Urasalia has chosen you to protect our its most precious resource, Science. Whether you are scientist or experiment you should be honored to be chosen. You shall be sent off to San Defortuna to help protect the interests and ways of life of our people from traitors and renegades. Each one of these people represents a significant threat to Urasalia, and Science. You will be helped though, our insight into Science and technology is far beyond that of any other country in the world. Each one of you have been chosen for your extraordinary abilities. Failure will not be accepted, good luck and Ursalia awaits for your victory.
After my long absence I have come back to GM an RP with my co-GM sneaky paladin. Please make sure to read the background and such before submitting a character. Please keep the following rules in consideration.
1. No godmodding, this should be obvious enough
2. No eleventh hour superpowers, this RP is about using whatever abilities you have, not developing an ability at the last second to ?win?.
3. No being a mary sue. Remember, at best you are an experiment who has gone through some ?questionable? testing.
4. I will not allow any of the following powers:
a. Unbreakable anything or can cut through anything, I just on principle don?t like these kinds of things as they tend to be OP.
b. Ability to buff, without any stats of anykind this can turn out badly as a wimp becomes a Space Marine.
c. Ability to absorb other peoples powers or copy any others, this tends to not work out well .
d. Teleportation, I?ve seen this turn out badly.
e. Control over a single elemental power, this gets boring
f. Super Luck, gets annoying.
g. Power armor, this covert ops RP these will not be necessary.
5. Before you ask, no you may not play as any of the rouge scientists or their experiments.
6. Also, both the GM and co-GM Pacific Time zone so make note of this.
1. No godmodding, this should be obvious enough
2. No eleventh hour superpowers, this RP is about using whatever abilities you have, not developing an ability at the last second to ?win?.
3. No being a mary sue. Remember, at best you are an experiment who has gone through some ?questionable? testing.
4. I will not allow any of the following powers:
a. Unbreakable anything or can cut through anything, I just on principle don?t like these kinds of things as they tend to be OP.
b. Ability to buff, without any stats of anykind this can turn out badly as a wimp becomes a Space Marine.
c. Ability to absorb other peoples powers or copy any others, this tends to not work out well .
d. Teleportation, I?ve seen this turn out badly.
e. Control over a single elemental power, this gets boring
f. Super Luck, gets annoying.
g. Power armor, this covert ops RP these will not be necessary.
5. Before you ask, no you may not play as any of the rouge scientists or their experiments.
6. Also, both the GM and co-GM Pacific Time zone so make note of this.
You have all been selected for this team because of your unique abilities. You are to hunt down and either kill or capture a number of rogue scientists from various labs. Approximately six months ago a mid-orbit observation and recon ship went down off the coast of South America. The ships auto destruct features activated successfully and the ship completely destroyed except for its black box. The recordings recovered from the black box end in the captain warning us that the ship has been overtaken by rouge scientists and he is crashing the ship to keep them from taking the vessel. Upon investigation into the labs we found several members missing, all had left various traps and had gutted their laboratories. Using various agents and detecting devices we have determined that all of them have holed up in the large Island City of San Defortuna.
This is where you come in. You will all be deployed on this island and sent to hunt down the rouges to make sure they do not give away valuable secrets. Assisting you, various agents and safe houses are scattered throughout the city and the island. Please attempt to be discreet, if you cause to much collateral the country may retaliate or the rouges may flee. Remember you are agents and assassins, should the need arise, not soldiers. We wish you luck and remind you that Ursalia awaits your victory.
This is where you come in. You will all be deployed on this island and sent to hunt down the rouges to make sure they do not give away valuable secrets. Assisting you, various agents and safe houses are scattered throughout the city and the island. Please attempt to be discreet, if you cause to much collateral the country may retaliate or the rouges may flee. Remember you are agents and assassins, should the need arise, not soldiers. We wish you luck and remind you that Ursalia awaits your victory.
It is not too far into the future, in fact the year is only 2053 and a new country stands as a hawk above a field of mice. Urslia was formed for various purposes, most commonly the belief that science should have nothing to hinder or harm it. At first it was simply a group of people who believed they were gods among men. Now it is a gathering of the most brilliant minds in the world. They observe the rest of the world never interfering except on a few occasions. They watched as what took them a few months to create took the world a decade. But now they hide, jealously guarding all technology and discoveries they have made. Ursalia is run by a council of labs, primarily by Omni-Sci. Though none know or particularly care all citizens are closely watched so any rebellious emotions or actions can be modified quickly. But in general, all citizens of Ursalia are content and happy.
