|
| 25 Oct 2011 03:49 PM |
============================================================================================================ It's been two weeks, and already the World's gone to hell. Everyone likes to think 'Oh the Military can take any undead horde down'. Not such the case. They forget the Billions of Dead buried beneath our soil, they forget that they too will rise. They forget that there's always a Complication.
So what caused it? A Disease? Sort of. Everyone remembers the NAVIS incident in London a few years ago, but that was cleaned up, and there isn't much left to show it actually happened besides Video Footage and the odd Photograph, sometimes a survivor of the NAVIS Incident trying to fit back into society. Oh, and a few Vials of NAVIS.
A Nuclear Detonation sends out an Electromagnetic Pulse, and when they nuked London after the incident, the last vials were affected, the controlling Nanobots in the serum malfunctioning, not working right. The scientists were horrified when they started new tests, horrified at the undead monstrosities the serum created, horrified at just how infectious it now was, horrified that they couldn't contain it. London fell once more, and the Military marched to reclaim it, only to find themselves engulfed by NAVIS and the Undead, and it spread across England, through Wales and Scotland. Ireland and France were hit next, and from there, the world. It only took two weeks, and it seems impossible to rebuild. The worst thing is, it's nothing like the first NAVIS outbreak. No smoking ruins, no burnt-out cars, no bodies, just empty streets. Everything's intact, it's just... empty. Until a shot goes off, or blood is spilt, then they come as quickly as the storm, swarming like piranhas and leaving nothing.
So what do we do? It's simple actually. We survive. You can't take on the whole world, including those who have died before us. You can't go Rambo and gun them all down, you'll join them in seconds. You can only run and pray they don't find you, pray that you don't run into airborne NAVIS, pray that you can live to see the next sunrise. =============================================================================================================== WEAPONS
Sidearms
Semi-Automatic Pistols The Standard Sidearm. They fire as fast as you can pull the trigger, and typically have a good sized magazine and nice enough stopping power. They readily take a variety of modifications, including upgrading to Full-Automatic Pistols. Can take Laser Aiming Modules, Flashlights, Pistol Scopes, Extended Magazines, Extended and Threaded Barrels, Compensators, Suppressors, Calibre Swaps. Glock 17 Beretta 92FS Sig Sauer P226 Heckler & Koch USP FN Five-seven Colt M1911 A1
Revolvers Revolvers are typically Six-Shot pistols. They hit harder than a Standard Semi-Automatic, are more reliable and easy to maintain, and have better range and accuracy. However, they seldom take over 6 rounds, and do not often take modifications very readily, and have much harder recoil than Pistols. Can take Hunting Scopes, Laser Aiming Modules, Extended Barrels, Compensators. Colt Single Action Army Colt Python Smith & Wesson M19 Mateba Autorevolver
Personal Defence Weapons Personal Defence Weapons are a lot like Sub-Machine Guns, fully automatic and compact, but PDWs typically fire an Armour-Piercing Round, giving better range, accuracy and armour-piercing capabilities than an SMG, but they tend to lack the sheer Fire Rate of an SMG, or the raw Stopping Power. Can take Laser Aiming Modules, Flashlights, Scopes and Sights, Extended Magazines, Suppressors, Flash Hiders. FN P90 Heckler and Koch MP7 Skorpion vz 61 PP-2000
Primary Weapons
Sub-Machine Guns Sub-Machine Guns are fully-automatic weapons firing pistol cartridges at a very high rate of fire. They are not as powerful as an Assault Rifle, and lack the range of a Rifle, but they fire much faster and have less recoil, as well as being more compact and easier to carry. Can take Laser Aiming Modules, Flashlights, Scopes and Sights, Extended Magazines, Flash Hiders, Suppressors, Compensators. Heckler and Koch MP5 IMI Uzi Heckler and Koch UMP45 PP-19 Bizon
