casual. As long as it’s clean and practical he is good with it. 

Personality: Michael’s personality is rather bland. He doesn’t stand out or make a noise about himself. He isn’t exactly an outgoing personality, but he has some manners and attempts to be friendly and fair to everyone. Because he is calm and a man of few words, he is often mistaken for someone who is easy to push around. Despite being inclined to avoid conflicts when possible, Michael will firmly stand his ground when a push comes to a shove. He is conscientious and has a strong sense of justice, which makes his job sometimes insufferable because he can’t intervene in some iniquities he faces.

He has a bad habit of brooding when he has nothing urgent to do. He gets lost in his thoughts and dark thoughts fill his mind, which makes him quiet and forget his surroundings. His future is unclear and feeling utterly incapable of reaching what he wants are the reasons which make Michael depressed sometimes. One of the biggest reasons he feels so melancholic is Rein and acknowledging that there is very little he can do in order to give her the kind of life she deserves and keep her safe. Being softhearted is a huge burden.

To stay in good physical shape, Michael eats healthily and exercises regularly. Then on the other hand, he is a heavy smoker and he drinks more than he should. So far his drinking hasn’t affected his work, but who knows how long it will stay that way. Occasionally Michael smokes weed because it helps to soothe nerve pains he suffers sometimes. 

Biography: Michael is from Altamont. He was born as the youngest child in a poor family. He had one older sister and brother. They all had different fathers, who weren’t around. Their mother tried to look after her kids and spent long days in a factory supporting her family. Despite her efforts, Michael’s sister became a prostitute and  his brother became involved in organised crime and died in a gang shootout at the age of 22.

The young man didn’t want to work like a slave his whole life and still live like a dog or become a criminal, so he enrolled in the Charon program at the earliest age possible. Michael became a charon and he liked the military lifestyle more than he thought he would have. In the Academy he met Rein, a neko type charite. By coincidence they were often put in the same assignments and missions and Michael grew fond of the charite.

His life was in order and looking promising when the fateful day came. It’s a big mystery how and why sins appear, even inside the supposed safety of sanctuaries. It’s not uncommon that weaker sins appear now and then, but that day there was a horde of sins and among them were multiple S classes. Altamont fought against the enemy, but pitifully soon it became apparent that it was a fight they were doomed to lose.

That day Michael made the hardest decision of his life. Instead of ignoring orders and going to save his sister and mother, he obeyed. Michael was sure that they would all die, so they might as well die fighting. Yet, he ended up in an evacuation team that was one of the few that survived to another city. Michael was critically injured, but he survived. Even still today he is weighted by the cost of surviving, both physically and mentally. The guilt of abandoning his family is something that will haunt him forever.

Rein became the only family he has. It was natural that they joined the Berkton Defense Force. First they were half a year in harvesting duty and then some years in the Defense Corps before Michael was promoted and translocated to SRU 3. There have been chances for him to advance on his career and get a promotion, but Michael has turned them down because he wants to keep Rein near him. 

Advantages: From the hood - Being from the slums Michael knows how things work there. Even though Berkton isn’t Altamont, many rules of an asphalt jungle still apply to Dogtown and Michael has managed to create some connections with the people of lower casts.
Seasoned sin slayer - Michael has been in the sin killing business for some time now and he has become experienced in destroying them. He is familiar with different types of sins and knows what traits and behavior patterns are common to them. The knowledge he has about the sins is more than what they teach or one could learn only by reading.
Survivalism - His time in harvesting duty taught Michael how to survive outside the walls. Michael is fully capable of living off the grid and knows how to survive in harsh and dangerous surroundings.
Lowered strain cost (NPC bonus) - Many battles and experience in using the Zero has taught the hunter how to use their abilities efficiently so they cause as little strain as possible. The smaller strain enables longer fights.

Weaknesses: [Hidden for now]
On a good way of becoming a real alcoholic - He drinks. A glass or two of something heavy has become a habit now. Michael drinks even more when he knows he isn’t needed at work. So far he has done a great job at keeping sharp and not showing it to others he is developing a drinking problem.
Rein - Rein is the most important person in his life. Michael knows he shouldn’t be as attached to Rein as he is, but it’s something he can’t help. Wanting to do what is best for Rein, he makes wrong or bad decisions sometimes.
Savior complex - Calas wants everyone to get home alive at the end of day. He is extremely reluctant on sending people, even zerons, on suicide missions. Instead of putting his men in a position where they could end up dead, he goes in the frontlines himself more often than he should.

O&Os
Roleplay ONs: Enthusiasm, Metric system, working together, brainstorming scene ideas, keeping me updated (telling me about breaks or quitting before they happen).
OFFs: OOC drama, my way or highway attitude, whatever attitude, leaving me hanging.


Charite NPC, Rein


Name: Rein
Type: Neko Charite (cat type)
Years in service: 14
Sexual orientation: Straight

Aura: A 7 foot long glaive. The black glaive has two blades at the end of the pole, and both ends are sharpened and pointed to make it ideal for both slashing and stabbing.

Zero trait: Echolocation - One emits ultrasonic sounds, which human ears can’t hear, in order to scan their surroundings and locate targets or objects.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: Explosion - A hunter will drive their Aura to the hilt into an enemy to prime the weapon, before leaping back to create distance. Within a few seconds, the embedded Aura will explode on the enemy. If the blade of the Aura isn’t buried in something, the ability won’t work. This is an extremely straining ability. The Aura can be resummoned instantly after its destruction.
Flash - For a brief moment she can move at incredible speed. The strain of using the flash ability is high, but it functions as a distraction as well as it leaves an afterimage behind when one uses their flash ability. In a sense the flash can be considered as short distance teleportation because during it a person moves so fast they become invisible and to others they appear as if they teleported from one place to another.
Blade dance - A hunter will level their weapon in the air and create multiple copies of the Aura in a circle around them. The Auras will spin around fast like a circular saw around the Hunter, tearing at anyone who gets within their reach. While using the blade dance ability, the hunter can’t use their Aura normally for other kinds of attack. This is one of the strain heavy abilities.

Appearance:  (Will do this later)

Personality: Rein is a friendly and helpful personality. She prefers staying out of the spotlight and doing her work in the background without any fuss. She is polite, considerate and willing to help those who ask for her help. Rein is especially keen on helping newer charites who are still trying to figure out how to act in the world outside a zeron factory. Rein believes that small joys of life are what makes one happy and she seeks joy and fulfillment from those small moments, like taking a hot bath, looking at a beautiful sunset or enjoying a delicious meal.

Rein adapts easily to new situations, but she has Calas to thank for getting as far as she has come. The charon spoils her whenever possible, so in return Rein helps him with his work as much as possible. She has become something of an unofficial secretary for Michael. Rein makes a lot of his mundane paperwork and looks after him, making sure he has clean clothes, doesn’t forget to eat and such. This means Rein does a lot of household chores, like cooking and cleaning.

However, Rein isn’t a perfect little kitty. She has understood that only a stupid person would openly rebel against the humans. Rein doesn’t accept how people treat the zerons like they are just tools who can be abused and tossed away when they become useless, but she keeps those thoughts to herself. Rein considers herself fortunate because she is physically appealing and the humans are drawn to cute charites in the same way they love pets. The best way to survive in this world is by being adorable, helpful and cheerful. Never complain. Never show your true feelings. The innocent looking neko is more manipulative than anyone could guess.

Biography: Rein was born in Zenon Genetic New Dawn in Altamont. She fared above average in most of the tests during her time in the zeron factory. Like many others, she waited impatiently to see the world outside the walls of the factory and when that day came, she found out the world was way more incredible than she had ever thought. In both good and bad.

Her time in the Military Academy showed her how the world truly worked. There was so much she didn’t know and she had to learn. Luckily, Rein was quick to adapt. She learned what was the right way of behaving and talking with people to get by and stay out of trouble. Her life was relatively peaceful, as much as it could be for a Charite, until the fall of Altamont happened. Rein is still in disbelief about her own survival. For a charite, it’s a huge disgrace to live when the humans she was supposed to protect died, but Rein’s conscience is clear. She followed orders and survived.

In the Academy Rein met Calas, and with time they became inseparable. They were on harvesting duty together, they were in the Defense Corps together, and now they are together at Sector 3. Rein is certain they are going to be together until one of them runs out of time. Which one of them that will be, is uncertain at this time… They are both considered old for Night hunters. Rein knows that Michael’s body will fail him in upcoming years and her own existence is dependent on a combination of pure luck and knowing how to handle people. 

Rein isn’t suicidal, nor is she willing to lay down and wait for her own demise.

Advantages: Neko maid - Rein is like a maid. She cleans, cooks, does laundry and helps around the house. In addition she helps Michael with his paper work on tasks that take time, but require very little knowledge. This means most of the time turn lists for kitchen, shopping and cleaning duties are done by Rein.
Tech savvy - For a charite it’s somewhat uncommon to be so good with technology, but computers, radar systems, cell phones and all such are something Rein is interested in and she quickly learns all of the new features modern devices have.
Nerves of Steel - No matter how bad or seemingly hopeless the situation gets, Rein keeps her calm. Even during a crisis or a sudden situation she is able to stay rational and collected.
Lowered strain cost (NPC bonus) - Many battles and experience in using the Zero has taught the hunter how to use their abilities efficiently so they cause as little strain as possible. The smaller strain enables longer fights.

Weaknesses: Liar - Rein tells white lies, and true lies. When she is certain she won’t get caught, she will lie if she can gain something from it. Rein has been lying about her own thoughts and believes for so long she has become caught in her own web of lies. The charite doesn’t know anymore where a lie ends and a truth begins. Especially with Michael she can’t tell what is true and what is false between them.
Dark affair - Rein has a dark secret. There is a person she meets in secret and what they do is something she can never let anyone know… Or the consequences would be fatal.
Barely passable marksman - Rein passed her shooting tests, just barely. She is a great fighter with her Aura, but she is absolutely miserable at shooting and handling guns in general.

O&Os Roleplay ONs:  Enthusiasm, Metric system, working together, brainstorming scene ideas, keeping me updated (telling me about breaks or quitting before they happen).
OFFs: OOC drama, my way or highway attitude, whatever attitude, leaving me hanging.


Character creation guidelines
-Two characters maximum per player at the moment.
-Pictures. All pictures must follow the rules of Elliquiy. Drawn, digital art, western style or anime style. All of them are accepted as long as they aren’t actual photographs.
-Aura weapon must be a melee weapon. Remember that the aura weapon can’t be changed, so pick something you like.
-Zero traits is a special ability a hunter inherits from a monster or an animal via Zero power. The ability doesn’t change one’s appearance nor it can’t be enhanced by pouring more power into it. On the contrary, the ability is a consequence of the traits one has received because of the Zero. On charons these traits are more subtle than on unnatural looking zerons. Below are some example traits, but you are free to make your own trait.
Example traits

Copycat - A hunter can copy any sound it hears including sounds of animals as well as machinery.
Flying - Requires wings.
Improved sense of smell - It might not be bloodhound effective, but a hunter with this trait can sense smells normal people can’t.
Night vision - Being able to see in natural darkness, meaning that if one is outside they will be able to see in the dark. If one is somewhere where it’s absolutely dark, like in a room with no windows, it’s impossible to see.
Poisonous spit - A hunter has a special poison gland in their mouths, which enables spitting poison.
Climbing - A hunter can climb vertical surfaces that are too steep or smooth for a normal person to climb on.
Echolocation - One emits ultrasonic sounds, which human ears can’t hear, in order to scan their surroundings and locate targets or objects.


