Let me tell you of a world,
A world from the Book of the Dead.
Across this world roams the Myst
Slithering, pining, moaning...
Waiting.
It waits for the "perfect" one,
The one whose brilliance will burn the misery away.
Yes, this is the world of Valmordia. The world of the Myst.
The Myst that inhabits this once-peaceful land. It rolls across the oceans, caps the snowy mountains, and darkens even the hottest desert. It's watching. Waiting. Few have lived to hear the cries that it gives, heard only in story and fable...
If anyone's earned member of the month, Airu has earned it more than three times over. The other contestants have then gone missing and been found floating in a river. We're still working on that one.
The point is, even if Airu wasn't the wonderful role-player she is, she'd still get this. Believe me, for clinging on and giving us the delights of Marana and Cyra, she's earned it :D
No character of the month D:
This thread was started by Airu, and was chosen for ToTM for two reasons. One: well... Do we have any other IC threads...? *Cough*. But number two is the real reason! Let's face it: Airu is win. And this thread was nominated purely for that reason :D
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all content is copyright to its owners. the staff will not claim copyright for anything that is not theirs. any queries, please feel free to contact us.
steal images and we will take a needle to you, and believe me, those things can contain a helluva lot more than anaesthetic. after that... well, let's see what the likes of vanyel and dr. psylin can come up with, shall we?
You can't really be specific about experiments. Sure, once they were human... Their souls are still human. But physically, every experiment is different, and most anything but human.
As the scientists' chief goals are to create creatures who can survive in the Myst, the older experiments project the brunt of that goal. Their modifications are few and fairly unnoticeable, if not as successful as their more recent counterparts. Still, no sense in letting a good piece of living flesh go to waste: they'll be modified eventually. The newer experiments, on the other hand... The Scientists are famed for their originality and skill, but this is no longer focused on just the Myst. They forget about the imminent danger lurking outside, and concentrate on daily pleasures. Concentrate on being the best among the best. Their experiments lean more towards the macabre, the unusual, and the just plain grotesque. They vary, depending on their scientist's tastes, and not two (unless they are guards, for the look of the thing) are ever intended to be the same. Some of the younger scientists are more interested in Blooders than the experiments, and still others are fascinated by Type 612, the Chimera.
[/blockquote] STRENGTHS[/size]
-> All experiments have good (if not good, then exceptional) strength in each of their limbs, and use their hands for almost all of their daily life. For the most part, they are dexterous, this only differing with the occasional clumsy specimen.
-> Experiments are usually made stronger, faster, more resistant to attack or become less brittle through tests. Though the scientists' main goal is to create a creature that can survive, mentally intact, in the Myst, they do like the occasional change from the norm, and some experiments have purely trivial modifications.
-> Some experiments have a greater mental capacity that really does benefit them. They have faster cognitive processing, make friends easier, or maybe have greater empathy. Either way, these experiments have probably come within two shades of death; brain surgery is not a successful standpoint.
-> An experiment with successful modifications, left to their own devices, would have a longer life expectancy than many humans. As they are not, however, they don't.
-> Naturally, an experiment's strengths and weaknesses will differ, depending on the modifications they have and their relative successes.
WEAKNESSES[/size]
-> They can suffer from Parima-madness. This disease will be further explained in [ broken link ]
-> Being a mess of DNA, organs, and general parts, some experiments will suffer from physical disabilities. Because human and animal tissue was not meant to interact, there will be the occasional glitch. This is especially true of those experiments with metal parts; these must be checked frequently for damage and inefficiencies. Some experiments are completely dependant on these tests to function, and cannot live without them. Experiments with mostly animal parts will probably have had their brain altered, in order to actually be able to use those parts, and may gain a specie's traits because of this.
-> Most experiments are blindingly obvious. I mean, most of the scientists have completely forgotten about the outside world, let alone the Myst that they were supposed to be saving the world from. Point is, even if they did escape, most people would be screaming and running before you could say 'Tranquillizer!' And of course, the Blooders and the hunters and the bounty hunters would all be on your trail.