Each Lab can function independently of the others. These labs are Ursalia?s most valuable resource. They invented the methods that allow Ursalia to function off the geothermal vents deep in the earth?s crust, and they provide the massive stocks of semi-sentient clones that provide for Ursalia?s manual labor. There is only one resource the labs or Ursalia cannot provide on their own, this would be test subjects. Long ago the council of labs decided that no citizen shall be experimented on without their consent. Each lab soon developed ways to gather subjects from around the world. For some labs the need is great as they run through many subjects in a very short time, in other cases the need is very low. Either way this is the only thing Ursalia needs from the outside world. In total there are seven labs.
Bio: Omni-Sci was originally created by America to study how to build a society on Mars. Soon though the experiments got out of hand; whole study groups disappeared never to be heard again. Omni-Sci disappeared as investigations reveled that some of their experiments were Dangerous. They founded Ursalia in a still unknown location and have gathered other groups to their cause of uninhibited science.
Function in Ursalia: Omni-Sci keeps the general populace happy and complacent. They are also seen as the most dominant lab in the council and see how to use new discoveries in Ursalian society.
Notes: If you wish to play as a member of Omni-Sci please PM me or my co-GM. Due to their high position in Ursalia some considerations will have to be made.
Function in Ursalia: Omni-Sci keeps the general populace happy and complacent. They are also seen as the most dominant lab in the council and see how to use new discoveries in Ursalian society.
Notes: If you wish to play as a member of Omni-Sci please PM me or my co-GM. Due to their high position in Ursalia some considerations will have to be made.
Bio: Cyber Prime technologies started up as a cutting edge computer technology company in the U.K. They advanced quickly and without reserves, inventing highly functional cybernetics and machines. Soon they developed the first Semi-Sentient machine. The government forbid Cyber Prime from advancing any further while they debated the moral implications as what they were doing. But they continued in secret and developed chips that could hinder a person and make them a slave in their own body, the government found out about this also. Cyber Prime refused and as the military rolled up to find the destroyed lab they met a few surprises. Nonetheless, Cyber Prime soon joined Ursalia.
Function in Ursalia: Cyber Prime keeps the various machines of Ursalia up and working. They also are essential in keeping the clones subjugated and under control. There semi-sentient machines also are essential in the functioning of all ships and transport devices into and out of Ursalia as they can be programmed to instinctually know where Ursalia is without actually knowing.
Notes: People playing Cyber-Prime may choose to be either a Scientist or an experiment. Cyber- Prime experiments tend to focus on melding the flesh with cybernetics and the brain with programming code. Experiments will usually have a few subjugation chips in them to keep them from rebelling. Scientists tend to replace parts of their body with cybernetics and enhance their own abilities with all manner of implants if possible. All Scientists and some experiments have something called a Logis Implant. This allows for the person with the implant to record their memories in finger sized drives called Memorandum Vaults. Usually this recording is voluntary, when it is not it is said to be excruciatingly painful. Well that is what the ones with high enough brain function after the ordeal say.
Function in Ursalia: Cyber Prime keeps the various machines of Ursalia up and working. They also are essential in keeping the clones subjugated and under control. There semi-sentient machines also are essential in the functioning of all ships and transport devices into and out of Ursalia as they can be programmed to instinctually know where Ursalia is without actually knowing.
Notes: People playing Cyber-Prime may choose to be either a Scientist or an experiment. Cyber- Prime experiments tend to focus on melding the flesh with cybernetics and the brain with programming code. Experiments will usually have a few subjugation chips in them to keep them from rebelling. Scientists tend to replace parts of their body with cybernetics and enhance their own abilities with all manner of implants if possible. All Scientists and some experiments have something called a Logis Implant. This allows for the person with the implant to record their memories in finger sized drives called Memorandum Vaults. Usually this recording is voluntary, when it is not it is said to be excruciatingly painful. Well that is what the ones with high enough brain function after the ordeal say.
Bio: Genoform Corp. was at first a company in Italy. They quickly made discoveries and advanced far beyond what the government expected. The company grew bored with simple animals and turned to the mob. After many, many mysterious disappearances the police found a massive vault filled undocumented labs doing human genetic experiments. Genoform Corp. killed them all but soon left knowing the government would soon catch on. They found asylum in Ursalia and have continued with their experiments.