-Each character gets Night hunter skill package, so every character is at least sufficient in marksmanship, hand to hand combat and driving land vehicles. There is no need to use advantage slot for any of these, unless your character is better than average in one of them. Blind fighting and ambidexterity on the other hand are skills that should be put in advantages. 
-Abilities. Unlike enhancing one’s Aura or natural qualities (like running, jumping and such) Zero abilities can’t be boosted no matter how much one pours their power into them. (added 20/11)
-Abilities. No spells. This is difficult to explain because many abilities are spell-like, so I will try to explain it as well as I can. The power can be used to affect a hunter’s body and Aura. So abilities like hardening and screech [see abilities examples] are possible because in those the Zero affects the body. Abilities like invisibility, counter strike and spikes are basically abilities that enchant the Aura. Things like throwing fireballs, casting something other than one’s own Aura and altering surroundings are considered as spells and therefore they aren’t accepted. In general ability’s reach doesn’t pass 70 feet. Below are some example abilities, but you are free to make your own trait.
Example abilities

Hardening - A hunter is able to harden part of his body so it will function as natural armor. The hardening is tough enough to protect from firearms and most of the physical attacks of the sins. The hardening won’t affect mobility almost at all. Using hardening is strain expensive.
Phasing - She can become incorporeal for a brief moment. The phasing isn’t quick enough to use when an attack is coming, but if it’s activated before the attack is made then it can function as a way of defense. While phased she can move through inanimate objects. As long as she stays phased, she can’t use her Aura. Phasing doesn’t make one invisible. The strain of phasing is heavy.
Invisibility - An ability that makes one’s Aura invisible. The strain of this ability is relatively low. The invisibility doesn’t alter the Aura’s properties otherwise.
Flash - For a brief moment she can move at incredible speed. The strain of using the flash ability is high, but it functions as a distraction as well as it leaves an afterimage behind when one uses their flash ability. In a sense the flash can be considered as short distance teleportation because during it a person moves so fast they become invisible and to others they appear as if they teleported from one place to another.
Screech - A terrible scream, which will hurt anyone’s ears and leave those who are affected in a stunned state, unable to do anything for a moment. The screech is a cone shaped attack that works on people and weaker sins. Though it can be heard far away, it affects only those in front of the screamer and its maximum reach is 70 feet. Using screech causes little strain.
Earth Spikes - Striking the Aura on a surface makes spikes thrust up further away. The furthest the spikes can appear is 70 feet and for earth spikes ability to work the surface needs to be solid, so the ability won’t work in air or water. It can be used on both ground, a wall or a ceiling. The spikes themselves are the same material as the Aura and they can reach as high as 13 feet. This ability is heavy on strain.
Counter Strike - When an Aura is used to block a physical attack, it will store the energy of the blow and release it on the next attack, so the previous attack’s power is added to the own power of the hunter. This ability is heavily straining. 
Blade dance - A hunter will level their weapon in the air and create multiple copies of the Aura in a circle around them. The Auras will spin around fast like a circular saw around the Hunter, tearing at anyone who gets within their reach. While using the blade dance ability, the hunter can’t use their Aura normally for other kinds of attack. This is one of the strain heavy abilities.
Corrosion - A cut made by Aura will start to corrode immediately. Corrosion ability is especially efficient against enemies who have tough cover or armor. Corrosion works on both living and inanimate targets. However it’s not almighty, so it won’t be able to corrode everything and its effect won’t last forever. The ability itself causes a medium amount of strain.
Ghost blade - The power an attack made with Aura will travel directly forward, reaching the distance of 70 feet at maximum. If there is anything in front of the attack, it will suffer damage as if it was right in front of the hunter doing the attack. To an outsider it looks like an invisible weapon strikes the enemy, which is why the ability is called Ghost blade. This is a heavily straining ability.
Explosion - A hunter will drive their Aura to the hilt into an enemy to prime the weapon, before leaping back to create distance. Within a few seconds, the embedded Aura will explode on the enemy. If the blade of the Aura isn’t buried in something, the ability won’t work. This is an extremely straining ability. The Aura can be resummoned instantly after its destruction.


-Each player character can have 2 abilities, so don’t be confused by NPCs who have more. One of the abilities can be something that affects the hunter’s body and another one must be something that affects the Aura, or alternatively both abilities can affect the Aura. Using body and Aura related ability at the same time is possible, but it’s not possible stack Aura abilities and use multiple of them at the same time.
-Preferably your character was born in Berkton and has lived their whole life there. If your char must be from another sanctuary, it would be Riverburg, which is very alike Berkton, but inequality isn’t that blatant and the zeron are treated better there. PM me to discuss why your char moved to Berkton, because it's a rare occurrence.
-Max 3 advantages. (added 22.11)

Charons
-Your charon’s rank is either first class private or corporal. The corporal is a higher rank and if you feel like you would prefer leading scenes or small missions instead of being a follower, then choose corporal for your charon. If a charon is corporal, I will interpret that as the player being willing to lead scenes, and if private I will take it as the player preferring to be a follower in scenes.
-Age. Remember that one can apply to the military program for becoming a charon at the age of 18 at earliest. The program lasts one year and after chipping there is two years long Military academy. The training program for becoming a charon isn’t counted in service years.
-As the charons approach their retirement age, they get a chance to train for a secondary profession while still in the military. Requirements for beginning training/studying for a new profession necessitate that a charon must be 30 years old or older and the profession is something they can do while still being in the service of the military. It’s common that even despite getting the secondary profession older charons still stay in the military, but their job description changes so their primary job will be the one they learned and secondary will be fighting as a charon.(added 26/11)
-Becoming a charon isn’t a punishment. No one is going to be forced to become a charon. It's a resource-expensive procedure and because unchipping is impossible, the people who become charons are chosen into it after a one year training program. When deciding that one will become a charon, people have to be able to trust that person will cooperate and obey. (added 20.11)

Zerons
-You are free to make a suitable type name for your character. It can be in english or some other language.
-NOTICE that all zeron are basically born with the physical and mental capabilities of an 18 year old. There might be some social awkwardness if the zeron hasn’t been in service for several years yet, but there should be no childish behavior.
-An ordinary zeron spends about one year in a zeron factory before they are ready to enter a military academy, which will take two more years. So after 3 years of service a zeron is ready for active service. Only a few zerons live past 20 service years because they are used to do everything that is considered too dangerous for humans or charons. Your char’s service years should be somewhere between 3 and 17 years.
-A stoier might have very mild authority issues, possessive personality or other problems like that. Just keep in mind that they can’t openly disobey or cause problems if they wish to keep on living.
-There are two zeron factories in Berkton. If you want your char to be heavily traumatised, abused and start their life with a living nightmare, then Zeron Genetics Valor is the place they were born at. Zeron Genetics Hope is for when you want your char to have a somewhat decent and not so traumatic past.

Zeron sheet


[float=right][img height=300 padding=5]Image here[/img][/float]
[b]Name:[/b] Just first name. Real and fantasy names are both allowed.
[b]Type:[/b] Type name Charite/Stoier. For example: Charite Hound
[b]Years in service:[/b] How long has she served? Somewhere between 3-17 years.
[b]Sexual orientation:[/b] What your character is romantically or sexually attracted to.

[b]Aura:[/b] Your melee weapon. Description of your character’s personal Aura weapon and if possible add a picture of the weapon in the sheet too.

[b]Zero trait:[/b] An extra ability that is connected to the origins (animal or monster) of each hunter. See [trait examples]. The trait is a consequence of having an unnatural body, not the other way around.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

[b]Abilities:[/b] 2 abilities. Be precise with description. One ability that affects the body and one Aura ability or two Aura abilities. See [ability examples].

[b]Appearance:[/b] Features that are not apparent on the picture can be elaborated further here. All zerons have some inhuman trait/s.

[b]Personality:[/b] Who is your character? What makes her what she is? Does she have some dreams and fears? What does she do for fun? Optional: Here you can tell about what she likes and dislikes too.

[b]Biography: [/b]A brief background on your character prior to the start of the game.

[b]Advantages:[/b] Qualities that give your character a certain edge at getting through life. Max 3 advantages. They can be skills, connections, economical, natural talents or such. For each advantage there must be one weakness.

[b]Weaknesses:[/b] Things that stop your character from being perfect, those lovable imperfections that make her relatable. For every advantage, make one weakness. Max 5 weaknesses in total.

[b]O&Os[/b]  Sexual and non-sexual things you like and don’t like in your roleplay. Link to your O/Os works too. Doing roleplay O&Os is optional, but it will help others to know what’s your style.
[b]Roleplay ONs:[/b] [b]OFFs:[/b]
[b]Sexy ONs:[/b] [b]OFFs:[/b]


Charon sheet


[float=right][img height=300 padding=5]Image here[/img][/float]
[b]Name:[/b] First name and family name
[b]Rank:[/b] First class private or Corporal. Notice that if you choose corporal, it means you are willing to be a leader of a team on missions when there is no one out ranking your character.
[b]Age:[/b] 21-39           [b]Years in service:[/b] How long has he served?
[b]Sexual orientation:[/b] What your character is romantically or sexually attracted to.

[b]Aura:[/b] Your melee weapon. Description of your character’s personal Aura weapon and if possible add a picture of the weapon in the sheet too.

[b]Zero trait:[/b] An extra ability that is connected to the origins (animal or monster) of each hunter. See [trait examples]. The trait is a consequence of having an unnatural body, not the other way around.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

[b]Abilities:[/b]  2 abilities. Be precise with description. One ability that affects the body and one Aura ability or two Aura abilities. See [ability examples].

[b]Appearance:[/b] Features that are not apparent on the picture can be elaborated further here.

[b]Personality:[/b] Who is your character? What makes her what she is? Does she have some dreams and fears? What she does for fun? Here you can tell about what she likes and dislikes too.

[b]Biography: [/b]A brief background on your character prior to the start of the game.

[b]Advantages:[/b] Qualities that give your character a certain edge at getting through life. Max 3 advantages. They can be skills, connections, economical, natural talents or such. For each advantage there must be one weakness.

[b]Weaknesses:[/b] Things that stop your character from being perfect, those lovable imperfections that make her relatable. For every advantage, make one weakness. Max 5 weaknesses in total.

[b]O&Os[/b] This is completely optional. You can do only roleplay O&os, or sexy, or both, or neither.
[b]Roleplay ONs:[/b] [b]OFFs:[/b]
[b]Sexy ONs:[/b] [b]OFFs:[/b] Sexual and non-sexual things you like and don’t like in your roleplay. Link to your O/Os works too. Doing roleplay O&Os is optional, but it will help others to know what’s your style.