-> Addendum: The more successful experiments are shown to the public to give them hope... and to prevent them from doing anything rash. There are, of course, terrible rumours circulating about the labs, and scientists must crush these if they are to continue with their work. However, these public showings mean that if an experiment escapes, the citizens know that a handsome reward will be given to whoever returns one...
-> Most experiments can be beaten senseless by a Blooder. All experiments but a Chimera can be hung, drawn an quartered by a Berserker. Chimera pretty much slaughter everything else in a fight.
-> Naturally, an experiment's strengths and weaknesses will differ, depending on the modifications they have and their relative successes.
[/blockquote]
Last Edit: Jul 11, 2009 11:08:08 GMT 12 by fαllεη •
These particular experiments are created for one purpose: war. The Blooders are the Scientist's bodyguards, the catchers of escapees, and the instruments of their revenge. They are truly something to be feared. Each one is built to be a killing machine, with complete obedience to his or her master. Like the other experiments, most Blooders are created by their master or mistress, and that mistress has complete control of them (At least, they believe they do). Some Blooders are treated like roosters or fighting dogs: set upon each other in the ring, created only for blood sport. (These often have a short lifespan, and are known as 'Berserkers'.) Others are created without individuality: obedient to any scientist who cares to control them, merely parts of a machine. These are the guards: blank-faced, single-minded, obedient until death. Most scientist only ever makes one Blooder at a time, and they are treated them like a treasured pet. The Blooder is injected with a chip at the point of their creation, which instils a desire to obey the master, and causes the Blooder great pain or misery, should they disobey. And, of course, it keeps tabs on the specimen.
Some Blooders are Blooders from birth, changed at a young age into a fire tamed. These tend to be the most loyal; they have known their scientists for as long as they have been alive, know no morals or laws other than that that they have been taught, and would defend their masters to the death. Some who were created later on sometimes try to remember their old life, or to break free of the scientist's control. But this is foolish, because as the chip is embedded into the brain, it would take a skilled surgeon to take it out and leave the subject alive. And why would a scientist want to give up his favourite pet?
STRENGTHS[/size]
-> Blooders are designed exclusively to kill: they can slaughter anything but a Chimera with ease.
-> As a scientist sometimes treats his Blooder a little like a sketch pad, doodling and erasing at will, they can grow attatched to a specific 'pet'. These get better treatment, and are less likely to be sent on fatal missions.
-> All Blooders who aren't soldiers are different, edited to their master/mistress's tastes. Some are strong, others quick, and some are just insanely loaded with weaponry. Mostly they are bipedal with opposable thumbs, but that's as far as the similarities go. Wolf face? No problem. Cheetah's lungs, hawk claws sprouting from its back, a bee's sting growing beside every hair? A little more work and some bioengineering, but a good project.
-> On a side note: think of a Blooder hierarchy like a wolf pack. They share killing instincts, and each Blooder smells of family (unless they are a Berserker: those hate everything), to prevent them slaughtering each other. But even within families, there are 'top dogs'.
WEAKNESSES[/size]
-> They can suffer from Parima-madness. This disease will be further explained in [ broken link ]
-> Most Blooder females cannot reproduce; it's a practical thing. After all, no-one wants their Blooder down and out just so she can give birth to a kid; scientists can get those anywhere.
-> Blooders have little in the way of free will. If they try anything their scientist doesn't like, the scientist need only press a button, and the Blooder will either be so overcome with misery or so consumed by pain that they will be unable to continue. The chip in their brain means that the scientists know where all of them are at all times, and the chip sends information on mood and location to the scientist.
-> Some modifications don't work. Period.
-> Berserkers have very short life expectancies, unless they're really good. And even then, if a champion reigns too long, the other scientists can get bored, and an unfair fight is begun. Three to one, five to one, even five to one half matches are heard of in the scientists' dens.