Function in Urstalia: Genoform Corp. has developed all types of medical and biological technologies. Whole organs can be regrown from a single cell and before a citizen?s child is born most detrimental genes are removed. They also supply the clone laborers that are genetically modified to be strong and complacent.
Notes: People playing Genoform Corp. can only play experiments as they are the only one to have combat or unusual implants. Experiments tend to be a genetic mish mash or have many experimental implants in them to test for side effects and functions. Most are twisted unfunctioning husks that die quickly, but every now and then something all together wonderful, twisted, deadly or useful is made. This is usually given to Lab 7.
Function in Urstalia: Genoform Corp. has developed all types of medical and biological technologies. Whole organs can be regrown from a single cell and before a citizen?s child is born most detrimental genes are removed. They also supply the clone laborers that are genetically modified to be strong and complacent.
Notes: People playing Genoform Corp. can only play experiments as they are the only one to have combat or unusual implants. Experiments tend to be a genetic mish mash or have many experimental implants in them to test for side effects and functions. Most are twisted unfunctioning husks that die quickly, but every now and then something all together wonderful, twisted, deadly or useful is made. This is usually given to Lab 7.
Bio: Ordo Magi is the only group to have contacted Ursalia on their own through various Ursalian agents. They claim to hail from Siberia. They claim to research the energy the universe was created with and channel it to gain powers bordering on magic. Though if any were to call Universal Energy Manipulation magic they would soon learn to not.
Function in Ursalia: Unusually, the Ordo Magi offers little to the individual people of Ursalia. The Ordo shows its usefulness in lab 7 as agents and to the government in their seers. Otherwise they make nothing except the odd wonder or two.
Note: Those playing Ordo Magi can be scientists or experiments. As Ordo Magi?s experiments only work on those who already possesses magic potential they take the best care of their test subjects. Also, you do not need to be a magi, you could be a human of some type gifted by enchantments or strange potions
Function in Ursalia: Unusually, the Ordo Magi offers little to the individual people of Ursalia. The Ordo shows its usefulness in lab 7 as agents and to the government in their seers. Otherwise they make nothing except the odd wonder or two.
Note: Those playing Ordo Magi can be scientists or experiments. As Ordo Magi?s experiments only work on those who already possesses magic potential they take the best care of their test subjects. Also, you do not need to be a magi, you could be a human of some type gifted by enchantments or strange potions
Explanation of Universal Energy Manipulation: Only a small portion of humanity has magic potential. The Ordo is still doing research on exactly how one gains magic potential but so far they know it to not be genetic. Unfortunately the human mind and body are unfit to handle Universal energy on their own. As such each magi, except for Alchymists, has a familiar pouch. Each one of these contains mystic chemicals that allow the Magi to use the power of his Sect. The power of these abilities is determined by the amount of chemicals injected. More older, and more powerful mages can handle more, and using more than you can handle can sometimes cause side effects such as exploding or melting of skin.
Sects: Each sect has its own individual powers and techniques
Sect of channeling: this Sect is the largest and best known. In it magi memorize many formulae of mystical chemicals so they can create a variety of effects from conflagrations to knitting of flesh. This Sect contains many sub-sects, each of which focusing on a specific type of channeling
Sect of Mind: In this sect magi continuously send chemicals into their blood stream so they can effect the world with their minds. The two sub-sects are telekinesis, moving objects with the mind, and Imprinting the ability to manipulate the minds of others.
Sect of Alchymy : In this sect the Magi create potions having a wide range of effects. These Magi are also the only ones that do not need a familiar pouch. They tend to replace one of their fingers with a false finger made of a rare metal called ?Alchmist?s stone? this allows them to replace the required magical energy into the potion for it to work. Potions and salves usually have many effects, from poisoning to searing of skin to healing.
Sect of Seers: This is the newest of the sects, these Magi inject new, experimental chemicals directly into their brains. This allows them to see into the strings of fate and various possible futures. They quickly interpret these strings and make action to preserve themselves or bring ruin to their enemy. E.x. Activate your power and see a string of fate leading from your heart to a sniper in a nearby building about to pull the trigger.
Sect of channeling: this Sect is the largest and best known. In it magi memorize many formulae of mystical chemicals so they can create a variety of effects from conflagrations to knitting of flesh. This Sect contains many sub-sects, each of which focusing on a specific type of channeling
Sect of Mind: In this sect magi continuously send chemicals into their blood stream so they can effect the world with their minds. The two sub-sects are telekinesis, moving objects with the mind, and Imprinting the ability to manipulate the minds of others.
