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Experiment Seven-Two by LTSmiley

Experiment Seven-Two

LTSmiley

Name: Experiment Seven-Two

Serial Number: E-472

Height: 5’10’’

Species: Medd

Sanity Level: 2 or 3(Scale of 1-10)

Personality Condition: 25/75

Category: Splintered

Potential for recovering personality/conscience fading rapidly, but not beyond repair.

Appearance: Experiment Seven-Two is very thin and spindly. It is the same color as all Medd’s—a dull grayish brown hue and wears only a strait jacket vest—although the vest is not secured in such a fashion. It has a cuff around each ankle although they are attached to nothing and static filled eyes with red pupils. It also has dark circles beneath its eyes.

Bio: Beyond being a Medd and their usual purpose Seven-Two was additionally an experiment for tweaking the design and making other modifications, not to mention testing out some new medical treatments not yet declared safe for the public. Seven-Two has considerably low sanity and very little conscience of right and wrong. As all Medds, it has no memories of its own—only those it has stolen from the poor scouts unfortunate enough to be chosen for their suicide scouting missions. The understanding and memories it has taken from them seem to have had…very little effect on its behavior.

It was referred to as an it when a test subject and is still commonly referred to by such, but the reasoning primarily being that most Medds start referring to the others as its as their sanity dwindles away.

Seven-Two is quick, limber and nearly unbreakable. Its bones have the same composition of sturdy rubber and its muscles and skin are incredibly stretchy, making the thin creature hard to injure. This has worked to its benefit several times.

Like most Medds there is the potential for it to regain more of its sanity, but the chances dwindle continually. Seven-Two is one of many that create the population of Grave Vault. A creature of never ending violence and survival, continually quarreling with the others in a pointless fight. Medds are incredibly paranoid and have no trust in one another. It is very much a fend for yourself environment, with no particular hope for the future—nothing beyond maybe getting one’s hands on a scout to potentially have something to call memories—to be able to spend one’s time thinking about or discovering, rather than wandering about in smoldering ruins of Grave Vault.

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Visual / Digital