{Interest Check} Cyberpunk Fantasy RP

This reminds me a bit of Ringo's RP that didnt lift off. Lets see if i can pull something up
 
That's one of the reasons I'm interested in this. Only, this one will actually get off the ground, because I'm not running it! Ringo: In charge of not getting shit done.
 
This should be ok i think


Name:
Child - She doesn't have a known name, and as a result, the doctors always referred her as "Child" (classy way of saying "hey, kid"). It stuck.

Race/ Species:
Organic Agent

Title/Alias:
The Gunner, Kiddo, Squirt

Alignment:
True Neutral

Age:
16

Gender:
Female

Date of Birth:
Undisclosed

Place of Birth:
Unknown

Nationality:
Kyoto nationality [Assuming Kyoto has become a city state of sort]

Force:
Mentalist

Current Residence:
The Agency

Allegiance:
The Agency

Appearance:

Metal.jpg


Weight:
53 Kg

Height:
155 cm

Skin Tone:
Pale white

Eye Color:
Right - Right eye is blue iris with dark silver pupils
Left - Left eye is dark clear blue with metallic black pupil

Hair Color:
White

Body Type:
Slender. Rather built.


No one would take Child as a professional trained killer. She has a baby face, innocent by most people's standard. Her large eyes and lips give off a carefree and spacey feel to her, as if she doesn't have a care in the world. The kind of kid that would just space off. The pale skin of her just gives her that much more of a delicate appearance. Child is, overall, slim and slender by default and rather lithe, which works well with how she fights. She has left her hair long, running straight down her back and sides to the small of her back. Her front fringes are also left long, reaching past her eyes and to her nose. Considering she is always in her suit or long clothing, people don't know it, but betraying her delicate appearance is a trained body. Her arms and legs are still slim, but her muscles are relatively obvious. She would hurt people if they got into a fight with her. Oddly, on her forehead to the right, she has a barcode tattooed on and two connector ports next to it on the right. While her hair covers most of it, it is still visible. Around both eyes, she possess circuit like designs that are rather obvious. Child has always been somewhat different from other people. There is something off about her that didn't seem completely human, though it is only ever so slight.
__________________________________________________ __________________________

Personality:
Child is laconic and not very street or worldly wise. She may be book smart and able to snap people's neck like a twig, but she is also equally easily amazed and interested with normal things. With these "wonders", she is very inquisitive and curious, especially about the world outside. Due to her not being able to go out and just explore, her experience with the world is limited to the time when she is out on missions or with a handler or caretaker. So whenever a chance pops up, she would take it. In a sense, she is mischievious in that way.

Her personality is rather quiet and submissive. She would rebel in the smallest way, such as sneaking out at times, but would always listen to her superiors. Due to her history, the closest thing she has to any memory or resemblance to a family is The Agency, so she treats them as such. She is co dependent on them and as a result, will always listen to their instructions. In spite of whatever abuse she may take from missions or training, Child would not waver and will cling on, believing that they know best. With this in mind, she would do anything for approval from her family, including murdering people. She holds no grudges, doesn't kill for fun, but for them, she would do anything, just like a child. In a sense, she is truly innocent in how her mind works. The consequences for this dependency is that she is internally fragile. Her determination and belief in The Agency is extremely strong, that they know whats best and their actions are necessary, but should that belief be fractured, everything can collapses. Should this "support" from her family ever break or be threatened, she becomes incredibly unstable and scared. Child would break down and at the height of her emotions, fight like a frenzied monster with disregard for everything. She she be psychologically assaulted enough to pass a certain point, she would crash at the knowledge of the inevitable collapse of her support, dropping into a fetal position like a trauma patient. Child's mentalist abilities give her some form of protection and stability to her mind.


First Impression:
Quiet and child like. Somewhat inquisitive and innocent.

Family:
Her biological family is completely unknown. To her, The Agency is her substitution for that gap.

