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 Post subject: Blood War [OOC]
View Likes PostPosted: Mon Jul 13, 2015 9:11 pm 

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[IC]

For as long as it has existed, humanity has unknowingly shared its world with a host of supernatural beings.

Behind a veil of shadows and secrecy, an underworld of hidden societies has remained out of the public eye for centuries. Various beings dealt with their own forms of politics, cultures, and wars. Peace in the secret world was rare, and disputes over territory commonly risked exposure of the existence so many struggled to hide. Despite their violence-filled lives, almost all members of the supernatural community could agree on one thing: that mortals as a whole should never have full knowledge of their existence.

Despite attempts to remain hidden from the eyes of mortals, carelessness in the past gave rise to a great many legends. Folklore surrounding the supernatural became a distressingly common part of societies around the world. At first, it was easily dealt with, as information could hardly travel quickly in unadvanced society. But as time went on, it became steadily more difficult to completely cover their tracks, and mortal subcultures dedicated to the destruction of dangerous supernaturals formed. To the luck of those who operated in the hidden society, mortals became less superstitious as time went on, and most willingly waved off their slip-ups with 'logical' explanations.

Towards the beginning of the modern age, a pair of vampire clans initiated a war that would go on for centuries. At first, their conflicts were small scuffles over territory and disagreements over the laws their society set up to remain safe and hidden. For a long while, they were quickly resolved due to the intervention of others in the community. Under the scrutiny of the entire supernatural underworld, they kept to the laws and attempted to remain civil despite the growing intensities in their conflicts.

A string of murders in Italy, the primary home of the Nightkin's leading clans, left a great number of high-ranking vampires dead. Investigations into the matter immediately began, and attracted the attention of House Valtieri, the most powerful and well-organized clan of Nightkin in the area. When the perpetrator was discovered to be a vampire from a local Daywalker clan, retribution came swift and brutal. The murderer, as well as their entire clan, was executed by the Valtieri clan. The leading Daywalker clan in the area, House Acerbi, immediately began to fight back.

The battles escalated into a war that drove the leading Daywalkers out of Europe. Supernatural society as a whole became much more suspicious of vampires on both sides, and did what they could to contain the battles since then. Throughout the centuries, the warring has died down somewhat, but still continues to the modern day.

A recent archaeological discovery in the year of 2018 has attracted the attention of vampires worldwide. Investigation led to the spreading of information regarding the find, an ancient Sumerian tablet with great significance to vampiric history. The leading clans have been attempting to get their hands on it as it moved around the world, in the hopes that it may contain some sort of information that could lead to the end of their long, bloody war.

Along with the war itself, organizations dedicated to the suppression of the supernatural have increased their efforts in response to the growing hostility of the vampires, targeting any and all inhumans unlucky enough to draw their attention. Many communities have banded together to try and stop the war themselves before it leads to the end of their world.


Guidelines
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3. Do you have any questions about how something works? Confused about a bit of terminology or lore? Ask! I'm always very much open to guiding everyone through so they can be ready to go.


Races
Humans
Mortal beings, simultaneously the prey and base of the world's other inhabitants. They lack the power that others have, but humanity's collective size greatly outnumbers the combined populations of every supernatural being. While they can't quite use magic directly, harnessing it through special weapons is a viable and common option for those with knowledge of the supernatural, though they can use much less of it than a supernatural being. A majority of humanity is unaware of the true existence of supernatural beings, but small organizations or individuals with knowledge of the hidden world tend to hunt the more dangerous creatures that prey on the unaware, protecting themselves and others from monstrous threats.

Witches
Mostly-human beings, Witches are people whose ancestry contains either demon or fae blood. Unlike normal humans, Witches cannot be afflicted by the curses of either vampirism or therianthropy. Witches are capable of manipulating a much higher level of magical energy than anyone else, able to learn and control all ten schools of magic with enough time and effort. Depending on ancestry, Witches tend to learn one class of magic faster and easier than the other, by they are by no means limited to the ones their nature favors. Particularly powerful Witches tend to have features from their inhuman ancestors. Through the use of special soul magic rituals, Witches can become immortal beings known as Liches. Liches gain power and sustenance through consumption of souls, and gain immortality by placing their own soul into specially prepared vessels. From there, a Lich can then attempt to consume the power of a powerful demon or fae, completing their transformation into one themselves. However, knowledge of the process is exceptionally rare, as most Witch communities see the action as an abomination against nature and outlaw its teaching. Few nowadays even know it is possible.
variants | +
Demon-blooded
Demon Witches tend to lean towards the more ‘traditional’ perception of a witch, as they learn Black magic at a faster pace than White magic. Powerful demonic witches can assert their will over the undead and weak demons, and can make familiars out of demons much easier than fae witches. Ascended Liches with demonic ancestry will take on an appearance that leans towards the nature of their demonic ancestry and what demon they have consumed to ascend.

Fae-blooded
Fae Witches, in contrast to Demonic witches, learn White magic at a much faster pace than Black magic. Similar to their demonic cousins, fae witches can control fae creatures, including feral therianthropes. However, they have no control over demons or undead whatsoever. Ascended Liches with fae ancestry tend to take on features of their ancestral fae, as well as the fae whose spirit they absorbed to transform.

Vampires
The undead come in a few varieties. They all hold similar needs for human blood to survive, as well as features that make them markedly different from the mortals they once were. All vampires have enhanced strength, reflexes, and senses, as well as natural weapons in the form of fangs and retractable claws made from the finger bones. They grow stronger with age and experience, though immortality does take its toll. A vampire who becomes bored, jaded, or otherwise finished with life will often seek a way to end their lives. No known cure for vampirism exists. As undead, they have vulnerabilities to holy objects, but are immune to most poisons and drugs. All vampires have a need to rest beneath the ground of their homeland, and are unable to reproduce normally. To create a new vampire, an exchange of blood where a vampire and human drink each other's blood is done, which transforms the human over the course of the night. Vampires created through use of the clan artifacts tend to be naturally stronger than those turned through blood.
variants | +
Nightkin
Nightkin are the vampires most mortals think of when they hear the word. Their physicality bears red eyes and slightly pointed ears, and they have an intense aversion to sunlight. Where most other vampires are weakened and slowly wounded by exposure to it, young Nightkin will suffer extreme damage and swift death. Their strengths lie in their ability to shapeshift. Many will take the form of a bat or wolf, once they learn how to do so, but clever Nightkin can reduce their bodies to a fine mist, or manipulate their bones and muscles into organic weapons and armour. Nightkin shapeshifting differs from transfiguration magic in that the changes are not made by a spell. Instead, Nightkin physically rearrange their bodies into new shapes. As a result, "animal" forms are twisted, vague analogues to real creatures rather than truly effective disguises, unless the Nightkin focuses intensely while changing. Many Nightkin learn to generate and control tentacles for use in battle, usually sprouting from the back or arms.

Daywalker
Daywalkers are a stark opposite of the Nightkin. Daywalkers undergo minimal obvious change, gaining only small fangs and golden irises. As well as being completely resistant to sunlight, Daywalkers have strong resistances to many things that would harm or outright kill other undead, merely weakened if at all affected by them. As they are resistant to objects and materials that would be deadly to most other vampires, their supernatural resilience shines through even more. However, heavy application of traditional weaknesses will eventually overpower their resistance. Powerful Daywalkers can manipulate soul energy to an extent, allowing them to feed without drawing blood, and can also absorb and harness sunlight as a natural offensive weapon. Whether it's as simple as channeling light energy through a limb or firing a condensed beam of light, it is incredibly effective against other vampires. Against mortals and other living beings, it's a bit less useful.

Gifted
Gifted are comparatively frail vampires, still stronger than a human, but unable to exert quite as much physical force as other types. Their true strength lies in their powerful psychic abilities, manifesting as both telekinesis and various forms of mental manipulation. They can temporarily enthrall weak-willed humans, create fear and confusion, or pacify others through hypnosis. Their telekinetic abilities can be used for a variety of applications, most commonly used to hold enemies in place, crush obstacles, or launch themselves into long jumps. Their eyes, which are an icy blue colour, often glow while they use their psychic abilities. Very skilled Gifted can use their telekinetic power with expert precision, cutting things from a distance, or move quicker than a mortal eye can perceive.

Feral
Ferals started as less a distinct clan, and more the end result of a vampire who does not feed for an extended period of time. After a period of extreme weakness and frailty, their body undergoes a permanent change. They lose their clan-specific abilities, and instead gain an incredible boost to their physical strength. Their claws extend permanently, and many gain extra fangs, sometimes replacing all the teeth in their mouth. And most notably, their eyes darken into an extremely dark grey, black in the center, where their pupils are permanently dilated. For a period of time, the Feral becomes nearly mindless and focused solely on feeding, but may eventually regain their mental faculties in a slightly damaged state given time. These reformed Ferals have formed clans of their own, and turning a human immediately produces a new vampire of their type, and though they more often retain their sapience than immediately going mad, it's still a risk that must be carefully considered.

Therianthropes
Humans who share their bodies with an animalistic spirit, obtained through special rituals, inheritence from their parents, or surviving an attack from a pre-existing therianthrope. All therians have enhanced strength, senses, and agility, and are vulnerable to silver and aconitum-based poisons in both human and beast forms. Various species have been recorded, all following the same rules of transformation. The further one allows the beast spirit to take over, the more they risk becoming its mindless vessel, and the spirit forces changes during a full moon. Therianthropes are not completely immortal, but age slower and remain stronger than any mortal for as long as their spirit finds them useful. Sufficiently strong-willed therians may find it possible to overpower their spirit, allowing them free transformation without risk of being taken, as well as the ability to commune with animals and summon familiars.
variants | +
Werewolf
Werewolves are without a doubt the most common type of therian, to the point where the word 'lycanthropy' is often used to refer to the condition instead. Werewolves take on canid forms, and are among the most social variety of therians. When enraged, they can be terrible beasts, but rarely do they transform purely because of emotional overload. Originally from northern Europe, they have spread throughout the world, as their extreme speed in beast form lets them cross great distances in a single night. Despite their name, a Werewolf's beast form may not necessarily be that of a wolf. Depending on region, Werewolves may instead resemble creatures such as foxes, jackals, and other wild canines.

Werebear
Werebears are a common American variety of therian, whose origins can be traced to Canada. While not nearly as fast or agile as others in their beast forms, Werebears are immense in stature and incredibly strong, the largest on record reaching a height of twelve feet when fully transformed. Their transformations are easily triggered by intense emotion, and their ferocious nature makes them the hardest to control when changed. Werebears tend to be somewhat ostracised by therian society, owing to their rage-fueled transformations and ability to incite fear when fully transformed. Even the most welcoming therian packs tend to keep very close eyes on them, especially when they are young.

Werecat
Werecats are a type of therian spread throughout Asia, more common in the southeast and west than the northern reaches of the continent. While their beast forms are the weakest of the species, they are still very deadly owing to their higher intelligence, stealthy agility, and their ability to detect living beings with a perceptive aura. Their heightened senses allow them to see as clearly at night as they can during the day, and their near-human sizes when transformed allow them to get into places other therians could not. Werecat physicality can take on many variables, and while solid colours are the most common, stripes and spots can occur if the patterns would be beneficial in their environment.

Wereboar
Wereboars are a less common therian species spread throughout Africa and the Americas. Their beast forms are noted for their extreme durability, dense musculature and bones making them hard to kill even with high-velocity silver projectiles, as well as the presence of multiple natural weapons in the forms of tusks, horns, and hoof-like growths lining the knuckles of their hands. Their resistance to damage and pain makes them hard to stop once they've begun to charge, and their significant strength can allow them to demolish structures just by running through them. Fully transformed Wereboars are driven by intense hunger, and feral ones will consume anything or anyone they come across.

Werecroc
Werecrocs are a more rarely seen variety of therianthrope that originate in Africa, but have spread throughout Asia and North America as well. They are one of the few therian species that are not mammalian, and instead have reptilian features when transformed. Thick scales protect their bodies, and muscular tails make a weapon as deadly as their teeth and claws. As the name suggests, Werecrocs most resemble reptiles of the crocodilian sort, and are extremely fast in the water and able to camouflage themselves well in swamp or jungle environments.

Wereshark
Weresharks are doubtlessly the rarest species of therian, native to areas in the Pacific Islands. Unique among them is their fully amphibious nature, able to breathe both above and under the water. A transformed Wereshark gains gills, fins on their limbs, and the strongest bites among the therians. Few of them exist nowadays, as surviving a bite is extremely unlikely and few invocate their spirits. A Wereshark's transformed state is the hardest to pass off as an actual animal, as they still retain their limbs even when fully shifted. While they are still around, so few have been seen that most believe them extinct.

Hosts
Human bodies inhabited by a spiritual being, as well as the offspring of inhabited humans. Unlike Witches, who are offspring from the union of a human and spirit, Hosts hold distinctly separate souls within their bodies. In the event of possession, the soul may try to forcefully overtake the body for itself, but through resistance and mystical aid, the human portion of their soul can overtake and absorb the invading spirit. Hosts are capable of producing offspring with similar if slightly diluted ability, as part of the possessing spirit leaves the body to inhabit the new vessel. Born Hosts tend to have an easier time keeping control of their supernatural side, as they are generally more 'human.' This has led to prolicide by evil spirits of their offspring in an attempt to retain their own power, but over time, the amount of born Hosts has overtaken new possessions. Hosts become stronger by absorbing the essence of their own spirit type, and over time can develop the ability to project their spirit into a familiar or fuse with it in a powerful transformation.
variants | +
Cambion
Cambions are demons in human form. Whether they take a body through possession or are born this way, a Cambion is weaker on Earth than they would be in Hell, cut off from what would be their source of infernal power. Despite this disadvantage, Cambions are still capable of extremely impressive physical feats and have limited amounts of dark power at their disposal. Most are outwardly very humanlike, though some have some telling features like horns or tails that can be hidden away with magic. Particularly strong Cambions are able to draw more of Hell's power into themselves for limited times, triggering a transformation into their true demonic form. Use of this ability is limited even for the strongest of them, and reversal of the transformation leaves them heavily fatigued. While the change comes with great advantage, it also opens up more vulnerability to holy objects and spells.

Changeling
Changelings are fae spirits that take human bodies. The most common origin of Changelings is that of a potential host becoming lost in the spirit world, but inheritence by birth is not entirely unheard of. Changelings are capable of harnessing the power of nature spirits to a degree, and have physical abilities that rival other supernatural beings. With time and experience, a Changeling can learn to call upon the power of other fae spirits, and gain the ability to enter the spirit world. Due to this, they are often included in the societies of fae Witches and Therianthropes, as their insight proves extremely advantageous when dealing with ethereal beings. Most cannot perform full transformations, but those that can rival true fae in power.

Nephilim
Nephilim are angelic beings under a mortal guise. Doubtlessly the rarest type of host, very few have existed through possession throughout history, and born Nephilim are almost rarer due to the very one-track-mind nature of angels performing Earthly duties. Like other hosts, Nephilim have the standard enhanced physical strength and stamina that outshines ordinary humans, but also have access to holy power. As even normal humans are capable of harnessing some amount through the force of faith, Nephilim can gain abilities that are rightfully considered miraculous, such as healing others, detecting evil, and blessing objects and people through touch. Transformations tend to be minimal, usually just the gaining of ethereal wings and glowing eyes. They are also completely incapable of performing magic.



Factions
Multiple groups of people are involving themselves in the war, vampiric or otherwise. The supernatural community as a whole hopes to avoid overly large-scale conflict with one another, but the vampire clans have drawn the attention of some outsiders.
Major Factions | +
House Valtieri
The highest-ranking and largest of Europe's various Nightkin clans, House Valtieri's reach extends across multiple countries in both the Mediterranean and Eastern Europe. Their territory up north is more sparse, but their presence is still notable. As a leading clan, the Valtieris can be brutal in enforcing law under their territory, but for the most part prefer to keep peace with supernatural neighbors in the European area. While they are a majority Nightkin, they are quite inclusive, accepting Witches, Therianthropes, and even other species of Vampire into their ranks if they prove useful enough.

Their Capital city could be considered Venice, Italy. Attempts to take Rome have been repeated in the past, but its close proximity to the Vatican proves problematic for the plan. Loyal clans in Rome hold a shaky truce with the church, which has ever-increasing tension and very thin lines holding it together. Tithes of blood are exchanged for promises of protection from monsters for the citizens, as well as a strict no-hunting policy for the Vampires living there. In the past, this was easily abided, but the low amount of blood being tithed to the clan has raised problems regarding the church. While nothing has happened yet, conflict seems inevitable.

Contact with mortal society is kept to a minimum, as the Nightkin are one of the more obviously monstrous Vampires. For money, they own and operate a variety of businesses, the most successful of which is a chain of farms and wine production plants. The drinks they produce are quite popular worldwide, and produce a stable and comfortable income for the clan. Owing to their appreciation for fancy things, their other business ventures include tailors, high-quality furniture construction, and and the occasional organized crime family. Preferring to remain in the shadows, both literally and figuratively, each of their income sources is credited to a separate high-ranking member of the clan to exclude name relation, often masqueraded in the public by a Human accomplice rather than the Valtieris themselves.


House Acerbi
House Acerbi is an extremely large Daywalker clan that dominates North America, most predominately in the U.S. They guard their territory fiercely, and while they are not against working with other races and kinds of vampires, only those who are Daywalkers can be true members of the clan.

While they have bases all over, their true headquarters are in Las Vegas. They tend to concentrate on beaches and sunny areas of the country, as these areas are easy to defend due to their resilience to the sun.

