The Last Bastion: Bunker Chicago Alex (Ghast)

Script

Adorable Homewrecker
Benefactor
Doe2ZIR.jpg
Name:
Alex Walker
Age: 19
Sex: Male
Family & Friends:
  • Younger Brother: Tommy Walker, 14 years old, shares similar mutations. Alex is fiercely protective of his little brother, who is similarly attached to him, and idolises him to an extent.
  • Mother: Jennifer Walker, 43 years old, poor and works as a cleaner. Has inactive mutagens.
  • Father: Leroy Walker, of whom Alex has very scattered memories. Jenny doesn't talk about him, and he left shortly after Tommy was born.
  • The Grey Ghouls: Alex's street gang, of which he is the leader by merit of both charisma and strength. The gang has a couple dozen members of varying levels of loyalty, whilst the 'inner circle' consists of four closer friends.
    • Ash Lawson - Ash is probably the most level-headed and calm of Alex's gang, and his best friend - from since before he started the gang. He serves as a good foil to Alex's at-times impulsive demeanour, is very difficult to phase, and seems to be impossible to anger.
    • Mick Foster - an unnervingly tall youth built like a house of bricks, whose greatest love in life is good food, and tries to end fights rather than start them.
    • Lena Williams - a punky girl who's one of the gang's best in a fight, her mutations let her protrude temporary bony growths from her body - as spikes, armour or the like. It's kinda gross.
    • Jamie Page - short, cute and fiery, Jamie is adorable until he's punching you in the nuts and smashing your kneecaps with a length of pipe. He's scarily inured to violence.
Appearance:
  • Height: 5' 7"
  • Weight: 119 lbs

Biography:
Alex's mother has always been poor, having little in the way of education or marketable skills. She got by doing menial, unskilled work wherever she could find it, leaving her sons with neighbours or friends as much as possible in order to have more time to work. With little in the way of productive means in which to use his time, Alex joined one of the Bunker's youth gangs before he reached his teens - as a runner at first, before his mutations manifested, then later as muscle.

The first gang he was a part of was called the Bleakers, run by an unpleasant young man called Girder - named so for his massive frame. The Bleakers were largely just a bunch of kids who liked to play at being bigshots, getting into 'turf wars' with other gangs and trouble with the authorities on the regular, but Girder began to push the lines more and more as he and the gang got older.

He started steering them towards more overtly criminal behaviour: roughing people up and stealing from them, extorting people for 'protection', and generally asking for trouble from the Coalition and the other authorities in the Bunker. Alex wasn't a fan of the idea of having a military come down on the heads of him and his brother, as well as the other younger members of the gang, and so he took those that would follow him and splintered from the main group, trying to avoid the fallout.

They clashed with the other Bleakers regularly after that, branded traitors by Girder but wasn't long before the Bleakers' line-pushing came back to bite them, though, and they were harshly shut down by the Coalition. Those of them that had split faded into the background as best as possible, and largely evaded trouble for their crimes.

Rather than learning their lesson, though, it wasn't long before they reemerged: rebranded as the Grey Ghouls after Alex's pallid looks and habit of coming back from the not-quite dead. As the one who had led their split, he was the de-facto leader of the new gang, and took to the role like a duck to water.

Alex - or Ghast, as he goes by - runs the Ghouls like a large, dysfunctional family. They look out for each other, have fun where they can find it, and generally don't give a shit about those outside of their gang. Whilst they steer clear of the 'real bad shit' that the Bleakers got into, they're by no means a good bunch, and petty theft, graffiti and fist-fights with other gangs are regular occurrences.

Within Bunker politics, the Ghouls are aligned with the Old Guard - mostly because their parents are, if they're honest about it, but the official line is that they're the only faction willing to 'live and let be'. They're not authoritarian, crazy or both, and they bend to the will of the people. Of course, this affiliation is rocky at best, and largely unacknowledged on the side of the Guard.

Alex has done runs and missions for the Old Guard in the past, mostly for personal benefit - earning gear, supplies and the like. His first loyalty is to his family, second to his gang. Politics is a distant third.