Specifically, she has a Beta A-Noid that is her main caretaker named Sieghilde. Her personality is most alike that of a wet nurse and a close servant. She is formal to all Agency employees, though that is not to say she is completely a push over and unquestionable obedient. Sieghilde possesses a rather subtle, but sharp tongue to those she doesnt quite enjoy the company of. Predominately for care taking and Beta class task, she has been given some weapons in case of emergency. Her left arm has an internal folded shield, in which when deployed, the panel on her left forearm is raised, lengthened and then opened up 360 degrees like a fan, creating a shield. It has arms which can rotate and extend the shield outwards so that she can hold it before her hand. In her right arm is an internally mounted assault rifle on the radius side of her arm while an arm mounted heat blade is where her ulna is. Sieghilde mostly accompanies her within The Agency and stays within the compounds unless called upon as support in terms of operating vehicles or information.


__________________________________________________ __________________________


Attire:
#1 #2
Her outfit is her specialised combat suit The Agency had made for her. It is kind of like a muscle suit, where it helps increase her strength and distribute load evenly all over her body. It consist of an inner layer of thermal insulating tight suit which regulates her vitals. It is tear resistant and is a dull metal grey in colour. On top of that, she has a kevlar outer suit which covers her legs, her arms, her neck and most of her chest as a one piece. The chest area is a good deal more stronger than the other areas and is darker grey in colour. Lastly, on her arms, shoulders, neck and legs, she has further protection in the form of gauntlets, shoulder pauldrons, bicep protectors, neck protector, shin guards and boots. The chest is left without similar protectors because the kevlar chest suit is actually rated even above the gauntlets and shin guards. These protectors are for the more vulnerable areas where the kevlar is weaker. Her boots and gloves enables her to climb vertical surfaces and hold in position. The wearer, however, have to be physically strong enough to hold herself in place. Her boots in particular are somewhat heeled, allowing mechanics inside to act as hands to pick up thing. All around her body, she has straps for packs and holsters for her weapons. There is one on each biceps, on on each thigh and a full body harness that is wrapped around her shoulders, under her bust and oddly, over her waist and connected to a crotch guard. This one piece allows her to clip on a number of packs and holsters along her back and front. Her standard packs are her biceps, thighs and lower back waist pack

Child also has a few helmets which she may wears. Her primary helmet is her visor (
#2). It is a frontal head piece which has a visor on a rotatable arms. This lets Child push it up and look at people directly and is the default position of the visor. The clear visor allows a wider view range and lets her have a better perception of the area. It also has a bigger screen in which data can be fed onto and acts as a HUD. With the visor, Child can do without scopes or optics as the gun is linked via her suit to the visor. However, Child still attaches optics to her gun and uses them. The visor is wrapped under her chin and held in place without straps. Two sliding eyepieces are slotted to the sides, which can come out over her eyes, even with the visor down. These eyepieces acts as high powered scopes and filters, such as x-ray, heat and night vision. This visor is much less protective than her helmet. It can take a few frontal blows to the front and even a few bullets, but will crack and break much easier than her helmet. Also, the rear and top of her head is unprotected.

The second helmet covers her entire head. It is quite similar in design to her visor with a full face front visor. The difference is that this visor is one directional, so she can see out, but people can't see in. The visor has an iridescent purple sheen to it. It is much more protective than her visor, with the face mask being much more capable of taking blows and attacks, while also having much higher performance and capabilities. Bracketing the visor are its mount where it connects with the rest of the helmet. At the chin and lower mouth, a respirator allows her to enter hostile environment. Moving along towards the rear of the helmet, it has metal stylised metal plate panels and the cabling that connects her helmet to her suit for telemetry and data. Child rarely uses this as she deeps it stuffy.

On top of everything, should she need to actually head out onto the streets with other people, Child has a neck to ankle length black leather coat with a deep hood. It is more loose to accommodate gear and the hood can hide her entire head and make it hard for people to peer under into it, due to her height.