As Daywalkers have almost no discernible change in appearance after being changed, House Acerbi operates closer to the human world than most. They run a vast variety of casinos, restaurants, and tourist destinations in Vegas, and also run various other businesses around the country. Many of them are connected as businesses, although it would be impossible to find every link. While members are still strongly discouraged from coming too close to the public eye, as eventually someone will notice that something isn't quite right, they're allowed to be more involved when it comes to mortal affairs.


House Shirakawa
A relatively new clan, House Shirakawa rose from the ashes of the previously most powerful Gifted clan a few years prior. Gaining most of the former clan’s influence, their claims extend throughout the continent of Asia. Despite being so far reaching, they have an unusual cohesiveness as a result of the intense organization efforts of the clan members. A lot of their manpower is being used to make ties with smaller clans and other supernaturals, and new leadership has proven promising.

While outposts exist in almost every Asian country, House Shirakawa is headquartered in the Japanese countryside, far outside city limits and in relative isolation. As a result, many older members of the clan are able to move more frequently than they have been before. Additionally, there is another major hub in Tokyo that is frequented often by many of the members, and it is used generally to conduct business as a result of the booming market that resides there.

As the clan is rather young, they aren't too well known throughout the supernatural community, and most people know only of the clan previous to them. In their developing state, very few agents leave Asia unless it's to make a necessary business trip, and most of their efforts go into maintaining their territories. Keeping their actual public appearances to a minimum, a majority of the clan's income comes from the ownership of pharmaceutical companies. If one looks closely, they might find an interesting paper trail going back centuries, but most don’t delve deeply for very long without drawing attention from the Gifted.


Severn Foundation
The Severn Foundation is a human group that assists small businesses and startups with funding, free of charge at the onset - however they end up collecting with interest later on in one way or another, be it resources, a constant chunk of profits, or manpower. The Foundation also supplies troops that serves as private security, falling under the umbrella of mercenary work, with much of the proceeds going to the foundation, though the men of course get enough of a piece to keep them happy.

The Foundation's true purpose, however, is the use of supernatural entities to further advance humankind, in terms of both warfare and technology. The tactics employed by the Foundation, at the behest of its leadership, are brutal to the point of making some wonder who the real monsters are. Captured Vampires and Therians are used as items, objects utilized for further advancement of the technology available to the Foundation.

Foundation Special Forces are outfitted in exosuits that are composed of tight, sealed undersuits beneath ballistic plating reinforced with anti-magical properties. The suits house three varieties of Serum and Ectoplasm derived from captured nonhuman targets, which enhance speed, strength, recovery, and the ability to sense supernatural entities upon initiated injections (done via buttons pushed by the soldiers). FSF are also armed with a wide array of magically augmented and technologically repurposed weapons designed to incapacitate or kill nonhuman targets.


Anaksi's Coven
Consisting almost entirely of thralls, Anaksi's coven is a frequently travelling group with numbers shifting to support the needs of its leader. While the majority of thralls are witches, vampires, therianthropes, and even humans make up a significant portion of the coven, as being perceived as useful is the only trait required for induction. The number of permanent members who aren't enthralled is rather low, as most who aren't enthralled are not considered useful enough to keep around. The transitory nature of the coven makes keeping territory difficult, so the only permanent bases are located in the south of France and in Anaksi's tomb, in the necropolis of Abydos, Egypt.

Within the witch community, the coven is lesser known in the interest of concealing the undead nature of its leader. For the most part, the only voluntary correspondence with the supernatural community is done to acquire supplies that can't be otherwise found. Contact with regular humans is comparatively more common, as monetary funds are acquired by selling historical items through a process of buying contemporary goods and auctioning them off decades or centuries later. Most of the day-to-day operations, however, revolve around keeping Anaksi well-fed and furthering her research into ascension from lichdom.

While the coven has no stake in the war between vampire clans, Anaksi hopes to manipulate it for maximum damage to the clans, so she can acquire their assets and territory after she ascends. Doing so will most likely require a break from the rather secretive way of doing things that the coven has held for the better part of a century, shifting the clan into a much different model of functioning.



Magic
Existing in multiple known forms, magic is the manipulation of the planet's natural aetherial energy. It was common in the past, but has almost completely fallen out of use by the general public. Humans and their derivatives do not have the magical energy to master more than one school, but can learn small amounts of various schools. Witches, however, have a much stronger connection to magic and can easily master a multitude of spells. The separation of magic into 'white' and 'black' categories is almost entirely a formality, though individuals with demonic or fae blood tend to lean towards one or the other in terms of skill. White magic spells often have more positive applications than negative ones. Black magic spells tend to have almost entirely negative effects or nefarious uses.
Schools of magic | +
White magic
Light magic was developed to combat undead, and as a nice bonus, it's also effective against all types of supernatural beings. The spells harness the power of sunlight, and are most often manifested as white flames or beams of energy. Light magic-infused weaponry is common among groups of vampire hunters, generally in the form of bullets containing a small amount of power.

Psionic magic is a much more general, multipurpose school, often the first learned by mages-in-training. It has a wide variety of uses, ranging from telepathy to teleportation, and does not require an outside fuel source. Easy to learn but hard to master, Psionics are perhaps the most commonly used school of magic, as use of the spells leaves little evidence other than potential physical damage.

Alchemy requires minimal manipulation of aetherial energy, and relies more on rote memorization instead. The combining of various objects by binding their aether together is the most basic description of the school, most often used for the creation of elixirs with magical effects. Inversely, it can be used to break objects down into their More advanced alchemy can change the aspects of basic materials, a famous application being the transformation of common metals into gold.

Enchanting is the more common study of giving an otherwise normal object magical qualities. Although enchantments can be made without an outside source of energy, more specific enchantments can be used by invoking a source of fuel similarly to Blood and Light magic. Enchanted objects can eventually lose charge, and the strength of the enchanter directly affects how long the magic bestowed on the objects will last.

Element magic revolves around the manipulation of plants and traditional elements. It's not quite magic in its purest form, but the closest that mages have accomplished for thousands of years. Element magic goes hand-in-hand with alchemy, as caring for the magical plants used in potions sometimes requires special treatment, but it's equally effective in combat use. Element spells require a more physical touch to their casting, often through the use of complex motions requiring heavy focus.

Black magic
Blood magic is the antithesis of light magic. Requiring blood as a fuel for its spells, it is an almost entirely offensive school that is focused on the manipulation of dark, fire, and living beings. Necromancy is a particularly advanced form of blood magic. It does not give true life to the unliving, but an undead formed through it will make a perfect servant.

Transfiguration is the less studied art of using spells to completely transform one’s body for a set period of time. Transfiguration spells are generally more energy consuming than those of equal difficulties across disciplines, but creates desirable results. Transfiguration is considered more training intensive and dangerous than other magic types because of its complexity and potential failures.

Divination is the art of discerning the future and contacting various spirits through the use of outside materials, enchanted or otherwise. It requires less spell usage and is easy to begin learning, but true mastery is extremely difficult to acquire. Summoning is a very advanced form of Divination which sometimes crosses over with other schools, depending on what is being summoned.

Illusion magic is primarily centered around the creation of illusions and the altering of perceptions. The most common use of Illusion spells is the erasure of short-term memories of witnesses to supernatural events, but many other uses are available for both utility and combat use. One can move silently, turn themselves invisible, paralyze others, and give themselves night vision with a variety of spells in the school, though maintaining more than one illusion at once requires extreme experience and near-mastery.

Soul magic is centered around the manipulation of human souls. The school is used almost exclusively by liches, whether it's to draw a soul from a body to consume or to enslave and enthrall servants. Some mages have found an overlap with Enchanting that allows the creation of especially powerful artifacts by using the inherent magical energy of the soul. Objects of this sort are extremely rare, and kept under extremely close watch when they are found. Another use for it is to give souls to the soulless, which is sometimes done to 'reward' alchemically-created homunculi.


Artifacts
Objects imbued with immense magical power exist throughout the world. Unlike normal enchantments, the power of artifacts never truly wears off, merely going dormant instead. Most have gone inert, requiring something to kickstart them back into functional states. The creation of objects that could be considered an artifact is often an extremely long, involved process that requires precise magical knowledge.

Known artifacts | +
The Mask of Raziel
An apparently incomplete piece of a headdress, the mask is the source of the Nightkin clan's power. It is a full-faced mask, made of a very smooth black stone. The mask is modeled after an androgynous human face and has eye holes, but otherwise completely covers the wearer. It has multiple indentations in the forehead, where other objects once fit. The chin also has an indentation, still holding a teardrop-shaped crimson gem. It is named for its creator and original wielder, the ancient vampire Raziel. He disappeared from history in ancient times, leaving only his headdress, separated into three pieces.
Current owner: Vicente Valtieri

Sunlight Medallion
An orange, circular gem set in a gold amulet. The gem has multiple pointed branches in the shape of sunbeams, which give off a subtle glow that make it visible even in complete darkness. The amulet itself is made of gold, and is quite a bit younger than the gem set within it. It's most often seen with a chain attached to allow it to be worn. If used by a Daywalker, it can absorb the sunlight that hits their skin and store it for later use, augmenting their natural ability to bend soul energy. The medallion is thought to be a modified piece of Raziel's headdress, more specifically the sun-shaped gem.
Current owner: Catarina Acerbi

Diadem of Ajna
A thin tiara, made from an unknown metal resembling silver. It has a simple design, and has a single blue gem in a section that rests on the forehead, between and slightly above the eyes. It gives off a quiet hum, only audible if one leans very close to it, and boosts the psychic ability of any Gifted who wears it. Its simple design betrays its strength, and many who seek it wish to study its magical properties. It is believed it's the third piece of Raziel's headdress, as the mask has a circular indentation across the brow that matches its shape.
Current owner: Tanaka Shirakawa

Elysian Skean
An ancient dagger with a reddish, double-edge blade and a dark hilt. Its hilt and pommel seem to have settings for gems, but they have been removed with time. Its crimson is folded with streaks of black and silver, and rounds to a sharp point, and absorbs whatever light that attempts to reflect on it. When the wielder strikes a blow with it, the wound will heal almost immediately. Though its origins have been lost in the ages, it is believed to have been a symbol, emblematic of the idea that war will eventually bring peace. However, throughout the years the blade has fallen into the wrong hands, and nowadays it is mostly used to conduct blood magic more effectively. Users can sacrifice their own blood in order to perform various rituals, and they will not sustain a wound even though blood is lost.
Current owner: Milosz Kazcka

The Blade of Blood
An average-sized bastard sword of superb make and quality, forged from a strange black steel that few can identify the origin of. The crossguard is made of the same metal as the blade, gold-plated, and the handle is wrapped in black leather. The pommel is a large metallic orb, bearing an inset ruby, red as blood and surprisingly large. The sword tears the soul out of the bodies of people it slays, and was forged specifically to make feeding easier for a lich. It is inhabited by three particularly powerful souls, people who in life wielded it and controlled its power.

Shadowed Tome
A massive book of magical lore, bound in black leather. Thought by some to have origin from outside of reality, reading it is a harrowing experience that can break the mind of any but the most powerful mages. Its words grant insight toward magic on an uncanny, almost unnatural level. As a spell catalyst, it's very potent for the direction of black magic, and increases the power of any spells cast through it. Its chapters include instructions for dark rituals that allow the summoning of demons, while the further pages' steadily increasing incomprehensibility focus on something beyond even them.

Dead man's gun
A very specially-made Winchester 1887 shotgun, created specifically to eradicate demonic beasts. The stock and foregrip are made from hawthorn wood reinforced with witchbone, and the gun's cold iron body is etched and filled with silver runes, allowing the weapon to double as a magical catalyst. Every piece of the gun was blessed, and the metal was forged in witch's blood, giving it very potent semi-demonic power. The weapon automatically enchants any ammunition used in it, causing great damage to all supernaturals. In addition, a shell made from the small collection of carved brass casings discovered alongside it will instantly banish any demonic entity.

Moonclan's Blessing
A small ring carved from black wood, impervious to damage or rot. The face of the ring bears a very detailed carving of a wolf's head, the eyes of which are filled with two very small silver orbs. An ancient piece of jewelry found in far northern Europe, it gives therianthrope wearers greater control over their transformations, as well as much higher cognitive ability in beast form than normal. For all others, it acts as an effective ward against feral werebeasts.

The Serpent who Hears
A piece of jewelry made of what looks like onyx and emerald, the Serpent is a pendant, built to resemble a snake coiled up atop a boulder. If it contacts a person's skin, they can hear echoes of the thoughts of people located around them, but it is impossible to control exactly when it will begin working, and on whom. Also, if worn for too long it will cause visual hallucinations, as well as echoes of the thoughts of people long dead. In the event of danger coming towards the wearer, the Serpent will cause a burning sensation in the skin it's contacting.
Current owner: William Severn


Monsters
In addition to sentient supernatural beings, the world is host to a wide variety of monsters. In comparison to people, monsters are very rare, but extremely dangerous to an untrained or unaware person. A majority of supernatural communities do their part to contain or eradicate threats to human safety and their own secrecy, but keeping exact numbers on monster populations is impossible. The following list is merely one of examples, and it’s very likely that more beings that have yet to be discovered exist.
variants | +
Undead monsters are creatures made from human corpses and disembodied souls. Magically reanimated bodies, ghosts, and similar beings make up the classification, varied by the nature of their existence and any abilities they may have. Most undead have a few common weaknesses: sunlight, blessed objects, and silver. While physical undead can be 'killed' again with sufficient trauma, spiritual undead often require a more mystical form of intervention to get rid of.

Demons are malicious beings that come from a hellish, hostile realm similar to many mortal depictions of the underworld. A majority of stronger demons are spiritual in nature, incorporeal and unable to exist in the mortal realm without taking possession of a host. Lesser demons, in contrast, have physical forms that can be destroyed. Even if they’re ‘killed,’ a demon’s soul will return to hell to recurperate unless it’s destroyed or contained by some other means. All demons have similar unholy powers resembling black magic, and all share common weaknesses to holy objects.

Fae are a varied assortment of spirits that come from a strange realm very similar to a primitive nature-covered version of Earth. Despite being spirits, almost all fae have physical bodies, and the relative closeness of their world to the mortal realm results in crossing between the realms a somewhat common occurrence. Fae of all levels of intelligence exist, from human-like sentients to bestial animals, though few are outright malevolent. Iron is a common weakness of fae spirits, as it disrupts their magic. Easily the most common spirits seen in the wilderness, most fae avoid urbanized areas, though a few have managed to survive in the modern era.

Constructs are beings created through magic, most often completely artificial in nature. In most cases, a construct is soulless, merely a shell powered by whatever magic was used to make it. Constructs made of something living are an exception, though the use of sentient beings in experiments rarely results in a stable creation. Most people who use constructed beings tend to keep them as assistants or guardians. While they can appear very intelligent if created correctly, constructs are rarely ever sentient. To achieve true sentience, a spirit of some sort can be imbued into them, though such a task is a difficult and risky endeavor.

Angels are spirits of light and holiness, created in a heavenly realm that resembles the afterlife of many religions. Both physical and ethereal, most angels are at their basest a force of holiness resembling white or gold smoky light. From this form, most can then take on a body, which range in appearance from mostly humanoid to terrifyingly monstrous. While these bodies cannot leave the spiritual realms without being summoned, angels can take possession of mortal hosts to act on Earth when necessary. The exact powers an angel has depends heavily on its ranking, but all are holy. An angel that falls from grace and succumbs to corruption will eventually become a demon.



Character sheet
Name:
Age:
Gender:
Race: (If you have questions, PM me)
Appearance:
Personality:
History:
Abilities: (Includes racial powers, magic, and physical skills)
Equipment: (Various important possessions)
Other:


Player list
Eggs
Vicente Valtieri
Mariko Hayashi
James Drake
Lucina Giovanna
Julia Vargas


Doodleniks
Catarina Acerbi
Pamela Harter
Dmitri Munden
Martin Suarez


Shaitanist
Milosz Kazcka
Hiram Barnard
Felix O'Malley
Elijah Voltaire


Zyaz
Lucky Maldonado
Reine L'oiseau
Haddad Hewan


UVVO
Anaksi
Evelyn Valerie White
Camila Barboza
Kavindi Magha


Fearless Sissy
Ava Cassia Schwartz

GreyHelm
William Severn

Emeraldbearald
Leone Scarlet
Tanaka Shirakawa


Illegitimate Chimera
Alexander Petersen/Amaranth
Fallon Jameson/Falmeriel


DecendentofGallifrey
Lillith Delacourt

_________________
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Last edited by Eggsy on Sun Sep 18, 2016 6:26 pm, edited 2 times in total.

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 Post subject: Re: Blood War [OOC]
PostPosted: Mon Jul 13, 2015 9:11 pm 

eyy, senpai!

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hello yes this post is for my character sheets

Vicente Valtieri | +
Name: Vicente Valtieri

Age: 558

Gender: Male

Race: Nightkin

Appearance: Vicente is a tall, strong man who became vampirized at the age of 38. He has a strong chest and shoulders, and is in very good shape, standing at 6 and a half feet. Centuries of exercise do the body good. His skin is quite pale, not quite the pallor one would expect from a corpse, but also not the healthier skintone he had in life. It creates a stark contrast with his hair, which is black and a little long, combed back so that he doesn't have a fringe. He has a prominent widow's peak, aggressive-looking eyebrows, and a well-groomed light but full beard. They compliment his facial features well, consisting of a squared jaw, aquiline nose, and reasonably strong cheekbones. His eyes are deep red, and his pupils are thick vertical slits. All four of his canine teeth have grown into fangs, the lower jaw's shorter than the top's so that his speech is not affected.