Kissa

#3
Finally! Char sheets are ready! Above are NPCs for example, guidelines for creating chars and actual sheets. Also made small addition in the info text: "One of the downsides of being a Night hunter is that all zerons are born sterile and the chipping decreases a charon’s fertility significantly. " The chars below are the chars I'm going to be playing in this roleplay.

Post your char/s in this thread when you get your first draft ready. I will start working on an opening post on 29th of November, but you can submit your character after that too because the opening will be a open scene. If you have any questions, I'm here for them : )




Mimi

Name: Mimi
Type: Charite Wolf
Years in service: 6
Sexual orientation: Straight-ish

Aura: Arm blades

Zero trait: Improved sense of smell - It might not be bloodhound effective, but a hunter with this trait can sense smells normal people can’t.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: Flash - For a brief moment she can move at incredible speed. The strain of using the flash ability is high, but it functions as a distraction as well as it leaves an afterimage behind when one uses their flash ability. In a sense the flash can be considered as short distance teleportation because during it a person moves so fast they become invisible and to others they appear as if they teleported from one place to another.
Ghost blade - The power an attack made with Aura will travel directly forward, reaching the distance of 70 feet at maximum. If there is anything in front of the attack, it will suffer damage as if it was right in front of the hunter doing the attack. To an outsider it looks like an invisible weapon strikes the enemy, which is why the ability is called Ghost blade. This is a heavily straining ability.

Appearance: Mimi is 5’5” tall, a little more if her pointy ears are included in the height. She is easy to spot because of her long pink hair and tail. The tail looks shaggy almost always, despite the fact she furiously brushes it regularly. Mimi has big, bright blue eyes and an expressive face. Her body is mildly toned and noticeably curvy with wide hips and large chest.

Personality: This pink wolf has lots of energy. She is active and talkative. Unfortunately most of the stuff she says is nonsense and the easiest way to handle her is distracting her by giving her something to do that will keep her attention. Mimi is extremely friendly and helpful, so it’s ridiculously easy to trick her into doing chores, or just waste time on something completely useless.

Mimi loves sports, especially group games. Her other interests are more superficial. If you need to know about the latest news of some celebrity, it’s likely Mimi has answers. She follows all the celebrity gossip, likes to watch reality series and simple comedy shows. Mimi enjoys junk food and sweets. She adores pretty, and often expensive, clothing and jewelry but, being a charite, she lacks the money to buy even a fraction of everything she wants. She also lacks the self-discipline and ability to think far enough to save money for the things she wants.

Some find her hyperactive personality adorable, others think it’s annoying. Problems with patience was what made the Academy hard for her. It’s not that Mimi doesn’t want to follow orders, she is eager to do so, but she struggled at waiting to get her orders and in order to follow them, she had to understand them too. “If your mind can’t learn, then your body will” is a common principle in teaching the zerons discipline. After getting hit enough for not waiting and being quiet, Mimi learnt when she had to keep her mouth shut and be still. It was rough, but after learning that her life became easier.

Life goals are something that are for humans, but Mimi still feels like she should have one too. Even if it’s a small and simple one. It feels important, and she hasn’t figured out yet what it could be, so she just enjoys the good things she has in life now.

Biography: Mimi was made in the Zeron Genetics Hope. In her head was the idea of great outdoors somewhere above the facility and she could barely wait to get out there to see what it would be like. Mimi put all her near endless energy in overcoming all challenges they threw at her and passing her tests. The life in the factory wasn’t the best time of her life, but when Mimi thinks back to the time there, she often forgets the bad things and focuses on the solidarity between her and her dear sisters.

The Academy time was challenging in a whole other way. There was an abundance of new and interesting things that drew her attention away from what she was supposed to concentrate on. Mimi has her problems with reading, maintaining focus on something she considers boring, so she barely passed her written exams. The pink wolf is better at learning by doing, than by reading. She fared above average on everything she could do with her hands or body. In the Academy Mimi was affected by the bad influences of certain humans which encouraged her towards partying, lying (she is bad at it), an interest in popular culture and material goods.

After the Academy Mimi was sent to work down in the underground system, which felt like a punishment to her. Not only was her job most of the time boring but she missed all the fun that was above. So when Mimi was transferred to SRU 3 two years ago, she swore to herself to give it her all so she would never be sent back to the dark underground.   

Advantages: Ambidextrous - Mimi can use her both hands equally well.

High energy - When her high energy is directed in the right way it’s a great advantage. Mimi isn’t easy to wear down and she can do a hard physical labor far longer than a normal person.

Easy to please - Mimi doesn’t need much to be happy. She is content when she has a roof over her head and gets food regularly, so she can get by without luxury accomodations too. A small gift, a yummy treat or just a headpat is often enough to get on her good side and make her happy. Comforting pats are all it takes to cheer her up when she is feeling blue.

Weaknesses: Simple - Mimi isn’t the sharpest tool in a shed. She struggles at understanding complex matters and believes even obvious lies too easily. This is a hindrance as Mimi is willing to do as she is told, but in order to do that she has to understand what she is supposed to do.

Hyperactive - If something is boring or monotonous her thoughts start to wander and her attention shifts elsewhere. Waiting is one of the most frustrating things Mimi knows. Mimi wants to do something, so being quiet and doing nothing is a true challenge to her. In addition, her habit to talk a lot and restless behavior irritate some people.

Hasty - Being a helpful person, Mimi is quick to jump into action. She might do this without being asked, or even when it’s unwanted. It’s generally a good trait in a person, but it becomes a problem when she rushes forward before getting her orders, puts herself in danger to protect others or just annoys someone who doesn’t want her to meddle.

O&Os
Roleplay ONs: Enthusiasm, Metric system, working together, brainstorming scene ideas, keeping me updated (telling me about breaks or quitting before they happen).
OFFs: OOC drama, my way or highway attitude, whatever attitude, leaving me hanging.
Sexy ONs:Exciting dynamic between the chars, D/S dynamic, MMF, rough sex, good girl play, risk of being caught, creativity, cockteasing, cuddling. My likes aren’t set on stone and they keep changing with time, so if unsure, ask. 
OFFs: Passive chars, cheating, extremes, hairy guys.

Nadore

#4
Name: Valery "Six" Hernandez
Rank: First class private.
Age: 34        Years in service: 11
Sexual orientation: Heterosexual.

Aura: Two gigantic gauntlets, one for each hand. (Shown in picture)
Zero trait: Blood scent - Allows Valery to track targets by their blood scent.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: 

Ryuken[Dragon Fist] - Charging into her aura, Valery can punch the air so hard that it creates air vacuums in the shape of a Dragon or her gauntlets that can go up to 70ft in length. Foes close to her (0-25ft) will feel the full pressure of the attack, if they don't instantly die, then they have the wind (and oxygen) knocked out of them, temporarily dazing them. Foes at medium range (26-50ft.) will experience airflow powerful enough to bruise and push them backwards. Foes at long range (51-70ft) will experience less powerful wind pressure. This can be used to deflect, displace, or slow down incoming projectiles. Heavy strain.


Assault and Battery - Valery temporarily amps up her superhuman speed to quickly dash in a straight line up to 70ft. The dash creates so much wind force that it pushes everyone that she runs past, back. At the end of the dash, she can perform an uppercut to send the target flying upwards; an elbow to knock the enemy backwards; or perform a Ryuken. This dash cannot be stopped until she either reaches 70ft in length or hits an object. Valery cannot make sharp turns during this. Medium Strain.

Appearance:

Valery is a 5'9" tall woman with a fit build, defined musculature, and the greatest pack of abs anyone has ever seen. She has short hair that varies between Pink and White. Her hair grows white when she experiences extreme levels of stress due to the usage of Ryken. She has bruises and cuts all along her body and arms, due to her recklessness when fighting. She has a tattoo of the Roman numeral 'VI' on top of her left breast. She often wears a Tank top, cargo pants, boots, and a dog tag.

Personality:

Valery is an absolute hothead of a woman, constantly bitching and moaning about the authorities behind their backs. Funnily enough, she's more 'stoier' than an actual stoier.

Valery couldn't give a crap about Justice and all of that 'boring' stuff, all she cares about is fighting. Her solution to every situation is to punch as hard as humanly possible, if that's not working, then that means she didn't punch hard enough.

She loves working out at the gym and can oftentimes be found there from the dawn of morning to the dead of night. However, she doesn't bulk up, or well, she does but the usage of Ryuken slims her down anyways.

She laughs in the face of danger and constantly changes or modifies battleplans in the midst of battle, usually charging in without a thought left behind, leaving her team in the dust and risking the lives of her teammates. However, despite all that, she's quite the caring person underneath. Always feeling down and apologizing for putting her teammates in harm's way, making it up for them in various ways.


Biography:

Valery grew up as an orphan on the streets of Berkton. She never knew who her biological parents were and was constantly moved around foster homes at a young age. She had no one to guide her, nor had anyone to look up to. At the age of 7, she was soon left to fend on her own when she got in trouble picking fights with her classmates. She was expelled from elementary school and then kicked out of her foster home and ended up in Dogtown's only orphanage. She was a troubled child there too as well, constantly picking fights over the smallest issues with the other children and getting in trouble for all sorts of bad behavior.

At the age of 13, Valery was out on the streets making money, pick-pocketing people, and stealing from shops. That is until she was caught by the Neo-Yakuza. Instead of punishing her and killing her, a man within the Neo-Yakuza took a liking to her as she reminded him of himself, when he was younger. He trained her to be a Yakuza enforcer, despite her Hispanic heritage. She learned how to fight using Boxing/Kickboxing, "Power" Wrestling, Muay Thai, and unrefined street fighting. She mixed them all together to form her own fighting style, known as the Dragon Style, which incorporated strong and powerful punches, grapples, and knees.

She was an enforcer for the Neo-Yakuza for 7 years and at the age of 21, was caught by Charons, who offered her to either join the military or spend the rest of her life rotting in a cell. She, of course, joined the military and because of her experience, was quickly put through the excruciating process of being chipped, despite her lack of teamwork. Although this was later found to be a ruse from her, to prevent minimal casualties. She was trained for years to wield her Aura weapon, but due to her previous experience, was able to quickly master it.

Valery killed her first C rank sin with ease, which surprised her superiors given that she only had roughly a year or two of training completed. She then killed her first B rank solo a while later, which completely shocked her superiors. However, both battles were anything but "solos," as she had stepped in at the last minute to deliver the killing blow for a team of humans that had already been losing, but had injured the sins enough to warrant a swift kill from Valery, saving a countless amount of lives.

She has been a long-time member of SRU 3 and has been nicknamed the Dragon of SRU 3.