Assault Rifles Assault Rifles are full-size, typically 5.56mm or 7.62mm firearms, usually able to switch between semi, burst and fully automatic fire, and cover a wide range of applications, thanks to greater range and stopping power than a Sub-Machine Gun, along with typically being very rugged and reliable. Can take Laser Aiming Modules, Flashlights, Scopes and Sights, Extended Magazines, Under-Barrel Grenade Launchers and Shotguns, Bayonets, Crane Stocks, Calibre Swaps, Compensators, Suppressors, Flash Hiders. M16A4 M4A1 AKM L85A1 G36 Tavor TAR-21 AUG HBAR AK-47
Sniper Rifles Long-Range, High Powered Rifles, typically 7.62mm or higher, and typically Semi-Automatic or Bolt Action. Sniper Rifles can be scoped or unscoped, and are unmatched at long range. Can take Scopes, Upgraded Night-Vision Scopes, Extended Magazines, Bipods, Laser Aiming Modules, Calibre Swaps, Suppressors, Compensators. M14 M40 Bor Intervention Bolt Action
Shotguns Popular Home Defence weapons, the Shotgun is actually surprisingly long-ranged, but is the most devastating up-close, capable of blowing limbs off and cutting undead clean in half. Typically Pump-Action or Semi-Automatic in 12 or 20 Gauge. Can take Extended Magazine Tubes (Drum Magazine for Saiga), Flashlights, Gauge Swaps, Compensators. Benelli M3 SPAS 12 Mossberg 500 Saiga 12
Specials Smith & Wesson 500 Magnum - Extremely weighty (5kg) Revolver firing the extremely large S&W 500 Magnum round. Ridiculously powerful, with a ridiculous recoil. 5 Shot. Available Modifications: Compensator, Six-Shot Cylinder, Hunting Scope, Anatomical Rubber Grip.
Smith & Wesson WASP - 8 shot .50AE Pistol (Also available in 13 Shot .45 and 18 shot 9mm) with inbuilt compensator and silencer. Can be equipped with an extended magazine, scope or anatomical rubber grip. Comes with an ammo counter in the grip. Can take a Laser Aiming Module or Flashlight.
IMI Desert Eagle - 7 Shot .50AE Pistol, popular among civilians for it's distinctive look, but has a lot of recoil and weight that outweighs the power in the eyes of some. Can be equipped with a Scope, Anatomical Rubber Grip, Laser Aiming Module, Flashlight, Extended Magazine.
LE MP40k - A heavily modified MP40 from WWII. Fires .50AE and comes with a Scope, Laser Aiming Module/Flashlight and Silencer. Cannot be further modified. 45 Round.
Barrett M82A3 - Heavy Anti-Materiel Rifle taking the .50 BMG Round. Can be equipped with Upgraded Night-Vision Scope and modified Bipod. 10 round.
M240 - Light Machine Gun firing 7.62mm rounds. Known as a 'Bullet Hose'. Can be equipped with extended Magazine, Scope, Bipod, .50 BMG Upgrade. 100 round.
All Weapons can be custom engraved and painted. Maximum Modification amount varies depending on Firearm Proficiency, Repair abilities and the Weapon itself. ================================================================================================================ Perks Choose a Maximum of Four Non-Conflicting Perks.
Airsofter - You were an Avid Airsofter, and the realistic nature of Airsoft Guns gives you a good idea of how to handle a firearm. + Firearms Handling [Cannot be taken with Military]
Military - You were in service in the Military, and the training has paid off. TAKES THREE PERK SLOTS. + Anatomy + Firearms Handling + Firearms Maintenance [Cannot be taken with Hunter or Airsofter]
Hunter - You used to Hunt, and you still know how to hit just the right spot. + Anatomy [Cannot be taken with Military.]
Engineer - You had a job as an Engineer, and know how to make things work perfectly. + Repair [Cannot be taken with other 'Job' Perks.]
Scientist - You had a job as a Scientist on the NAVIS project, and you have a resistance to the Disease. + Resistance [Cannot be taken with other 'Job' Perks.]
London Survivor - You were there in London during the first outbreak, and NAVIS has already hit you once. You are immune to the Disease, but have been mutated by it. TAKES TWO PERK SLOTS. + Completely Immune + Mutations
Athlete - You had a job as an Athlete, you can run from all your problems. + Fitness [Cannot be taken with other 'Job' Perks.]