Should her actual suit be unsuitable, a plain, black pants suit with jacket is worn with the leather coat on top and a single eye optic over her left eye with basic optic functions.

Special Talents/Abilities/ Characteristics:
Child is extremely, agile, lithe and flexible. With her custom armour, her small size and her own body, she is able to cartwheel and get in close to people at ridiculous angle and speed. She is also extremely proficient with all manner of guns, but is best most with high rate of fire weapons and close range guns such as SMG, shotguns and pistols. Her pride is her ambidexterity, agility and her supreme skills with knives

Weapons:
Child possesses a range of weapons. Most of them are for closer range combat as well as stealth

Primary:
Misriah M6C/SOCOM:
Child's back up gun. While it is her "back up gun". Child would use this more often than her P90 due to its smaller size and ease of use. A silenced pistol that has a muzzle break, suppressor and link up HUD scope. Chambers a .50 Semi Armour Piercing, High Penetration round designed specifically for stealth and use in these silenced guns, Child is able to deal a deadly shot with the first bullet, even through walls. With the 4x scope, it has very good accuracy over range. It is holstered on her left thigh holster.


Stun Knife:
An interesting weapon which doubles as knife and taser. If, for whatever reason, Child needed to tase and subdue someone rather than kill them, this knife allows a shock of around 1.5 meters with the equivalent power of 3/4 of a taser shock. Since her having to capture someone doesn't really happen too often, Child uses the blade part more. The blade itself is in total around 25 cm in length. Often used in tandem with her bayonets. It is holstered on her outer right thigh (see appearance picture).

Secondary:
FN P90 Custom:
Her main weapon is the Belgium FN P90. It is highly customised, with IR and laser module, side magazine clip, mounted scope and silencer. With its high rate of fire, large magazine and armour piercing capabilities, Child uses this to shred through her enemies. This is usually slung across her body to her right side of her waist. Despite being labeled as her main weapon, it is used in more serious situations. Therefore, used less than the M6C/SOCOM.

Combat Bayonets x2:
As hardy as machetes and as sharp as a katana. These bayonets are 50 cm in length each and her go to when going melee. Along the blades are runic inscriptions. If there are multiple opponents, she would wield both, increasing damage and attack output, but with more skilled opponents, she would use her knife in tandem with one of them. The knife will act as the main gauche while most of her power is in her bayonet. They are clipped on behind her waist in an vertical fashion on a swivel hinge where she can swivel and change the angle for easier draw in a reverse grip fashion.


Interchangeable:
M-96 Mattock: Can be swapped with P90
A semi automatic assault rifle, the Mattock allows shooters to shoot as fast as they can pull the trigger. A very powerful gun with moderate recoil, it is made for armour piercing, puncturing through heavy armour easily and granting headshots through helmets. It is offset by its lower magazine capacity and its single fire function, though Child is able to pull the trigger damn fast. It has an integrated scope in the gun for precision aiming. While it is made with the intention to be a designated marksmen rifle, Child takes it in close and uses it as an assault rifle to a high degree of success. Powerful enough to take the role as a sniper rifle. It has a sling so that it can be carried like the P90

Custom UTAS UTS 15 Shotgun: Can be swapped with P90.
An odd shotgun that is has two tubes for two different type of ammunition, switched between each via a switch. It is also different from the stock standard in that it has been modified to have select fire from single to burst to full automatic. Its feeding port is also modified to accept a rail reload system where the shells are lined up along a disposable rail, end to end. One end is hooked onto the catch in front of the slot, forming an acute angle with the shells between the gun and the rail and is then slid in by pushing the last shell all the way down the rail, reloading the tube in one go. The rail is then detached.
It has a sling so that it can be carried like the P90