He wears almost entirely formal clothes. Button up shirts, suits, ties, vests, peacoats, he wears all variety of them. Generally, he prefers black pants and outerwear paired with a red or purple shirt, and while he rarely gets to wear them in the modern day, he enjoys prancing about in cloaks for exceptionally formal occasions. One could easily guess that he enjoys intentionally playing up the stereotypical 'vampire' aesthetic, and they would be entirely correct.

Personality: Polite, affable, and very hospitable, Vicente tends to be welcoming towards anybody who comes to his clan for aid. Even to those who are normally enemies, as long as they don't actively show allegiance to the opposition, he's quite friendly. He greatly enjoys social gatherings and various get-togethers, but has a dislike of certain things from the modern day. Perhaps out of nostalgia, he continues to enjoy human cuisine and weak alcohols, particularly the types from Europe. He doesn't need to, nor do any other vampires, but it doesn't hurt. On a personal level, one could describe him as a family man. He tends to form close relationships with members of his clan, and cares for all of them the same way someone would for their children. Whether one is a newcomer to the numbers or a veteran that's been at his side for decades, he's very easy to hit it off with, provided one can stand his antiquity.

Like many Nightkin, he holds a bloodthirsty side that enjoys violence and the thrill of battle. He particularly likes fighting with swords, which is a rare opportunity in this day and age. A particularly strong flaw of his, he holds grudges for incredible amounts of time and often reacts to situations disproportionately, an aspect caused by the situation behind his transformation. He could likewise be described as arrogantly confident in the abilities of himself and his allies, though not without reason. Mercy is reserved for those who earn it, and if someone tries to bring harm to any of his flock, he personally delivers a swift and furious retribution. Violence does not bother him in the slightest, and if it's an answer to a problem, he'll gladly take it.

History: Born in the midst of the Renaissance, Vicente d'Arco had a very fortunate youth. He was the son of nobility, made rich by their mercantile prowess. A good life was laid out ahead of him, and he was more than happy to take it. During his late teenage years, he became friends with another noble, who unfortunately turned out to be the child of a family that considered his enemies.

For years, somehow, they went unimpeded with their relationship and grew very close. Unfortunately, at the time they were starting to become more than friends, their families had grown more actively hostile towards one another. By the time they were both in their mid twenties, feuds broke out, and more than a few deaths at the hands of both families occurred. Eventually, the object of Vicente's affections was killed in a crossfire that resulted in the burning of his own home into ashes.

Enraged, he took what money his family had saved in the banks and went into isolation. He spent a good decade preparing himself for vengeance, working his body into the peak of physical condition, acquiring the latest firearms and highest-quality armour he could afford, and finally, in the dead of night, launching an attack on the enemy noble's remaining family.

He killed three guards before he was found and shot twenty times. His armour, while effective against the swords the ground guards had used, did little to protect him from the bullets of the rooftop guard. The gunshots did not immediately kill him, and instead he was dragged to a waterway, bleeding and weak, and tossed in to drown.

As the other nobles left, a group of local Nightkin fished him from the water and took him to safety. There, the leader of House Valtieri asked for him to join them. In return, he would be granted the power needed to avenge his loved ones. Vicente accepted, and he was changed not by siring, but through direct use of the Nightkin's most important artifact, the Mask of Raziel.

He became a pure vampire, born directly of the mask. His strength soared once he grew used to his newly enhanced senses, and he took a natural liking to the clan's shapeshifting prowess. When the time came for him to seek vengeance, he was set forth by the leader herself. The family that had killed his no longer existed by sunrise.

With his task complete, he proved a loyal soldier and extremely proficient vampire, and when the leader of House Valtieri felt he was ready, challenged him so that he might become the new leader. He succeeded, and as he began to lead the House into prosperity, their leader committed suicide by sunlight. To honor her, Vicente took the House's name as his own, and has led the Nightkin against any threats that may befall them.

Abilities: As with all Nightkin, Vicente's vampiric abilities include the power to shape his own body, changing form in all variety of ways. His preferred transformed state is a cloud of black mist. For non-combat situations, it allows ease of movement and flight. During a fight, a quick transformation to avoid strikes is its primary use. He also tends to use shapeshifting in more subtle ways. In particular, solidifying his ribcage into a solid mass of bone to protect his heart. It's a surprisingly effective technique that not too many have thought to use. When sufficiently enraged, subtlety goes right out the window, and his shifts instead become chaotic, nightmarish displays that can most easily be described as 'eyes, teeth, and tendrils.' Another common form he takes for more secretive flight is that of a flock of bats.

Vicente prefers to fight in close quarters, whether it be with his fists, claws, or a blade. He's very skilled in barehanded martial arts, though no single one in particular is used. When fighting like this, he'll very often augment his attacks with shapeshifted tentacles, giving him extra range and more limbs to work with. He also has a tendency to feed mid-battle to fuel his powers, whether it be through biting or absorbing blood with shapeshifted extremities.

Equipment: His main sidearm is an upscaled black Colt M1911A1. The slide has a variety of intricate carvings, all floral in pattern, save for two spaces of smooth metal on each side. The spaces read, in Italian, 'For Vicente Valtieri' and 'Blessed by the moon's light.' The body of the gun has similar floral carvings, and the grip has two plates of smooth, polished red wood, carved in an ergonomic way. The plates are held on by ivory-coloured screws. Customization-wise, it has a rounded hammer and a pivot-style trigger, as well as combat sights, a muzzle compensator, and an extended barrel to match the length added by the compensator. The hammer, trigger, mag release, and safety switch are all gold-plated. It fires any variety of .357 magnum bullets, mundane or specially prepared. It's kept within a high-quality black leather shoulder holster, held in place with a gold button imprinted with the Nightkin clan symbol.

The owner of a wide variety of swords, Vicente keeps a variety of edged weapons around. He tends to prefer single-edged, curved blades such as cutlasses or sabres, though he has little problem using double edged arming swords. His favorite weapon is an oversized sabre, roughly the size of a hand-and-a-half sword. The blade is forged from strong steel, blackened through oxidation. Inscriptions on the blade's fuller have been filled in with silver, giving the weapon an edge against the supernatural. The crossguard and pommel are quite decorative, but still functionally-shaped, made to resemble the outstretched wings a bat and a crescent moon. The pommel holds a decorative red gem within the moon's arms, and the crossguard is decorated with bronze plating. The sword's grip is made of a pleasantly red-toned cherry wood.

As the leader of House Valtieri, and by extension the entire Nightkin clan that swears loyalty to it, he is the sole owner of the Mask of Raziel. It is a black stone mask, smooth and warm to the touch, that fits on the face and activates on contact with blood. It bears an androgynous visage, and has an indentation in the forehead. It is generally kept in a safe location, but if a battle calls for extreme measures, he will put it on to boost his Nightkin abilities.

Other: Due to his old-fashioned personality and preferences, he's fallen a bit behind in the usage of modern technology. Touch-based screens cause a bit of issue, and he much prefers when things have actual buttons to press. He can work a phone just fine for calls and other messages, but past that, the functions are quite lost on him. He also has a habit of leaning off to one side when seated, unless formalities are being discussed. It was picked up from his clan's old leader.


Mariko Hayashi | +
Name: Mariko Hayashi

Age: 290

Gender: Female

Race: Gifted

Appearance: Mariko is fairly tall, standing at 5'9". She has strong muscles to make up for the lack of extreme strength her clan suffers from, though most are only explicitly visible when she flexes them, since she carries a healthy layer of body fat. Her overall shape is best described as triangular. She was around 30 years old when she turned, and has an air of maturity to her. Her facial structure is comparable to an oval, and she has slightly narrow eyes, thin lips, and a short but pointed nose. Her irises, like all Gifted, are a very bright shade of blue. She likes to keep her hair long, with short straight bangs and long side locks. She most often keeps the back of it in a ponytail, but will wear it loose when in a more casual situation.

Her clothing choices are generally nice, well-crafted but not quite formal outfits. She prefers pants over skirts, usually denim, but sometimes dress pants or leggings. Her preferred shirts are button-up, long sleeved dress shirts, with the collar left undone. She likes turtleneck sweaters as well. One part of her outfit that almost never gets switched out for something else is her coat, which is about knee-length and has a double breasted front. The collar is large when upturned, which she'll occasionally do in colder weather. It's a dark brown colour, made from leather . It's well-fitted, and only loose if she leaves the front unbuttoned.


Personality: Mariko is generally a good person, as much as a bloodsucking undead can be. To most, she's polite and quite easy to talk to, able to hold conversations with just about anyone without much effort. Her temperament is generally very cool and collected, though she's got a good sense of humor and enjoys a good bit of back-and-forth banter every now and then. At the same time, she can be very serious and no-nonsense, keeping a firm disposition in the face of all sorts of dangers. Despite her generally kind heart, she can be very harsh during times where goofing off can actively risk the safety of others. The balance between her kindness and strong confidence, paired with her great experience in battle, makes her a fairly good leader. Mariko cares deeply for those she calls friends and family, and would kill without remorse to keep them safe.

Her confident behavior can extend especially far when she's in a winning fight. She finds battle to be exhilarating, and extremely satisfying to the natural bloodlust that all vampires have. In a fight, whether to protect others or just hone her skills, she tends to be very flashy when in front of others. Along with satisfying her ego a bit, she's found it to be a good morale-raiser for the company she's most often with, and enjoys taking the chance to get them in the zone and more likely to succeed. Even when showing off in various ways, she keeps a strong level head and intense focus, aiming for holes in defenses and taking advantage of mistakes. Not afraid to fight dirty, she often taunts enemies that are in a losing position and enjoys trash-talking to infuriate them. The less focused an opponent, the quicker she can bring them down. Plus, she thinks it's fun.

History: Mariko was born in Japan during the Edo period, one of three children born to a ronin and the leader of a trade caravan he protected. Her childhood was spent mostly on the road, and she didn't have a permanent home until she was around 13 years old. When her family finally settled in, she began showing an interest in swordplay, which her father decided to teach her.

She started with knives, and quickly became extremely proficient at using two at once. The skill paid off, as when her house was invaded by an armed man while she was alone with her sisters, she fought him off and took his sword hand. By the time he returned with accomplices for revenge, Mariko's father had already come back home. The attackers were all slain, and Mariko claimed the sword of one of the invaders as her own.

As she grew, she continued to practice, while doing more 'traditional' duties expected of a young girl during that time period. She greatly preferred her time training with swords, and even when urged to stop by her mother, did so whenever she had free time. Regardless of how good she got, she had yet to actually put the skill to use. Years passed, and when she reached her mid twenties, her village was raided by a large gang of marauders.

The ensuing battle was long and destructive. Homes were burned, and many on both sides were killed before the bandits retreated. Mariko's father was among the dead, and in a fit of rage, she left her home and pursued the attackers into the woods. When she came across their hideout, she sat on a tree branch and waited hours for the sun to set. As the light disappeared, she swept over their base silently, slitting throats and stabbing hearts as she slowly and methodically killed them all.

From that point, she never returned home. Instead, she disguised herself with bindings and masks, and traveled the land seeking others like the bandits that destroyed her home. She gained an infamous reputation, but as time went on, her rage faded, and the drive to keep others from suffering replaced it. So she continued to wander, helping the unfortunate and trying to keep the peace.

She was approached by a vampire one night, and while a small reactionary scuffle broke out, she listened to them once they had both calmed down. The vampire, having heard of her reputation as a guardian of the helpless, offered her power in exchange for help when requested of her. After accepting the offer, she was sired through blood exchange.

Now gifted with enhanced speed, senses, and telekinesis, she continued to protect people from threats both mundane and supernatural. She also used her immortality to gather impressive sums of money, which she delivered to her mother and sisters in secret. She eventually returned home to visit her mother, now old, at least one final time before she passed away.

Since then, she's been sent on hunts worldwide, and during a chance encounter in the American old west, she met Drake in the middle of a fight with the werewolf she was targeting. After killing the beast, she sired him, and the two have worked as a pair since then.

When Mariko's own sire died, she and Drake became mostly independent, but they're still in good standing with the House she was a part of.

Abilities: Mariko puts her clan's power set to good use, and has honed her psychic abilities to the point where she can attack with extremely focused bursts of power that act almost like invisible blades. At the same time, she can use them to manipulate objects around her in precise ways, then launch them with great amounts of force. She also uses her enhanced reflex time to deflect projectiles when necessary, though she prefers to simply not be in the way when they're coming at her.

Centuries of experience with edged weapons has given her great skill in the use and care of melee weaponry. She uses a variety of techniques in fights, and is also very skilled with bare-handed fighting. Her natural strength somewhat offsets her clan's inherently weaker physical strength, allowing her to hold her own against your average Nightkin or Daywalker. When using guns, she prefers weapons that are easy to handle with one arm, including pistols, smaller SMGs, and sawed-off shotguns. When necessary, she'll use more full-sized guns, preferring semi-automatic rifles.

Equipment: Her primary firearm is an extensively modified gun based on the Beretta 92FS. The entire gun is quite large, with an extended barrel and slide along with a widened handle made to accommodate a double stacked magazine that holds .357 magnum bullets. The gun is quite fancily constructed, with a chromed barrel and handle and a blackened slide, engraved with a feathery pattern. The slide has a chunk atop the barrel hollowed out for aesthetics, and the ejection port is also chromed. The safety switch, trigger, and magazine pads are also black, and the grip is made of dark brown wood. The gun can hold a variety of other attachments, and has a compensator and laser sight attached most of the time.

For close combat, she uses a very personalized sword that resembles a kyū guntō. The blade closely resembles a traditionally forged katana, single edged and gently curved, oxidized to a glossy black finish. The handle is somewhat long to allow two-handed use, wrapped in black rayskin, then further covered with a layer of crossed white leather. A guard resembling a round tsuba connects to a metal cover that slips over the whole handle, providing a knuckle guard on the front. The guard cover is a single piece of polished steel, able to be replaced with a more typical handle if the need arises.

Other: She is the sire of James Drake, and lives with him. The two often do various jobs together, and are almost inseparable as a team. She often digs into his guns for when she needs stronger firepower, and occasionally adds to the collection herself. She also will not let him have a sword.


James Drake | +
Name: James Drake

Age: 170

Gender: Male

Race: Gifted

Appearance: Drake is of average height, around five foot eight (much to his annoyance) and has a lean, athletic build that isn't overly muscular. He isn't twiggy, but he doesn't lift nearly enough on a daily basis to build much bulk, just tone. Turned at the age of 20, he looks youthful, and can only grow facial hair to a degree self-described as 'shitty baby fuzz,' so he remains clean shaven. His hair is dark orange, the colour of red ochre, and generally kept in a slightly shaggier-than-normal crew cut. He's used to having it shorter, but likes some amount of length to hopelessly attempt to style. In terms of facial features, he's got more delicate ones. A rounded jaw, gradual eyebrows, and large, bright blue eyes. Only the canine teeth in his upper jaw are fangs, and his ears aren't very pointed.

His sense of style is very practical and work-oriented, though comfort is a nice bonus he tends to prefer over looking especially fancy. Most commonly, he wears flannels above t-shirts, loose-legged jeans, and a faded olive drab military jacket. It tends to be worn above a thin hoodie, which has had the sleeves removed so he can actually move his arms. He has no aversion to dressing up nicely, and actually quite enjoys doing so, but dirty work keeps him from getting too fashionable.

Personality: If three words could be picked to describe Drake, they would be 'headstrong,' 'moody,' and 'excitable.' While easily perceivable as eternally angry, Drake is more hotblooded than anything, accentuated by a somewhat foul mouth when it comes to vocabulary. He finds fighting a very fun and invigorating experience, often getting very hyped up in the heat of the moment, though he does have his limits and knows when rushing in would be stupid rather than a chance to be a show-off. He fancies himself somewhat of a tinkerer, and enjoys putting things together as much as he does tearing them apart. Something of an outdoorsman, he enjoys being out and away from the urban landscape, and also takes a great interest in firearms that are hardy and reliable enough to use without much issue during his excursions.

A strong wanderlust pervades his heart, and travel is among his favorite activities. While long sunny days are better spent sleeping in his basement or otherwise lazing about, he likes to remain active and see different places. Music and decoration are both things he greatly enjoys, his tastes influenced out of both nostalgia and newfound interests given by accomplices. He particularly likes Japan and things that come out of it due to extended stays in the country, occasionally in ways that could accurately be called distasteful. Drake is generally quite shameless, but knows when to stop being obnoxious and get serious. Even during those times, he's hard-pressed to calm down entirely. With all his goofiness, he's still a deeply caring individual, and friendships with him are long-lasting and defined by loyalty.

History: In his hometown, a small town in the territory that would later become Kansas, Drake was born to a family of ranchers. They only owned a very small, unassuming farm by the town's outskirts, hardly profilic. He spent childhoods working alongside the family's other men, hefting around hay bales, feeding animals, and milking cattle. It was never fun and he disliked doing it, but because of his family's financial situation, he had to, for their sake.

At the age of 15, he began growing tired of sitting around doing menial work for minimal reward, and turned to crime. He started small, stealing from stores that were closed by breaking in, snatching purses, pickpocketing. Nothing that gained attention, and nothing that launched big investigations.

By the end of the year, he used some of the extra money the family made from his 'work' to purchase a gun. From that point, his crimes steadily increased. Masked, armed robbery led to gathering a crew to rob a bank, and with the same crew, the holding up of multiple trains. He never killed anyone except competing bandits, and discouraged his companions from doing anything but the same with their guns.