Sect of Alchymy : In this sect the Magi create potions having a wide range of effects. These Magi are also the only ones that do not need a familiar pouch. They tend to replace one of their fingers with a false finger made of a rare metal called ?Alchmist?s stone? this allows them to replace the required magical energy into the potion for it to work. Potions and salves usually have many effects, from poisoning to searing of skin to healing.
Sect of Seers: This is the newest of the sects, these Magi inject new, experimental chemicals directly into their brains. This allows them to see into the strings of fate and various possible futures. They quickly interpret these strings and make action to preserve themselves or bring ruin to their enemy. E.x. Activate your power and see a string of fate leading from your heart to a sniper in a nearby building about to pull the trigger.
Bio: Lab 5 was originally a classified agency for an undisclosed government. It was their job to train highly skilled secret agents and assassins. They were highly successful but had a very high mortality rate in training. When the press began to catch wind the group quickly killed all who knew of the group, including the serving secretary of war. When investigations came around there was not one piece of evidence to suggest Lab five ever existed. Of all the labs lab 5 is the most secretive and they prefer to keep to themselves.
Function in Ursalia: Lab 5?s only service to Ursalia is providing exceptional agents. As was Lab 5?s original purpose they can meld extremely potent agents, assassins, and soldiers out of perfectly ordinary men and women. Otherwise they keep to themselves, of all the labs it is suspected they have the highest intake of subjects, and it is said the testing gets harder every day.
Note: If you play Lab 5 you can only be an experiment. Lab five experiments are subjects of arduous training and conditioning. Each experiment is in top physical condition and has nothing in the way of enchantments or augments. Lab 5 experiments tend to be solemn and usually have near unbreakable will.
Function in Ursalia: Lab 5?s only service to Ursalia is providing exceptional agents. As was Lab 5?s original purpose they can meld extremely potent agents, assassins, and soldiers out of perfectly ordinary men and women. Otherwise they keep to themselves, of all the labs it is suspected they have the highest intake of subjects, and it is said the testing gets harder every day.
Note: If you play Lab 5 you can only be an experiment. Lab five experiments are subjects of arduous training and conditioning. Each experiment is in top physical condition and has nothing in the way of enchantments or augments. Lab 5 experiments tend to be solemn and usually have near unbreakable will.
Bio: White Tiger Futures was developed in China after the first restoration. It specialized in industrial and military technology. They, as all the other labs did, made wonders that could allow a single man to do in a day what it used to take a whole work crew a week to do. They also created manifold weapons that could destroy in ways unimagined. Following the first restoration of China the government was more than happy to supply the Lab with never ending test subjects. When the second restoration came though the subjects stopped and White Tiger Futures was ordered to disband. The company refused and a war broke out in-between the company and China?s new government. Though White Tiger had superior technology they were in a losing battle that threatened to end them. This is when Ursalia made its first action to ever interfere with world politics since its founding. Seeing White Tiger Futures as a valuable addition, Ursalia as a whole entered the war in 2040. After a two month war White Tiger Futures was evacuated in full and most parts of China are still uninhabitable by human life. White Tiger is the most rash of the labs. They are insistent on Ursalia actually intervening in the world and not merely observing.
Note: if you play White Tiger Industries you can play an experiment or a scientist. Experiments from White Tiger Futures aren?t extraordinary on their own, but they have unique training in a variety of odd weapons and equipment. Everything, from industrial lasers hidden in rings to maglev boots that allow a person to fly, has been made by White Tiger Futures. Experiments from White Tiger tend to be the most free willed as the testing they undergo is to test equipment they are using. Most subjects tend to die while the kinks are being worked out of the device, but every now and then a lucky subject gets set up with a working device and lives to the end of testing. It is lab policy to ship them out to lab 7 immediately. Scientists from Lab 6 always seek to have the most advanced equipment in whatever field they specilize in and are always seeking to make improvements. Some say that this need to improve equipment borders on obsession.
