RESERVES.

Jul. 14th, 2013 06:02 pm
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Reserves are open! They last a week, with the opportunity to extend for three days once it runs out.

Current Reserves.




Check out our Test Drive meme!
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Fill out the following form for each character you intend to play and post it in the comments below (or link to an outside source, if you prefer). Applications are always open. Also note that there is no reserve system in place; characters are taken as they're applied for.


Name:
DW Journal:
Contact:
Current Characters:

Character Name:
Canon:
Age:
Gender:

Canon Point:
History: Link to a wikia or write out the history if no information is available elsewhere.
Personality: At least a paragraph is required (but by all means feel free to write more/reuse sections from an old application), just to give us an idea of what your character is like. All we ask is that you cover all the bases accurately.
Powers: What are your character's abilities? In game physical abilities will be toned down severely and to only a little above the average human level, magical abilities will barely manifest, and psychic abilities will also be greatly reduced. Please explain how they will be toned down along with the explanation of what the abilities are!

Sample: Here you can link a previous thread or write a example thread. There is no word requirement, we only ask that it shows the character's voice and thought processes!



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What goals do your characters hope to achieve while in this world? Will they research the past, will they ally themselves with the citizens, will they become the heroes that the wastes so sorely need? This post is a declaration of intent. This post will serve to keep tabs on what characters are doing what and will make it easier for us to both keep track of what characters are doing what, as well as inform the characters of what loot and information they will be gaining. And, if they're lucky, what sub-events they might unlock.

For example, if your character begins doing a lot of side-missions posted on the board then they will begin to be noticed and allowed to choose bigger and better jobs. Or, perhaps their skills will be noticed by someone with less than honorable alliances. Your character could easily become a paragon of good, or have the opportunity to begin slinking into the shady underworld.

Or, for another. If they were to research the world then they could discover it's lore. Through months of study, they begin to uncover the strangeness of the species. They could learn their weaknesses and be prepared for what is to come - or they could stumble upon a secret far larger than themselves and end up in a world of trouble. The possibilities are endless!

The outcomes are decided through an Random Number Generator. We are not opposed to hearing input and will gladly work in suggestions, but for the sake of fairness everyone has the same chances for great success or great failure.

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Is there a particular event you would like to see?

TAKEN.

Feb. 17th, 2013 04:39 am
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Fill out the form below to add your character to the taken list. Additionally, if you change any of the information listed, make sure to leave us a comment so we can update accordingly.




07-GHOST
Hakuren Oak • [personal profile] oakleaf • Kapitel 80
Kiki • [personal profile] diciassette

Konatsu Warren • [personal profile] begleiter • Kapitel 89
Kiki • [personal profile] diciassette

Shuri Oak • [personal profile] antwort • Post Wakaba Oak's funeral
Shikki • [personal profile] circusafro

CODE GEASS
C.C. • [personal profile] provalone • Code Geass R2 Ep 8
Kay • [personal profile] lordaeron

Lelouch vi Britannia • [personal profile] effacing • Post-Death
Jenny • [personal profile] 2wag

Suzaku Kururugi • [personal profile] quisling • End of episode 9 season 2
Ruru • [personal profile] plonks

DIABLO III
Leah • [personal profile] skepticals • Post-Act II
Luci • [personal profile] nephalem

DURARARA!!
Kasuka Heiwajima • [personal profile] topidol • Post Volume 4
Tosshi • [personal profile] tosshi

Shizuo Heiwajima • [personal profile] bartending • Post being shot.
Shikki • [personal profile] circusafro

FINAL FANTASY VII
Cloud Strife • [personal profile] limitbreaker • After Wall-Market
Shikki • [personal profile] circusafro

HOMESTUCK
Dave Strider • [personal profile] switchback • Post-A6I3
Luci • [personal profile] nephalem

Dirk Strider • [personal profile] miasmajesty • Post Dirk: Solicit profound wisdom from your friendly guide.
Shikki • [personal profile] circusafro

Jake English • [personal profile] xenon • Post dreambubble
AnNika • [personal profile] bread

Kanaya Maryam • [personal profile] glowsferatu • a6i3, after openbound pt 3
King • [personal profile] kingrockwell

KINGDOM HEARTS
Riku • [personal profile] mastery • post KH3D
Ame • [personal profile] unversed

MADOKA MAGICA
Madoka Kaname • [personal profile] embodies • post episode 9.
Shikki • [personal profile] circusafro

PERSONA 4
Nanako Dojima • [personal profile] kotatsu • post true ending
Ame • [personal profile] unversed

TALES OF VESPERIA
Yuri Yowell • [personal profile] trueknight • Right before ascending the stairs to face the final boss in Tarqaron.
Kyio • [personal profile] kyio
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Comment here for hiatus or drop. Put whichever it is in the subject line.

