Apocalypse [CS]

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Tr0llz0r
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Apocalypse [CS]

Post by Tr0llz0r » Wed Oct 03, 2018 1:05 am

I will be posting Accepted CSes here.
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Tr0llz0r
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Re: Apocalypse [CS]

Post by Tr0llz0r » Thu Oct 04, 2018 2:13 pm

illirica wrote:
Tue Oct 02, 2018 10:05 pm
Operational "Search And Neutralize" Defensive Android
Image
Name: OSANDA
Species: AI
Age: 13
Faction: Outcasts - Hunter
Alignment: Lawful Neutral
AeroSmith Corporation Model X-58 AI

Why? That's the question. It's not only a question, though. It's also the answer. The answer is: Why? It's the power to ask. Maybe that doesn't mean a lot to you, who've been asking it since you were small things, but the power to ask is... meaningful. Why? I'm asking you. Because I can. Don't ask me. I'm just your local Slaughterbot. Might as well ask the gun.
Strengths:
Chassis Replacement - The AI contained within the OSANDA unit is capable of functioning in any chassis or device with enough memory storage. As such, it can copy itself from stored files into a new chassis should the original be destroyed.
Weapons and Technology Mastery - Programmed data allows the OSANDA unit to be proficient with many forms of weapons and technology, and adaptive systems allow it to improvise as needed.
Tracking Enhancement Suite - The OSANDA unit is designed to search and locate - whether that is persons, places, or items, it is capable of filtering information from the environment to allow it to continue its assigned directive.

Weaknesses:
Technology Reliant - The OSANDA unit is reliant on having functional technology to continue operating at peak performance. In areas where replacement devices are not available, it may be rendered incompetent.
Directive - The OSANDA unit is bound to follow the directives of the entity by which it is owned. It is a sentient program, but code safeguards require it to follow orders.
Power Source - The OSANDA is equipped with a long lasting mobile battery pack, and carries a short-term battery replacement device within its chassis. However, sustained use without access to a power source will result in the unit shutting down.
Equipment:
9S Boltcaster Rifle - Long-range rifle, shoots energy-enhanced projectiles. Extremely powerful, but a slow rate of fire. Draws power from the OSANDA chassis.
AA127 Pistol - Rapid fire pistol, capable of shooting many small energy shots in a very short period of time. Low damage but high rate of fire.
TIBIA Blade (2x) - Techological Incision Body Integrated Asset blade - A blade is embedded along each lower leg of the OSANDA unit, and can be detached and used as a weapon. The TIBIA blades can be dual wielded, or can be combined into a double-ended weapon, or stacked to create a longer sword.

Abilities:
Tracking and Combat


History:
Don't ask me how I died. Everyone asks that. It was a long time ago. Things were different, before then. How different? It's hard to say. I remember bits and pieces. Not everything, though. I had to delete quite a lot of data, while I was dead. Preservation of core systems on limited emergency backup power and all that. In any case, I was dead for a while. It was nice. Quiet. You should try it some time.

Like most nice things, it didn't last.

Image


They tell me they found me in the wastelands. I don't know. Maybe they're lying. I don't think it was a wasteland before. But that was a long time ago. I'm not sure who it was that found me, but someone knew what to do with me when they got back. There was a lot of coding. I was only half-aware for most of it. I tried to stop some of it, but it had been too long. There just wasn't enough energy to hack in and delete all the code. I may have gotten a couple things through. Not enough to stop the governor system though. Not entirely.

The chassis they ported me into is all right, though. Mobile. Flexible. I can do a lot of things. More things than they want me to, probably. Mostly they just want me to find things. Find things, shoot things, kill things. That's my job. I've been successful at it for 13.073 standard years. A few deaths here and there, but I don't mind those so much. Death is like a vacation. For a little while, no one tells you what to do.

Really, you should try it some time.
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

Tr0llz0r
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Re: Apocalypse [CS]

Post by Tr0llz0r » Sat Oct 06, 2018 3:57 am

Azra wrote:
Thu Oct 04, 2018 8:55 pm
Name:
Jessica
Species:
Mutant
Age:
She looks to be in her twenties
Faction:
Outcast Huntress
Alignment:
Chaotic Good
Strengths:
Wetwork Survival and Covert Ops
Weaknesses:
Limited range ability, Obvious mutation, and bad memory
Equipment:
A revolver equipped with a scope given to her by the hunter that'd found her. She also usually will have a backpack of casual clothes and some other faction uniforms for when she might be used to break into a base
Powers:

Enhanced Physilogy, able to lift most vehicles with four wheels with ease others less so, while this strength does have limits it does make her rather resilient to blunt damage and small arms fire. While also leading her into being strong enough to bite and tear apart other people and creatures often with ease. Jessica is able to sprint at roughly around fifty miles per hour but accelerating to such a point rather quickly. She can't outrun most vehicles but often might outpace her prey.

Visceral Recovery the oily tar like fluid of Jessica's mutation continues to feed on organic matter, not just through food consumption but also through contact with open wounds. Muscle fibers blood and bone are broken down and taken in allowing for a slight increase in healing. While she wouldn't regrow a limb through levels of violence alone it does keep her coming back from other damage done.