M14 Juggernaut Custom: With angled foregrip. Can be changed with P90
Firing the 7.62 x 51mm rounds with a hi capacity drum magazine in the back, this M14 is more akin to a squad support weapon, giving Child the ability to lay down heavy fire. It is of a bullpup design, making it shorter and easier for the small Child to shoot as well as having a holographic sight for slight zoom and aiming. In addition to the sight and the larger capacity magazine, the front of the gun has an angled foregrip for her to have a better and more ergonomical hold of the barrel. While it is designed for the hand to wrap around the bottom and the thumb along the barrel, the space behind the grip is large enough for Child to actually slip her thumb in and treat it like an angled vertical grip instead. Due to the heavier barrel, larger clip and material used in its making, the M14 slows Child down a bit. However, she only ever use this gun when there is a preemptive situation which calls upon it, such as setting up an ambush position or covering her squad's retreat or their rear. In general, as a squad automatic weapon.
It has a sling so that it can be carried like the P90

Large Caliber, High Capacity Pistol M12: Interchangeable with M6C/SOCOM
A large caliber pistol, holstered in the same place as the M6C/SOCOM. Whilst the SOCOM is for stealth as well as being more rounded, the M12 is for pure power and damage. It carries the modern equivalent of a .500 Magnum round for maximum penetration and damage at the sacrifice for accuracy during rapid fire as well as stealth. Child is equally able to deal a deadly shot with the first bullet, even through walls like the M6C/SOCOM, but with even more damage and better bullet retention. With the 4x scope, it has very good accuracy over range. It is holstered on her left thigh holster, replacing the M6C/SOCOM.

Beretta 93R x2: Can be swapped with M6C/SOCOM
A pair of three burst pistols holstered under her arm on her shoulder holsters. Firing 9mm rounds, Child dual wields them and fire burst, even though single fire is available. A bit more older, it lacks the ammunition counter for her HUD, but digital aiming is still supported. She has a pair of silencer she can attach


Juutilainen and Litvyak CAWS TAP S90 (J&L S90): Can be swapped for one of the knives.
This is basically a one shot pistol shotgun. Reload action is via open breech, where the shell automatically gets pushed out. Her shotgun shells are slotted into a shell case, where they
are slotted into small hoops, all lined up in rows. This case is on her right thigh, next to where her knife is and where the gun's holster.


Combat Katana: Sheathe
Interchangeable with 2 x Combat Bayonets
A full length katana that is a replacement for her twin bayonets. Much has been done to the blade.
It has been sharpened by high grade, military laser to a feather cutting edge, capable of cutting with its own weight and edge. It has also been given a hybrid treatment with the edge. It is both a physical blade and an energy one, where she cuts normal things with the physical blade, but when she needs to cut tough armoured targets, Child activates the energy system in which a molecule thick layer of fast moving molecules run just above the physical blade, turning it into what is essentially an energy chainsaw. While it is only above the slanted edges, the amount of molecules make the layer an almost solid sheet of moving molecules, meaning it is more blade like when cutting. The sheathe is kept behind her waist, with the sword handle pointing downwards. Similar to both bayonets, it is on a swivel hinge, where it can be moved around the pivot point.

Augments:
Child has a large variety of augments within her. To increase combat efficiency, The Agency has implanted Type I and III augments to boost her natural capabilities, such as strength, speed and brain process and power in order to suit her combat style. The Type I implants are all over her body, from her finger tips to her neck to her toes. Everything to make her a little bit faster and a little bit stronger and a little bit more resilient than everything she meets so that she can survive and carry out her tasks.

The Type III has three main responsibility besides boosting the normal Mentalist powers. Her Mentalist power gives her psychic like abilities such as mind read and such. However, in Child's case, her Mentalist powers main passive responsibility is protection and stabilisation of her mind, like a tin foil hat as well as a booster. By creating multiple neural signal pathways inside her mind, the augment makes it incredibly hard to crack through and read her mind. The first advantage is that her own attacks and moves will be hidden from people, but secondly it prevents the side effects of when her mind IS read. When someone attempt to read her mind without protection or her active willingness, phantom and ghost voices echo throughout her entire head. When probed deep enough, this can cause panic, instability and make her debilitated in her mind. To her, the feeling is akin to that of someone peeling back and opening old mental wounds, creating temporary PTSD like symptoms of varying level.