Mutagens in DNA?: Yes

Mutagens Active?: Yes

Grunt: (6 points)
  • Keep Your Head Down: Alex has spent long enough on the streets to know how to stay unnoticed, especially in a crowd or an urban area. He can keep his footfalls light. (1 point)
  • Street Brawler: Having been in plenty of fights, Alex knows how to brawl, and make the most of his superior physical strength and speed - particularly by fighting dirty and utilising improvised weapons. He's seen plenty of dead bodies, and made his fair share, despite his youth. (2 points)
  • Quick Getaway: Alex has been in his fair share of foot chases, and even the occasional chase pursued by a vehicle. He's got a knack for finding escape routes, and putting obstacles in his pursuer's path. (1 point)
  • Street Cred - The Grey Ghouls: As the head of a small gang, Alex has the charisma to lead as well as allies to back him up on the streets of the Bunker. Whilst his pals are mostly youths without a ton of experience or skill, they're loyal and easy to rile up - and there's plenty of them. (2 points)
Grunt Equipment:
  • Compact Shotgun: Alex's shotgun isn't anything to shout home about, but it's reliable, and packs a decent punch. He picked it up off a dead raider a while back and got it fixed up.
  • Handgun: A run of the mill sidearm, also looted off a corpse and fixed up.
  • That's not a knife...: A small, concealable knife that Alex keeps hidden on his person at all times.
  • ...this is a knife: A larger, far more deadly combat knife that's significantly more difficult to keep hidden if someone's looking for it - although he wears it often enough, sheathed under his jacket.
  • Lockpicks: Nothing fancy, half improvised, but enough to get past most standard locks combined with his superior dexterity. Anything military or high-grade is unlikely to give way to them.
  • Crowbar: ...for when the lockpicks don't work.
Instincts:
Too Quiet: You've survived for ages on the run, sometimes alone.No equipment to help you in this cold, terrible world. So it's all about listening for trouble, or, sometimes, the lackthereof... (Character has a small chance of automatically detecting a character in stealth near them, even if they produce no sight or sound to alert the character. This applies to both hostile and friendly targets.)

Listener: (6 points)
  • Regeneration: "He just keeps getting back up!"
    • Alex's healing factor allows him to heal from almost any wound, given enough time. Small wounds heal almost instantly, and he can regrow an arm in an hour. Normally fatal injuries can be recovered from, although he is not immortal. Destroy enough of his body, and it won't come back. This also makes him resistant to diseases, gases and poisons - few of which can harm him faster than he heals the damage. (3 points invested)
  • Enhanced Physiology: "You hit hard for a little guy..."
    • Alex is marginally physically stronger and faster than most grown men can achieve through natural means. His reaction speeds have also improved to accommodate this speed, giving him very quick reflexes. (2 points invested)
  • Pain Tolerance: "How is he still conscious?!"
    • Alex can "turn off" his pain receptors, allowing him to tough it through injuries that should have crippled him with pain, and to push his body to new extremes. (1 point invested)
Random Mutations:
  • Dull Grey Eyes - though a minor feature, Alex is perpetually dead-eyed, which can be disconcerting.
Faction Affiliations:
  • The Old Guard: Affiliated
  • The Coalition: Distrusting
  • U-ARM: Distrusting
  • Red Star: Distrusting
  • Children of Eve: Distrusting
Signature: Kill me harder, boss. -Script
 
Last edited:
Approved! I'll get you into the IC after a summary IC post goes up to bring you up to speed on what is going on.

EDIT

Oh, and your Instinct. (Be sure to add this to your CS.)

Instinct - Too Quiet: You've survived for ages on the run, sometimes alone.No equipment to help you in this cold, terrible world. So it's all about listening for trouble, or, sometimes, the lackthereof... (Character has a small chance of automatically detecting a character in stealth near them, even if they produce no sight or sound to alert the character. This applies to both hostile and friendly targets.)
 
Back
Top