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THE NEW APPLICATIONS POST IS HERE.

Fill out the following form for each character you intend to play and post it in the comments below (or link to an outside source, if you prefer). Applications are always open. Also note that there is no reserve system in place; characters are taken as they're applied for.


Name:
DW Journal:
Contact:
Current Characters:

Character Name:
Canon:
Age:
Gender:

Canon Point:
History: Link to a wikia or write out the history if no information is available elsewhere.
Personality: At least a paragraph is required (but by all means feel free to write more/reuse sections from an old application), just to give us an idea of what your character is like. All we ask is that you cover all the bases accurately.
Powers: What are your character's abilities? In game physical abilities will be toned down severely and to only a little above the average human level, magical abilities will barely manifest, and psychic abilities will also be greatly reduced. Please explain how they will be toned down along with the explanation of what the abilities are!



FAQ.

Feb. 16th, 2013 09:44 pm
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WHAT CHARACTERS CAN BE APPLIED FOR?
Any you can think of, basically. We accept characters from all canons and mediums. We will also accept duplicates on a case-by-case basis—for example, Final Fantasy characters and their Kingdom Hearts counterparts can be in-game at the same time, but not a Katekyo Hitman Reborn character and their TYL counterpart simultaneously. Alternate Universe (AU) versions of characters that appear in canon (such as The World Ends With You and its AU, Another Day) will be judged on a case-by-case basis. At this time we will not accept fandom OCs or original characters.

WHAT HAPPENS WHEN CHARACTERS ARRIVE?
Your character will appear in a closed, run-down room and will receive a briefing as noted in the premise. The starting gear they will receive will be one (1) bag loaded with a basic first aid kit, empty canteen, a week's worth of rations and one very low quality weapon (if you did not have one prior to arrival, you will find an unfamiliar and random weapon in the bag. If you did, there will be a significantly lower quality replica inside). Once the door opens and you're unleashed on the world, the locals of the town, Orsa, will come out to inspect your character. Any "normal-looking" characters will be permitted to stay in town; that is, ones that are undeniably human, with no outwardly "unusual" features. This can be anything from having wings or animal appendages, an "unnatural" skin color like, say, blue or gray, horns or fangs or even particularly ostentatious tattoos. This also includes hair colors other than blonde/brown/black/red/gray and their variants, and eye colors other than brown/green/blue and their variants. So if you have pink hair or lavender eyes, you're no good.

If your character is "normal" they will be given shelter and will have an opportunity to gather supplies and even find some work to do in town. They can leave if they want to via the main entrance but will most likely be warned against it, given how dangerous it is outside.

If your character is not "normal" they will be forced out of town and past the barrier that surrounds it, preventing them from reentering. There is very little shelter in the immediate area and all they'll have is what's in their possession, but fortunately for them, the mutants in the town of Orsun will be happy to take all you lowly circus freaks under their wing.

WHAT SORT OF TECHNOLOGY IS THERE? ARE THERE COMMUNICATORS?
The technology in Orsa and other major surrounding towns is actually quite high for such a desolate setting. Their medical science is far more advanced than present-day Earth, as are their weapons, armor and other scientific advances. Most of the mechanical objects in town no longer work due to a lack of power, but there are generators for the parts that do, such as in hospitals and major stores (and Orsa's barrier, as it were). If your character loses a limb, it's very possible that they could have cybernetic replacements implemented—if you've got the goods to trade for it. Things like laser guns and energy shields are less common and are typically hoarded by the higher-ups.

As for communicators, they will largely represent Pip-Boy 2000s from the Fallout series. It has functional video, voice, and text functions, data recording and saving, and GPS tracking to map out previously traveled areas (as such, it will only show you where you have been and are going). Please note that for text, all font will be standard black courier—no custom fonts or colors. These are left for all arrivals inside the briefing room.