As time went on and his family's fortune grew, he and his crew pulled a 180, and instead tried their hand at vigilante justice. Their targets were particularly bad bandit gangs. Ones who kidnapped people, ran drugs, and in general, did worse than simply take money. As it turned out, the leader of one of those gangs was a werewolf, and most of Drake's crew was slaughtered when he entered a fury-induced transformation. Drake himself was gravely wounded, but before he could also be slain, a Gifted vampire that was sent to the area specifically to hunt said werewolf intervened.

She killed it, and taking note of Drake's apparent willingness to put himself at risk to protect others, and offered to give him the gift of undeath so he could continue to do so. Drake agreed, and she sired him. After doing so, she quickly realized he was less 'heroic' and more 'violent idiot,' but the pair soon became close regardless of mistaken first impressions.

After a traumatizing experience on a hunt, he attempted to reject his now-inhuman nature and tried to return home, leaving an easily-detected trail that a group of vampire hunters quickly picked up on during his journey back home. They intervened, and in a coup, killed his entire still-human family and gravely wounded him. He survived, but just barely, and his sire managed to find him before the sun came back up. With her guidance, he tracked down his family's murderers and took vengeance on them. The events made it clear to him that no matter how much he wished to return to his old life, he could never do so, and helped him accept his new life.

Since then, they've done various tasks for their clan together, though in the 1940s, he was drafted into fighting in World War 2. This proved to be advantageous for the clan, due to research into the supernatural taking place in Germany threatening to break the secrecy that had been upheld for so long. Drake, in a strategic move orchestrated by the others in his clan, faked his death in battle and went on to try and sabotage the Nazis' magical experiments. Despite his best efforts, some of the advances in technology made possible through harnessing magic were discovered by other governments cleaning up after the war.

The mission wasn't a total failure, and at least helped prevent the world from coming under the rule of fanatical, magic-wielding humans. He now lives comfortably alongside his sire, and works with her whenever they are called in. The recent elevations in the Daywalker-Nightkin war have led to him preparing for larger-scale battles than they tend to intervene in.

Abilities: Like all vampires of the Gifted subtype, Drake has various psychic abilities he utilizes in unique ways meant to compliment weaponry rather than stand alone as a technique. His telekinesis is most often used to pull various trick shots, such as bending bullets around corners or deflecting incoming projectiles. Likewise, his psychically-enhanced reaction time allows him to operate on a sort of 'bullet time' level of speed, moving faster than normal while experiencing the world in a slower perspective. On the occasions he needs to fight up close, he's decent enough with his fists, though he prefers the use of knives at short range.

He's highly trained in the use of various firearms, both old and new. His experience lies mostly in semi-automatic weaponry, and his skill with them shines through over the use of fully automatic guns. While he prefers to use single handguns at a given time, he can easily manage two at once, his enhanced senses and reaction time allowing for fairly accurate aiming despite the inherent disadvantages that come with dual-wielding guns.

Equipment: Drake's primary weapons for urban environments are a sawed-off Chiappa Triple Threat shotgun and a Browning Hi-Power pistol. He also tends to carry around a bowie knife for close combat situations. While he uses them less commonly in cities, he also enjoys using an H&K MP5, a Colt Anaconda, and a Winchester Model 1892 rifle.

The shotgun was obtained as a full length weapon, later modified by Drake himself to make it easier to conceal and carry around. It has a break-action loading mechanism and three barrels, each of which can hold a 12-gauge shell. The barrels are blued to a dark hue, and both the handle and underbarrel grip are made of dark brown wood. The stock modifications allow it to be separated into a near pistol-grip configuration or a full length shoulder stock with some simple removal of screws. The single-trigger construction by default alternates between barrels when firing, and while it's semi-automatic, the gun can fire fast enough to empty three shells in a target in half a second.

The pistol is very normal in overall looks, and has minimal modifications. The gun's metal parts are stainless steel. Dark wood makes up the grip, with some slight ergonomic shaping for more comfortable holding and firing. A laser sight rests just above the grip, and a compensator at the end of the barrel adds some length to the gun and makes the weapon's shots more steady.

The revolver lacks modifications. It has a six-inch barrel and a chromed frame, a wood grip, and a six-shot cylinder that fires .44 magnum bullets. It's generally used in situations where his pistol doesn't pack enough of a kick.

The SMG is quite extensively tinkered with. It uses ammo of normal caliber and can alternate between semi-auto and fully automatic fire. The foregrip and stock have both been replaced with wooden ones, both for aesthetic reasons and Drake's belief that they're sturdier than 'cheap plastic bullshit.' He owns a scope to attach to it when the situation calls, but usually goes without.

The rifle is likewise modified, the original carbine-sized gun cut down further into a near pistol length. There's still just enough stock to shoulder it, and the lever has been kept in top shape to ensure ease of motion and reduced threat of jamming. When used one handed, Drake has learned to effectively flip-cock the lever, though the loop is too small to spin-cock it, much to his chagrin.

Other: Drake dislikes being called by his first name due to the frequent use of it and derivatives of it by his family. He'll stubbornly refuse to answer to it except for a very limited number of people. His stubbornness likewise extends to his taste in firearms; a good number of his weaponry is composed of older models, and even newer things have been modified with things like wooden furniture and other aesthetically-pleasing details. He owns about 12 different guns meant for different situations.


Lucina Giovanna | +
Name: Lucina Giovanna

Age: 94

Gender: Female

Race: Nightkin

Appearance: Lucina was young at the time of her undeath, about 19 years old. She has the common features of Nightkin, including pale skin, pointed ears, four fangs, and red eyes. She isn't very tall, only about 5'5", and has a somewhat wide-set and soft curvy build. Her facial structure is very round, especially in her cheeks and chin. Her eyebrows are rounded at the top and darker than her hair, and more often than not are furrowed for some reason or another. Combined with her pouty lips, they give her a constant expression of irritation. She has long, wavy blonde hair that most often is styled into a bun on the back of her head, as well as long bangs that are worn parted and combed to the right. She also tends to wear makeup, usually dark eyeliner and mascara along with dark red lipstick. Red or black nail polish is a common sight on her as well.

She dresses in high-quality clothes, preferring formal, but is usually wearing something more businessy. A white silk collared shirt, black skirt, and black waistcoat make up her most common outfit. She usually foregoes the tie that came with the ensemble, and leaves a the top few buttons on the shirt undone. Black stockings are commonly worn with the skirt, and she tends to wear dress shoes with short heels. While she no longer has vision problems, she often wears a pair of black, angular-lensed glasses. The lenses are not of any prescription, and the piece serves only fashion purposes.

Personality: Lucina is normally quite professional, rarely breaking under pressure or getting angry. She is, however, an abuser of deadpan snark directed at anyone and everyone within her workspace. Patience isn't her strong suit, and she's quick to abuse her power just to sate her desires for retribution. Luckily for her (and everyone, really) she's easily satisfied with causing minor annoyances. Disproportionate retribution isn't something she commonly does. While loyal to her friends and House, she's a bit rebellious by nature, and isn't willing to blindly follow orders that would risk her safety or the overall well-being of the clan. She likes to advise, and firmly believes in teamwork. Lone wolf types get nothing but scorn from her.

Outside of her work, she can be more pleasant. If you actually try to befriend her, and try to be more than just a co-worker, she opens up well and can be much, much nicer than normal. She enjoys indulging in human aspects of life, not content to remain stuffed up in a box all day and remain devoid of modern technology and culture. When she has the time, she does enjoy getting out and having fun, but she understands that her work is important and doesn't shirk duties. She can be casual, but the moment things get real, she's right back to work. And while she claims to not enjoy combat all that much, like all Nightkin, she has a strong bloodthirsty streak that starts to show when the fights actually start, but outside of that she's quite mellow and prefers to avoid too much conflict.

History: Lucina was born in the early 1920s, and lived in the harsh Fascist rule in Italy. Her childhood was rough, and she was often without money or proper food, born into a poor family. Her brothers and father all worked as hard as they could, while their mother put in everything to care for the children. Throughout her youth, neither Lucina nor any of her family bought into the state's propaganda, but the constant threat of death from the Blackshirts kept them quiet.

It wasn't until Lucina became a teenager that she became actively rebellious, though she only ever worked in secret. Her acts of unrest were often very simple, but got their messages across well. Graffiti on posters, the burning of newspapers, and painting over slogans placed on walls were her most common forms of revolt. Petty crimes, maybe, but enough to anger the military police that kept citizens in check.

Italy's entry to World War 2 made life harder on her family. Two of her four brothers entered the military, hoping to provide the family with benefits, but only ended up dying in combat. While her parents grieved, Lucina was furious, and entered some of the many strikes that were taking hold of the country at the time. She took it further, actively destroying sources of propaganda and committing crimes of arson every night an opportunity arose. During one of her late-night walks, she was caught defacing a poster, and was dragged into an alleyway to be disposed of.

She was shot multiple times, but before she expired, she caught sight of the men that had tried to execute her being slaughtered by another figure. He whisked her away from the alley, bringing her to the safety of an empty home. There, he explained who he was. Vicente Valtieri, leader of a coven vampires who lived within the area. At first, she hardly believed him, and figuring she would die anyway, accepted his offer of so-called recovery and a chance of true retribution.

Lucina was turned through blood exchange, as the Mask of Raziel had been stolen by a Nazi-sympathizing member of House Valtieri and was not in their possession at the time. She was extremely surprised to find that Vicente had been telling the truth, and recovered from her wounds quickly. It took her some time to adjust, but by the time she had, Italy's regime was falling apart. She joined the resistance movement, only taking part in nighttime operations for obvious reasons. Her actions were balanced between actively battling and helping victims of the war, and the entire time she was in the movement, Vicente watched over her. When the war was finally over, she agreed to give her full loyalty to House Valtieri. In return, Vicente provided her family with financial aid, and aided them in moving away from Italy to the United States.

Remaining with the House, she was welcomed as a full member once her desires for vengeance had been sated. Her colourful personality and rebellious nature caught her some attention from the other members, and Vicente personally appointed her as his assistant. None of the others had been willing to speak against him, and he wanted someone who would offer their mind on his decisions and other situations the clan got themselves into. She has proven a very effective, if somewhat outspoken member of the clan, and has been loyal to them since her induction.

Abilities: Preferring to use her transformation abilities for utility rather than combat, Lucina defaults to the mist form that most Nightkin know how to use. She's never bothered to learn how to shift into completely inhuman forms past that, and instead utilizes her shifting ability in different ways. Reinforcing her arms with wrapped and hardened tendrils, growing blades made of bone on her feet and wrists, and similar small transformations aid her in fights. She often employs the use of back-mounted tentacles for grabbing things, and as a result of their nonviolent use, they lack any edges to cause harm with.

Lucina makes good use of Illusion magic, cleaning up messes left behind by her clanmates by erasing and altering memories, masking herself for more direct approaches to the removal of evidence, and failing those, manipulating people's emotions to divert attention and pin blames. In combat, she uses it to become invisible or silent to surprise targets, paralyze them to prevent them from moving, or silence them to prevent magic being used in retaliation. While sufficiently enraged, she also tends to force enemies to suffer horrific visions and hallucinations, essentially causing them sleep paralysis while awake. She can also make a nice light for those sleepless late afternoon reading sessions.

While she isn't much of a physical fighter these days, she knows how to use a rapier well enough, and has quite a bit of skill with firearms like rifles and pistols. She prefers fully automatic weapons, under the logic of 'more bullets means more chances to hit.' In less violent skills, she's very good at organization and keeping a cool head in harsh situations, and is a damn good driver.

Equipment: To direct her magic, Lucina wears a bracelet and ring made from gold. They're enchanted in a way to let her more easily direct spells, and since she wears them, it reduces her chances of losing them in a fight. Both the ring and bracelet are decorated with multiple diamonds that glow when she activates a spell. When inert, they just look pretty.

She owns a sidearm that sees occasional use, a Mauser M712. The gun was a personal gift from Vicente, and as expected of anything to come from him, it's immaculately decorative but still effectively deadly. The gun's metal is blackened, save for the hammer, trigger, and selective fire switch, all of which are gold-plated. The gun itself has various inscriptions, mostly floral patterns, all of which are framed by fancy gold engravings. The barrel has some gold on the very end as well, but is otherwise smooth. The gun's handle is made of smooth, polished ivory, held on with gold fasteners. The pistol has a semi-automatic and fully automatic firing rate, and she tends to use the latter. When fighting with it, she carries a large amount of spare magazines in a belt around her hips. It tends to spend most of its life in a display case in her quarters.

Other: Her relationship with Vicente is similar to that of an adopted father-daughter bond. While she still calls him by name a majority of the time, they are very close and consider each other family. As for what's left of her human family, she isn't sure if they're still around.


Julia Vargas | +
Name: Julia Vargas

Age: 37

Gender: Female

Race: Werewolf

Appearance: Julia is a very tall and powerfully built woman of Brazilian and Mexican ethnicity. She stands at just over 6'2", and has a build that's thick and muscular all over. Her stomach and biceps are particularly well-defined, and she sometimes jokes that she could crush skulls with her legs. In all honesty, she probably actually can. Due to her genetics and general diet (which is 90% meat) she still has a good amount of body fat and is relatively well endowed. Her skin is brown, which compliments her amber eyes. A line of four jagged scars go across her back, from her right shoulder to her left hip. Another scar resembling burns surrounds her left wrist and lower forearm. She's got naturally sharp canine teeth, often clearly visible when she smiles. Her eyes are slightly almond-shaped, but still double lidded. When she's not expecting to get into a fight, she'll toy around with eyeliner, but it's not an overly common thing. Her general facial structure is heart-shaped, and she has a short, round-tipped nose and relatively full lips. Her eyebrows have a rounded arch to them, and her hair is straight, shoulder-length, and black. It never stays in one style for too long, though her preferred style is a partial ponytail with some side locks going onto her chest.

For clothing, she prefers shirts that are sleeveless and somewhat cropped, allowing them to remain intact when she transforms. She tends to stick to white, undecorated shirts that are easily replaced in the event that they get too damaged to continue to wear. For pants, she wears form-fitting things similar to cargo pants, with multiple pockets on the outer thighs and rear, tan in colour. They end just below her knees, also to allow for transformations without causing too much clothing damage. When in human form, she wears a large belt that attaches to a thigh pouch, held in place with a smaller belt around her leg, a pair of very dark brown motorcycle boots, and brown fingerless driving gloves. Her favorite part of the ensemble (and prized possession) is a near-sleeveless red leather motorcycle jacket, which is long enough to hang just over her belt. It has a pair of breast pockets, a zip-up front, and a very faded patch on the back that reads 'La noche es joven.'

Personality: Normally, Julia's a nice enough lady who enjoys relaxing and not worrying about needing to maul things, but on the occasion a fight becomes a possibility, she's right up on her feet and more than willing to bloody a few lips. She's got a strong moral compass, a fact she likes to deny whenever asked, but she finds herself caring for people too deeply and too easily. Her modus operandi involves going places, cleaning things up, and leaving before anyone will miss her, but she very often ends up missing them. While she's by no means angsty, she has a desire for some form of consistency in life. She's quick to lighten up to people and get friendly with them, in which case she's an extremely reliable and loyal person. Secrecy isn't her strong suit, and is part of the reason she moves around so often. She'd really prefer not to get hunted down by more people than she already has to deal with. And finally, as reckless as she may seem once she's actually fighting, she takes huge precautions to keep others near her safe, especially when a full moon is approaching and it becomes harder to control her therian spirit.

She grows a bit more boisterous and aggressive when a transformation is nearing, and can get quite violent in fights if they go on for too long. While she dislikes transforming often (it can be painful, and runs the risk of losing herself to the beast) she understands it can be very useful, and accepts it as a part of herself that she needs to keep in check, but can use for good. She's also quite open towards other supernatural beings, save for Witches with Fae ancestry. While she doesn't actively dislike them, she finds their practices and customs very weird and somewhat discomforting.

History: Born in Mexico in 1981, Julia had a very normal childhood. She had friends, was close to her family, and was happy despite their unfortunate financial situation. Life was good enough, but as she grew old, she grew bored. When she was around 13, a local urban legend began to circulate. Some sort of wolf who stalked the wilderness and came into town at night. She paid it little mind until she found her dog mauled and mostly eaten, apparently by some sort of large animal.

Along with some friends, she gathered what could potentially be used as a weapon and headed out into the night. For hours, they searched and found nothing. Some went home, but Julia continued to search for whatever had killed her dog. The thing she had been hunting found her first, and attacked.

It was an incredibly decrepit, starving werewolf, suffering from injuries with a fight it had in the past. The werewolf gashed her back, but due to its weakened, already-dying state, it was swarmed by the group and pummeled, cut, and stabbed into submission. It ran and did not return. Julia was rushed to the doctor, and her wounds were treated.

The next morning, a news report mentioned the discovery of a person's mutilated corpse just outside the city limits. The body could not be identified, and eventually, investigations stopped as they lead to nothing. Julia, while in the hospital, made a connection between the thing that had attacked her and the person whose corpse was discovered. Already a believer in some things supernatural, she began to grow worried, but nothing happened for a few years, other than recurring nightmares.

