Spoiler: Character ClassesSpoiler: VampirismFull Bloods have more abilities than Half-Bloods.
Full Bloods= Pyrokinesis, Rememberance, shape shifting.
Advantages
1. Immune system is accelerated causing wounds to heal 75% faster.
2. Death comes from seperation of the head from the body, sunlight, see GM if you have specific methods.
3. Resistance to projectile fire and some explosions.
4. Heightened senses for seeing weak points
5. Recovers 50% of stamina from drinking the blood of others
6. Flight & Wall Climbing is possible
7. All stat areas are increased by 2 points.
Disadvantages
1. An accelerated immune system puts strain on other bodily functions. Meaning time is required for recovery.
2. Skin burns instantly from sunlight, If decapitated the head must be completely removed far from the body or it can regenerate. Time is required to heal from explosions or recovery will be very slow.
3. Taking damage slows the recovery process. Enough constant and unrelenting damage will render you unconcious but not dead.
4. Heightened senses only increases smell, hearing, touch, sight, and taste. You can't see through walls.
5. Revenge increase by 2 the longer you hunger and go without drinking blood. (every 2 posts)
6. Abnormal abilities/movements increase the hunger process everytime you use them by 2.
Spoiler: Lycanism(To be a full breed you must be born a Lycan. Half breeds are created through bites or scratches.)
Full Breed= Shifts from wolf or werewolve at will.
Half-Breed= Only shift during the night.
Both= All stats increase by 2 during full moon.
Advantages:
1. Senses are heightened 85% far about the average human or vampire.
2. All stats increase by 4 including revenge.
3. Wounds heal within 1 posts time after recieving the injury.
4. Resistance against small arms fire.
5. Can use weaponry in shifted form.
Disadvantages:
1. Only transform into full Lycan (Werewolf) form once during a mission. You may shift into a wolf form 2 times during a mission.
2. Revenge increases by 2 the longer you remain in shifted state.
3. Weaken against explosions or fire.
4. Weak against silver weaponry.
Spoiler: Hybrid(Vampire & Werewolf)Advantages:
1. Two forms: Wolf & Hybrid
Wolf form: is extremely fast able to run up walls, ceilings, and run on water.
Hybrid form: +10 Str., Stam., Intel., Sp., Ste., Inter., +2 Rev.
2. Withstands Light
3. Instant Regeneration: Allows a Hybrid to instantly recover once the wound is inflicted. The body can take massive amounts of punishment constantly recovering under the pressure, but the longer the punishment the weaker the Hybrid becomes. +2 each post it takes damage.
4. Resistance against small arms fire.
5. May transform in daylight or at night.
6. Flight & Wall Climbing is possible
7. Rememberance: Ability to take the memories of anyone you feed on and also see what they see if kept alive.
8. Pyrokinesis: Allows you to hyper heat the air triggering instance explosive combustions the strength of C4. (1 every 3 posts.)
Disadvantages:
1. Weak against Silver, Fire, and any act that may cause a overpowering of the senses such as flash grenades, sound grenades, etc.
2. Revenge increases by 2 the longer you remain in Hybrid state.
3. Extreme blood thirst and hunger. Must feed somewhere within every 4 posts or revenge increases by 4.
Spoiler: PsychicTelepathy- Gives the user the ability to read the minds of others. This increases your chances of countering attacks 60%. The best advantage this skill provides is allowing you to easily search the minds of others for security codes, passwords, and other important intel. You can even send mental messages to others. Increases Revenge by 3 per use.
Telekinesis- Provides the power of moving objects with one's mind. This skill exerts a tremendous amount of pressure on one's body causing them to slowly blood the longer they use it. Nothing is out of bounds with this power allowing you to life anything from cars to even bringing buildings crashing down. The the bigger/heavier the object the more blood lose you will exert. (Stamina decreases by 1 with every use.)
Psi Warp- Allows the user to generate a barrier blocking anything from small arms fire to high impact explosives. This barrier is one of the most hardest skills to utilize quickly drainning the stamina of the user. (Stamina decreases by 2 for each post utilized.)
Psychosis- This odd ability allows you to tap into the deepest confines of your enemies mind causing them to halucinate, mental break down, and even kill themselves. This provides a great tool when wanting to cause a distraction or place others under your control momenarily. But this ability is only effective against those of weak mind. Anyone NPC under INT 10 & any player under INT 9 can be controled. 2 revenge points each time this is used. Range is only 100 meters. Control lasts for 2 posts, but can be broken through creative methods. How far can you go with this control? Once in control of a target's mind you can fully bend them to your will forcing them to do anything, but in the event their life is threatened you cannot state their death, but you can placed them in such a situation. Ex. Force someone to shoot themselves. You can only state them aimming then firing. You cannot state the outcome.
Menosis Frame- Only held by the strongest of telepaths. This ability gives the user the strength to release an outer blast of telekineic energy spreading outward with the user at the center. This is most effective against multiple enemies at once allowing you to destroy everything around you with a devastating outward blast with a radius of 200 meter breaking glass, knocking back heavy objects like trees, scrammbling electronics like a EMP, and if close enough you can even focus the energy released into a single point forcing the pressure to deal guided damage to anything in it's path. For example, caving a man's skull in from the pressure without even touching him. (Only 200 meter radius, 3 revenge points pure blast, 2 blasts per mission, takes 1 post to rest for another blast.)