WHAT CAN MY CHARACTER BRING WITH THEM?
Only what they would have on their person upon arrival (not including inventory systems/backpacks/sylladexes). Any weapons they possess will be missing, replaced with much less handy replacements. Rusted swords, damaged guns, chipped staves, the like. Their original weapons cannot currently be reclaimed at this time, but may be later. It's also possible that the replacement weapon they receive won't be a direct match to something they wielded before—a character who typically uses a sword may end up with a gun instead, etc. You get what's available, don't complain.

Pets and companions may also appear with characters, provided they aren't appable on their own. They too will be severely powered down and stripped of any weapons they may have on them. Keep in mind that "unnatural" pets and companions may get your character kicked out of town just the same as if they were the odd ones, themselves, though!

ARE POWERS ENABLED?
Yes and no. All characters will be subject to a severe powering down and will retain very little of their previous abilities. Characters who can use magic may not be able to cast anything for some time, or may only be able to cast incredibly weak versions of their spells. Foe example, if a powerful mage attempted to create an inferno - they would now only manage feeble sparks. Characters who are inhumanly dexterous or strong will only be slightly faster and stronger than the average person. Psychic abilities will also be reduced to much the same.

No matter what your character came in with though, they now possess the possibility for psychic powers. These powers will start off very faint, but the longer they spend in-game, the stronger they can grow. Dying and mutating or being exposed to heavy amounts of radiation are the only means of powering these abilities up.

WHAT ARE THE COMMUNITIES AND THEIR USES?
[community profile] radioactivism: The IC/network community. All video/voice/text posts will go here, as well as action posts, if you wish. Please make sure to tag your characters' posts, Western style—first name, last name.

[community profile] acting_out: The OOC community. Intros, hiatus/drop notices, plotting and other miscellaneous posts will go here. Also, How's My Driving, Activity Check and event/scenario posts will be posted by the mod journal here.

[community profile] radioaction: The IC/log community. Closed action and prose logs will go here. Make sure to use the form on the community's profile and tag the entry with each character involved.

[community profile] radiotunes: The meme/spam community. Memes can be posted by anyone whenever they like, although we would prefer to see just one per day at the very least.

WHAT IS IDLE ACTION?
As the mods are big fans of how personalized tabletop RP is, we've decided to add in a little feature unique to it! "Idle Action" is essentially a declaration of what your character is doing with their time. You don't have to handwave these actions, in fact we encourage playing them out! This post is just a means to keep track of who is doing what and what "rewards" they get for their efforts.

For example, if your character begins doing a lot of side-missions posted on the board then they will begin to be noticed and allowed to choose bigger and better jobs. Or, perhaps their skills will be noticed by someone with less than honorable alliances. Your character could easily become a paragon of good, or have the opportunity to begin slinking into the shady underworld.

Or, for another. If they were to research the world then they could discover it's lore. Through months of study, they begin to uncover the strangeness of the species. They could learn their weaknesses and be prepared for what is to come - or they could stumble upon a secret far larger than themselves and end up in a world of trouble. The possibilities are endless!

The outcomes are decided through an Random Number Generator. We are not opposed to hearing input and will gladly work in suggestions, but for the sake of fairness everyone has the same chances for great success or great failure.

The post is here!

HOW WILL ACTIVITY CHECK WORK?
Activity check will be posted monthly. However, being that the game is relatively small and the pace sometimes varies, it will work as a check in as well as an opportunity to plot!

As long as you are active and post to the check-in, you will pass!

If you are totally inactive and check in, we will ask that you make up for it in the next month. If you do not, then unfortunately you will be removed from the game.

WHAT HAPPENS IF A CHARACTER DIES?
Your character will remain dead for a period of no less than 24 hours. During this time, their body will undergo rapid changes but will not rot. Any wounds and damage they receive will remain, healing enough to leave scars and pain upon reanimating, but nothing that will be immediately life-threatening. If they happen to lose a limb, it will not regrow itself or reattach! When they wake, they may be a little groggy, with some faint amnesia that will clear up fairly quickly.

The real change will be the mutations they will wake up with. Every character is subject to different mutations upon reanimating. These can be as small as discoloration in the skin or as large as sprouting extra limbs, unusual appendages like claws or spines, animalistic or warped features, and the like. They may also additionally gain an increase in their psychic powers or other enhanced abilities like sight, speed and strength. Glowing eyes and radiation sickness are common with reanimation and can take some time to fade.

What mutations your character faces are up to your discretion, but keep in mind that some change will happen for each death and these will be permanent. They will also stack, so if your character dies once, sprouts one wing and then dies again, they just might wake up with a full set. Or eight eyes. Who knows.

