The Last Bastion: Bunker Chicago Shlan Fletcher

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Biography

©Marko Djurdjevic

Name: Shlan Fletcher
Age: Thirty-three
Gender: Female
Appearance: 5'11"/180cm. 167lbs/75kg. A physically fit woman with weathered sepia skin and strong, angular facial features. Dark brown dreadlocks reach down upper back, out of the way of hard green eyes.
Hexcode: #930
Family and Friends:
  • Theresa Fletcher - Mother (54 - F - Lives in Bunker Toronto)
  • Johnathan Fletcher - Father (57 - M - Lives in Bunker Toronto)
  • Vivianne - Close friend from time in wilds (39 - F - Unspecified)
  • Paul Grange - Friend from time in wilds (59 - M - Lives in Bunker Toronto)
  • Sally Grange - Friend from time in wilds/Paul's sister (63 - F - Lives in Bunker Toronto)
  • Kevin Creed - Friend from time as mercenary (29 - M - Unspecified)
  • June Warrens - Friend from time as mercenary (27 - F - Unspecified)
  • Hewitt Ziegler - Close friend from time as mercenary (32 - M - Dead)

Biography:
Shlan was born and raised among a scavenging group in what used to be Alberta. Numbering just over a dozen, they struggled in the harsh environment to find enough food to feed them all, while also avoiding roaming raider gangs. Half destroyed novels and textbooks let Shlan pick up a rudimentary knowledge of her letters and numbers, but never progressed past what one might expect of an elementary or middle school student.

In the wilds, there was one simple rule Shlan was raised by: trust no-one and nothing that isn't one of your own. Raiders, mutants, wild beasts, and the environment itself all sought to kill her and her family, year after year. And year after year, word spread back and forth of bunkers to the east that had re-established civilization. At first, they dismissed them as rumours. Then lamented over sheltered fires that it was a meagre and futile attempt at stability, doomed to collapse by next winter. But eventually, they realized that there might actually be some safety to be found in this crippled world, and made their way east.

Shlan was twenty-two and her group half the size it had been during her childhood by the time they reached Bunker Toronto, but reach it they did. Shlan learned what it meant to be well-fed, clean, and safe. Yet her mind refused to settle. Every stranger in the crowded streets set her on edge, every noise at night kept sleep at bay. The crowding buildings and rushed people left her feeling trapped, and after a few years of stress and restlessness, decided the civilian life wasn't for her. Joining up with a mercenary group passing through, Shlan spent several years fighting for a living, adding a few more names to those she considered family and eventually ending up at Bunker Chicago, hired to help deal with the last of the local raiders.

Mutagens in DNA?: Yes
Mutagens Active?: No

Technical
Strengths (Grunt): Twelve Points
  • Hail Of Lead: Preferring quantity over quality, Shlan uses an assault rifle and relies more on filling the opposition with bullets rather than a single crippling head shot.
    • Enter The Forge II: Sometimes your best option is to spray and pray. When necessary, Shlan can provide ample covering fire for her allies by riddling a large swathe of area with bullets.
    • Clouds of Ash: Shlan's rifle has been modified to have a secondary under-barrel used to fire tear gas canisters. The gas usually only takes a few seconds to take effect, temporarily blinding those affected by it and restricting airways.
  • Steel Resolve II: Shlan's personal armour is a bit stronger and more efficient than standard medium Coalition wear, increasing protection without adding weight or restricting movement.
  • Quicksilver II: A good sense of spatial awareness combined with general physical coordination lets Shlan shoot in one direction while moving in another with minimal to no penalties to either (depending on terrain and range).
    • Forge Ahead: If a life out in the wilds is good for anything, it's learning how to run. Usually away from threats, but a decade of combat experience has tempered the cowardly aspect. Leaving Shlan able to run both fast and for long distances.
    • Heated Updraft: Taking a page from the book of a fallen friend, Shlan had a custom jetpack built for her, letting her jump upwards of fifteen feet as well as being able to give her significant speed boosts.
  • Sparks and Blows: Part of Shlan's arsenal of tools are several demolition packages. Set to be remote activated, they can be stuck to any surface and will emit a directional explosion when set off, meant to destroy whatever surface they were attached to.
  • Fan the Flames: The combination of constant gunfire, explosives, and smoke screens Shlan lays down takes a toll on those finding themselves at the center of it all, leaving her enemies distracted, on edge, and in some cases straight up panicking.
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.)
  • Small Fish, Large Teeth: You are constantly looked down on. Just another Grunt, how could you handle fighting enemies two times your size, or who drive around in massive vehicles? You are constantly underestimated, and that's their folly now, isn't it? (If enemies haven't seen your character do anything hostile, your character gets a surprise advantage against them. They may also ignore your character to go after more important targets, depending on how threatening your character is.)
  • Too Stubborn To Die: You've an uncanny knack for survival even in the darkest of hours. (Once a mission, a lethal hit instead becomes a regular wound. It could be anywhere between moderate to crippling. It also takes longer for your character to bleed out.)

Strengths (Listener): Zero Points
  • N/A

Strengths (Pilot): Zero Points
  • N/A

Equipment:
  • Assault rifle
    • Customized with secondary barrel for tear gas (3 shots)
  • Side pistol
  • Combat knife
  • Medium ballistics armour
    • Filter for gases and toxins built into helmet
  • Personal jetpack
    • For TIMBERMAN is etched into casing
  • Simple, tough clothes
  • Six remote activated directional charges
  • Flask of bourbon
  • Old swiss army knife

Relations
Factions
  • The Old Guard: Neutral
  • The Coalition: Affiliated
  • U-ARM: Neutral
  • Red Star: Neutral
  • Children of Eve: Hostile

Requisitions
  • Jenive Rousseau (The Coalition): Shlan, though unstable and temperamental, could yet be forged into an asset of The Coalition. At any rate, she obeyed her orders, and risked her life--she deserves compensation for that, and help.
  • Mouse (No Affiliation): Mouse will help anyone willing to repay him later, but he has taken a particular affection toward the squad of survivors that made it back from the Orange Fog.

Signature: HoiziQoizi
 
Approved, seeing as how this is copy-pasted verbatim from an old site.
 
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