Note: if you play White Tiger Industries you can play an experiment or a scientist. Experiments from White Tiger Futures aren?t extraordinary on their own, but they have unique training in a variety of odd weapons and equipment. Everything, from industrial lasers hidden in rings to maglev boots that allow a person to fly, has been made by White Tiger Futures. Experiments from White Tiger tend to be the most free willed as the testing they undergo is to test equipment they are using. Most subjects tend to die while the kinks are being worked out of the device, but every now and then a lucky subject gets set up with a working device and lives to the end of testing. It is lab policy to ship them out to lab 7 immediately. Scientists from Lab 6 always seek to have the most advanced equipment in whatever field they specilize in and are always seeking to make improvements. Some say that this need to improve equipment borders on obsession.
Bio: founded shortly after Lab 4 joined Ursalia, Lab 7 is a series of laboratories and test chambers where labs can meet to do group projects. Usually the experiment is only owned by one of the labs due to an agreement such as: Genoform Corp provides a strong, resilient subject with some magic potential and Ordo Magi gets to pump them full of experimental channelings. In this kind of agreement Gene Corp would get ultimate ownership of the subject should he live, and Ordo Magi doesn?t have to use up one of their valuable test subjects on possibly fatal experiments. Lab 7 also provides Ursalia with groups of highly skilled individuals known as agents. These agents protect Ursalia?s interests in the world in a hopefully covert and unnoticeable manner. As these agents all tend to belong to different labs each agent in a group usually has a smaller, unknown objective provided to them by their lab. In the beginning the council tried to keep this practice down, but soon simply allowed it as long as it did not interfere with the objectives of the mission.
Note: If you play as the Collaborative Labs you must be an experiment. Also designate which labs worked together to create you. Even though it seems like a good idea, Lab 5 does not participate in collabritive projects, please note this. When labs work together the possibilities are endless, but the side effects tend to be steep as a free test subject is usually too good a deal to be cautious with. Also in this RP you all will be serving as agents in a Lab 7 squad sent out after the rouge scientists mentioned earlier in this page.
Note: If you play as the Collaborative Labs you must be an experiment. Also designate which labs worked together to create you. Even though it seems like a good idea, Lab 5 does not participate in collabritive projects, please note this. When labs work together the possibilities are endless, but the side effects tend to be steep as a free test subject is usually too good a deal to be cautious with. Also in this RP you all will be serving as agents in a Lab 7 squad sent out after the rouge scientists mentioned earlier in this page.
San Defortuna is a relatively large city in a wealthy island country off the coast of South America. This small nation, known as Escata, is looking to be an up and coming contender in the technology market of the world. Currently the country is best known for its large supply of oil, though it tries to reduce its economies dependence on oil every day.
The Shanty Towns- Built along a slowly sloping mountain this is where the poor are herded into poorly built shacks and sheds. Many small street gangs control parts of the shanty towns, but in general the area is controlled by the large gang Las Barricudas.
The Old Town- this is the quaint, older part of the city, the remains of its older days as a small colony. Though this area has some crime it is a nice place in all respects, the authorities have this place firmly under control.
The City- This is a place of massive skyscrapers and apartments. The streets are choked with cars and busy people. A variety of small companies exist here but Energia Generalmente, a relatively new company seems to be establishing dominance.
Industrial Zone- This is a polluted and corrupt part of town. Many smaller roving gangs reside in this area and the less fortunate labor away in factories here. Also this is where the ports that transport workers to the various oil derricks off the coast. Criminal activity is high here, perhaps higher than in the shanty towns, but none of the gangs seem to have the upper hand in the many gang wars.
The Country- The surrounding country is made up of various farms and large villas owned by the wealthy. On the northern coast of the country are a few small islands one or two of which are privately owned, most of the other islands are covered by small equatorial rain forests as is a small northern portion of the main island.
The Old Town- this is the quaint, older part of the city, the remains of its older days as a small colony. Though this area has some crime it is a nice place in all respects, the authorities have this place firmly under control.
The City- This is a place of massive skyscrapers and apartments. The streets are choked with cars and busy people. A variety of small companies exist here but Energia Generalmente, a relatively new company seems to be establishing dominance.
Industrial Zone- This is a polluted and corrupt part of town. Many smaller roving gangs reside in this area and the less fortunate labor away in factories here. Also this is where the ports that transport workers to the various oil derricks off the coast. Criminal activity is high here, perhaps higher than in the shanty towns, but none of the gangs seem to have the upper hand in the many gang wars.
The Country- The surrounding country is made up of various farms and large villas owned by the wealthy. On the northern coast of the country are a few small islands one or two of which are privately owned, most of the other islands are covered by small equatorial rain forests as is a small northern portion of the main island.