Advantages:

  • The Street - Valery grew up an orphan, so she knows the streets of Dogtown better than anyone.
  • Neo-Yakuza - She has ties to the Yakuza, which means that she may be able to get illegal firearms, weapons, and narcotics with ease.
  • Combat Master - She grew up fighting from the day that she was born. This means that when it comes to pure one on one, hand-to-hand combat, chances are, no one on the team is going to beat her.
Weaknesses:

  • Infamous  - Growing up on the street, of course, comes with its downsides. Valery is notorious for being a thief and troublemaker, meaning that many of the folks from Dogtown would refuse to help or serve her.
  • Unecessary baggage - Considering that she never severed ties with the Yakuza, her superiors are always watching her closely, ensuring that she doesn't give or do anything to give the Yakuza power.
  • One-Trick Pony - Being a master of hand-to-hand combat, she's extremely cocking when she fights. She always values a good adrenaline-pumping fight over mission completion. However, that also means that her combat capabilities are extremely straightforward, AKA punch things super hard until it eventually works out. She has little to no use for the team if the mission requires long-ranged combat, driving, planning, or stealth.
  • Hothead - She's a complete hothead, losing her cool at the flick of her finger, always arguing with her teammates over battle strategies.
  • Reckless - An insanely reckless fighter, she never leaves a single Sin fight without being injured in any way. Either due to crashing headfirst into a building, headfirst into the wall, headfirst through multiple houses and apartments, you name it.

O&Os This is completely optional. You can do only roleplay O&os, or sexy, or both, or neither.
Roleplay ONs: Telling me what I'm doing "wrong" and informing me about it then giving tips on how to improve it; Working out stories and scenarios; Working out fight scenes; double and maybe even triple-checking;
OFFs: Forced Sex, not to be confused with rape. I dislike it when Sex scenes are forced; Sex with story. I prefer a good story that has sex in it, rather than sex that has a story around it, if that makes any sense. I may play characters that dress raunchy or skimpy, but that doesn't mean I want them to always have sex.;
Sexy ONs:O/O's, Gym scenes
OFFs: O/O's

Kissa

That was quick! : ) I PMed you about edits Nadore.

Kissa

Made two additions in char guidelines:
-Unlike enhancing one’s Aura or natural qualities (like running, jumping and such) Zero abilities can’t be boosted no matter how much one pours their power into them.
-Charons: Becoming a charon isn’t a punishment. No one is going to be forced to become a charon. It's a resource-expensive procedure and because unchipping is impossible, the people who become charons are chosen into it after a one year training program. When deciding that one will become a charon, people have to be able to trust that person will cooperate and obey. 

Also removed tentacles ability from the info text and lashes weapon from foxy as they were too magic-like.

TheBlackThrone

#7
Name: Tiberius
Type: Stoier Tiger
Years in service: 5
Sexual orientation: Demisexual

Aura: Tibber uses a war hammer that is six feet in length. The head of the hammer is one-and-a-half feet wide and two-feet in length. Using his zero abilities, the stoier can use his hammer to cripple enemy defenses, break an enemy’s balance, and bring down giants. The wide head can also be used as a mild shield against attacks.

Zero trait:

Stealth: The soles of Tibber's feet are thick and tough like the pads of a beast. They cushion his steps, granting him silent and prowling movement. In certain missions, Tibber will move with his footwear off in order to take advantage of his stealth.

Night hunter skill package: Every Night hunter has the Zero power. By using the power, the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition, the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities:

1. Strength Augmentation: Tibber will briefly increase his muscle mass, increasing the force behind his next swing. He often couples the augmentation with his second ability to create a devastating attack. If Tibber is using SA for powerful swings, then the strain is medium. If Tibber uses SA with Kinetic Explosion, then the strain is heavy.

2. Kinetic Explosion: The ability is similar to counter strike in that kinetic energy is absorbed and charged within the hammer. Tibber can absorb the kinetic energy within his hammer and release it in one immense devastating blow. The more energy absorbed, then the stronger the attack. However, an attack from a high-ranked monster (a monster greater than A rank) can overwhelm the aura, causing it to shatter. KE combined with SA allows Tibber to deliver an attack that could send a destructive shockwave in a ring around the impact sight, scattering enemies on a wave of released energy. If the hammer were to impact armor or a barrier, the defense could very well crumble beneath the strike. KE is a heavy strain.

Appearance: Tibber is a 6’4”, 250 lbs, stoier who has a muscular, heavyweight build when well-fed. His physique tends to change depending on how many calories he consumes. The fewer calories, then the more slender he appears, while maxing on his calories keeps him bulky and thick. His creamy skin has lighter stripes crossing his body like scars, but they are tiger-like stripes from his stoier type. The stripes mainly cover his entire back from neck to calves, leaving his front without striping.

Tibber’s hair is raven black and eyes, gold like a Bengal tiger’s. Sitting atop his head are orange, black-tipped tigers ears and above the swells of his ass extends a lengthy, ringed tiger tail. Tibber’s fingernails and canines are naturally a little longer than a human’s. A laid-back and mellow expression is often seen on his face. If he was to ever feel anger, the pupils of his eyes will thin into slits.

Personality: Tiberius or Tibber was designed to be docile in order to reduce the risk of rebelliousness. The gentle giant is quiet and carefree and can be found snacking on something or taking a nap in odd places when off-duty. During combat, Tibber is calm and focused. He doesn’t become enraged or affected by anxious biochemicals. He remains so relaxed that one would question if he was aware of the battle. This calm allows Tibber to make swift decisions and mental calculations. Because Tibber is mellow, some stereotype him to be a slow, musclebound dunce. He doesn’t bother to defend himself when charons criticize him, which leads others to believe the claims said about him and that he is incompetent. Tibber is nonconfrontational in arguments, and he allows people to think what they want. He wasn’t designed to care about such drama.

Tibber knows his orders and duties. While he is often seen being a lazybones, it is usually after strenuous training. He trains like a machine. He will train until muscle failure, lacking the psychological triggers which often lead humans to quit before true exhaustion. After a long training session, Tibber enjoys a nice shower, and a big meal. He is a big eater who loads up on the calories his body requires. As a tiger type, he eats a lot of animal proteins, but he also incorporates plant proteins—both are important. His overall diet is approximately 10K calories per day.

The stoier is soft-spoken. It is unusual to hear him yell or even raise his voice. While his brain has stored within it a plethora of vital information, human figure of speech, idioms, metaphors, slang and often sarcasm is lost on him. He tends to take everything someone says literally. His expressions of emotion are subtle. His smiles are soft, and his laughter is rarer than him raising his voice. Unfortunately, Tibber is criticized for being too quiet. In front of platoons or audiences, he would need a microphone or bullhorn.

Biography: Tibber was created and raised in Zeron Genetics Hope. He was the first tiger type, and like a designer dog breed, he was treated with a little more TLC than other common types. The scientists were fascinated by his size and stripes and desired to create more tiger types using his development as a model to innovate from. Tibber’s delicate treatment aided scientists in suppressing the unwanted behaviors experienced by most stoiers. No one wanted to see a tiger type become a problem, and so Tibber’s overall experience at the facility was a positive one.

When he completed his tests and initial training, Tibber was transferred from Antika East to Special Response Unit Sector 3.

Advantages:

1. Calm and Collected: Tibber isn’t affected by anxious biochemicals, allowing him to remain focused in combat and in tense situations.

2. Impromptu strategy: Due to his calmness, Tibber can mentally devise sudden strategies to aid him during combat. This allows him to flow from one action to another and react promptly to team support or sudden orders.

3. Combat Support: Tibber can use his aura to cripple enemy defenses, structures, and giants. He can also use it to support his teammates, by throwing them into advantageous positions.

Weaknesses:

1. Too quiet: Tibber can speak at times too quietly making him hard to hear over a distance or over comms. He is the last person you should task to relay important information to others.

2. Nonconfrontational: Some Night Hunters see Tibber as weak for not sticking up for himself when someone is outright insulting him or making false claims. This leads others to believe that the claims are true because Tibber does nothing to prove otherwise. Another Night Hunter could lay hands on him and because of his design, he won’t defend himself unless ordered.

3. Passive: Tibber obeys whomever is in command even if the commander is corrupt. He will not go against leadership even if leadership is abusive.

4. High Maintenance Diet: Consuming 10K calories a day is difficult to do in the field. While deployed, Tibber tends to lose a lot of weight, and it can lead to malnourishment and an underweight physique.

5. Hidden Triggers: There are certain exposures that his designers don’t want him to encounter that could undo all the inhibitors in his design. If Tibber were to experience these, his personality could become aggressive and uncontrollable.

O&Os  O/O

As a docile stoier, Tibber can have sex two ways: 1) it is a requirement in order to reset, or 2) he actually has developed feelings for his partner. Because Tibber is socially awkward and a lab-born male, sexual attraction doesn’t come naturally to him as combat does. He may not even realize he is being hit on until it becomes obvious. He can be a switch in the bedroom. He can be ordered to be as dominant as someone wants or as submissive as someone wants. If someone is seeking to have an actual relationship with Tibber, then it may take time to build an actual connection between them. The connection, however, can prove dangerous to his genetic design. It could awaken emotions intended to remain dormant.
The gates are open
Current Time Zone: US MST
Delays: None
Current solo request: None.
Current group request: Strings

Marie Reynolds

#8
Name: Alyse N. Embrey
Rank: First class private
Age: 33           Years in service: 8 years with the Defense Corps Search and Rescue team. 1 year with SRU-3
Sexual orientation: Pansexual/Demisexual

Aura:
Aura Weapon

Zero trait: Night vision - Being able to see in natural darkness, meaning that if one is outside they will be able to see in the dark. If one is somewhere where it’s absolutely dark, like in a room with no windows, it’s impossible to see.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities:  Counter Strike - When an Aura is used to block a physical attack, it will store the energy of the blow and release it on the next attack, so the previous attack’s power is added to the own power of the hunter. This ability is heavily straining.

Hardening - A hunter is able to harden part of his body so it will function as natural armor. The hardening is tough enough to protect from firearms and most of the physical attacks of the sins. The hardening won’t affect mobility almost at all. Using hardening is strain expensive.

Appearance: When in uniform, She bears the customary armband to signify a medic and has the pack that is assigned to those that would need medical supplies on hand. Alyse Height is 5'2" and weighs 130 lbs.

Personality: An Introvert for the most part She will be polite and civil but can seem a bit distant since most folk just dismiss her, Unless she meets someone who shares a hobby with her and will pay her the time of day to associate with her. Then you get to see the Happy adventurous fun loving girl that is Alyse.
With her time in the Defense corp and as people began to actually get to know her  and appreciate her skill she developed a bit more socially  and became a regular host of board game night and variety of other nerdy game nights and had developed a knack for helping the new members of the unit acclimate and form friendships with fellow members of the Search and rescue team. This info slipped to the SRU-3 team and after settling in herself she had earned herself the place of the New  member liaison, to help the go through the steps of joining the unit and seeing the personnel they needed to get things established and fill out necessary paper work. She seven keeps up with the new members and holds social events to help them get to know people in SRU-3.

Hobbies: Writing, Reading, Gaming, hiking and swimming, Bondage and a few other related kinks(See on's and offs).

Likes: People who look past superficial things and social status when getting to know someone., Sweets, and outdoors .
Dislikes: People who take to much stock in social standing, People who are emotional or physical abusive,  and Foods that are only sour.