Soon after her 16th birthday, the spirit that had inhabited her body after her attack began to manifest itself. The month's full moon came a week after, and she experienced her first transformation and her last night at home. Julia, in a blind rage during her transformation, killed her parents and ate them. When she regained her consciousness, she was horrified. She ran, unsure of where to go and what to do. It took her months to gain even slight control of herself, as she wasn't lucky enough to be a born therian. But as more time passed and she learned more about herself, her weaknesses, and how to potentially inhibit the changes, she realized she could put them to a better use. She was in her mid twenties when she learned about the supernatural communities that dotted the world, and she made the decision to leave Mexico and go to the US.

There, she stayed with another therian, a much older one than her, who taught her more about her condition. It was not curable at the point she was at, and the beast's soul had bound itself to hers. She could, however, force it into submission. She underwent extremely rigorous physical and mental training, including the torturous act of wearing silver while in human form. It didn't cause permanent damage, but just touching it sent waves of burning pain throughout her body. The months spent at it made her stronger, and prepared her for the very long and likely harsh life ahead of her.

Since then, she has traveled the states, doing odd jobs for whoever might need a special touch.


Abilities: As a Werewolf, Julia is capable of transforming into a monstrous canine, and is skilled enough to utilize various 'levels' of change. She has enhanced senses and physical ability, and while she is not strong enough to control her spirit completely, she can commune with other werewolves when transformed and is capable of extreme speed.

When transformed, she tries to remain at a low level. Her basic transformation gains her sharper teeth and claws on both her hands and feet, as well as further enhanced physical abilities, while still keeping her entirely in control of herself. If she's pushed while transformed or is in need of immediate power, she'll allow herself to progress further. At that level, she gains a coating of very short and fine black fur, longer claws, and extended limbs. Her skull undergoes some changes as well, gaining forward-set jaws to house her new fangs. And, finally, her ears become pointed and adjustable. On the occasion she loses herself and transforms fully, she would take the form of a very large, tailless quadrupedal black wolf with fingered hands and yellow eyes.

Discounting her supernatural strengths, Julie is quite a skilled fighter. Whether using bare hands, claws, or things she picks up around the environment, she's good at cracking heads and tearing things apart. She's also quite good at driving motorcycles, but is less skilled with proper cars.

Equipment: Julie owns a single gun, a Remington Spartan 310. It's a double-barreled over-under shotgun, sawed down to be carried in a large thigh holster. The wood handle and foregrip are both made from cherry wood, and on the side of the gun's body, there's a stylized wolf head design. The barrels are ported to allow excess heat to escape. The ends of both barrels both have choke tubes, and she owns a pair of .45 caliber adapters, though they don't see much use. She tends to shoot one-handed.

For close combat in human form, she pairs off a large silver-edged trench knife with a spiked knuckle duster guard with an actual knuckle duster made of iron. The knife is often kept sheathed across her lower back, and the duster is worn as a necklace with a leather cord when not in use.

She also owns a pair of silver handcuffs, usually kept buckled to her belt. They are extremely painful for her to wear, but she does so anyway when the full moon is approaching to help contain her beast spirit. They inhibit transformations, but their use causes damage.

Other: Julia drives around an old Harley-Davidson motorcycle she's modified herself. It looks quite normal outwardly, but is capable of very high speeds and has respectable gas mileage. It also has a stylized wolf head stencil-painted onto the side of the gas tank, silver in colour.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Mon Jul 13, 2015 9:13 pm 
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Catarina Acerbi | +
Name: Catarina Acerbi

Age: 562

Gender: female

Race: Daywalker

Appearance: Catarina was turned at the age of 21. She is a classical beauty, with curves and golden curly hair- although her hair is now kept short and straightened. She has an angled with a long straight nose and full lips. For makeup, she usually used dark red lipstick and heavy eyeliner and mascara. She measures in at 5'6'', but usually wears heels with give her a couple more inches. She has large golden eyes with black pupils, and white skin that comes more from natural pallor than vampirism. Her upper fangs are quite long and white.

For clothing, Catarina favors more modern styles of attire. She tends to dress in tailored dark jeans and simple yet fashionable tops with jackets over them. She wears gold jewelry, such as a bracelet and earrings. For shoes she generally favors small heeled shoes. She prides herself on understated but classy style.

Personality: Catarina is a woman who seems to be constantly enjoying a private joke that you feel might be at your expense. She is charismatic, friendly, and likes people, but spends time around them mostly to find ways to manipulate them. She runs her clan by knowing everything about everyone, and making sure she knows more than they do. She lacks any sort of moral compass and basically does whatever works best for her. However, she is devoted to keeping her clan together- and keeping it powerful.

Generally, nothing seems to phase Catarina. She keeps her emotion under control. Probably the only thing that would truly cause her to lose her cool was to be betrayed when she wasn't expecting it- a rare occurrence.

History: An Italian noblewoman in the Renaissance Era, Catarina enjoyed high living and an affable lifestyle. However, she always found herself bored by the acceptable pastimes for her gender and was often focused on figuring out clever ways to gain more power for her family, something her father constantly ignored, much to his only daughter's frustration.

Catarina became the favorite subject of a painter who was secretly a Daywalker. He saw in her the desire for power and offered her a chance for it, in exchange for him to be able to continue painting her. Catarina accepted the offer and was turned into a Daywalker through the power of the Sunlight Medallion.

As time went on, Catarina quickly rose through the ranks of the Daywalkers. The current leader took a liking to her as well, and put her in charge of many important affairs. She came closer and closer to the top, until finally she was second in command. The leader died under mysterious circumstances, and Catarina became the leader. She has led the Daywalkers ever since. Later, when the clan was chased out of Italy, she set up base in America.

Abilities: Catarina can use weapons such as swords and guns, but favors light magic, using the sunlight medallion to power her abilities.

She also has all the usual daywalker abilities.

Equipment: Catarina inherited the Sunlight Medallion from the old leader and keeps it on her, using its properties for light magic. She doesn't fight often, but when she does she uses its magic.

She also keeps on her person a small jewelry box with a false bottom that is full of dirt from Italy. She keeps it with her for when she travels for her to sleep under.

Other: Catarina is fascinated by magic and its uses. She is constantly studying it and looking for ways to grow more and more powerful. She also enjoys classical music and plays the violin with great skill. She's had years to practice.


Pamela Harter | +
Name: Pamela Harter

Age: 24

Gender: female

Race: werewolf

Appearance: Pam is lean and mean. She measures in at 5'8'', and has narrow shoulders and body. She has sharp elbows and knees, and has absolutely no figure. Her skin is very pale. The color of her eyes is silver. Her face is long and pointed, with a thin, narrow nose to match. Her hair is partially shaven on the right side, with the rest about chin length. A large scar is on her left shoulder from where she was bitten.

For attire, she tends to wear a black jacket and crappy band t shirts, with black skinny jeans and boots to match. A faux silver spike goes through her left ear lobe, and she has an eyebrow piercing that she no longer uses. Her nails are kept long, but unpainted.

Her wolf form is also quite small for a werewolf, and is about the size of an average wolf. It has white fur and her grey eyes, with a long snout, black nose, and hands with long fingers. It is otherwise unremarkable.

Personality: In a nutshell, grumpy and antisocial. Pam is foul mouthed and self centered, who does unethical things for money and personal gain. She holds grudges and picks fights- not even particularly intelligently. She is loyal to her group of friends, but this may come more from a werewolf pack mentality than secret morality. When she gets attached to people, she will defend them, but will usually pick her own skin. Feel special if she chooses you over herself. While she does basically nothing to make herself be a good person, she gets quite offended if you imply she's not. Most of her misdemeanors are small, though, and she probably has a line somewhere that she won't cross.

When close to a transformation, she gets even more stupidly aggressive, and basically turns into a cartoonish version of herself.

History: Pam was not raised as a werewolf, but in fact lived a semi functional life as a freelance artist for several years after leaving home- home being her parents upper middle class abode. Her parents mostly ignored her as a child, so she became independent quickly as a kid and an adult. She did mostly 'edgy' and alternative stuff in her free time, but basically would draw anything you paid her for.

However, when Pamela was 22, there were stories of a strange feral animal that attacked people that visited the woods outside of town. Being stupid, Pamela decided to investigate this herself. She found it, and was promptly bitten by a feral werewolf. Having no experience, she couldn't control her shifting, or even figure out how. She ran away from town and began traveling, trying to figure out what had happened to her. Most people in her home town assumed her dead, although she didn't know it. Eventually she figured out more about her condition, but still has almost no control on it.

Presently, she travels the U.S. looking for ways to learn more about her condition, and get money.

Abilities: Being a werewolf, Pam is capable of transforming into a wolf form. However, due to her lack of experience, she has no degrees of control over her transformation. It is almost always all or nothing.

Sometimes when angry, she'll gain features such as longer teeth and claws and patches of fur, but this usually ends in a full transformation.

She has enhanced senses, strength, and speed.

Pam is actually a fairly good, if dirty, fighter. However, she tends to pick fights she can't win.

Equipment: N/A


Dmitri Munden | +
Name: Dmitri Munden

Age: 24

Gender: male

Race: Demon Witch

Appearance: Dmitri is a a tragically skinny young man who is just under 6 feet tall. He is black and has fairly dark skin, but also has vitiligo, which gives him lighter patches of skin, most noticeably on his forearms, chest, and face. His hair, which he keeps cut fairly short, is black and curly. His eyes are dark brown, and he has thin dark eyebrows. He has a narrow face and long nose.

Clothing wise, Dmitri can dress nicely and look quite dapper if he so chooses- he usually just doesn’t choose to. His typical attire are torn up jeans that weren’t meant to look that way, a loose grey-green jacket over a white t-shirt, and beat up sneakers. However, he also wears a lot of jewelry- a gold ring on his left ring ringer and two silver ones on his right, with grey studs in his ear. He also wears a little bit of eyeliner, and rectangular, silver rimmed spectacles (for seeing, not decoration).
Personality: Dmitri is a mild, laid back character who lacks force of personality or presence but tries to lead others around him through logical thinking and conversation. This rarely works. He likes to think of himself as classy, even though he’s really pretty slovenly and sort of lazy if tasks don't interest him. When things do interest him, however, he can focus and work to a degree that can be unhealthy.
Usually, he finds other people frustrating due to the fact that they rarely listen to him, even though he has great ideas- or at least he thinks so.

History: Dmitri was born in America to single mother who was a witch. So when he came into his own magical ability in his early adolescence, she was slightly surprised but not completely blindsided. However, Dmitri’s mother could do little to help train or aid him- At that point in his life, she was very ill. In their family was an illness that seemed to be linked to the usage of magic. The magic seemed to burn through them and kill them. There was no known way of treating it, and only a few years after Dmitri showed magical ability, she died in a rather spectacular way- the magic destroyed her body and left nothing behind.

A coven of witches found him and took care of him for a few years, tutoring him a bit more. However, when he was seventeen, he began to have similar symptoms- his hands would shake uncontrollably, and he would occasionally black out. Sometimes he would even lose control of his magic. The witches recognized it as the symptoms of the disease. On his eighteenth birthday, they sent him away, as they were unsure if the disease could be airborne and they did not want to suffer the same fate.

Dmitri began searching for a cure. He believes that if he became a Lich, the disease would not be a problem. He doesn’t want to do that, but he is slowly becoming more and more desperate as his illness progresses.

Abilities: Dmitri has fairly strong magical abilities, and is familiar with the school of psionics, divination, illusion, and enchanting. He is fairly talented in each field, but is a master of none.

Equipment: Dmitri’s jewelry is enchanted to help with spells- they were once his mother’s.

He also has a wooden oak wand that is about seven inches long. With him he keeps a battered spell book that is barely readable- he struggles through it as best he can.

Other: N/A


Martin Suarez | +
Name: Martin Suarez

Age: 27

Gender: male

Race: human

Appearance: Martin is a small, stocky man with Mexican heritage and is shaped roughly like a square. He is fairly muscular, and is around 5'8'' in height. His skin is dark brown, and his eyes are a very dark, almost black, brown. He has floppy black hair that hangs around his face, which is square in shape, with a short snub nose. Large square frame black glasses with thick frames usually obscure his face. He also has rather crooked teeth. People generally tend to confuse him for being younger than he is, and occasionally for the opposite gender.

For clothing, he generally tends to pick whatever he can work comfortably in. This is usually a t-shirt, jeans, sneakers, gloves, and a light jacket. He also wears whatever safety gear his job requires. Additionally, he wears hearing aids that hook behind his ear.

Personality: Martin is rather shy and has troubles with anxiety, but usually just comes off as awkward and slightly rude around people he doesn't know. When comfortable around you, he's friendly, and has a rather dry wit that surprises people. He enjoys the company of his friends but otherwise would rather be working. Sometimes, though, he can overwork himself- Martin has a bad tendency to hone in on projects and forget to take care of himself. Usually, he bounces back and forth between periods of intense nonstop work and periods where he can't get anything done. He also usually avoids calling attention to himself- having a lot of people paying attention to him flusters him. As a result he tends to avoid taking credit for his deeds.

Generally, Martin sticks to the straight and narrow, but has a bad time speaking up when doing something makes him uncomfortable. He has a bad habit of going along with whatever the people around him doing, or not stopping them when they're doing something they shouldn't. He usually gets out before the real trouble starts, but this habit may catch up with him.

History: Martin was born in Austin, Texas, as the youngest child to a large family. Due to complications, he ended up having some hearing loss as a baby, and while he has had surgery to correct it, he still has limited hearing. He grew up in a loving environment with three older siblings, one girl and two boys.

As a child, he quickly displayed an interest in the sciences, and eventually developed a passion for it. He went to a prestigious university to major in engineering. After that he attended grad school in Massachussets. There he met Haddad Hewan, who had the ability to convince him to go along with with whatever wild scheme he'd concocted. After graduation, he worked in projects that, while good projects, failed to truly interest him.

However, Martin had possessed a strong interest in something else when in college- history. More specifically, unexplained technology of days past. One of these unexplained devices came from a more recent time- World War 2. Nazis had developed machines that were essentially giant robots, but no one could understand the workings of. While their opposition failed to realize it, they had actually used magic to get the machines working. However, no one but a few lone conspiracy theorists had ever come up with that as an explanation, and it was a modern mystery on what the Germans had use to power the machines- and how exactly they worked in the first place. Martin had always been quite interested in the machines. So when a Haddad called him up with a proposal to try and get the WW2 war machines working again, he agreed. He was at first highly skeptical on the magic angle, but eventually was forced to believe it.

For a while, his decision looked to be a poor one. It was difficult to find funding for a project based on the premise that magic is real, and money quickly began running out. Just when Martin was considering jumping ship, the Severn Foundation came along with an offer of money in exchange for similar work and secrecy. Martin, though dubious, wanted to continue working on the project and came onto their staff to work for them alongside Haddad.

Currently, Martin works with Haddad under Severn Foundation. He's not totally blind to the badder side of the company, and is beginning to doubt that the choice to work for them was a good one.

Abilities: While he has no combat training, Martin is reasonably buff and could probably hold his own in a fight. Nothing beyond that- he is an intensely average person.

Equipment: N/A

Other: Martin, while he himself can get by without it, is fluent in sign language. He also has a very large pet green iguana named Gopher. When asked about the name, he just says it was funnier at the time.


Last edited by Doodleniks on Mon Sep 14, 2015 11:47 pm, edited 6 times in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Mon Jul 13, 2015 9:14 pm 
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Milosz Kazcka
Name: Milosz Kazcka

Age: 30

Gender: Male

Race: Nightkin

Appearance: Milosz--or Milo, as he prefers to be called-- is an unremarkable person appearance wise. He's a bit stringy with more of an upper build than a lower one (leg day?), and none too tall. Since he was vampirized at the age of 27, he assumes he doesn't look too different than he would as a human. He has a forward, oval face, with the exception of a sharply angled jaw. He has deep set, hooded eyes with arching and long eyebrows, and a sharp and thin nose. His face is adorned with particularly long and close shaven sideburns that end near his chin, and atop his head sits a messy mop of black hair.

He likes to dress simply and inconspicuously, though blending in is sort of impossible. His style varies from wife beaters to cardigans, but they always follow dark color schemes. He has deep red eyes with cat-like slits for pupils. He has a little bit of a dental problem with wonky fangs. Even though he's supposed to have sharpened canines, in addition his bicuspids also have tiny little points. His teeth are brought to attention frequently because of how often he smiles.

Personality: Milo is best described as a happy and self-satisfied individual. He has no real self-consciousness and is confident in himself and his abilities. Despite being a rarely new vampire, he seems very comfortable with anyone in his surroundings. The only problem is that, while friendly, he tends to be a bit too casual to his superiors and he comes off as rude. Another thing is while it's all well and good that he likes himself and is comfortable in his own skin, that doesn't really apply to anyone else. He's horribly self-centered and will only do things that will help him climb the hypothetical ladder to success. He'll be as pleasant to you as he possible can be when you're in a favorable position with him, though you'll have an easy time telling when he's vying for something more.

History: Milo was the firstborn to a soon to be large family of supernatural hunters, and was underwhelmed. He grew up in rural Poland, a place that was as depressing as it was crawling with supernatural beings, and as he aged he grew extremely unsatisfied with his family’s practices, and harbored some form of admiration for the things he hunted.

While Milo enjoyed dealing with his problems in the heat of battle, he also felt that the lifestyle his family partook in endangered his younger siblings and the people around them. At least, that’s the position he took when he openly voiced his grievances to his family. When his parents revealed to everyone that they had plans to ambush a traveling group of Nightkin that had settled temporarily in the area, Milo thought that was his chance.

There was a lot of bargaining and a lot of moments where Milo thought he was going to fall short, but eventually both he and the Nightkin settled on a deal. Milo would trade the location of his parents in exchange for an opportunity to use the Mask of Raziel and receive the gift of vampirism.