Name: (self explanatory)
Gender: (same)
Age: (a rough estimate if you don?t know)
Lab Affiliation: (the lab you are from. If part of Ordo Magi please list your sect and sub-sect)
Personality: (as either an experiment or a scientist you will definitely have few kinks in your personality. Please have this in consideration when you write this.)
Bio: (if you are a scientist write this as if you were filling it out yourself. If you are an experiment write this as if it was written by the company that owns you. Remember that if you are an experiment your memory may have been wiped a few times for various reasons. Sometimes this is to protect you and sometimes for the purpose of the experiment. You may or may not remember where you have come from and who you knew. If you say this has happened consider that the memory wipes are potent enough that you will never remember what you were forced to forget, ever.)
Apperance: (please make this a decent amount even if you provide a picture)
Abilities: (what abilities do you possess that caused you to be considered for this team? How did you gain them? Also make sure that none of the powers you wish to have are restricted, as stated by the hello at the beginning of the post)
Deficiencies: (If your powers are great enough they must possess a drawback. Please remember that I expect you to roleplay this at all times.)
One Piece of preferred equipment: ( this can be any item that seems scientific enough and you can imagine. Besides this item you will be given a standard kit. This will include, sidearms, melee weapons, armour, etc. Please remember this is a covert ops RP, no suits of power armor or gatling lasers.)
Gender: (same)
Age: (a rough estimate if you don?t know)
Lab Affiliation: (the lab you are from. If part of Ordo Magi please list your sect and sub-sect)
Personality: (as either an experiment or a scientist you will definitely have few kinks in your personality. Please have this in consideration when you write this.)
Bio: (if you are a scientist write this as if you were filling it out yourself. If you are an experiment write this as if it was written by the company that owns you. Remember that if you are an experiment your memory may have been wiped a few times for various reasons. Sometimes this is to protect you and sometimes for the purpose of the experiment. You may or may not remember where you have come from and who you knew. If you say this has happened consider that the memory wipes are potent enough that you will never remember what you were forced to forget, ever.)
Apperance: (please make this a decent amount even if you provide a picture)
Abilities: (what abilities do you possess that caused you to be considered for this team? How did you gain them? Also make sure that none of the powers you wish to have are restricted, as stated by the hello at the beginning of the post)
Deficiencies: (If your powers are great enough they must possess a drawback. Please remember that I expect you to roleplay this at all times.)
One Piece of preferred equipment: ( this can be any item that seems scientific enough and you can imagine. Besides this item you will be given a standard kit. This will include, sidearms, melee weapons, armour, etc. Please remember this is a covert ops RP, no suits of power armor or gatling lasers.)
Former Lab Affiliation: Cyber-Prime
Skills/Description: Victor Goldberg was one of the most respected members of Cyber-Prime. He is a leader in the field of neural cybernetics. We believe that he is not dangerous on his own, but he may have converted some of the population into his own mind slaves. Luckily we believe that all the equipment he needed to make these mind slaves was lost in the crash.
Apperance: Victor is currently 61 years old. He, unlike other people, has allowed his age to be apparent upon meeting him. Do not mistake him for a frail old man; he has a myriad of implants that make him an equal to any other man in physical skill. An easy way to find him would be the logis implant on the right side of his skull. He is completely bald and appears to have a bad hunch that makes him shorter than his actual height
Location: San Defortuna
Skills/Description: Victor Goldberg was one of the most respected members of Cyber-Prime. He is a leader in the field of neural cybernetics. We believe that he is not dangerous on his own, but he may have converted some of the population into his own mind slaves. Luckily we believe that all the equipment he needed to make these mind slaves was lost in the crash.
Apperance: Victor is currently 61 years old. He, unlike other people, has allowed his age to be apparent upon meeting him. Do not mistake him for a frail old man; he has a myriad of implants that make him an equal to any other man in physical skill. An easy way to find him would be the logis implant on the right side of his skull. He is completely bald and appears to have a bad hunch that makes him shorter than his actual height
Location: San Defortuna
Former Lab Affiliation: Genoform
Skills/Description: Hans Muller is a genetor, a person who travels the world collecting rare genetic specimens. As such he has many bio-implants that he continually changes. Along with this he has a pack of five hunters, genetically modified creatures designed for hunting and combat. He is a skilled and determined fighter who is a great threat on his own.
Apperance: We believe that by now he has most likely changed his appearance somewhat. For that reason we are not going to provide a description so you will be more alert.