Biography: Alyse's life has been anything but conventional, She is the daughter of James Bennet and Martha Embrey. How those to met was quite mundane, Martha Embrey is an artist and had done work for James Bennet and  his wife Marilyn Bennet. Though over the time Marilyn became quite enamored with Martha and eventually after some discussions with her husband decided to invite Martha into their intimate life. Martha had been equally enamored with Marilyn so she accepted, Though her chemistry with Marilyn came much more naturally with time she did develop some chemistry with James and though it was different and much more casual the time spent with  Marilyn or James or both was  always nice. Things would change after the birth of Alyse James and Martha were still close but it became  more platonic, Mostly due to James having to cave to pressures from the board of directors to put forth that Alyse would receive education but would have to enroll in the military and enter into selection for the Charon program. Cause of this he felt he betrayed Martha and even in a sense Marilyn. Martha and Marilyn both still cared for James but gave him the space and time to enter back into being intimate once more.

James Bennet is the owner and CEO of  Bennet Biochemistry Labs. This has been a family owned Corporation for many generations. It mainly deals in medical research.

Marilyn Bennet, Came from  the Wilson family that has for generations has been involved in Business law since the  families firm inception. They are a rather large firm in Berkton and have even  been able to open other offices focusing in other types of law as the Wilson Family firm grew in reputation and skill. Marilyn herself is a talented lawyer in business law as well.

Martha Embrey is from a middle class family mostly of  public servants, Martha broke the mold and became the  first Artist in the family. Martha with help from Marilyn helped raised and generous funding from James.

Alyse  has  a half brother named Jake Bennet and a half sister named  Tina Bennet both half sibling  keep a distance and are rarely a  fixture in Alyse's life. He does  try to show  he  cares  through gifts and such,

Alyse and her father don't have a  terrible relationship but  are  not  close either mostly due to Jame's guilt and feels he  is  not worthy of a place in her life.

Marilyn Bennet, is most definitely a trusted friend and Mentor in Alyse's and Marilyn absolutely adores Alyse and  tries very hard to be supportive and a positive person in Alyse's life.
Alyse's childhood was fairly uneventful and standard for the most part despite the circumstances of her birth and the relations between the Bennet's and  her mother. Alyse would graduate and  go on to Med school. Academy. After completing  Med school Alyse then enrolls in the Charon Program and after the necessary year of training is chipped and the attends the Military Academy. Alyse after the Military Academy joined the Defense Corps and served eight years  as apart of a search and rescue team. After eight years with the Defense Corps Search and Rescue team She was assigned to the SRU-3 team and has been Authorized to begin training as a Medic with the SRU-3 Team.

Advantages:

Steady hands & Iron will: even in the most  turbulent or uncomfortable positions can preform feats of manual dexterity with no issues.  Can remain calm in the most intense situations
Med School Graduate: successfully completed Med school and has the basic knowledge necessary to be a doctor.
Contacts(James Bennet and Marilyn Bennet): She can call upon James Bennet her father and His wife Marilyn.

Weaknesses:
Bennet Bastard Child: Her Father is from the wealthy  Bennet family and her Mother a middle class artist. This saw Alyse receive education and such but it came at the price of having to join the military and be put in selection for the Charon program. Her father saw this as a publicity move offering up one of his children but not having to  put one of his actually heirs in that position.

Awkward Family Dynamic: Alyse's Mother is a lover of both James Bennet her father and  Marilyn Bennet his wife. Life gets a bit complicated and you get a lot of strange looks from people who know  about this arrangement.

Born of two worlds belongs to neither: The Upper and Middle class neither really consider her apart of there societies. She is politely ignored then faces real  hostility most of the time.

Caffeine Addict: Needs to keep caffeine in her system daily or faces Migraines.

Heavy sleeper: Once Alyse can settle down and get to sleep it is easier to wake the dead.

O&Os
Roleplay Ons:Communicating whether things are going as  hoped for a scene or if not still communicate and be open to brainstorming ideas to get the scene to  a good place for all parties. OFFs: Not communicating or being open about what you like about a scene or dislike.
Sexy ONs: OFFs:

Vinterblade

#9
Name: Maximilian, ‘Max’ Greyson
Rank: Corporal.
Age: 35           
Years in service: 12
Sexual orientation: Heterosexual
Aura: Glaive and Round Shield -
Spoiler: Click to Show/Hide
Spoiler: Click to Show/Hide

Max’s aura weapon is a long bladed polearm made for both piercing and cutting down his foes. A long shaft up to two meters long, ended in a long double edged blade.

Zero trait: Breathless - Thanks, or maybe because of the powers he acquired from the chip, Max has become someone with a minimal breathing need. While he still needs to breathe in regular basis like anybody he can keep his breath for a much longer time, making him a perfect scout when there is need of going through a narrow passage with lack of oxygen. This makes him a very good infiltrator as well since while he’s holding his breath, he does no breathing noises... And allows him on getting much closer to the enemy without being detected, being able to be up to 15 minutes without taking a gasp of air. Past that time, he falls unconscious.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities:

Sinner’s Demise: Boosting his aura weapon with a huge surge of zero energy, Max is able to power up the spear to unexpected levels, making him able to perform an extremely powerful blow after he has managed to gather enough energy on the weapon. This is a very exhausting attack, and the repeated use of this ability, or keeping it active through a lengthy time might lead Max into Zero intoxication fairly easily due to the power it carries with it and the amount of energy that’s needed to surge inside the glaive. By branding the aura weapon with the Sinner’s Demise, Max can either use the spear as a massively powerful drill after making a high jump or charge forward, provoking massive damages on the target.

Explosive shield: Surging zero power into his shield, Max can throw the shield of his aura weapon to the enemy, heavily straining him, but causing a lethal explosion with it. The shield, at being thrown with zero power acts like an energized grenade, exploding once it has hit the target and causing huge damages on the objective. This causes the shield to shatter, but being possible to summon it later on.

Appearance: Max is a human male who stands at 1,95 meters of height, not being on the bulky side, and seeming someone who trusts more in his own agility than  raw strength; even if he’s not missing any brawn. He seems to fancy shorter hair along with a good shaving, most of the time due to utility purposes as he’s, after all, a soldier.

His eyes are of a piercing bright green, contrasting with the intense crimson hair  on his head. He has a couple tattoos with the heraldic of his squad at the academy on his left arm, the face of a lynx with the name of it: ‘Wild Watchers’, along with another on the right one, this one seeming to be a series of celtic glyphs around said bicep.

Personality: Have you ever got into a pub and found someone at the bar you would always be up to take a drink with along with a friendly chatter? That’s Max for you. Friendly, prone to silly jokes and puns, sometimes even dadjokes, but always open for dialogue, Max highly enjoys social interaction.

While Max is indeed a soldier consecrated to the Glory of Mankind, he has a soft spot for the Zerons under his care to a some extent, an attachment some people qualifies as weakness, and others just caution to not lose his ‘work tools’ stupidly, as they are after all, resources.

Truth is a mixture of both things. While he is no different than most humans and he can’t see the Zerons as ‘true humans’, he indeed has developed a certain attachment to them, more similar to what someone would have with pets and other domestic animals, and he firmly believes a happy zeron is a better weapon in the battlefield, so why would he kick their butts, if he wants them to perform accordingly?

Besides that kindness he could show to the zerons under his command,Max is above anything else, a soldier. He fights for his people and for mankind, no matter how much blood has to be spilled if that means the survival of human race continues.

While in a mission, his personality suffers of an absolute shift, however. Pragmatic and sometimes even cold-blooded, Max as a superior in command is the kind of man who will try to attack especific points, one by one, to perform the mission accordingly, measuring the losses and wins of each of the steps to take. What is the point of having resources, if they aren’t ought to be used, after all? That doesn’t mean, however, he will just throw the troops to fight. Quite at the opposite, he will stand in the first line of combat doing the dirty work. He never was a bureaucrat, and he wasn’t going to start being one precisely now.

Max has plenty hobbies, but most likely he can be found working out, or on a bar drinking and socializing. He has as well quite a thing for music, seeming to have a surprisingly good deep voice, along with fast and long fingers giving him quite a gift with guitar and other string instruments. Whenever he’s not either in the bar, playing music somewhere or training, he’s most likely to be found at the underground parking working in an old bike with spare pieces with the hope of being able to ride it outside the city’s walls, someday.

Biography:

Max was born in a middle class family as the oldest of three siblings, being able to get some education up until high school, moment in which he decided not to undertake superior studies, and instead he preferred to offer his hands in the service of the humans. At first he was just undertaking some menial jobs helping low rank soldiers and engineers, but his resourceful and eager nature seemed to catch the attention of some higher rank officers, who offered him a spot in the academy to join them.

After undertaking his training at the military soldier academy with exceptionally good grades and test results along some of his academy  friendships, he was offered the possibility of becoming a Charon, and undertake frontline missions against the Sins. He accepted eagerly, along with some of them and undertook their one year training and after being selected to become Charons, they got the chip, becoming full-pledged Charons after the two academy years, graduating successfully.

His first mission was an absolute mess. Him, and the other Charons were under the despotic command of a high rank officer who didn’t care about anything else than the credit he would get. This had led the novice group into the claws of a pack brutal A-Ranks, causing a catastrophical massacre where almost the entire squad was wiped out.

After the corporal officer was slaughtered, Max tried to organize the remaining troops of the squad, eventually managing to kill them, not without having suffered of plenty losses.  The morale was incredibly low, even if they were victorious. Most of his friends died that day, and he had earned a terrible scar, both in body and soul.

Currently, he has been dispatched to SRU 3 as one of the new Charons arriving to the station, hopefully to make things around there better, and bring the war to Sins effectively.

Advantages:

-Pragmatic: Max is a highly pragmatic person when it comes to problem solution, as well as someone quite resourceful. With little, he can do more than what the average person would be, even if that might mean losing something in return.

-Ambidextrous: Max is able to use both hands with the same skill and dexterity, as he has the need of having such training due to the nature of his Aura Weapon. This allows Max to use both the glaive and shield in combat in a active basis.

-Starting from below: Max has reached his current rank by his own deeds, with nobody helping him. He’s familiar with the struggles of someone who had to take a faith jump into the abyss and hope for the better; which gives him a good card to play with low ranking soldiers, or support staff.

Weaknesses:

-Easily Attached: Max is extremely social. As such, he has a high need of bonding with people and making friends, wether they are humans or zerons... Which is not always healthy for someone on his shoes.  Max has suffered personally a lot from his first incident, the loss of his friends and plenty zerons he had met, giving him sometimes even PTSD.

-For the glory of Mankind: While Max is definitely someone who appreciates most lives, his biggest and most important objective in life is, essentially, the survival of mankind and human race. He’s willing to sacrifice anything for that purpose, even his own life if the situation requires it, making him look sometimes a bit maniatical and suicidal to that extent.

-Good Faith: Max... Sadly is a good person. Someone too good for his own sake, actually. He won’t expect people trying to backstab him in the situation mankind is, believing everyone has a good side, and bigger problems than childish arguments and plot powers, such as surviving in that kind of world.

-Mr. Nobody: He just popped out of nowhere. He doesn’t have an impressive background, nor a particular report. Just a regular boy who decided to do the right thing, and as such, he has no particular bonds with any other people than those he crossed paths with in the past.