Its second main ability is to improve her own mind reading powers. Whilst by this boosting ability itself, the effect of using her own mind reading power should exacerbate the symptoms, but the augment covers its own tracks and this paradox. Child is free to use and boost her mind reading powers to create a much clearer picture of her targets at a much higher rate.


It's third purpose is to boost the connection of telepathic communication over long distance and obstacles for humans and machines. While she is unable to talk telepathically with just anyone on the street, once physical contact is made and Child actively creates a connection and gateway with the person's mind, Child can contact them telepathically from large distances away. The booster also allows her more easily connect with databases and tap into electronics, which allow a more direct route of tactical information from her handler, right into her mind.

Strengths:
Very flexible and agile, being able to perform acrobatics and free run actions in real life combat situations. She is even able to shoot accurately from them as well. Child is also, for better or for worse, obedient to her handlers, particularly those that she see often.

Weaknesses:
Co dependent. This means that she is emotionally unstable at her core and should her foundation collapses, she can become very volatile. She is also more a follower than a leader. While her unconditional obedience is a strength, it is also a weakness in the sense that she has no direction of her own. She follows what she is told without hesitation. She may vary her approach at times, but she would do what she was told to do. Child is a capable and excellent tactician, but a poor strategist in all areas, purely because she just doesn't see any interest in it and doesn't bother, especially when her "family elders" make the decisions.

Vitality :
Average. She has a very high pain tolerance, but the amount she can take before going down is only average. She will fight to the very last moment before her body gives out

Speed :
Very High

Stamina :
Average

Reflexes :
Very High

Fighting Style :

Child's fighting style is up close and personal. While she is a very competent marksmen, she specialises in CQC. She prefers to fight in a way where she can kill without reaction or plunge the people into confusion. This is very effective amongst groups as her agility enables her to drop in from above, into their blind spots and lay waste to a number of them with high capacity weapons and accuracy. Also, at close range, her skills with knives and her speed makes guns much less effective as she can easily get within the gun's blind zone whilst also using shock and awe and disruption tactics. By sending any battle plans into disarray, Child can easily dispatch of as many of the crucial targets and leaders before she moves onto the less relevant people when the shock wears off. Child works in small groups, so fighting outnumbered is a given and natural to her.

Other Skills :
Child is highly ambidextrous. Both hands are pretty much as good as the other. She is originally right handed, so when using her knife blade combo, she holds her bayonet in her right. Also, she has extremely good limb control, able to contort and move her arms and legs into incredible positions and movements that some are too squeamish to look at.

Bad Habits:
One of her bad habits is her curiosity. While it isn't severe, during down time in mission or when they aren't in a rush, she ha a tendency to look at everything like a curious child. This also leads to her having a tendency to sneak out when there is time for a very short period. Another bad habit of hers is her spaciness. She will, at times, space out in thought, staring miles off, sometimes even mid walking. She would suddenly stop and stare at the sky.
__________________________________________________ __________________________

Themes : {Optional}

Character Theme: First of the Year (Equinox) - Skrillex

Battle Theme: One Man Army - Rage Against the Machine
__________________________________________________ __________________________



History:


Child's life prior to her first traceable orphanage is a complete mystery. The furthest data on her was her age of three and a few rudimentary bodily information that managed to survive the fire of the orphanage she was picked up from. That place was the furthest link one could trace in her life. Like a plague of bad luck, within a year, each and every single orphanage that took her in either closed down or had some form of catastrophic accident. it didn't take long for her to be given a rather unpleasant nickname of "Shinigami" who brought death and destruction wherever she went. Child kept being passed on from one institute to another, all fearing the superstition that she would bring some bad luck to their doorsteps and at the age of five, now running out of orphanages, was placed in a State institute, which by court orders, could not pass her along.