[/blockquote][/blockquote]
Last Edit: Jul 11, 2009 11:10:48 GMT 12 by fαllεη •
The 'Seraphim' is a popular name for experiment type 101. They are... sketch-pads. Unlike normal experiments, a seraphim is usually used to see how much of anything a scientist can give them before they die. Usually, this adding on is restricted to a certain body part; hearts, limbs, heads or metal additions are just some of the common additions. The choice of the name 'seraphim' came from the idea of a humanoid with six wings; picture one of those, and you pretty much have a seraphim experiment. They generally have no other additions except the limb, organ, or metal addition/s that their scientist is experimenting with, and appear completely human. Sadly, these are also the humans who would be useless for anything else; insane, ill-educated, the homeless and the hopeless. They are even worse off than most other kinds, as they are worked until dead and given almost no rest time in between. Scientists have been heard to joke about their seraphim joining the seraphim. Not funny, really, but true. Although the seraphim are more likely to burn in Hell, thanks to the labs.
STRENGTHS[/size]
-> A seraphim has... well, let's be honest, little in the way of strengths. They were probably not so well off from the start, and were probably drugged, and then woke up with an extra limb or something. Those with extra organs are the lucky ones; though they die more frequently, at least they don't have to look in the mirror and see exactly home many new heads they've sprouted.
-> Being the lowest of the low, they are given a bit of free reign every now and then. No-one worries about them escaping (after all, there are Blooder-guards in every corridor), so they generally get up to whatever they want to.
-> A successful -so far- seraphim will have full use of all of their extra organs, limbs, or other additions. This makes them extremely formidable, and though they will lose the free reign, isn't it worth it to have eight arms and still be alive?
WEAKNESSES[/size]
-> They can suffer from Parima-madness. This disease will be further explained in [ broken link ]
-> Most seraphim fail, are failed, or are failures. Some can't read, many are insane, still others are lacking in various social niceties. Their limbs are often prey to Blooders, spoiling for a fight, and disease is rife among them.
-> They are generally not cared for. Beyond their basic needs for survival (no, not human rights) they are left to their own devices and their own self-loathing.
Blooder-guards infect almost all of the Scientists' lair. They are on every corner, sitting with an almost inhuman nonchalance. There is one main unusual feature of these already-strange guards. They are often fixed to share a soul. Not all of them at once, of course (although that would probably be very efficient, from the scientists' perspective) but with canine companions. Almost every guard has a dog, mongerel or purebred, to call thier own. And both of them seem to... Well, share a conciousness may not be the right word. The communitcate in what, for want of a better word, may be called telepathy, and though they do not operate as one mind, they certainly seem to share desires and values.
STRENGTHS[/size]
-> Blooders are designed exclusively to kill: they can slaughter anything but a Chimera with ease.
-> As a scientist sometimes treats his Blooder a little like a sketch pad, doodling and erasing at will, they can grow attatched to a specific 'pet'. These get better treatment, and are less likely to be sent on fatal missions.
-> All Blooders who aren't soldiers are different, edited to their master/mistress's tastes. Some are strong, others quick, and some are just insanely loaded with weaponry. Mostly they are bipedal with opposable thumbs, but that's as far as the similarities go. Wolf face? No problem. Cheetah's lungs, hawk claws sprouting from its back, a bee's sting growing beside every hair? A little more work and some bioengineering, but a good project.
-> On a side note: think of a Blooder hierarchy like a wolf pack. They share killing instincts, and each Blooder smells of family (unless they are a Berserker: those hate everything), to prevent them slaughtering each other. But even within families, there are 'top dogs'.
WEAKNESSES[/size]
-> They can suffer from Parima-madness. This disease will be further explained in [ broken link ]
-> Most Blooder females cannot reproduce; it's a practical thing. After all, no-one wants their Blooder down and out just so she can give birth to a kid; scientists can get those anywhere.
-> Blooders have little in the way of free will. If they try anything their scientist doesn't like, the scientist need only press a button, and the Blooder will either be so overcome with misery or so consumed by pain that they will be unable to continue. The chip in their brain means that the scientists know where all of them are at all times, and the chip sends information on mood and location to the scientist.
-> Some modifications don't work. Period.
-> Berserkers have very short life expectancies, unless they're really good. And even then, if a champion reigns too long, the other scientists can get bored, and an unfair fight is begun. Three to one, five to one, even five to one half matches are heard of in the scientists' dens.