-Emotional baggage: Let’s not fool ourselves, Max is about as good as he is stupid. He has been manipulated several times by civilian people, luckily for him not in anything military ranked... However, his own personal life is currently a mess because of that. Father of a bastard child whose mother refuses him to see, as well as having to carry through with the wellbeing of the kid with what he earns, knowing the mother has so many debts she would easily sell the boy to clear them out. Unlike other Charons, he doesn’t enjoy of much luxury nor expenses, as most of what he earns by putting his life at risk, is used in making sure that kid he will never meet is well taken care of.



O&Os
Roleplay ONs: Communicate with me when we want to set up an scene, please. Fighting scenes, missions, personal talks and overall building nice character relationships.
OFFs: Forcing things when they don’t work out. If a scene doesn’t work out, we can continue it naturally, or we can outright cancel it and start something new, but forcing something rarely works with me -or anyone that I know. It is better allowing things to happen naturally -even awkward situations!- than forcing a result within the writing.

Sexy ONs: Check my O/O’s in my signature, I’m a (mostly) simple guy really!

Gardsorm

#10
This will take me a little bit.

EDIT: And done.




Name: Rayner 'Ray' Malmberg
Rank: First Class Private
Age: 25
Years in service: 6 years
Sexual orientation: Heterosexual

Aura: Keraunos, Three-Sectioned Staff 
Ray's Aura ordinarily appears to be one solid, 8 foot long staff. However, breakpoints midway through both lengths of the shaft reveal sturdy chains linking both ends to the middle, giving it deceptively long reach and stylish strikes. Finally, each end is fitted with ornate, rounded hammer heads for heavy impacts and blunt force trauma with extended 'hooks' for snagging opponents. For reasons considered foolish and known only to him, he insists the weapon is named Keraunos.

Zero trait: Bioelectrogenesis - With the presence of the chip on Ray's person, he has acquired an unusual talent for naturally using bioelectricity strictly by contact. While not as impressive as one might think, this affords Ray the ability to conduct enough of a charge to keep electronic devices empowered... Or, by using a stronger surge, potentially disabling them. His trait has a set limit, and once its expended, it must recharge.

Night Hunter Skill Package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities:

Active Guidance - Not a damage-dealing ability on its own, but Rayner controls the chain system located in his Aura to extend and retract while attacking, greatly extending his normal melee reach. Strain is mild at all times.

Thundering Catapult - Charging his focus, Ray grasps the Aura by one of its end points and holds it like a pool cue. After targeting an enemy and completing the charge, he thrusts the weapon forward to cast the weighted head with accelerated force for heavy impact damage before retracting it, capable of ragdolling all but the heaviest Sins. Strain is heavy on this attack.

Appearance: Ray stands at a height of 6'0, with a head of short, unruly orange hair. With a weight of about 181lbs, Rayner looks like a relatively lithe human of average build. His youth truly shows through, as even with a bit of training, he doesn't look as outwardly built as others in the military, but underneath the clothing is a different story. With fair tone to his body, he considers himself in some of the best shape he feels he'll ever be in.

His eyes are a brilliant shade of blue, probably his second-most noticeable feature following his hair. He favors wearing more civilian clothes to a stuffy military uniform, but he'll don the uniform if it's required or if meeting with officials from Berkton's military forces.

Personality: Rayner considers himself a lively personality, which may or may not be good for the SRU depending on your viewpoints. He knows how to get down to brass tacks when the situation calls for it, but otherwise expect him to be a little too silly and not enough serious most other times, especially when relaxing. Fortunately, he also knows to recognize when his company isn't wanted, so don't be afraid to tell him off if one requires space.

Though Ray has his moments of being serious, he often keeps them to himself and only seems to confide in people and friends he can absolutely trust. While he would easily trust his team to watch his back or be there to assist him in a fight, the same cannot be said for personal secrets. His time among familiar faces in the previous SRU7 helped him open up to trustworthiness quite quickly, but SRU3 is a different beast entirely. Whether he trusts them so closely remains to be seen, but one thing is certain in that he isn't in any hurry to discuss his past with anyone in SRU3 so soon after his arrival.

Biography: An unimpressive origin story, to be sure, Rayner is a middle class youth and only child in his family. More of a free spirit than anything, Ray grew up with a sunny disposition and almost sickening delight despite the state of the world they lived in. Being of middle class, however, also saddled him with the problems usually faced by either class: While some from both sides did not mind him, there were many more who considered him either too far above or too far below them to be worth befriending and instead sought to make him feel as miserable as they were, or deserved to be in their eyes. Despite this, he's made enough friends to not completely destroy his social life growing up.

The rift between Humanity and the Stoiers and Charites only further damned his outlook among the general populace as he felt it was 'cool' these people with animal traits existed, doing him little favors among most of the populace, and eventually forcing him to stay quiet about his outlooks. Throughout his studies, however, he never missed a chance to learn about Berkton's military force, and felt that one day he would find himself among their ranks so he could do his part and serve the community, while getting along with the Zerons who were so demonized by everyone. Little would he know such naive dreams had no place in the real world.

At the age of seventeen, while hanging out with friends within the vicinity of Dogtown, the area came under attack by a single, S-class biomachine-like Sin, throwing its immediate region into a blackout and causing widespread panic. As he, his friends, and other panicked civilians hurried to flee, Ray could feel just how terrifying these monsters could be now that he had seen one up close, and there would be no escape for any of them until the Night Hunters could arrive. In a fit of despondent madness, he turned around and ran in a different direction, telling his friends to go on and ignoring their protests as he became a target for the Sin.

It was an admittedly stupid move, but as someone who wasn't liked by either class of human and only had a few friends, he felt he had little else to live for and if he could save the few friends he did have... It was good enough. As one could expect, life ended for Rayner that day, as he was cornered and maimed by the creature, almost seemingly like it was playing with its food... But before the job could be finished, the Night Hunters had arrived to engage the beast. In an ironic twist, by leading the beast back, the Hunters were able to catch up to it quicker before fatalities could skyrocket. The last thing Ray could see was the Night Hunters coordinating to hold back the creature, before he passed out.

He would awake some time later within one of Berktons' Medical Wards after a month long coma, finding his friends all waiting to berate and call him an asshole for pulling a stunt like that, though they were happy nonetheless. Despite his actions, no one else would know what he did or even know his name, a notion he considered unfair despite nearly dying for it. However, it still pushed him to want to join the Night Hunters because it was thanks to them he still lived and wasn't a meal, and so continued to dedicate himself to his general studies until the age of 18. Though he was adamant on wanting to enroll in the military, it was not without its sacrifices: Knowing full well that death only awaited those who joined the Night Hunters, his parents grew distant from him and warned him that if he went, he wouldn't have a home to return to.

Even this would not deter him, however, and after thanking them for raising him, he left home and sought to undergo training until the age of 19 while he was disowned, his parents not wishing to bear the burden that their child might never come home. Once his aptitude had been properly confirmed, it was time to undergo chipping. The chipping process was painful, excruciating even, but he would survive the first step alongside many others, including the very people he grew up with that accepted him for who he was. The two years of military academy that followed almost felt like a glorified, less-nonsensical school life thanks to his compatriots, many of which he had to crash with at their homes as he no longer had one of his own yet.

Finally, the day would come, at 21 years of age, where he would be welcomed to the Night Hunters once his instructors deemed him ready to join. Life didn't come easy to him or his squadmates, but many wouldn't have had it any other way. Under the command of his stern, almost autonomous and unfunny-seeming Corporal, he worked with others to turn the unit they had been given to around from its prior handlings, becoming an effective unit in SRU7 and giving Ray his first taste in what his heroes were like. Life was never truly easy as the years went on, doing work both minor and major, learning how to manage and control his traits and Aura under live conditions now that the proverbial training wheels were off. Over the years, he also began to learn that Berkton and those living within had darker sides to themselves than what he saw growing up.

Though Ray enjoyed life in SRU7, other units in Berkton needed additional manpower, and so some members of his unit were being shuffled around, himself included. It was an opportunity for Ray to see the state of things from a new unit, with a different leader and different allies from what he was used to. With no friends he knew among this new unit, he had to be much more mindful of his conduct... No doubt, life in SRU3 would be very different from what it was in SRU7.

Advantages:
Energetic - Often times seeming like someone who drank too much caffeine, Ray comes off with infectious amounts of energy, emboldened by his outgoing and excitable personality. He may not jive well with the more antisocial elements of his unit, but he certainly won't give up on them either. He's always ready to throw his all into activity, through rain or hail, despair or armageddon.

Deft Footwork - Possessed of skillful and surprisingly measured movements despite his outward personality, Rayner is quick on his feet and often conscious of how he moves to give himself the greatest advantages in a fight.

Good Driver - While he doesn't make a point of drawing attention to it, he's pretty good behind the wheel (or handlebars, as is usually the case) of a vehicle. Often when it comes to vehicles that can transport more people, he leaves it up to those who are more responsible to drive it.
Weaknesses:
Foolish - Compared to more battle-hardened veterans and those who know what life in the military feels like, Ray will no doubt come off too stupid or optimistic for someone in the military. Despite this, he intends to make the most of his time here and serves to the best of his ability, but he will try to not let the service mold him to what they want.

Poor Marksman - Not exactly the beat shot with a firearm, he tends to avoid using them whenever possible.

Aggressive Driver - Conversely, despite him being good with vehicles, he can also be a fair bit aggressive with them. With anything four-wheeled and up, he won't be afraid to get dangerous when it comes to getting from Point A to B, and if there are Sins in the way, they're merely Bowling Pins to the Bowling Ball he drives.

O&Os
Roleplay ONs: OFFs: N/A
Sexy ONs: OFFs: N/A

Kissa

Tiberius, Alyse and Max are accepted. I will make a char sheet page later this weekend : )




Also, I made a small addition to char guidelines for the charons:
As the charons approach their retirement age, they get a chance to train for a secondary profession while still in the military. Requirements for beginning training/studying for a new profession necessitate that a charon must be 30 years old or older and the profession is something they can do while still being in the service of the military. It’s common that even despite getting the secondary profession older charons still stay in the military, but their job description changes so their primary job will be the one they learned and secondary will be fighting as a charon.

Kissa

#12
Here is link for the char thread. You can go post accepted characters there.

I will PM Discord link to all whose char is accepted as soon as I get a channel up.




Rayner is accepted.

Hexed

#13
Name: Nocri
Type: Dragon Charite
Years in service: 3
Sexual orientation: Bisexual

Aura:
Battle Axe
Nocri's Aura is a one handed axe.

Zero trait: Flame Breath- A pair of glands within Nocri's mouth allow her to exhale a stream of flammable liquid. Her teeth are capable of creating sparks when struck just right permitting her to ignite the liquid as she exhales. The flame breath comes out in a cone that reaches out 10 feet. The glands take a full day to refill before she can use them again.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities:
Corrosion: The blade of her aura appears to crack apart as a green glow spills from within. The energy crackles and surges like electricity but is caustic in nature, the energy crawling across every strike dissolves both organic and inorganic things. Causes a medium amount of strain.