At this point, Child has developed a very lonely personality with he feeling of unwanted and solitude ingrained deep within her soul and mind. So when she was approached by a lady in a suit, asking her if she was willing to be of help to the world, child was extremely wary of her, but eventually, after days of coercion, agreed. What it was was The Agency scouring the orphanages for children with good genetic traits for their projects. When they found out that Child had zero records, rather than just shrug it off, the agent in charge pursued her further, not willing to risk the off chance that Child was a good candidate. Whether it was good luck or bad for Child is hard to say, but the results of the test were more than what the agent had hoped. Every trait that they wanted was present and even some more. After reading psychological reports on Child, in the pretense of adoption and by playing psychological games with her. The agent convinced Child that they would love to have her in their family and that as long as she "didn't fight" with the other "family" members and be a good, obedient girl, then she was always welcomed. Faced with the prospect of finally having a family, Child followed after her in less than a heartbeat.

In actuality, it wasn't quite what she had in mind. The "family" was indeed massive, with many older people. Many were quite terse and even with her lack of experience in love and affection, she could tell that most of them were rather stiff and objective. They put her through multiple tests and exercises that pushed her to the limit of her body and even when she was broken and unable to continue, many of the scientists remain unmoved. A rare few were nice and caring, such as the female agent and remembering the words of the agent, Child grit her teeth and persevered while her mind had begun to delude
herself to the point that she truly believed that she would be loved if she appeased the "family" elders. This self delusion was the only way she could comprehend what was happening and she deluded herself to the point that she truly believed it. Going through whatever grueling training, augmentation and education throughout her entire life, Child sought to hear praises and approval and was most happy when they told her "good" or "very well". Eventually, this built up into her co dependency on The Agency. The more sympathetic of The Agency did provide her with a sense of progress, which stopped and helped heal Child's mind from scars from pre and current Agency memories. Regardless, her mentality is still rather fragile.

In order to monitor and actually look after the young child without having a human growing overly attached to her, The Agency had a custom Beta A-Noid built in order to be her caretaker. Whilst it is sentient, Sieghilde follows The Agency's directive concurrently with genuinely caring for Child. With both Sieghilde and the occasional approval and praise, Child's co dependency didn't spiral into a severe and crippling mental condition. As she grew up, she wasn't completely oblivious to her surroundings, given her rather good mental capacity. She somewhat understand the purpose of the programs she was put through since she came, but she still viewed The Agency as her family. She knows that the "family" has a noble purpose and Child was willing to give everything for it. However, the circle of close "family" members have shrunk considerably, as she no longer encompass it to everyone in the organisation, but only to those she trust and feel like they genuinely do love or at the very least, treat her nice. The situation is not unlike that of immediate and extended families. Her co dependance is still extremely strong, hard, but fragile, but has been somewhat stabilised with the tether of Sieghilde and those within the organisation she trusts.

Despite her age, Child is an extremely capable and fearsome Agent. She is blindingly loyal to The Agency and skilled at what she did, that is, eliminating opposition and capture. While they were disappointed that what drove her wasn't adopting their goal, but something more familial, the head scientists and executives believed it was fine as long as she continued her job. They exploited this. While many other operatives find having a child with them somewhat insulting, her skills could not be ignored and she was given a proper rank and respect amongst agents. Her co dependency meant she wasn't suited for leading, but definitely someone one can depend to get things done. All in all, the project heads believe that Child was a rather successful experiment in raising a super soldier with proper indoctrination. Whilst the physical aspect was smooth sailing, the indoctrination was still shaky. As long as she is alive and followed and assisted their operations, they so no need to dispose or archive her off, but instead, make use of her to their full money's worth.
 
Last edited:
Tipsynaruto
Valkyrur

Got some interesting characters there. :D So far we've got a good mix of characters, though we need more gender differiantation! It will be interesting to see how they all work with one another. :)

I'm thinking... Since we're playing as a team who fight terrorism, it would only be natural for our characters to atleast kind of know each other from the outset, right? Even if we do start with their 'first mission', wouldn't they have had a chance to kinda familiarise with one another?
 
indeed. Considering the background of my character, it would be obvious that Child will know Joanne.
 