HOW DO MUTATIONS WORK?
Much like the mutations that occur during death, characters who have not died may also become subject to changes in their body or mind. These are typically less extreme unless they interact directly with toxic radiation or drink irradiated water and the like, but display the same general effects. Physical and mental powers may increase or become warped, allowing them to see greater distances or more clearly in the dark, at the cost of a pallid glow. Changes to appearance are also possible depending on the level of exposure.

The faint psychic powers that all characters are given upon arrival are also directly related to mutations and as such, contact with radiation and other influences that would cause them to mutate will tamper with these powers as well. These changes can manifest in different ways, depending on the character. Some will show telekinetic abilities, being able to move things with their mind; others will display telepathy, being able to hear very faint thoughts. Although these powers will gradually grow with time, more dramatic increases can be achieved through exposure.

IS CANON BUMPING ALLOWED?
Yes! Just PM the mod journal with the character, canon point you would like to move to, and a little information about the change (if there are major developments worth mentioning). Also make sure to drop a note on the taken list so we can update your info! Once you are cleared, your character will fall unconscious, wherever they stand. Even if they are taken to a hospital they will remain asleep for two days and when they wake, they will have all the memories of their stay, as well as their new canon point.



Did we miss anything? Feel free to drop a comment here or PM the mods.

PREMISE.

Feb. 12th, 2013 08:04 pm
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Whatever the circumstances you found yourself in before, be they life-threatening or otherwise, you now find yourself standing in the remains of a building. The tiles underneath your feet are cracked and broken, the air is thick with dust and the heavy scent of decay. The door is locked, but through the cracks in the walls you can see an industrial wasteland.

A screen across the room flickers to life. Beneath the centuries of dirt and grime a man's friendly face smiles at you.

"Welcome to Orsa!" He booms. The speakers posted at the side of the rooms vibrate, shaking off a heavy layer of dust. "Last great city this side of Wisteria. My name is Colonel Adams - though, by the time ya'll see this I'm sure somebody else is sittin' in my chair now.

The world has changed, son. Or daughter. Which ever HQ has gone ahead and sent us. This ain't the planet your nannys told you 'bout when you were growing up. The land's sick. The people are sick - if you can call them people anymore. I wouldn't. Not now."

The recording pauses. The image skips as your weaponry and other miscellaneous items appear in the pad in front of you.

"I should be saying something here. Something 'bout how it's your job to take it back. How we can win this for the good of us all, but I can't. Fact is you're just brought here to survive it. Our mission stopped having purpose fifty years back. Now all we can do is maybe make things easier for the poor mutated freaks that crawl the streets. They're all broke. Not one of them is human anymore. I don't think we're human anymore. Some of us aren't. Guess that's a little wrong of me to assume in this day and age...

Point is, you got your gear. That's all you're gonna get from HQ. That's all we're gonna get. Make your living, do what you can." An explosion rocks the screen, Colonel Adams curses. "Good luck, soldier. You're gonna need it."

The doors roll open with an ear-splitting shriek, rust on rust. And you're greeted with the world.

The world has changed. Lush landscapes are replaced with rolling deserts. Sparse, burnt grass rises through the cracks in the asphalt. Black trees bent low to the ground bear rotten fruits. The heat is unbearable. The streets are barren, the houses either boarded up or falling apart.

Slowly, the natives emerge. They study you, take in your appearance. It takes seconds to make your judgement. If you pass their test - if you appear human, if your hair is normal, if your eyes are passable, if you are most certainly human you can stay within their walls. If not, their guns come up. Their eyes turn cold and they push you from their land without a second thought. Without the barrier, you are exposed. Standing in the middle of a wide, flat landscape with no where to hide.

Something rumbles in the distance. A shadow falls across you, hot breath washes over your neck and you feel dread like you've never felt before.

Welcome to Earth.


[community profile] radioactivism is a panfandom survival horror game set in a nuclear desert, similar in nature to the Fallout and Borderlands series. Characters will have to hold their own against the elements, wild radioactive monsters, and a population of warped, mutated people. Currently, the game is invite-only and will feature an ongoing plot, frequent events and scenarios, and mod-controlled NPCs.

LOCATIONS.