Ultimately, he joined House Valtieri with surprisingly few qualms about leaving his family behind, despite having many young siblings who would now have to deal with not having parents. Being a vampire is still something he’s getting used to, and while he’s not a fan of not being able to go out in the sun, he loves the perks that come with the territory.

Abilities: Milo’s mastery lies in blood magic, more so in the manipulation of blood than anything else. While he dabbles in necromancy often, Milo enjoys the feeling of twisting the blood in someone’s arm rather than summoning a skeleton. He is surprisingly good at it for someone so young, which can most likely be attributed to his turning with the Mask of Raziel and his long hours spent practicing.

Equipment: For a baby nightkin, Milo is quite proficient in blood magic and therefore prefers not to carry a weapon. However, he often stores up on blood in order to perform his magic, so it's not uncommon that he'll be carrying some form of sack filled with most likely vials of blood and other important things he'd need. In order to perform spells quickly, he has a sharpened dagger that appears to have a reddish tinge in the metal. It slices him effectively enough to get a good amount of blood out for a spell, but he can heal relatively quickly. He found it somewhere and won't let anyone touch it.

Other: N/A


Hiram Barnard
Name: Hiram Barnard

Age: 32

Gender: Male

Race: Fae Witch

Appearance: Hiram's a fairly tall, yet spindly looking individual. He has very fair skin splattered with freckles and very much platinum blond hair. He keeps it well kept and very short, almost in a military style buzz cut. While one would describe Hiram's features as maybe sharp or cut, a stark contrast to his hard and maybe a little off-putting appearance are his eyes which seem to be stuck in the 'deer in the headlights' sort of position. His eyes are dark green in color, and rather large. Even though a lot of his outward appearances indicate that he should be really awkward, he's always in some sort of serene state, and you can tell this easily by the lack of almost any expression on his face. However, the whole height thing has him opening doors by the top rather than the handle, which is something he would prefer not to do.

As for clothes, Hiram keeps to his uniform. He wears the traditional suit and collar garb of a Catholic priest. He has very broad shoulders, so the part that hangs over the actual robe seems far apart from his arms. For adornment, he will sometimes have a cross necklace on that hangs from a large chain. The black of the robes contrasts sharply with his pasty complexion, but luckily he doesn't care much for fashion. Sometimes he will sling a strap over his clothes with a sheath for his cane, but most of the time he prefers walking with it. If there is a need to be in some different kind of dress, Hiram will suffer through wearing something inexpensive and inconspicuous. Though, he really does love the color black.

Owing it to his Western upbringing he wears an awful pair of cowboy-style boots. They're brown with some etchings and swirly patterns in them; not very fancy and definitely no gold buckles and little heel stars and whatnot. Sometimes the tap of his heel echoes in large buildings.

Personality: Hiram has an incredible amount of self-control and is almost always calm and level-headed. He puts other people's needs before his, though he's no pushover. Hiram has a knack for knowing when people are trying to take advantage of him. He’s also stubborn as a bull and can be very quick to change his mind. Some downsides are that he has no sense of humor and can be a bit of a stick in the mud pessimist. But, he's also quiet, so it's doubtful that he'll say anything pessimistic anyway.

History: Hiram was born and raised in a small town in northeastern Texas. The community was agrarian, tight knit, and a bit backwards, and it wasn’t hard to feel left out, especially when both of his parents conducted witchcraft into the wee hours of the night. Initially, Hiram hated magic since it set them apart from everyone else, and made his family the hushed discussion between parents at many a dinner table.

His family was very happy, for they had used witchcraft to build lives for themselves, and gave Hiram basic training, much to his dislike. It didn’t take long for him to branch out on his own, ignoring his family’s precautions about using magic. During his college years, he found magic an all too convenient thing to use, and really couldn’t help himself. He indulged and made things go his way for a while, and even participated in ridding the areas where he lived of undesirable creatures. However, he must have been too obvious, because before long he was being hunted.

So, when he was tracking a vampire in the area, it turned out he was being tracked by a priest. The issue resolved itself when the priest and Hiram worked together to defeat the vampire, and with a lot of quick negotiation on Hiram’s part, the priest let him repent and join in the ranks of the Catholic church, where they then worked as a hunting team to rid the world of evil beings.

The duo worked together for more than a decade, but, as of late, a raid on an asylum took a bad turn, and Hiram was enthralled by a lich as a replacement for another one that was out of commission.

Abilities: Hiram is mediocre at best with all classes of magic, and tends to use light and elemental magic the most. While he can perform almost all types of magic with some consistency, he is by no means a master of any of them, and in fact would sometimes rely more on his innate fighting abilities than use magic. However, his magic use goes in tandem with his swordplay, and he fights with both simultaneously. While his skill in magic is subpar, he is a quick thinker and a skilled swordfighter.

Equipment: Hiram carries a very interesting instrument. It at first seems like a cane made of a white, bone-like material. It goes about to above his hip, which makes it a good walking stick. On the top of the cane there is a goldenrod topaz, fastened with silver and welded to the cane. He can turn the cane a certain way to release the blade that's hidden inside. The cane splits in half to turn into a thin, silver-bladed sword, with the upper half of the cane still intact. The other half becomes the blade's sheath, and can be discarded easily if he's in a quick combat situation. The topaz serves as a conduit for easy conjuring of light magic. While he can perform light magic himself, the enchanted gem serves as a magnifier of his abilities and makes him less obviously anything other than human.

Other: N/A


Felix O'Malley
Name: Felix O’Malley

Age: 119

Gender: Male

Race: Daywalker

Appearance: Standing at the height of 5'11", Felix can be described as a sturdy, well-muscled individual. He has a hard, square jaw, thick eyebrows, and very narrow eyes. His eyes are a deep yellow-gold, which are usually covered with dark, round-rimmed sunglasses, even indoors. His mouth's a bit pouty and down-turned, but when he smiles, he reveals his canines, which are tapered to barely noticeable points. His hair is a mess of red curls on top, and gradually fades to a deep brown at the roots and at his short sideburns. He is clean-shaven (bless). While he's a rather conservative dresser, beneath his clothing he is heavily tattoed with various runic glyphs, mostly on his arms and hands, which aid him in channeling light magic. Most of his ink is red, some of it's black, and runs in spirals up his arms. The glyphs on his fingers and hands are more concentrated, and there are two large ones on his palms.

For clothing, Felix likes being swathed from head to toe in comfortable things. While he has no qualms wearing a suit for formal events, and you bet your bottom dollar he will, he likes wearing drapey things that are more suitable for lounging than actually going out. He likes big sweaters and has a thing for Mexican ponchos of various colors. To cover a lot of the tattoos he has, he wears scarves and gloves. While he enjoys comfortable clothing, he doesn't disrespect himself enough to wear pajamas outdoors.

Personality: Felix is charismatic and outgoing, without being loud and roudy. He has that character that everyone likes to gravitate towards, and while he can at times be a bit overbearing, his good qualities always outweigh his bad ones. For being the person that he is, he is surprisingly quiet; a man of few words. He enjoys long walks on- the company of others, and rarely wants to be left out of anything. When he does speak, he's been known to come across harsh and scathing, but he means whatever he says lightly (or does he?).

History: Felix was born in the winter of 1896 in southern England, after his mother returned to her family's country home with the story that her husband had tragically died while in Ireland. No one had ever heard of her marrying in the first place, so there was always a certain suspicious quality in the way everyone regarded her and her son in their small community. It didn't particularly help that tensions were particularly high between the English and the Irish during the time period, and besides looking Irish, Felix had the last name to boot.

Regardless, he was a resilient youth and labored on the farm with his uncle and his children, whom they had moved in with. Throughout his childhood his mother incessantly nagged him about his apparent lack of masculine qualities, which both irked and plagued him. Arguably, Felix was very brave, and towards the beginning of 1915, he enlisted in the English military against the Central Powers in World War I. He wanted to make his country proud, but partially he also wanted to prove his mother wrong.

Unfortunately, or maybe fortunately (war is hell, etc. etc.), Felix did not make it very far past what would be the Maginot Line. His company was captured by a group of ragtag Daywalkers, who were flying German colors. They were relatively young, and eager to try and reclaim land in Europe for their clan. They took a few people, Felix included, to tag along with them on their march, and shot the remaining members of his company. Felix was confused as to why the Germans had let them live, until they revealed their true vampiric nature, and Felix realized they were keeping them to snack on as they pursued their vendetta against the Nightkin.

Over the course of a few years, Felix became as used to being a food supply as he could, and tried desperately to gain the trust of his Daywalker keepers. When they had enough faith in him that he wouldn't run, they stopped constantly tying him to available trees (while his other squad members watched in open-mouthed disbelief), and even let him tag along during their daylight raids. It was safe to say that out of the few people the Daywalkers had brought with them, Felix was clearly their favorite. He had plans to escape as soon as they allowed him his own horse.

On one particular night, the group was ambushed by Nightkin that had been on their tail. To put it simply, it was a slaughter. All of the Daywalkers were killed and the humans were fed upon and then discarded. Barely alive, Felix struggled over to one of the Daywalker corpses and drank his blood from an open wound in order to prolong his life- which would have been much too short, in his humble opinion.

After the war, Felix returned to England only to find that there was a warrant for his arrest for deserting, along with the rest of his company. He had to admit that fleeing to America to escape execution was much easier being a Daywalker than it probably would have been if he was human. Either way, he landed up on the east coast of the United States, after hearing the Daywalkers talk about where they were from.

He joined a minor Daywalker clan and became very involved with their affairs, and then eventually took over and reported directly to the Daywalker leader. He focused much of his attention on learning magic, and invested a lot of time honing his skill. After being subjugated like he had been, he had absolutely no intention of being so ever again.

Abilities: Felix relies solely on light magic use to fight. The enchanted glyphs on his skin serve as channels for him to conjure the magic, and as a result he can use light magic at a moment’s notice. His glyphs glow white when in use, but most of the time they remain red and black.

Equipment: He mostly fights unarmed, so he rarely has anything save for a holstered gun, which he conceals neatly under his ponchos. If he really needs to carry something around, he'll have a younger clan member do it.

Other: SICK TATS


Elijah Voltaire
Name: Elijah Voltaire

Age: 684

Gender: Male

Race: Gifted

Appearance: Elijah is a youthful looking vampire with a barely any amount of muscle mass and a near childish build. He has very fair skin, a roundish face, and big, bright blue eyes. To put it in perspective, he looks about maybe in his mid to late teens, though his lack of proper nutrients during his development while he was a human makes him look very small. Despite his childlike physical features, his expressions are very adult. His eyes, while a very nice shade of blue, always seem sad and sloping, even when he isn't actually upset about anything. He has a small mouth as well, making his neutral expression appear almost angry. As for hair, Elijah wears it long and in a tight and neat braid. His hair is a little bit frizzy, but mostly straight and blond and easy to deal with. As for clothes, Elijah likes to be dressed appropriately for the occasion. He can look casual when he needs to be casual, and look fancy when he needs to impress. He doesn't take much pleasure in the actual dressing portion, but enjoys playing a role in whatever he's wearing.

The outfit he favors most is usually some form of soccer jersey. nondescript pants and shoes, followed by a long raincoat that is far too big for him. He thinks it a practical travel outfit, even though he’s swimming in the jacket, with the sleeves going far past his hands and the end of the coat nearly touching the ground.

Personality: Elijah was once described as a "little **** personified" and that is exactly right. He's stubborn and unwilling to do anything asked of him, even if he planned on doing it in the first place. He is essentially a humanized version of Congress-- in particular the House of Representatives, a royal pain in the ass. He enjoys shitting on your day and delivering snarky comments, while simultaneously able to have a very bleak outlook on life and everything the world has to offer. He's not the sharpest tool in the shed, he won't let his scalding remarks incite too much anger in anyone. He's quick to insult but even more quick to run away. While he's not a coward, he's not going to risk his life for anything unimportant. Even though it may not seem like it, if you befriend Elijah, he will be extremely loyal even though he may poke fun at you sometimes.

History: Elijah was born on the brink of the Hundred Years War in 1334 as the fourth son in line to inherit a large parcel of land in what is now southern France. His father's younger brother was a landowner in name only, and not by birthright. The war with England hit Elijah's family hard, leaving him brotherless and fatherless, and the only heir to hundreds of acres of land at the age of 14.

Elijah's uncle had delved deeply into the realm of the supernatural, and decided that he and his own family could inherit the land if he got rid of Elijah cleanly. His uncle sought out the help of a rogue Gifted vampire, who was lured in by the sheer amount of money Elijah’s uncle was paying for the deed to be done. The vampire stormed the family manse, slaughtering many more people than was requested of her. Hearing the screams, Elijah scrambled out of bed, and grabbed a sword and pursued the vampire. For a teenager, he surprised the Gifted by his skill in swordplay, but with her telekinetic ability, he was quickly disarmed. He was caught, however, and was at the mercy of the Gifted vampire. Upon noticing Elijah's youth, the Gifted vampire decided that rather than killing him, she would sire him and tell his uncle the job was done.

Even though he was spared, Elijah was lost and confused after he became a vampire. He knew nothing of the clans for at least three decades and became very much a loner. He witnessed his uncle's entire house get wiped out from the Black Death, and then his remaining family members as well.

From there on, he dabbled in clan business rarely and always tried to separate himself from the affairs of other vampires. He spent the first few hundred years of his life honing his skills and was able to overcompensate his lack of strength in his psionic abilities. Lately (the past 100 years of his life) he's grown tired of the world and has become very disillusioned and jaded. He would have offed himself long ago if not for his deep fear of God, which was carved into his soul as a young boy living in feudal Europe.

Ability: Since Elijah is a cocky and confident individual, he wouldn’t stop short of calling himself a master of Gifted telekinetic abilities. While he mostly uses his abilities for his various asinine antics, he is quick to flit around to avoid a battle, as well as enthrall or pacify humans for his convenience. He was no moral issue with using his abilities for monetary gain, or any gain at all for that matter, and has been known to be a bit irresponsible and unsafe. However, his telekinetic abilities are his only defensive mechanism, really. He never picked up a sword again after he became a vampire, and never quite took to guns as they emerged on the market (he tried, and he learned he wasn’t a very good shot). Instead, he opts out of traditional weapons and prefers to use a boomerang that he can subconsciously control telekinetically, so he hits his mark nearly every time.

Equipment: Elijah travels light but manages to carry all of his necessities. While he has plenty of money, he uses almost none of it on traveling goods. Most notably, he carries a boomerang that looks like it’s made of the curving jaw bone of a large, carnivorous animal, though it’s much heavier. It arcs sharply about 3/4ths of the way into the bone, and sharp teeth adorn the boomerang up until the bend, where the end of the jaw is sharpened to a flat angle. At the arc, there is a blue gem plated in a silver-like metal. He has lovingly dubbed it “the doomerang” but feels as though the name betrays its much more ancient and powerful origin. He also carries shards of silver in his pockets that he can fire telekinetically at people.

Other: That's not his real name calm down.

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Last edited by Shaitanist on Sun Sep 06, 2015 7:16 pm, edited 6 times in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Mon Jul 13, 2015 9:15 pm 
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Lucky Maldonado | +
Name: Lucky Maldonado

Age: 67

Gender: Male

Race: Vampire (Feral)

Appearance: Lucky is a man of slightly-above-average height and a broad, stocky build. His body is strong with muscle, but still has a respectable layer of fat on top. He has a square face and dark, medium-length hair that he ties back. Lucky has a straight nose and protruding brow, with thin lips and droopy eyelids. His skin tone is light brown with an unhealthy blueish undertone.

Lucky takes his appearance very seriously, as both a conscious effort to distance himself from his days when his mind was insane - and personal vanity. Being a feral is a sore spot for him. He keeps his hair and beard immaculately groomed, and favors extravagant and expensive clothing. With the help of a very heavy duty industrial belt sander, he has managed to grind his claws down to shorter points, sanding down the claws on his thumbs entirely so that he can more easily use his iPhone (always the latest model). He wears copious amounts of jewelry.

He has further attempted to distance himself from his feral identity through the use of cosmetics. In particular, Snap-On Smile teeth and ice-blue colored contacts.

Personality: Lucky is outwardly cordial and polite in normal interactions, but his motives are almost always self-centered. He does not care much for loyalty and honor, preferring the much more practical route of self preservation. If he offers aid or cooperation, it’s only because it provides some sort of benefit to him. He is not particularly ambitious about advancing up the ranks, preferring to stay at a level of risk and comfort that he is accustomed to.

Lucky has an affinity for luxury and, as stated before, his image is highly important to him. Despite his efforts to distinguish himself from feralness and his fervent insistence that he has made full recovery to mental stability, Lucky may sometimes be caught looking into blank space at things unseen or growing irrationally angry and threatening at what he deems personal jabs.

History: Lucky was born on 1951 in New Mexico to supernatural-hunter parents, where he was raised within the family lifestyle. His parents were proud hunters who followed a strict code of honor about hard work and respecting the game they hunted; none of which rubbed off on their son. Lucky honestly didn’t see any appeal in the work until he was fifteen, when he stumbled across the black market for supernatural body parts. Looking at the prices witchbone and werewolf claw were going for, Lucky instantly fell in love.