Yeah, I can imagine Joanne being almost sisterly/motherly towards Child. Not in a protective way as such, but more in a sense where Joanne would provide support and consolation when needed.
 
And for my character, being programmed based on a person motherly to those younger than her... Ho. She's the ultimate mama! (Her personality and thought processing are based on a 40-year old lady)
 
Right, here's another character. Keeping much of his story in the dark for now, but I've cleared his history with 2kki. :monster:

Name: The Machinist

Race/Species: Human

Force (where applicable): None

Age: Somewhere in his thirties

Height: Approx. 5 feet 11 inches

Weight: Approx. 12 stone

Appearance: The Machinist is quite a wiry looking man; lacking in muscle. His skin is pale from spending most of his time cooped up in his “paradise”. He has cropped black hair, which mostly gives the impression that he’s just gotten out of bed, and a few day’s growth of stubble. His eyes are a startlingly bright green.

His attire mostly consists of ragged and stained clothes. Despite being washed, they still retain stains from various oils and chemicals, and there’s always a faint odour of acid on them. Usually wears baggy trousers and shirts with rolled up sleeves.

He is always seen with various tools hanging from his belt, such as wrenches, hammers and a drill.

Current Residence: N/A

Birthplace: N/A

Augs: N/A

Allegiance: N/A

Alignment: N/A

Primary Weapon: Glock 17 Gen 4

A-noids: The Machinist has a consignment of A-noid ‘bodyguards’. They are of a unique variety solely designed by him. There are three primary guards, and three drones. The drones are roughly the size of footballs, but maintain various technologies that are designed for stealth and subterfuge. They are primarily built as a front-line security system, acting via a “linked mind” which answers to commands that are input through The Machinist’s tablet.

Built into them are various cameras and audio receivers that transmit their data to the tablet in real-time. They can also generate a perimeter that, when crossed, would immediately alert the primary guards of a breach in security. Due to the fact there are only three drones, the perimeter can only maintain a triangular shape. They also come packing with a .45 Auto, which uses hollow point rounds. Capable of killing a person, though pretty much useless against armoured personnel.

The primary guards are designed more like the humanoid class of A-noids, though The Machinist designed them in such a way that makes them only barely resemble a human. Their arms are replaced with interchangeable blades and firearms of various calibres, and each one is maintained by a self-sustaining energy source which is used to charge the power supply for the drones.

The primary guards are a force to be reckoned with; capable of taking out a platoon of highly trained soldiers with ease. They make use of various stealth and guerrilla tactics, so long as such tactics do not endanger The Machinist. (Imagine having to confront a trio of Predators.) Each one tends to be armed differently. One with various explosives, another with long-range rockets and sniper armaments, and another with various types of blades and blunt weapons designed for deadly close-range combat. However, all three keep back-up weapons for use in situations that are outside of their ‘comfort zone’ as it were, and each one has a cloaking device.

Misc. Items: Tablet and various mechanical and engineering tools that are used to monitor and maintain his A-noid bodyguards.

Biography: “The Machinist” (Real name unknown), is a man who appears to have a strong vendetta against The Agency. His knowledge of the company’s activities, facilities, technology and security suggest that he has close relations with an insider. Already held accountable for various terrorist attacks in some of the North American districts and more recently the country of Japan, he is a highly wanted criminal.

It is apparent that he consorts with various terrorist groups, such as Darwin’s Legion and The Hive, although informers have given the impression that he is a free-lance weapons developer who works for the highest bidder. While not an unusual profession in itself, The Machinist’s case stands out because of how advanced his weaponry is.

His current whereabouts are unknown.

________________________________________

I thought I might as well share this now, although I do need to shed some more details on his A-noid bodyguards. :hmmm:
 
Izanagi

Well, you can apply a character, but it is indefinitely on hiatus by 2kki until they are more free
 
Back
Top