Location: San Defortuna
Skills/Description: Hans Muller is a genetor, a person who travels the world collecting rare genetic specimens. As such he has many bio-implants that he continually changes. Along with this he has a pack of five hunters, genetically modified creatures designed for hunting and combat. He is a skilled and determined fighter who is a great threat on his own.
Apperance: We believe that by now he has most likely changed his appearance somewhat. For that reason we are not going to provide a description so you will be more alert.
Location: San Defortuna
Former Lab Affiliation: Ordo Magi, Sect of Alchymy
Skills/Description: The more observant of you may have noticed that at the council there was no chair for the sect of Alchymy. This is because Serena Velarde is the highest ranking Alchymist in all of Ursalia. Investigations are still pending on how deep the betrayal goes. Anyway as you may have guessed she is extremely, extremely dangerous. In fact, she may be the most dangerous of all your targets. The only solace we can give is that she was most likely not able to gain any of her equipment from the crash of the plane. She is a master at almost all the disciplines of the Alchmnist except for healing.
Apperance: Serena has tan, Hispanic skin. She has black hair and appears to be in the height of her youth even though she is 43. She could have easily modified her appearance though, so be on the look out. She replaced her left ring finger for her Alchmist's stone.
Location: San Defortuna
Skills/Description: The more observant of you may have noticed that at the council there was no chair for the sect of Alchymy. This is because Serena Velarde is the highest ranking Alchymist in all of Ursalia. Investigations are still pending on how deep the betrayal goes. Anyway as you may have guessed she is extremely, extremely dangerous. In fact, she may be the most dangerous of all your targets. The only solace we can give is that she was most likely not able to gain any of her equipment from the crash of the plane. She is a master at almost all the disciplines of the Alchmnist except for healing.
Apperance: Serena has tan, Hispanic skin. She has black hair and appears to be in the height of her youth even though she is 43. She could have easily modified her appearance though, so be on the look out. She replaced her left ring finger for her Alchmist's stone.
Location: San Defortuna
Former Lab Affiliation: Lab 5
Skills/Description: Mr. Steel is the longest lived experiment ever trained by Lab 5. He has survived hundreds of missions for Ursalia and helped secure victory in the White Tiger incident. Originally trained to excel at urban combat he is now a near master at almost every form of combat. He has extensive training and is probably the definition of old, but skilled. For these reasons he was the first experiment to ever be made into a scientist at a lab.
Apperance: Mr. Steel is a very old man, he is currently age 85. Even though he is old none of his facilities seem to be fading. He is very tall, standing at about 5 feet, 11 eleven inches. His hair is grey from years of combat and his face is haggard and scarred. He is clearly of American descent though his body is covered with scars.
Location: San Defortuna
Skills/Description: Mr. Steel is the longest lived experiment ever trained by Lab 5. He has survived hundreds of missions for Ursalia and helped secure victory in the White Tiger incident. Originally trained to excel at urban combat he is now a near master at almost every form of combat. He has extensive training and is probably the definition of old, but skilled. For these reasons he was the first experiment to ever be made into a scientist at a lab.
Apperance: Mr. Steel is a very old man, he is currently age 85. Even though he is old none of his facilities seem to be fading. He is very tall, standing at about 5 feet, 11 eleven inches. His hair is grey from years of combat and his face is haggard and scarred. He is clearly of American descent though his body is covered with scars.
Location: San Defortuna
Former Lab Affiliation: White Tiger
Skills/Description: Linda Yang is one of the leaders in energy technologies. Though she has no skills in combat she has proven to be a skilled diplomat and can manipulate politics in any way she chooses. We can assure you that she has some group protecting her by now.
Apperance: Linda Yang is a well kept middle age woman. She has long black hair and is clearly of Japanese descent. Her left eye was replaced with a cybernetic due to an incident when she was a child. She is short and skinny and most people agree that she seems pleasant enough.
Location: San Defortuna
Skills/Description: Linda Yang is one of the leaders in energy technologies. Though she has no skills in combat she has proven to be a skilled diplomat and can manipulate politics in any way she chooses. We can assure you that she has some group protecting her by now.
Apperance: Linda Yang is a well kept middle age woman. She has long black hair and is clearly of Japanese descent. Her left eye was replaced with a cybernetic due to an incident when she was a child. She is short and skinny and most people agree that she seems pleasant enough.
Location: San Defortuna
If you have any questions or concerns please direct them at me or the co-GM sneaky paladin.