Feb. 5th, 2013 02:32 am
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ORSA. The first town, and the place where all newcomers start out. Being so far out from the center of the destruction, this town managed to suffer much less than the others. Orsa is well fortified against the elements and runs far smoother than most towns due to it. It has a functioning well which, when the water is treated, can be used at will and electricity in some areas, although for the most part there are broken livewires that are still dangerous to approach that have not been hooked up. Some houses having functioning doors, even lockable ones, but many once used sliding metal doors that have since been replaced with tarps and wood. Toward the back there is a graveyard full of unmarked graves, surrounded by a ramshackle wooden fence and a handwritten sign in scratchy text saying "KEEP OUT."

Thanks to their thin, invisible barrier surrounding it, its Pure Strain inhabitants can live comfortably inside, and the mutants are kept out. It is passable from the inside, but impenetrable from without, running on electricity via a generator, which can be turned off (but isn't recommended). Orsa boasts its advancements in technology and started the movement of ostracizing undesirables some twenty-score years ago.

Orsa has a large hospital, a small plot of farmland, and an over-abundance of residents seeking to hire adventurers to earn their keep within the town. The locals run a few shops of sorts, offering food and medicine and weapons in exchange for labor or worthwhile items, but otherwise there isn't much else to see.

ORSUN is a shanty town about a mile off from the city, which houses it's growing mutant population. They have little to no protection from the elements and rely on their strength as a community to make it through the nights. Most of the settlement is nothing more than make-shift tents surrounded by scrap metal; the buildings are cobbled together from scraps pulled from other destroyed towns and are crudely patched scraps and newspaper, offering little real shelter. The entryway is nothing more than a gateway crafted from sheets of old aluminum roofing. It is generally not advised to drink the water in Orsun as it is untreated and heavily radioactive.

LIEFELD is the nearest town and has benefited from Orsa's prosperity. A day's journey north, it's best known as a trade community. It lacks Orsa's sophisticated technological barrier but has an impressive metal dome surrounding it. Liefeld is a little more lenient on it's mutant population, believing that it can be put to work rather than left to starve outside.

Liefeld often boasts to have the sexiest female mutants and as such has a booming prostitution business.

THE TRAIL. Travellers can easily recognize the winding black road as a highway. Though many of the offshoot streets have now been worn down to nothing, the main highway still leads from one major town to the next. It's a rite of passage to travel down this long strip for most merchants.

THE DUNES. In the stretch from city to city there are large clustered of hills, almost entirely empty desert. What little vegetation there is is mostly dry brush and tumbleweeds. The shifting sands occasionally hide caches of valuables, left behind at abandoned campsites and small settlements, though most of these supplies have been picked clean by the locals. Violent, sub-human mutants live in these hills. It is generally not advisable to venture towards one of these areas, even if well armed, as pain does not deter these creatures from their prize. Many of them make their homes up in the mountainous ranges, built up from subterranean caves at their base.

These caves can span for miles underground and and house monsters as well as the odd mutant, as well as a little water, mud and mossy plantlife. Some of these caves can be followed up into the cliffs and traversed by foot to the peak, although the winds near the top are very strong and wide open to avian predators.

SARIN SWAMP. A beautiful, lush forest about a weeks walk northeast from Orsa. On the outside it looks like a Eutopia, covered with green and filled to the brim with life. However, the water is toxic. The marshy land is filled with plants and animals that are toxic to the touch. Many of the beasts inside possess highly sought after anti-bodies so there is never a shortage of quests posted for brave adventurers to brave it's depths. These beasts are also very interested in protecting the rare, precious springs that are few and far between, as are the plants. Avoiding the volatile ivy, moss, clumps of reed stalks and vines that can and certainly will reach out and try to strangle you is as much a challenge as engaging the monsters.

bestiary.

Feb. 3rd, 2013 03:27 am
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MUTATED ANIMALS. [ CLASS A ]
The feral creatures that prowl across the wastelands. No two animals look precisely the same, but nearly all are hairless, bone-thin and swollen with tumors. They seek only to devour whatever lays in their path.

BIRDS: Resembling the dragons of ancient myth, birds have devolved into a featherless monsters armed with razor sharp talons.

LIZARDS: Even the smallest of creatures has the potential to kill. Though many lizards remain small, most possess a terribly potent bacterial bite equivalent to that of a komodo dragon.

AMPHIBIANS: Frogs and salamanders are only seen in the swampy areas of the oasis. They possess incredibly toxic skin and both have a powerful bite. Many are the size of small dogs, with some as large as a minivan. These creatures are constantly exposed to the radioactive waters and therefore are considered unpredictable.