Spoiler: Advanced Artificial Manipulation(This refers to one's motification of their body with the help of technology.)
Nero-Interface: Allows the user of the A.I to experience the sight, touch, taste, and smell of the A.I and vice versa. This can be useful in predicting situations and staying in sync with your A.I dummy even during seperation.
Cyber-Calm: Gives the A.I and user the ability to link each others brain & cyber brain activity allowing them to read each others thoughts and speak without speaking verbally. It also makes a good way to communicate and hatch out plans.
Nanotechnology(Body Modification)= With the advance of techonology increasing at such a rate it was only a matter of time until someone invented nanobots. These microscopic robots were created by "Weasel" to "upgrade" the users physical powers. The nanobots attach to the nervous system and muscle cells of the user and release small waves of electricity. Since the body is controlled by the use of electrical currents sent from the brain these nanobots make the reflexes almost super human.
Advantages
*Adds +2 to Inertia, Speed, and Strength
*Makes the user have incredible reflexes
*Allows the user to heal at a rapid rate (2 posts completely healed).
*Nanobots calculate conditions and increases accuracy
*Has the ability to remove harmful elements or toxins from the users body.
Disadvantages
*Nanobots only last a limited time before running their course out of the user's body. (2 missions.)
*The nanobots have to be maintained every week
*Each strong use of the nanobots add +2 to Revenge because of strain on the users mind
*The users mind will become controlled by the nanobots unless checked properly
*A strong electrical current will disable the nanobots and cause the user to "Black Out" until the nanobots recover. (Lasts for 1 post)
$80,000 per treatment Intelligence 7
Spoiler: Stat ScaleStrength:
1-4: Average Ability
5-7: Lift large weapons such as a Bazooka.
8-10: Crack a skull with your bare hands.
11-12: Smash a cement block
13-15: Use almost all heavy weighted weaponry.
16-18: Abled to absorb the reqoil of any weapon.
19-21: Run quickly no matter how heavy a weapon's weight
22-24: Dent a car with a single punch
25-27: Punch throw a concrete wall.
28-30: Dent many types of metal
31-33: Punch through many types of metal including titanium
34-36: Lift a small helicoptor
37-39: Raise a large tank
40-42: Stop a oncoming vehicle with your bare hands.
Intelligence:
1-4: Average Ability
5-7: Pilot a helicoptor/ tank/ jet/ or other assault vehicles.
8-10: Disarm complicated I.E.D's Inprovised Explosive Devices
11-12: Use high-tec weaponry such as a Mechs.
13-15: Use some high-tec weaponry/accessories
16-18: Develop your own type of tricked out vehicle
19-21: By pass minor security systems by hacking
22-24: Foresee almost 55% of on coming attacks
25-27: Read other peoples lips.
28-30: Allows you to pilot any air to surface vehicle.
31-33: Decode/translate enemy languages & documents.
34-36: Hack any type of Mech or weaponry in shops for your usage.
37-39: Locates the weakness of any target.
40-42: Expert hacker, explosive disarmer, 80% of attacks can be foreseen.
Accuracy:
1-4: Average Ability
5-7: Decent small arms shooter
8-10: Akimbo comes easy (Duel Small Arms)
11-12: 45% of attacks hit their mark
13-15: Rifles and Automatic weapons come easy
16-18: Switch to engage multiple targets with ease
19-21: Sniper efficient; You utilize wind direction, distance, and location
22-24: Curving and bouncing bullets off surfaces to hit targets
25-27: 55% of attacks hit their mark
28-30: Great chance of knocking down enemies with landed attacks
31-33: 65% of attacks create vital damage
34-36: +2 points to adrenaline for each multiple kill
37-39: Kill multiple enemies with single attacks
40-42: 90% High knockdown, Vital Hit, and lightening fast multiple kills
Speed:
1-4: Average Ability
5-7: Slightly dodge edge weapons
8-10: Leap great distances
11-12: Dodge some small arms fire
13-15: Jump wide gaps of commercial buildings
16-18: Completely dodge small arms fire
19-21: Slightly avoid on coming rockets/missiles
22-24: Rolling/Flipping/Mid air agility are improved
25-27: Counter 50% of all physical attacks
28-30: Allows you to run up the surface of walls
31-33: Walk on some liquid surface.
34-36: Counter 60% of all projectile fire
37-39: Trigger a slow motion reaction to slow down enemies or objects around you for only a few seconds. 100 meter radius.
40-42: Dodge 85% of all projectile & physical attacks.
Stamina:
1-4: Average Ability
5-7: Take a round to the chest.
8-10: Withstand some minor fire damage without stopping. 2nd Degree.
11-12: Live after falling from the top of a residential building.