Roar:  A terrible scream, which will hurt anyone’s ears and leave those who are affected in a stunned state, unable to do anything for a moment. The roar is a cone shaped attack that works on people and weaker sins. Though it can be heard far away, it affects only those in front of the screamer and its maximum reach is 70 feet. Using roar causes little strain.

Appearance: Nocri stands at 5'2 and is very pale. A wild mop of blonde hair curls about her face and hangs down to her shoulders with two rows of black spikes curving out of the curls. Gleaming gold eyes peer out from beneath her bangs, a natural kohl emphasizing the almost glowing orbs. Full lips are bracketed by the black scales that crawl across her jawline. Her figure is toned but curvy with a large bust and wide hips. Her fingernails and toenails are black and of a material more akin to scale then keratin.


Personality: Naive and devoted she has her mission and isn't afraid to die for it but at the same time is horrid at risk/reward assessment. This is because she's very deep in the company kool aid, she can't conceive of humans lying and fully believes in the superior nature of Humans over Zerons. With her being fresh from the academy she's a tad lost, the concept of belongings and free time still boggle her.

In the field her wide eyed wonder fades as training takes over and she stays calm and collected until combat starts. Her style of combat is fairly aggressive with constant movement and lots of strikes. She also has a tendency to snarl or growl, especially before unleashing a roar.

Biography: A Charite crafted at Zeron Genetics Hope using a british type from before all contact was lost. Like all of her sisters before and to come she underwent the facilities test and experiments as soon as she let the tank. The presence of her sisters, the methods the Hope facility uses, and the iron grasp she kept upon her conditioning let her pass through Hope's tests fairly unscathed. The Academy being military based  was a fairly good time for her with her rankings staying just above average but never excelling. Having recently graduated she's been assigned to SRU 3 and gets to enjoy the wonders of holding a job while having pay, downtime, and time off.



Advantages:
War Maiden: She can fight. Melee, ranged, unarmed or with any weapon she's passably competent in using it to fight. She is best with her Aura Axe but she doesn't suck when using other combat methods.

Ambidextrous: One of the lucky ones that doesn't have a dominant hand she can use both equally well.

Weaknesses:
Combat Aggression: When it comes to fighting Sins she attacks and attacks and attacks. Retreat is not something she will think of herself and it will take an actual order to get her to back down if the fight's gone on long enough.

Human Loyal: The Zeron serve and protect Humans. Charons were created from humans because the first Zerons failed. These are facts she embraces with her entire being. While military commands obviously bear more weight she will follow instructions from any human or charon. 

Not Quite Human: As a Charite she's obviously not human with features and instincts more suited for a beast. The strict setting of the lab and the academy kept her instincts from affecting her much but now that she's out of the stricter environments they flare up more often. Sometimes it's as innocent as wanting some shiny thing or wanting a deeper whiff of some nice smell while other times they are more feral.

O&Os  O&O link
Roleplay ONs: OFFs:
Sexy ONs: OFFs:

Kissa

Opening post is here. Enjoy.

Everything goes according to history of your chars. If your char's history says they are new to SRU 3, then they are one of the new people and if they have been there some time, then they have. You can now freely assume that Calas walked away from the others and you can post. 

There is probably something I forgot to include in the house, but let's consider the description as vague at the moment. If necessary, I will add stuff later. I'm still in progress of finding pictures for the uniforms, so be patient with that too.

If there are any questions, I will be here to answer them after getting some sleep.

Kissa

Nocri is accepted. You can post her sheet here and start posting here.

Lady Ren

Name: Freisia (AKA War Horse)
Type: Equine Charite
Years in service: 8
Sexual orientation: Hetrosexual

Aura: A Silver Halberd that's 5 ft long. Consisting with an axe head with a weighted pike on both ends of the staff.
Spoiler: Click to Show/Hide

Zero trait: Prey Instincts - Perception is increased when predatory presence is either felt in ground, heard by sounds, and even a shift in the air provokes the reflexes of flight or fight.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: Blitzkrieg - Freisia’s Zero ability gives her a sense of time dilation when she’s moving, striking enemies quickly but never pausing, meaning she’s restricted to slashing swings with her Aura. Unlike the Flash ability that other Zerons have, this ability can be maintained for extended combat as it is ‘slowler’ as a well placed blow could knock her off her momentum. This will cause a medium Strain.

Abilities: Lancer’s Momentum - When initiated, the Aura takes the energy of the impact of consecutive successful strikes against a sin, charging the blades lethal output. When the blade is bursting with pulsing energy, the halberd is primed for an overdrive strike against a target. The danger of using this is that if the blade is stuck or trapped before she can execute another strike to build up her aura’s output, the energy stored will dissipate forcing the Friesia to take the strain while missing her window to unleash the final strike. This will cause heavy Strain even if she doesn’t output the built up energy.

Appearance: She stands at 5’7” feet tall. Athletically built, olive skinned, Gray eyes, and black hair/mane and tail. There are long faded scars that cover her back and some on her rear. Her left ear was clipped and she has a cut on her upper left lip. She has a burn scar near her forehead on her right side that’s mostly covered by her hair. On her rear side cheek the letters WH are tattooed. Her equine features on her legs shift from olive skin to black hide from the middle to her thigh down to her hooves and on her forearm ending at her knuckles where keratin protrudes outwards matching the hardness of her hooves.

Personality: Freisia was raised in Valor, meaning she didn’t walk out from their ‘care’ without some physiological and physical scars. As a charity she is expected to docile and for the most part, when instructed by a human, she will listen to instructions to the letter. For the most part she gives indifferent opinions, speaking flatly with monotones. She was conditioned to limit expressing herself save for two exceptions; when commanded to, or when she’s out in the field fighting sin. It’s like she becomes a different person filled with passion when she’s slaughtering Sin.

Because of her upbringing, she is sometimes seen staring into space like she’s in a different place, but she gets noticeably startled when she hears video or cameras activate. She’s been known to be especially cold to other charities, especially from Hope.

Likely due to the fact she’s a equine zeron, she seems content with long jogs, and is a practitioner of Thai boxing, or Muay Thai, finding the sport to be relaxing and lets her test out the full range of legs (to lethal extent).


She’s been known to avoid making eye-contact. But when on active duty, she’s a model soldier who complies to commands. Her only tell when she doesn’t like something is when she flicks her ears back, which she has conditioned herself to prevent from showing as aggressive or defiant behavior is frowned upon. But she shows this side when reprimanding another zeron for breaking their mandate to serve and protect humans.

Biography: There are sealed documents in Valor on what happened to most of the charities that rarely made it out. Friesa endured all types of conditioning. To be made soldier ready, her batch was subjected to trench warfare conditions, sudden loud noises to prevent you from sleeping, ambushes from the guards dragging them out of their cots to be either beaten or taken into the corner and be subjected to all sorts of humiliation and being forced to watch.

A prisoner took special interest in Freisia and subjected her to a practice to see if he could turn the timid nature of equine. This technique was adopted by her overseer. They started whipping her with a horse crop every time she flinched at the sound of firearms, explosions, verbal provocations, even when she presented an expression of discomfort during intercourse.

The following incident is redacted and only those with high enough clearance or with the right contacts have this information on her dossier:

Spoiler: Click to Show/Hide
[[One of the Charities broke down during the stress test and tried to defend herself by attacking the prisoner with her natural claws. Before the guards came to deliver punishment, Freisia was on top of the Charity who had been beaten to a pulp and beyond recognition. When questioned why she had murder the zeron, Freisia calmly replied that “For Zeron to attack a human was death sentence, and that she was a stain on Valor Charities. We do not resist, we submit. It is the Sin we give no quarter to.”

Why her cell of Charities were allowed to be subjected to resets together is not commonly done in Valor officially. But subjecting combat ready Charities to critical levels of extreme stress where even if a Charite had to choose herding mentality to protect their own from a known criminal who has lost most of their civil rights was still required a further case study and Friesia was deemed a suitable prospect for the experiment.

It was unsure if it was wise to release a Charity with such an aggressive tendency, but that it was directed at Sin and misbehaving Charities had a unique effect on the rest of her sisters. They feared her more than the guards, and they improved remarkably during their stress tests and conditioning. Satisfied that she was fully indoctrinated, they risked releasing her into military service. ]]


She didn’t make waves or tried to outshine the other Zerons in military training, beyond seeing that she needed more physical training as the Valor facility could not accommodate her equine mobility. That and applied her with her first horseshoes. She hesitated during close quarter combat training when she was paired with Charon, not wanting to violate her directive and hurt a human. When paired with a zeron, she showed exceptional ruthlessness, and obeys the commands of her instructors without fail.

She was assigned to the Survey Corps that had to take on a lot of harvesting duties. She took to these duties happily as she was able to focus on the core of her purpose with zeal. The Corporal overseeing her missions took a liking to her methods enough to give her specialized endurance training.

During one harvesting mission, bad intel gave rise to the surprise surge of a horde of Class C sin that would have overwhelmed her unit. She used herself as bait and herded most of the swarm off her unit and brought them to a closed pathway for them to funnel in where she used her speed and the killing box to her advantage and activated her zero ability to cut down scores of Sin. The stories kept changing with each retelling, first it was just dozens, to hundreds, some say she never even used her zero ability. But to Captain, she was War Horse, battle tested and reared.

After a few too many close calls, Freisia’s Captain put in a transfer to have her assigned to SRU 3. Freisia asked why she was being transferred only to be told “It’s for your own good.” Though Freisia suspected that the Captain was putting his personal feelings ahead of the mission. He had personally reset her when she had accumulated a lot of strain during the four years of neverending surges of Sin. But she objecting to the transfer would be a show of defiance. She was a Valor Charity, submissive and servile.

Advantages: Endurance - Her stamina is greatly increased from prolonged rungs to exerting any other physical activity.
Thick Skinned - She isn’t bothered by the words of praise or insults as easily.
“Bare”-knuckle Boxing - Her hand-to-hand combat is more weighted and carries more of an impact than a regular punch.

Weaknesses: Orders are orders - When a high ranking human commander gives a clear directive, she follows it unquestioningly. Even if she was asked to destroy something she had grown to love.
Camera Shy - Part of her abuse in Valor, her tormentors often filmed or photographed the assault, officially there are no such records, but there are whispers that in some black market circles, recordings of the abuse in Valor are a vice shared underbellies of Dog Town. She ends up staring back at them for a while, losing focus while she feels a ringing in her head, but it could be psychosomatic.
Feel nothing - The conditioning she received in Valor has trained her to ignore feelings that make up good mental health, even feelings of pride and anger, fear and sadness. Most emotions she had to sever to safeguard her survival, but the whipping also conditioned her to ignore pain as well and would have to be checked in with a medic regularly since she seems unable or unwilling to register pain.

O&Os
Roleplay ONs: Feel free to PM if you want to work out a scene. Be it confrontation, a fight/spar, maybe a much needed heart to heart to a talk that had to be had so there can be character growth.
OFFs: I’m open to non-con but please convey the details with me beforehand. Some things can go too far. And I don't want anyone to be triggered.
Sexy ONs and OFFs: It just occurred to me I never wrote down O&O page, if you have any specific questions PM while I work on that, sorry.
It's not always about a right answer, its about asking the right question.