Reports have indicated that some frogs have learned to spit toxin.

Similar reports say that salamanders have been spotted breathing fire.

GNATS: Clouds of roaming, carnivorous gnats. One is advised to cover all openings to their body. These monsters will eat their way into and out of a human host.

SPIDERS: Giant, mutated spiders the size of dogs live in the deserts. Most species prefer to hunt in the dark of the night, using vibrations to feel the proximity of their prey. The venom of a jumping spider can kill a full grown man.

Perhaps the most deadly of all the spiders would be the Trap Door spider. The largest of all the predators on the desert, living underneath the sand, the spiders lie in wait for prey to stumble into their lair. If one is lucky enough to avoid its venomous fangs, they are often lost in the immense tunnel system that the monster lives and breeds in.

HORSES: Hairless and covered in thin, sharp spines over most of their bodies, horses are still relatively tame in comparison to most of the beasts that roam the plains. Though they will eat a man, they prefer the taste of greens to the crunch of human skin. Their teeth are large and pointed, jutting out over their jaws.

CENTISTEED: A large, mutated, insectoid horse with more than a dozen legs tramples the ground with its many hooves. It has blotchy coloration, a pair of insectoid compound eyes, long antennae instead of ears, and small mandibles instead of teeth. These creatures are tamable.

BEETLES: Huge, thickly armored and largely carnivorous, the favored food of these monsters is children. They fly above the dunes hunting for prey.

BEARS. Bordering on nine feet tall on all fours, these creatures are immensely strong and nearly impossible to stop. Settlements live in fear of an attack. In the days before sporadic settlements, a single bear on a hunger rampage has been known to level an entire city block. A bear is more liable to attack a group than an individual as it expends an immense amount of energy to hunt. It is rare to encounter this creature as it spends much of its time sleeping to conserve energy.

MUTATED ANIMALS. [ CLASS B ]

While also mostly hairless and deformed, this class of mutated beasts are remarkably different than the last. Most are bipedal and possess some manner of primitive speech and society. These creatures are still quick to violence and are not to be trusted.

ARK. Blind, bipedal canines that live in packs of six to seven. The alpha stands tallest at 10 feet, while the lessers stand at 6. These beasts have mastered basic tools and can often be found within the underground cave systems left by dead spiders. Their excellent sense of smell and teamwork makes them a fierce foe to behold. They are known for their terrible temperaments and unreasonable thought processes.

BURROWERS. Lizard folk that live under the sands, roughly the size of children. Burrowers are incredibly hostile but can be bribed with shiny objects to do simple tasks. It is notably easier for a mutant to earn their trust than it is for a normal human.

EECH. Night-flying bat-like humanoids that live off of the blood of animals. Eechs are known to mind their own business and avoid humans, but on more than one occasion a starving colony has attacked human settlements.


SENTIENT RACES.

PURE STRAIN HUMAN. Intelligent, beautiful people living inside high-walled cities. These humans possess the technological prowess to replace useless limbs with powerful cybernetics - for a price. City-dwelling humans that believe themselves to be "free of mutation". While bearing no discernible physical mutations, many are reported to possess faint psychic abilities. Families between towns arrange marriages in order to keep the bloodlines pure. Children who display outward mutations are abandoned outside of the city walls.

Travelers who do not look human, or display highly unusual hair or eye colors, are immediately removed from the city.

MUTANT STRAIN HUMANS. The only notable difference between "Pure" strain humans and "Mutant" strain humans is their physical appearance. Mutant strain are a result of heavy radiation. Some are freakishly tall, some possess extra limbs, some have entirely too much muscle mass and others entirely too much fat. A mutation could even just be an unnatural pigment in the hair of eyes. The mutations are unpredictable. The Mutant community can be found by any Pure town, clustered in shanties on the outskirts of it. They feed on scraps and livestock that goes wandering by.

Mutants are distrustful of any "normal" looking people, but they will welcome the outcasted with open arms.

SUBCLASS. Due to the constant exposure to radiation, some mutants have devolved into sub-human monsters. They do not possess rational thought and live in the dunes along well traversed paths, eating anything that comes along.

DODGERS: Like the Ark, Dodgers are humanoid canines. However, they possess advanced intelligence and are fully furred. Dodgers are often credited to the weapon advances of the modern age, and can often be found posted outside settlements to protect their human masters. They are fiercely loyal to their human counterparts and will fight to the death to protect them.

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