For about 8 months, Lucky took the kills he bagged and started selling parts for cash. Eventually, he dropped out of high school to pursue hunting full time, taking all the equipment his parents owned and hightailing it to California with a buddy. He joined a hunting guild based on the west coast and took the money he made from selling demon parts to buy whores, weed, and whatever else he fancied.
Lucky lived fairly comfortably for about twenty years, until the HIV/AIDS scare rolled around and people around him were dying left and right. When he started exhibiting the reported symptoms, He decided to take drastic measures to preserve his life. He tracked down a Gifted vampire clan and made a deal. He would trade the home addresses of several hunters within his hunter network - and he would join the clan as one of them.

After a lot of wary consideration, the vampires accepted his proposal. Lucky arose as a new, but fairly weak, Gifted. Under his new clan, Lucky’s lifestyle had to make drastic changes, much to his distaste. But he wasn’t about to complain about it. Members of his former hunting guild had discovered his actions and a good portion of the ones that lived wanted to kill him. Also the clan leader was scary as ****. Since nobody in his clan actually trusted him and he needed to get away from the States, Lucky was stationed in Venezuela to handle a minor clan problem with witches (far away from any main clan operations).

Far away in a new country, Lucky decided to lay low a while, and carried out clan duties relatively dutifully to gain rapport with the clan. In the early nineties, he was caught killing a witch girl who happened to be the adopted daughter of a powerful official. After a bloody struggle, he was incapacitated and sent to jail without trial. He attempted break out several times, but he was too inexperienced with his abilities and the guards caught on quickly that he was doing something funky. After his first feeding attempt, they put him under high security solitary confinement, where and Lucky nervously hoped someone from the clan would bust him out.

Nobody came. Cursing his clan, Lucky grew weaker and weaker, until he felt his body change and sudden strength flow into his limbs. The rest was a blur.

The Maracaibo Prison Massacre of 1994 was an incident that left several inmates dead and many more injured. Although news sources report it to have been the result of an ethnic conflict, such a story was merely a magical coverup for a feral vampire rampage.

The new feral ran amok for several years, hiding in woods and feeding on locals. Lucky recovered most of his sanity during the mid 2000s, and found some old contacts that helped get him back into the States (East Coast) and accustomed to a decade of change.

Currently, the feral lives shut into his house by day and feeding by night. He has returned to making a living through hunting local supernatural beings and selling their parts. Nothing too dangerous, just the lesser stuff. While his tools are different and sometimes he has to get his hands dirty with his own strength, it’s comforting work. To keep his anonymity, he sells parts through the darknet.

Abilities: Strength and regular feral stuff. Claws and teeth. Some very basic psionic spells he learned in attempt to harness his power when he was Gifted.

Equipment: Old hunting equipment, some of which is handled with thick gloves. Shotguns with bullets of various metals.

Other: No


Reine L'oiseau | +
Name: Reine L'oiseau (née Huynh)

Age: 43

Gender: Female

Race: Therianthrope (Werecat)

Appearance: Reine is a light-skinned woman of medium stature and a wiry build. She has a heart shaped face with high, wide cheekbones and a pointed chin. Perhaps most prominent are the woman's large brown eyes, which are always perpetually focused in an intense stare. Her graying hair is maintained in a practical buzz cut. Her skin is tanned and dry and her large lips are chapped from repeated exposure to the elements. Even in human form, her movements are noticeably fluid and confident. She can move very quietly, frequently approaching people without them noticing.

Reine travels around a lot, so she tends towards clothes that are practical and resilient, usually in dark colors. She wears wears no makeup or jewelry other than a silver wedding ring on her right hand. Despite the pain it causes her, she removes it only for transformations.

During her transformation, she grows into a large cat with a thick spotted coat. Her body grows more muscular around the shoulders and her teeth and nails elongate and sharpen. Her cat form most resembles that of a fishing cat, with nubby ears and large, slightly webbed paws.

Personality: Reine is a reserved but forceful woman who is focused on the wellbeing of her group. Calm and collected, she’s pretty selective about what she shares about herself and when. Although stoic on the outside, she empathizes a lot with other therians and their struggles, and feels deeply concerned about their well being. She founded a motorcycle gang with the intention of providing a place for therians who want guidance on harnessing their abilities, protection from hunters, or family to belong to.

Perhaps part of it is her therian spirit, but she is very intuitive. She trusts her instincts and will often act spontaneously off a gut feeling. She is able to perceive people’s inherent natures and feelings with an uncanny accuracy, even if she herself cannot verbalize exactly why she feels that way. Such is often how she makes decisions on who to trust.

She has firm moral principles and sticks to them. She is enormously strong-willed, which is useful for controlling her therian spirit, but she proves difficult to budge once she’s made up her mind. She holds high expectations for herself and people close to her, and constantly tries to better herself as a leader.

History: Reine was one of the earliest waves of second generation Vietnamese born in Quebec, and inherited her therian spirit genetically. Although her abilities did not manifest until she was twelve, her father put her through rigorous training from a young age to strengthen her self-discipline and mental fortitude. It was a crappy childhood, but effective. By the time her abilities manifested, she was strong enough to resist her therian form relatively well.

She continued to work on honing her abilities with her father’s guidance, as well as learning to defend herself with weapons should she ever encounter hunters. She also forced herself to develop a high pain tolerance by wearing silver. By the time seven more years of training had passed, Reine had mentally beaten her therian spirit into complete submission, and surpassed her father in strength and control. She learned to draw upon her spirit’s power to summon therian familiars and understand large animals.

Meanwhile, she attended college, where she met a werebear who would become her future husband. They married and bought a place out in the wilderness, opening a training camp and medical clinic for therianthropes in east-central Canada and northeast United States. It operated as a safe sanctuary hidden away from humans, a place to treat injured therianthropes and open land for therianthropes to safely learn to control their powers.

They ran it for almost seventeen years. However, despite their efforts to keep the place a secret, they were unable to keep hidden forever. On the night of one new moon, Reine went to capture a feral werewolf in Maine to take back to the camp. Three hours into her trip, she started feeling a heavy sense of dread. Uneasy, she turned around and drove back to camp. When she got closer, she found the aftermath of a hunter ambush. She found a string of bodies shot with silver bullets, one of them her husband.

The event left her overcome with grief. Fearing for her safety and also unable to stay in the area without being plagued by intrusive thoughts, Reine buried her husband, sold the land and most of her property, and left as quick as she could on her motorcycle to distance herself.

She has traveled all over North America since. After realizing the sheer number of therianthropes out there that were alone and vulnerable to hunters, she decided to throw herself back into rejoining others of her kind. She founded a wandering motorcycle band that wanders the continent, a small community that sees members come and go.

While neutral to the war, Reine uses summoned therian spirits and animals to keep tabs on how other members of the supernatural community are moving. She has recently become aware that there is an entity in the United States seeking out therianthrope spirits, however she does not know about the Foundation or its motives. However, she is more determined to seek out vulnerable therianthropes, to at the very least warn them.

Abilities: Reine is an advanced and experienced therianthrope. She is extremely quick and stealthy, especially in her cat form. She is able summon therian spirits to aid her. She can also commune with felines.

Equipment: Reine favors an old Honda sport tourer for her ride, a quiet and reliable motorcycle. Her original wedding ring is buried back in Canada, but she wears a simple silver band on her right hand to remember her loss. She keeps an iron hunting knife in her boot, and a steel knife with a high iron content. A glock is hidden in the panniers of her motorcycle. She keeps a silver chain for desperate cases if someone gets too out of control.

Other: Trilingual in French, English, and Vietnamese, in that order of fluency.


Haddad Hewan | +
Name: Haddad Hewan

Age: 29

Gender: Male

Race: Human

Appearance: Haddad is a tall, lanky man with medium brown skin. He has a pointy, narrow face and a pleasant, youthful-looking expression, with prominent ears that stick out and thick high-set eyebrows that make him appear very interested. He has short curly hair.

Haddad is a very animated person. His facial expressions and hand gestures are enormously expressive, and some would even call them exaggerated. He is always moving. His long fingers are constantly fiddling with something or another.

He prefers to wear a t-shirt, shorts, and sandals regardless of weather or season, much to the astoundment of his friends. The only time he makes an exception is if workplace dress codes deem it unacceptable.

Personality: Good humored and friendly, Haddad is loves his work. He is a giant tornado of enthusiasm that plows towards his goals with a one track mind, sometimes dragging his friends along with him.

A positive person, he is somewhat willfully oblivious of the negative things, be it whether he is sleeping enough, whether his budget can afford to cover his project, or whether or not his work is highly unethical. He prefers to tune stuff like that out instead, as it is merely background noise distracting him from his goals. He leaves that for his research partners to worry about.

History: A north Virgina native, Haddad grew up in a very science oriented family. His parents were both computer engineers, freshly immigrated from Eritrea, and firm believers of practical education. So Haddad got stuck in in a STEM oriented magnet school in third grade, and stayed in the system since. Not that he minded. A self professed nerd, the child developed a love for robotics, building his own robots and entering them into local competitions.

At 13, he came accross an estate sale. Little did he know, the belongings sold belonged to a recently deceased witch. Most of the incriminating evidence of magic had been cleared out by other witches before the human liquidators came to sell, however, there was a set of bound alchemy notes that had by chance, been missed. Believing them to be the work of a hardcore fantasy nerd, Haddad purchased the whole set for fifteen bucks and went home.

The books would change his life. However, he wouldn't realize this until years later. Haddad continued on with his life, learning to program and developing a fondness for artifical intelligence. He went to public polytechnical college in Virginia where he double majored in computer science and mechanical engineering, and then went on to grad school at an elite tech university in Massachusetts, where he became buddies with Martin Suarez.

After college, he found a job working in DC for a private military company. One day, he found his old alchemy books and in a fit of boredom, decided to try out a reciple for a homoculi. To his amazement, it worked. Stunned by how an artifical consciousness could be more advanced than modern day artficial intelligences, Haddad quickly became convinced that magic was the next big step for tech advancement, and became obsessed with the supernatural.

His friends thought he was insane, but he quit his job to do research on aetherial energy. Through extensive searching, Haddad connected with various hunters who were willing to inform him about the world of witches, therianthropes, and vampires. Eventually, he had gathered enough information to work on his early projects, intelligent robot/golem hybrids. Convincing Martin to drop his job and join him on his research, Haddad and his partner worked tirelessly to perfect their creations. They quickly came to two big hurdles. They were running out of money for their project, and none of their magic was strong enough to last more than a few hours. No sponsor was willing to take on two scientists with such a ludicrous idea.

Then the Severn Foundation came along. They made the perfect offer, in return for some work in a similar vein as their research and secrecy, the Foundation was willing to provide not just money, but also more advanced users of aetherial energy that would be willing to aid them on their project. The two accepted immediately, and have been employees in the engineering division ever since.

Haddad is currently working on the Severn mechas, as well as perfecting an intelligent robots to seek out disturbances in aetherial energy.

Abilities: Computer programming and engineering, has memorized ton of alchemical formulas

Equipment: His computer, his old alchemy books, his research journals, and his robots.

Other: No


Last edited by Zyaz on Mon Sep 07, 2015 2:23 pm, edited 10 times in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Mon Jul 13, 2015 9:26 pm 
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Anaksi | +
Name: Anaksi

Age: 3518

Gender: Female

Race: Lich (Demonic Witch)

Appearance: Fully skeletal with the exception of a few dried out tendons, Anaksi keeps herself at the highest level of perceived undeath. While clothing isn’t exactly necessary, she wears a gold circlet adorned with gazelle heads and flowers, a thick beaded collar necklace and a sheer white shawl, all from before she was lichified. To ward off any sort of possession, she also wears numerous gold bracelets and rings covered in protective sigils, with the exception of a more contemporary silver ring.

As a human, her body type ranges anywhere from skeletal to more full figured, depending on how recently she’s changed over from her clearly undead form. Being of mixed Egyptian and Hyksos descent, she has deep brown skin and prominent manly features- a square jaw, high cheekbones, thick, angular eyebrows and a large nose. However, as a whole they appear quite feminine and are enhanced by rather dramatic eyeliner . As she did in her youth, she keeps her head shaved and wears wigs, albeit the ones she wears contemporarily are natural looking, usually with long, straight black hair and blunt bangs. She also has her belly button pierced, as a traditional symbol of immortality, and tends to wear clothes gravitating towards being either overly formal or extremely casual. Although she naturally stands at 5’10, she wears rather thick platform shoes and carries herself using a simple levitation spell that keeps her gently floating a few inches above the ground at all times, so she appears quite tall.

Personality:As is clear from her age, Anaksi is rather mentally hardy and is perfectly happy to wait decades or centuries for her plans to come to fruition. While she waits, she does enjoy studying linguistics and contemporary culture, using the money she’s collected over time to patronize the arts. To satisfy her strong narcissistic streak in a more benevolent way, she’s commissioned several portraits over time. Her megalomaniacal tendencies express themselves in other ways as well, mostly through her treatment of others and her insatiable thirst for power. Bizarrely enough, she also displays a tendency towards hoarding items at random, filling up the vaults of her two permanent estates with small trinkets of both magical and non magical nature.


History: Anaksi was born in Egypt in 1500 BC, during the chaotic Second Intermediate period. Even as a child, she recognized the danger of the ever changing political landscape. Anaksi learned the basics of diplomatic manipulation and negotiation from what she heard of the dealings of the fifteenth dynasty. When the onset of her powers came during early adolescence, she took it as a sign that she had been granted with a powerful advantage over those she had already deemed her enemies in her young age.


Despite her initial enthusiasm, under the tutelage of other witches Anaksi was a slow learner. She had a powerful desire to master the various arts of magic, but she found it incredibly difficult to even prevent her power from causing things around her to happen uncontrollably. Her affinity for darker magics that were shunned worsened the situation, and she often spent several days at a time in the sanctuary to study and train relentlessly.
After years of schooling steeped in local heritage, she gained complete control of her magic, and gained what she credits as her most valuable gift- patience. She began to aggressively seek out more knowledge of the arcane, while simultaneously elevating herself upwards socially, using her magic to conduct ‘accidents’ where they would benefit her. The local order of witches, whose magic thrived upon the powerful sunlight of the area, began to mistrust her for her selfish use of magic and plotted against her. Somewhat paranoid, Anaksi had suspected their plans long ago and had already prepared for such a situation.


The night before the longest day of the year, the other witches gathered at the Sanctuary to praise Ra for the blessing of the sun. As is typical for the Festival of the Sun, the witches were prepared to hold off on all use of magic until the sunrise. While the other witches began a sacred ritual praising the sun and its gifts, Anaksi readied herself and went to the Sanctuary, slaughtering the other witches where they were for crossing her. Anaksi then took the Sanctuary’s treasured artifact that she had long coveted- a powerful seeing stone, and went into the formerly forbidden, deepest part of the sanctuary, seeking out the darkest knowledge the Sanctuary had to offer.
Inside a heavily bound, decrepit book, she found the magic that was so offensive to what the witches of her order had stood for- the knowledge of ritualized undeath through the consumption of human souls.


Fascinated, she began to plan a way to complete the spell, and poured her monetary resources into building herself an early tomb fit for a royal. Anaksi commissioned a sarcophagus to house her body during the ritual, and prepared the main chamber of the for the ritual. When the time came, she had all of her possessions stored in the mastaba, in case the ritual might fail and she died an early death. Her servants were crowded into the mastaba style tomb alongside her furniture, and Anaksi entered the mastaba, closing its stone door behind her for the first and last time.


Anaksi began the ritual in a special room designated for the coffin and sealed her soul into a shining limestone tablet bearing only the markings of her name- typical to the Egyptian belief that one’s name is part of their soul. When she rose from her sarcophagus as an undead being, the servants she’d trapped in the mastaba alongside her were frightened- until she turned all of them into her thralls to ensure their loyalty. In her newfound lichdom, she immediately began stockpiling resources and plotting to increase her power using the seeing stone. Ever since then, she has been working towards amassing more power for herself in whatever way she sees fit.


Abilities: Despite her lack of talent for learning new spells and magical arts, Anaksi is remarkably skilled in all fields of magic due to centuries of study. As would be expected, she is inclined towards black magics, but does have a wealth of knowledge on how to utilise light magic, as it was the dominant form of magic in her homeland. Due to her seclusion, Anaksi is rustier in combat magic, and tends to use psionic spells during such encounters, as that is her most used school of magic.

Equipment: Found in the depths of the sanctuary of her original coven, Anaksi possesses an ancient seeing stone in the form of a simple crystal orb. Through various improvements, the stone has been made strong enough to break through simplest wards with effort, but can be thwarted by anything more complex. To better channel magic, she uses a long, thin gold rod in the shape of long ankh with a wereboar bone core. Additionally, she wears multiple items of jewelry with protective wards on them.

As a lich, Anaksi possesses a small item (A limestone tablet engraved with her name, in her case) containing her soul. The tablet itself lies within a heavily enchanted gold ball and disguised with illusion magic so as to be hidden to others. The ball itself lies in her ribcage, held in place by psionic magic.

Other: Over her quite lengthy life, Anaksi has stockpiled quite a library of both books and minor artifacts, and acquired a quite useful rotating cast of thralls to serve her.

Evelyn White | +
Name: Evelyn Valerie White


Age: 28


Gender: Female


Race: Nightkin


Appearance: Evelyn is a youthful, strongly built woman who is about six feet tall. Due to her rather active lifestyle and exercising habits, she’s rather muscular, although she maintains a healthy amount of body fat. She has a soft face, with hooded eyes, a straight nose and dark eyebrows. Her bright red eyes distinctly stand out from her face, especially in comparison to her pale skin and short, blonde hair. While she does cover them up as best she can, she has thick burn scars around both wrists, her right knuckles, the back of her left hand and on her upper chest.