13-15: Withstand a small vital wound
16-18: Recover 50% as time passes with aid ex. Medical Supplies (2-3 posts)
19-21: Survive losing a small amount of blood
22-24: Recover 75% as time passes with aid ex. Injection (1-2 posts)
25-27: Minor wounds stop bleeding instantly
28-30: Overcomes some major explosive impacts
31-33: Major wounds stop bleeding with aid ex. Bandages (2 posts)
34-36: Recover 89% as time passes with aid ex. Rest (1 post)
37-39: Developes instant immunity to poisons and gases.
40-42: Immune to Stamina depletion from abilities.
Adrenaline:
(This represents your fighting performance during combat. The greater your performance the higher your adrenaline will increase allowing you to out perform your enemy in battle. GMs will award 1-5 points based on the execution of attacks and kills. After reaching multiples of 5 each stat area increases by 2 points each. But once a battle is concluded your adrenaline desends back to 0.)
Specialty:
Types- Fighting, Evasion, Spying
1-4: Average Skill
5-7: Temporarily +2 point boost to all Evasion Specialty types for a single corrilating area Ex: Parkour +2 towards Speed and Stamina (2 posts)
8-10: New Specialty Acquired
11-12: Temporarily +2 point boost to all Spying Specialty types for a single corrilating area Ex: Infiltration +2 towards Stealth and Intelligence (2 posts)
13-15: New Specialty Acquired
16-18: Temporarily +2 point boost to all Fighting Specialty types for a single corrilating area Ex: Kung Fu +2 towards Strength and Speed (2 posts)
19-21: Temporarily mimic enemy specialty (2 posts)
22-24: New Specialty Acquired
25-27: Obtain 1 enemy specialty through extended combat (3 Fights)
28-30: Permanent +5 point boost for all specialty types for two corrilating areas Ex: Marksmenship +5 towards Accuracy and Strength
31-33: Permanent +1 point per Evasion Specialty to Stealth or Speed or Stamina
34-36: Permanent +1 point per Spy Specialty to Intelligence or Stealth
37-39: Permanent +1 point per Fighting Specialty to Strength or Speed or Accuracy or Stamina
40-42: Final Specialty Acquired
Revenge:(Revenge increases by 2 If you kill an assassin or if you use/have special abilities. You cannot add points here.)
1-4: all stats permanently lowered by 1
5-6: Stamina is permanently lowered by 2.
7-9: Speed is permanently lowered by 2.
10-11: Strength is Permanently lowered by 2.
12-15: Stealth is permanently lowered by 2.
16-17: Accuracy is permanently lowered by 2.
18-19: Intelligence is permanently lowered by 2.
20-24: You go into an berzerker's rage NPC'ed by a GM at this point.
25-30: Regained your senses. All stats are raised by 10 points for 3 posts. After 3 posts revenge will revert back to 0.
Stealth:
1-4: Average Ability
5-7: Easily blends into enviornments
8-10: Movements are barely heard, but can be seen if exposed.
11-12: 55% increase of silent killing of an enemy without alerting another.
13-15: No physical movements can be heard, but can be seen if exposed.
16-18: Easily infiltrate enemy ranks unnoticed with the help of disguises.
19-21: 60% of all physical movements go unheard even in water.
22-24: 75% increase of silent killing without alert the target or additional enemies.
25-27: Enemies are easily distracted and can be tricked.
28-30: Complete silence that may lead to an instant kill.
Spoiler: Character SkeletonName: (Your name or alias?)
Age: (How old are you?)
Gender: (Male or Female?)
Character Class: (Human, Cyborg, Vampire, Lycan, Telekinetic? Species are limited and must be approved by Head GM.)
Appearance: (What do you look like? Image not required but a decent description is.)
Personality: (What are your likes and dislikes?)
Specialty: (Create your very own or see some examples from the Specialty section. All players begin with one specialty.)
Affiliation: (What crime syndicate, government, or other organization are you affiliated with if any? Not required.)
Background: (What's your assassin's story? Family? Friends? How/why did you become a killer? Place here anything you think will help describe your character.)
(Each new assasin starts with 30 points to place in an empty field while vets will recieve 40 points. Each field must have a minimum of 1 point in each. No points will be placed inside the Adrenaline field, which will be determined by the GM.)
Strength: Amount of damage assasin can inflect.
Intelligence: Capability to foresee an attack.
Accuracy: Success rate of landing attacks.
Speed: Ability to deliver a quick kill or dodge an attack.
Stamina: Amount of damage taken before death.
Specialty: Usefulness of your special skills and how many can be used.
Adrenaline: Performance during combat to out do your enemy.
Stealth: Your ability to remain hidden and never discovered.
Revenge: Your taste for blood.(do not add points here)
Account Balance: $50,000
(Weapons may be purchased in the Black Market.)
Weapons Of Choice: (This is your currently equiped weapons, accessories, items, misc.)
Inventory: (This is your stock pile of weapons, accessories, items, and misc where you will store/hide anywhere you choose. You will go back and forth to reload, swap, and reequip your preferred Weapons Of Choice from time to time here. It is possible for your inventory to be stolen so keep it's location secret.)
Be aware of the weight/size ratio of the weapons you carry on your person. Too many may slow you down or too big will make you an easy target to spot.




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