Man/Woman of Many Talents - You flit from Job to Job. + Allows more than one 'Job' Perk to be taken
Commander Shepard - People just really like you, and would follow you to hell and back, if they hadn't already been that is. + Charisma [Cannot be taken with Dream Crusher]
Dream Crusher - You just don't put up with other people acting up, and don't hesitate to crush their dreams and hopes. On the plus side, this has desensitised you somewhat. + People don't warm to you easily + You aren't easily phased by horrifying or traumatic sights [Cannot be taken with Commander Shepard]
Burn Victim - You played with Matches. + Burns covering Body + Desensitized to Pain
Arf! - You have a Loyal Canine Companion. + DOGGIE + Scavenging !
Artist - You had a 'Job' as an Artist. You can see very creative ways to use things. + Weapon Improvisation [Cannot be taken with other 'Job' Perks.]
Dumb Luck - You often seem Mentally Retarded, but things just work out for you. TAKES FOUR PERK SLOTS. ++ Derp ++ Luck [Totally not a Joke Perk.]
Weakling - Okay, so you can't lift a gun to save your life, but at least you can still do... something. + Cannot use any Primary Weapons + Ability in one reasonable field of your Choice [Cannot be taken with Weakling]
Strongman - STRONG. + Can take a Primary Weapon as a Sidearm [Cannot be taken with Weakling]
Ambidextrous - You can use both hands equally well. + Dual Wielding (You do not need this to Dual Wield, but it is recommended if you want to retain accuracy.)
Jury Rigger - Duct Tape and WD40 can solve anything. + 1 Weapon Attachment +- Repair (Half the Repair boost of Engineer)
Glutton - You don't care what it is. If it fits in your mouth, you'll eat it. + Almost everything is Edible
Camel - Who needs water bottles? + Need less Water
Bloodhound - You can sniff out Supplies from a Mile away. + Scavenging
Freerunner - Wheeee! + Freerunning
Raver - Go WiTh ThE fLoW, tHe BeAt Of ThE mUsIc. UnCe UnCe UnCe UnCe + Adaptability
Spartan - GLORY. + Need less Food + STRONG + Sword [TAKES TWO PERK SLOTS]
Brick Wall - Grunt. + Endurance + Slower
Seer - So what if you can't see? That doesn't mean you can't see them coming. + Almost Blind + Evasion
Magpie - You love Shiny Things. ++ Scavenging + Easily Distracted
================================================================================================================ Name: Age: Gender: Appearance: (With London Survivor you can go pretty damn crazy with this.) Perks (Perks go here) Weapons Primary: (Choose from Primary List. Can only be a Sidearm with Weakling.) Sidearm: (Choose from Sidearm List, or can be an SMG for Dual-Wielding SMGs. Can be a Primary with Strongman.) Tertiary: (Melee Weapon, or Second Sidearm For Dual Wielding Pistols/PDWs, or for replacing the lost Sidearm when Dual-Wielding SMGs.) Bio: ================================================================================================================ Taking a Perk which gives you Firearm Handling will get you a list of weapons with full information on them, instead of just the name as given here. You can research the weapons on your own however.
The Scientist and London Survivor perk give you background information on NAVIS.
London Survivor takes Two Perk slots because Mutations can have their own Perks and Downfalls.
Mutations are usually melding with other Lifeforms or Inanimate Objects, as London Survivor is a result of the first NAVIS outbreak. Mutations from the Second Outbreak are much stranger and varied, due to the broken Serum.
The Military Perk allows you to have 'Military' Versions of the Weapons. Send me a message if you plan on taking this so I can send you the Military Variants of Weapons.
You cannot pick and mix benefits and downfalls from Perks with more than one + sign. You take the whole Perk, or you don't take it at all. This goes mainly for London Survivor. You HAVE to be Mutated if you take it. |
|
|
| Report Abuse |
|
|
| 25 Oct 2011 03:56 PM |
Name: Anthony Wright Age: Around 15-17 Gender: Male; African American Appearance: One blue eye and one pure green eye. Black tee shirt, blue jeans, brown duster, gas mask. Long, brown, hair. Perks - Spartan - Arf! - Commander Shepard Weapons Primary: Mossberg 500 w/ Extended mag Sidearm: Colt M1911 A1 Tertiary: Curved Short Sword Bio: Awakes with no memory, except for his name, and finds a dog licking his face [Spartan takes up One and one half perk space] |
|
|
| Report Abuse |
|