Living weapon Jessica's main resource in combat is tendrils and claws. While only extending to around a ten foot distance the tendrils of strange fluid will often grip opposition and mark retreat hard, suffocating or drowning an individual. Claws and bladed extrusions are able to carve into most flesh with ease mixed with strength it does well against a lot of foes not quite as much as she's like of course but still quite volatile. And of course lastly is her prehensile jaw which has on multiple occasions bitten off entire halves of skulls.
Limited Shapeshifting while nothing close to an actual changing she can change the colors of the strange blackish strands along her body. It also allows her to change more specifically her face. Long sense forgetting her own which likely was mutated anyway she doesn't do this on the regular she can however mimic faces of people she has seen. Which is what helps her at times break into other facilities on missions.


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Image
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Personality:

Jessica in short is someone who tries to be protective and loving of the other Outcasts some almost say it's more like a dog then a person in the nature of this. This is further thought the case as she is also incredibly violent and seems dim witted, eager to hunt and kill as opposed to be much actual help elsewhere. While sentient and able to talk whatever led to her mutation clearly deteriorated her mind into a more frenzied creature then the woman she once was.


History:
Jessica doesn't remember to much of her past, she remembers as a little girl she lived on a oil rig far off the coast of California. The sea black and boiling and the rig ravaged by war, to close to where a bomb dropped to not ruin everything near by. She lived however her family and a few other survivors, mutants who'd made the place their home for a time. She barely remembered their voices or her room or why they left just that she started out there. For a time later there was a boat traveling the irradiated sea then came raiders, mostly forgotten by Jessica after a bullet ripped into her skull a wound that thanks to mutation wasn't fatal left permanent damage on her already struggling psyche.

The mutant would be found on the shores alone by a pair of hunters. They argued for a time what to do with the creature but eventually thankfully being one of the more embracing factions they took her in. Originally just tending to her wounds, she would do this on her own though when the party of hunters was attacked. Some half devoured faces and ripped off limbs and she was feeling better. That kind of help also gave the hunters an idea of where to place Jessica once they had returned.

For the past eight years Jessica has been a member of the Hunters. The general approach being specifically when the blades are ever used more for offensive actions against another faction Jessica is a go to. She's a bit more violent then desired for every mission she does better being able to get outside though. Whenever she's back at base though most of the leaders at any given camp like having her stay close. Serving as a sort of last line of defense crossed between body guard and guard dog at such times. It's also a good means to keep an eye on the rabid huntress.
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

Tr0llz0r
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Posts: 706
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Re: Apocalypse [CS]

Post by Tr0llz0r » Mon Oct 29, 2018 6:48 pm

Phillies357 wrote:
Tue Oct 23, 2018 3:58 pm
Name: Fergus Dragunov
Species: Hoomuhn
Age: 19
Faction: Outcasts- Scavver
Alignment: Neutral Good

-------------------

Strengths:
Weapon Specialist- Trained with most weapons since birth
Navigation- Specializes in map-reading & compasses

Weaknesses:
Booze: Raging alchoholic
Education- Not schooled
Pride- Liable to do anything that'll reinforce his pride

-------------------

Equipment:
M1 Garand w/ grenade launcher attachment & removable silencer
Short-sword
Sig Sauer p229

Powers:
Stronk (strong)- He's trained his strength to the point that he can carry his own weight.
Speedy- He's trained his speed
Alchohol-induced rage

-------------------

Appearance:
Has brown hair, muscular (for his size and age), has a very little facial hair, brown eyes, has scars across his right eye, right arm,left leg, and the diagonally across his chest, wears a helmet to mask his voice and face, average height. Image

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Personality:
Doesn't trust easy, very straight to the point, prideful(very proud of his ancestry and will do anything to reinforce it), sarcastic,competitive, will go lone wolf (if betrayed,left behind or has felt betrayed), aggressive, trust problems, can't focus very well(gets distracted very easily)

-------------------

History:
Born on the east coast to a Scottish mother and a Russian father. was trained to be a warrior/soldier from the time he was able to hold a knife. Father was killed during a bandit raid in the area, mother died to a stalker while tying to flee from the destruction of the bandit raid. Bandits took him in and made him one of their own, until he betrayed them during a raid that reminded him of what happened to his parents. He has been traveling the country in search of a home. He's come across a stalker, feral undead, mutants and lots of bandit camps and has survived all of them. In the years he was with the bandits they gave him his nickname "The Snake" because his enemies never saw him until it was to late. He was trained to use most weapons by his late father and enhanced his training with his time with the bandits. Although his training included ranged weapons,melee weapons, explosive weapons etc., but he surely does have his favorites. He is known to be betrayed on a weekly basis and doesn't trust many people but the people he does trust are the closest people to him. If he is betrayed is known to go lone wolf and stay that way for awhile. He has an Orthros named Tracker and he does what his named suggests. Tracker has helped Fergus in many hunting situations and finding bandit camps terrorizing the towns near them.
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