Now Here's a Story

Kissa

Freisia is accepted. You can post her sheet here and start posting here.

JackNexus

#18
Name: Gabriel
Type: Stoier Bat
Years in service: Years of Service: 3 Years
Sexual orientation: Bisexual

Aura: Gabriel's Aura weapon takes the shape of a scythe and chain. long thick chine with one end ending in a solid weight and the other end ending with a sickle large enough to fit in the hand when held

Zero trait: Echolocation -One emits ultrasonic sounds, which human ears can’t hear, in order to scan their surroundings and locate targets or objects

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: Death Screech: A terrible scream, which will hurt anyone’s ears and leave those who are affected in a stunned state, unable to do anything for a moment. The screech is a cone shaped attack that works on people and weaker sins. Though it can be heard far away, it affects only those in front of the screamer and its maximum reach is 70 feet. Using screech causes little strain
Night Flight: Able to manipulate the Zero and his aura as an improvised bat wing not true flight in any sense only able to glide short distances or longer distance if able to get high enough position, can only activate when dropping to higher to lower, can only go up in altitude if there is a strong enough air current, Heavy Strain ability

Appearance: Gabriel has fire red hair standing at 5'8 having an lean but athletic build. he has scarring along his shoulders, ribs, thighs and back from his time of living in Valor. Due to his bat based genetics his ears are slightly elongated to capture more sound, his fingers are a longer and more thin than a normal human's, his canine teeth are more extended and sharper then normal giving him a fanged appearance of the vampire stories of old, and the iris of his eyes are a deep red color almost of blood

Personality: Gabriel is quiet most of the time listing to others and his surroundings, this does not mean he is mute but he will most likely speak only when spoken to or has been told an order as of right now he is very slow to opening up to those he does not know even to other Zerons. As for fun hobbies due to his training and how he was brought up he does not have any hobbies, the closest thing he will get to right now is reading books that he has access to, but maybe over time depending on who is around him he might start to branch out in other activates.

Biography: Gabriel is a bat Stoier that was created in the Valor factory due to his location of creation he had what everyone would consider a inhumane up bringing. For the first several years of his life he only knew Hell from beatings to insane stress tests that were designed to break him physically and mentally, and when ever he talked back, refused an order, or even just hesitated for a second he would receive a lashing form his trainers. At first these punishments were frequent and painful, but over time he slowly learned to straighten up as most Stoier do those that did not and continued to a problem after the accepted amount of time were killed out right as examples to obey every human command and accepting his role as a living weapon. After leaving the factory it was time for military academy not much had changed in the eyes of Gabriel except he was receiving different training with his abilities steering him more into a recon and scout role learning of survival and stealth and potential tracking of high value Sin targets

Advantages: Ambidextrous- able to use left and right hands without any difficulty, High perception- due to his nature and training he is able to pick up changes in the environment more easily.

Weaknesses: Arachnophobia- Due to an incident during his time in Valor Gabriel has an irrational and uncontrollable fear of spiders,  Orders are Orders- can not ignore a clear and direct order from a superior human even if it means standing in a single spot letting spiders crawl over him (though such an order might bring him to tears out of pure fear as it happens)

O&Os I am ok with a lot sexual situations few things im not ok with is vore, and scat. I also prefer to have a good story with some sexual stuff in it not a story that has sex as its core focal point with minor things happening around it
Roleplay ONs: If you want to do a personal scene please talk with me about it first so we know everything is ok of what might happen in said RP OFFs: Being aggressive or hostile towards my character for no story reason to me there must be a legitimate in story reason as in why and would help if told a head of time to make sure its not taken OC
Sexy ONs: OFFs:

Kissa

Gabriel is accepted. You can post his sheet here and start posting here.

Lynnette

#20



Name: Nicolas 'Nico' Silva-Fernandez
Rank: Private First Class
Age: 31           Years in service: 8 years
Sexual orientation: Bisexual

Aura: Scimitar (See last picture)

Zero trait:
Clear Sight - As long as Nicolas focuses on what he's looking at, he can see incredibly far in great detail. Given the need to focus, he needs to know what he's looking for to be able to make it out at a distance though. From a vantage point, he could reasonably make out a face from a hundred meters away, as long as he had a reason to actually look at said person and study them.

Night hunter skill package - Every Night hunter has the Zero power. By using the power the hunter can enhance their speed, strength and mobility, use Zero abilities, regenerate their wounds and manifest their Auras. With the Zero come the negative side of the power too, which means that using the power will cause strain or corruption. In addition the zerons have some inhuman physical traits. As every hunter has had to graduate from a Military academy, they are all at least sufficient in driving a land vehicle, marksmanship and hand to hand combat.

Abilities: 
Corrosive Drip - While the ability is active, Nico's scimitar releases a strong, fast-acting corrosive acid. Though not that strong against flesh, it melts through thick metals, armor or hides with relative ease as long as it's concentrated enough. With a good swing, the acid can be flung between 20 and 30 feet, but due to being spread out, is less effective, particularly against thicker armor. The ability causes moderate strain.

Chipping blade - Nico's weapon is fragile by nature, and easily chips apart at the edge, particularly in combination with his first ability. This is an intentional quality of the blade, and even as it chips apart, it's still considered a part of his weapon, even if it's not attached. Though the chips lose their ability to produce acid, they can still remain embedded within his target, and can still work the acid already soaked into the chipping. Maintaining the chipping causes modest strain, but requires him to re-manifest his blade to have an effective weapon. The fragments themselves are quite sturdy, and can for instance be used alongside a blunt weapon to drive them deep within the target.

Appearance: Nico stands roughly 5'10", and has a lean figure. His hair is quite long, but is usually kept under tight wraps, either as a ponytail or partially braiding it. Completely unable to grow a beard, the best he can do is a mustache that, in his own words, looks like god had given up on him.

Personality: Nico is a naturally outgoing person. He's socially seeking, and extroverted, getting uneasy and restless when he's alone. It's pretty easy to notice that he's from higher social circles, he's not exactly hiding it either, though it's hardly his opener. He's the type of person who likes to be at the center of attention, and who thinks big. Limitations are just obstacles, he's optimistic and tends to see the positives in any given situation, some would argue he seems like the type of person who has yet to see any hardships, and they'd almost be right.

Biography: Nico grew up in a posh home in Berkton, largely thanks to his father's position. The Silva steelworks and engineering company, of which Nico's grandfather founded alongside investors, contributed among other things to the railgun project and other major infrastructure projects within Berkton and other sanctuaries before they fell. For Nico, this meant getting a good education, further supplemented by his father's engineering-skills. He spent a lot of time at the foundry in dogtown, playing with the kids of the factory workers. Of course, he was too young to realize at the time, but at large the reason for his narcissistic nature came from these visits. Being the son of the CEO, the other kids were naturally told to treat him well. He was always the person setting the pace, always the person the other kids looked towards when there was a decision to be made.

Things fell off as he got older, as things often do. He was pushed to study more, and excelled at it, but never found any particular joy in it. At least until he found himself a boyfriend, William. One of the kids he'd played with when younger - From dogtown. His mother was less than thrilled, of several reasons, but his father gave the thumbs up in the background. Though when William's mother got her hands severely injured by some of the machinery at the foundry, and the company refused to pay out more than the bare minimums - Hardly enough to survive, citing it had been self-inflicted, rather than taking over her job William decided he wanted to become a Night Hunter. Nico, similarly to how William felt, was not happy with how the incident had been handled, and decided to follow along. They went into the training program together, but William died during the chipping, joining the unfortunate 19%. Only learning of it after he himself had been chipped, though saddened by the death Nico decided to move on. Following his years in the academy, Nico spent the first five years primarily dealing with issues within the walls as part of a supplement platoon for the regular military troops, before moving over to SRU3 by his own request, seeking more variety. Those who've worked alongside him for the past two years would know him as the person looking after the vehicle-fleet mechanically and as a spotter... Or as the guy who'd cook wearing only an apron when he'd feel like it.

Advantages:
  • Unrivaled Confidence - He has absolute confidence in his own abilities, and paired with some charisma he tends to have good effects on the morale of a group. Though some would argue it's just to feed in to his narcissistic nature, it generally does more good than bad.
  • Engineer - It runs in the family, having taken a lot of experience and knowledge from his father. He has a good understanding of mechanical and electromechanical devices, and in turn tends to be able to fix them if he's given the time to figure them out first.
  • Sharpshooter - Thanks to his two vision-based ability, he's incredibly accurate with a firearm, particularly sniper rifles or designated marksman rifles.

    Weaknesses: Things that stop your character from being perfect, those lovable imperfections that make her relatable. For every advantage, make one weakness. Max 5 weaknesses in total.
  • Narcissist - Nico gets prone to hard mood-swings, agitation and lacking morale when he feels he isn't getting the attention he believes he deserves. He's self-centered and sees himself as far more important than he actually is. Though he's self-aware of it, it doesn't change that his narcissism shows, particularly if he's in a bad mood to begin with.
  • Infallible - A result of his narcissism, Nico doesn't take criticism well, and is quick to shift blame rather than accepting that he did something wrong.
  • Dulled sense of taste - Nico's tongue has been that way since he was born. If something isn't seasoned well enough, or explosive enough in flavor to begin with, he doesn't really taste anything. As a result, most things he cook tend to be spicy enough to make even connoisseurs of spicy cooking reach for water. If what he's eating doesn't have enough flavor, he ends up not eating much rather than "insulting" the cook by adding more spices to it, a result of his mother getting angry at him when he was younger for over seasoning food before even tasting it.
  • Skewed worldview - Having grown up in an upper-class family, Nico has a poor grasp of how bad the lives of some of those in Dogtown can be. Though he's not oblivious to it, he has no real grasp of the extent of it, leaving him prone to assume things are better than they actually are.

    O&Os
    Roleplay ONs: Short sex-scenes, bromance OFFs: Non-con
    Position: Versatile for both men and women
    Sexy ONs/OFFs: O&O-page, kinda outdated.
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

Crensler

I was thinking of joining, if there's still room.  If there is, I was considering making a zeron, because that just sorta fits for me right now.

Kissa

Quote from: Crensler on December 12, 2021, 06:30:32 PM
I was thinking of joining, if there's still room.  If there is, I was considering making a zeron, because that just sorta fits for me right now.

Hi. Because of the amount of players this became a sandbox game, so we have still room : )

All the information is up above and our already accepted characters are here if you want to have a look. If you have any questions, feel free to ask.

Crensler

From what I read it sounds like zerons are considered the bottom dregs of society and have very few rights, is that correct?

Kissa

Quote from: Crensler on December 12, 2021, 06:52:52 PM
From what I read it sounds like zerons are considered the bottom dregs of society and have very few rights, is that correct?

That's correct. They aren't humans so for they have no human rights and their sole purpose of life is to serve humankind. However, people are individuals. Some despise or even hate them, some have no strong opinion of them, some pity them and feel compassion towards them, some adore them. It all depends from a person, but to leaders of the city they are simply tools.