Clothing wise, Evelyn usually wears mens clothing, depending on the occasion. Typically she wears a button up shirt, blazer, skinny pants and sneakers or dress shoes, but she does enjoy wearing more formal suits whenever it’s an option. She also has a weakness for men’s watches, and almost always wears oversized mirrored aviators or reflective, orange-lensed sunglasses to disguise her eyes.


Personality: The phrase that best describes Evelyn is probably ‘the human equivalent of a golden retriever’. Extremely friendly, affectionate, and rather goofy at times, she is the polar opposite of the typical portrayal of a vampire. She heavily dislikes the more classically dark aspects of being a Nightkin, as she still has a rather conservative view of the supernatural and sees morality in a very black and white way.


History: Even though she was raised in a rather cushy environment, the first half of Evelyn’s life was fairly rocky. Her parents considered her a ‘problem child’, and to deal with her, shipped her off to boarding schools, which she often found herself kicked out of. Frequently, she would sneak out of school to visit the town during the night, landing her in trouble on several occasions.

When she was sixteen, Evelyn was recruited into an order of hunters who were actively seeking to recruit younger members to replace an ageing generation. Instead of bothering to explain to her parents that she was ‘transferring to private school’ like most of her peers, she simply ran away from her current school. With instruction from several experienced vampire slayers, Evelyn became a fully fledged vampire hunter by the time she was twenty and took a vow in the form of a tattoo on her hand using ink laced with silver.

After years of hunting with others and numerous successes, Evelyn thought herself good enough to hunt without companions. Her first few runs were spaced out by months, but were successful enough for her to continue to hunt alone when it was an option. Of course, these also encouraged her to overestimate her ability to handle vampires.

On her last hunting trip, she’d been informed that there was a vampire plaguing a rural English town, and it had taken to holing up in an abandoned house during the day. Confident that she could handle the situation by herself, Evelyn strode into the house, not bothering to conceal her presence. To her misfortune, she was loud enough that the Nightkin she was hunting became aware of her presence.

While Evelyn investigated the house in search of her prey, the vampire prepared to ambush her, stalking her quietly until the moment was perfect. Caught off guard, Evelyn wasn’t able to properly face her adversary and was easily caught in the lethal embrace of her quarry, several ribs snapping instantly underneath the pressure the Nightkin exerted. As Evelyn was momentarily incapacitated from the shock of the attack, the vampire began to feed from her. The moment she realized what was happening,though, Evelyn reached for her silver knife and blindly stabbed at the vampire feeding from behind.

By sheer luck, she managed to bury her blade deep in the Nightkin’s side, and she broke free, but with the intent of slaying the vampire instead of leaving to heal herself. Despite both opponents being injured, the fight was fairly one sided. Evelyn’s enthusiasm hardly made up for her broken ribs, and what had started out as somewhat conventional fighting degraded into Evelyn weakly fending off the vampire. Finally realizing that the exceptionally messy fight couldn’t possibly end to her advantage, Evelyn used the last of her energy to take a shot at her opponent in close range, and bolt from the house.

While she ran from the house for what felt like hours, she collapsed in a nearby barn after only a minute. She passed out shortly as the effects of accidentally ingesting vampire’s blood took place, and she started to turn. As the sun sunk behind the horizon, she was awakened from her coma by the sharp sensation of burning. In addition to numerous blessed items she was wearing burning their way through her skin, the tattoo had begun to sizzle and melt, reminding her of her vow. Not bothering to even think about it, Evelyn acted without thinking and cut the thing off.

Once she was in a more lucid state and the immediate threats on her life had been addressed, Evelyn realized fully what had happened and decided that her best option was to forsake her vows and leave England. After a stressful visit to her own apartment to gather her things, she packed up her car and used what money she had to move to the United States.


Abilities: Being a young Nightkin, not even a year old, with no tutelage, Evelyn has no mastery of her gifts as a Nightkin at all. While she does have the strength and senses of a Nightkin, she has no idea how to control any of inherent abilities. Conversely, to her training as a hunter before her vampirification, Evelyn is an excellent shot and is well trained in physical combat. With her upbringing, she also has quite a good grasp of equestrian sports, as she pursued them competitively.


Equipment: Evelyn carries a specially modified and engraved Colt New Frontier P7450 designed to fight off creatures of the night, a standard Springfield Armory PI9123LP, and a Winchester 50 Shotgun with additional modifications for added effectiveness against the undead and otherwise inhuman. Usually, the shotgun is carried in a modified guitar case and the other two are concealed on her body. In the past, she carried two blessed silver combat knives and similarly prepared silver knuckles on her as well, but she generally doesn’t carry them on her person as they require gloves to handle.


Other: Some time after coming to DC, Evelyn was captured by two priests and forced to accept a magical pact. The pact dictates that she must infiltrate Nightkin Clans to allow the priests to gain information on the clans in order to better fight them.

Camila Barboza | +
Name: Camila Barboza

Age: 179

Gender: Female

Race: Daywalker

Appearance: Short, chubby and unassuming looking, Camila does not come off as ‘vampiric’ at all. Aside from her yellow eyes, Camila is a rather mellow looking girl with rosy toned brown skin and wavy dark brown hair. Having been turned in her mid thirties after a life of hard labor, she doesn’t have an exceptionally youthful appearance but has a rather friendly looking face nonetheless. Her natural friendly appearance is amplified by her clothing, which is mostly soft shades of pink, blue, cream and grey. Her garb is usually professional, on the more fashionable edge, and she wears a rosy draped coat whenever the weather permits. Often, she also wears a slouchy cream beret and dark pewter religious jewelry.

Personality: A devout catholic, Camila holds herself to very strict morals. She keeps a professional composure most of the time and is generally very calm and composed, although she does come across as stern at times. With people she’s familiar with, she’s somewhat looser, but still maintains some formalities out of habit.

History: Camila was born a slave in Brazil in the mid 1800s. She lived a bleak life standard to a slave of the time, and married a little late compared to the average. Despite the rumors surrounding her owner, she kept her head down, did her work, and looked after her several children. The rumors, however, became stranger and stranger.
The slaves had always said their master was a strange man, one who stayed up late into the night reading unholy books and trying unorthodox methods to keep his youth. The whispers that began circulating though were strange, to say the least.. People said they’d seen blood on the carpets when cleaning the house, and that the master slept all day and wouldn’t go into the sun. They said he had pointed teeth like a beast and eyes as red as coals.
Women talked about seeing a black jaguar at the edges of the property with the same red eyes. Slaves went missing, and search parties weren’t dispatched to hunt them down, like the master already knew what had happened to them.
Everyone knew what was going on, but none of them dared speak of it. Except Camila. She told her children to simply do what they were told and avoid the house whenever possible, or else the Zaolas living in the big house would get them.

Evidently, her advice didn’t work. Her children and her husband disappeared all together one day, just like all the others. She was called to the house next day to help clean the massive rug that normally laid on the dining room floor.
It had been stained in a “cooking accident”.
When Camila was permitted to return to her little shack of a house that was clustered with the other slave’s residences, she prayed to every god she knew of that some sort of tragedy would befall the master. She was ready to give up whatever possible to have the death of her family avenged in any way possible. She shed no tears, and only left rough, bloody cuts in her palms from how tightly her fists were clenched. Weeks passed, and nothing happened. Camila bided her time, praying every night like clockwork in hopes that someone, anyone would hear.
Unbeknownst to Camila, her master had angered a travelling group of Daywalkers. One of them stalking the outer reaches of the property overheard her prayers and approached her. He offered her a chance at revenge, and she took it without even bothering to find out the details.
When Camila woke up the next morning, she wasn’t even shaken by the nightmares she’d had during the turning. She was dead set on her goal, and within minutes of waking up she was halfway across the property to the big house. Ignoring other slaves inquiries and attempts to stop her, she strode straight into the master bedroom.
Camila grabbed her sleeping former master without any hesitation and tossed him through the windows into broad daylight without a second thought. She made her way back down below and made quick work of him.
She’s hated Nightkin ever since.

Abilities: Since she’s not especially talented in direct combat or magic, Camila has worked to make herself useful to her clan in other ways. She is capable of a degree of light magic and is moderately skilled in sharpshooting, however.

Equipment: Camila is for the most part without equipment, but she carries a bracelet carved from Nightkin bones to conduct magic and uses a Mosin–Nagant M91/30 when necessary.

Kavindi Magha | +
Name: Kavindi Magha

Age: 628

Gender: Female

Race: Gifted

Appearance: Although she was considered tall in Sri Lanka, Kavindi is only slightly taller than average, being 5’8 tall. Her body type is closer to lanky and slender than beefy, but she still has a fair amount of lean muscle, which is made obvious by her clothing choices. Unless the situation strictly requires formal clothing, she generally wears sweat pants with tapered legs, plain white sneakers, a cropped denim vest, black weight lifting gloves and some manner of sports bra. She constantly keeps her sword at her side as well, in a leather sheath strapped to her hip. Most days, she also wears a jewelled bindi and a choker set with multiple gemstones from her home to let her sleep.

Having an even complexion and already thick lashes, the only makeup Kavindi wears is an opaque, neon magenta shade of lipstick, emphasizing already full lips. This, the bright blue of her eyes and her bindi visually take up most of her oval face, which is otherwise plain. Her hair, which is a lustery shade of black, is worn parted down the middle and loosely braided from the shoulders, to mid thigh, where her braid ends.

Less noticeably, she has a tattoo on her right inner arm in sinhalese.

Personality: Constantly energized and enthusiastic and noticeably sadistic, Kavindi is not an enjoyable person for most people to be around. Depending on the nature of her orders, she’ll either go above and beyond, or barely fulfill them. In the same vein, while she is theoretically loyal to the clan, she would leave if a better opportunity presented itself or if her violent methods were no longer condoned.

History: Coming from relative money and power, Kavindi was born a princess to the royal family of the kingdom of Jaffna shortly after the height of its rule. Much of her childhood was spent being educated in manners, reading, writing, arithmetic and such. However, whenever she had free time, she found herself watching her brothers training with the sword. After building up the courage, she stole away one of their swords and began to practice on her own, in the secrecy of her room.

Many years later, when she was in her mid twenties, she received word that after a long absence of suitors, her father had arranged a political marriage for her. Not even bothering to confirm this with her father, she packed up her things and left, figuring that it was inevitable in any case. Under the cover of night, she slipped out of the palace dressed in men’s clothing, armed with her sword.

For awhile after that, She traveled through other kingdoms, living off of money she’d brought with her from the palace and gaining a good bit of practical experience sword fighting from fending off bandits.


She was traveling alone along the coast months later when it happened.
As soon as the man staggered into view, she pulled out her sword. There was something distinctly off about him, and the time of day only made it more concerning. Resisting the urge to flinch when her eyes made contact with the stranger’s eerily blue ones, she readied her sword. The stranger attacked with surprising speed and ferocity moments later, growling and clearly going through for her neck. Despite the raw power and speed of the attack, Kavindi found it incredibly easy to deflect- as soon as the sword made contact with the disturbingly animalistic hands of her attacker, he hissed and recoiled. There was a second of pause as the two processed what had happened.
After the initial revelation that her sword was made of silver, the stranger wasted no time in attacking her from other angles using a rather drained form of supernatural speed and primitive strategy. Again, easily deflecting the strikes, she studied his movements.For her, it was easy to match up his behavior with rumors she’d heard of blood sucking monsters that rose from the grave, although it might have been a bit of a leap.
Unfazed by the seemingly dire nature of the situation, Kavindi blocked another attack as she had been doing before, and seamlessly transitioned into a stab that helped her sword find its way into the stranger’s gut.
The stranger slowed, gaping at the intensity of the pain from the wound. Kavindi twisted her sword in his gut.
“You want my blood, yes?” she said, twisting her Kastane again, “I’ll give it to you if you give me your power”
She roughly shoved him off of her sword with a kick, and proceeded to slice the palm of her hand open and hold it out.
The stranger staggered and stood, limping his way towards her.
“Drink my blood” he rasped, before clamping onto her hand.
Kavindi watched disinterestedly, licking the blood off of her sword.

Her sire, as it turned out, was a pitifully weak thing of a Gifted, who’s only real strong point was teaching her skills that he hadn’t even fully learned. She only traveled with him for a month or so, before one day she became so fed up with him that she simply beheaded him in one clean blow and continued on her merry way towards where the rest of the clan was living.

Abilities: Having been self taught from a young age, and later tutored formally, Kavindi is an excellent swordsman and has based her entire fighting style around the combination of speed and swordsmanship. In terms of psychic abilities, she’s heavily specialized in improving her speed, and is comparatively much weaker with telekinesis and mental manipulation.

Equipment: Kavindi’s primary weapon is a pure silver Kastane from Sri Lanka, enchanted to increase its durability and cutting power. Secondarily, she uses a set of throwing knives edged in silver, but carries no other weapons. To both aid in increasing her speed and allow her to sleep, Kavindi wears an enchanted choker set with gemstones from her birthplace.


Last edited by UVVO on Mon Jul 27, 2015 7:15 pm, edited 3 times in total.

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PostThis post was deleted by Eggsy on Thu Jul 16, 2015 11:18 pm.
Reason: Dropped from RP
 Post subject: Re: Blood War [OOC]
PostPosted: Tue Jul 14, 2015 2:26 am 
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Am I not in?

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 Post subject: Re: Blood War [OOC]
PostPosted: Tue Jul 14, 2015 2:27 am 

eyy, senpai!

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You are, I'm adding people's names as they post reservations or character sheets. Trying to keep us in order, ya feel? Plus, it's very much open to anyone else who decides to show interest too.

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 Post subject: Re: Blood War [OOC]
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Donny Lee Yang | +
Name: Donny Lee Yang
Age: 20
Gender: Male
Race: Wereboar
Appearance:
Donny is a somewhat pudgy and seemingly out of shape asian kid. He's certainly stout but kinda short, with big legs and a barrel chest. He typically has short black hair and looks like he's trying to grow some sort of mustache and beard combo, but right now it just kinda looks like scruff. Generally wear modern attire but prefers baggy clothing that hides his physique as he's a bit self-conscience. Wears glasses and likes wearing hats, his favorite being a hand-woven straw conical hat that he tries to wear whenever he can. If he can't wear that he also has this really cool hat that he can fold the bill down to turn into a mask. Not really one for jewelry, though he does have a silver necklace and wears a chain on his belt.

Personality: Donny is a nice guy, if a bit bashful. He's not really good around new people since he gets self-conscious and panics about first impression. To those he's somewhat familiar with he's still a bit withdrawn, but he can speak his mind if he feels like the current company would accept his thoughts. He tries his best to stay out of things that doesn't involve him, but that goes out the window if he wants to help. He's not the most knowledgeable person, but he's willing at least.

But Donny has a sort of rage within him that's always simmering. He keeps himself in check for the most part, but it can be a bit startling how quickly he can become furious at someone. Violently so at times. He realizes that this aspect isn't just his inner beast; this is his own self, simply made stronger from his curse. And in a way, he rather likes it. He considers himself cowardly and unable to face danger if he knows he can't do anything about it, so he allows rage to engulf him. Not because he is always angry (though it helps), but so he stops being scared and can try to do what is right.

Donny is also rather cowardly. He's quite aware of the power inside of him... And all too familiar with the powers others have, which are much, much greater then his own. His first instinct isn't so much to fight but to survive, if possible taking others with him. Fleeing from danger is what allows him to survive. Only when he is certain that his failure would not condemn others would be even think about fighting, or if he's stuck in a situation were both his death and the death of others are ensured.

To more personal company Donny is rather perverted. He can be humble and supportive, but enjoys taunting and ribbing others with passive aggressive mockery, puns, and rhyming. Very affectionate however, and prone to offering gifts and company to anyone who'd have him. He can go off on very long tangents in the company of his friends about anything that catches his mind. He can be a bit smothering and tries to take care of them like a over bearing mother, but also enjoys going out on adventures with them, taking a back seat and enjoying the ride.

History: Donny has a humble beginning of farm life. His mother had an interest in jewelry and had a nose for gold and gems, while his father just had a green thumb. It was almost supernatural how well he could grow plants. Donny went to school, had friends, and generally lived the life of a simple farm boy. But he always had a big imagination. The boredom of a regular life made him fantasize about things he "could" be doing. Great things, or at least interesting things. They didn't have television or internet at home, only a land line for their phone, but at school Donny would see anime and cartoons. Shonen stuff. Really fun stuff. When he wasn't doing chores he would head to town and try to buy the latest magazine, just to live out his fantasies and get up-to-date with his interests. Typical boy stuff.

Not that Donny never used it before. From these stories and books he learned camaraderie and courage. Sort of. Easier to play pretend then to actually live it out, but sometimes the line between fantasy and reality is thinner then one realizes. He learned from his father how to craft tools for the farm, and from his mother how metals work. On his own, he would use this knowledge to create metal toys, cheap swords and such to live out fantasies. He made them for his friends so they could go on adventures. Occasionally they would fight each other, carefully, and be the heroes they wanted to be.

But then came a moment where they needed to be a real hero. Donny was never introduced to the world of the supernatural. As far as he knew he was human, like all his friends. But one day there was a beasts in the forests. No mere wolf, this one was stronger then an entire pack. Hunters had been sent to deal with it, but never returned. All that was found were remains. People were scared, but donny and his friends were foolish youth. They thought the day would save them. But then they were attacked by the creature; a werewolf. Ravenous and feral, the boys fought as best as they could, but they were mere children with toys. They would have died. If Donny didn't discover the curse within himself.

He doesn't remember what happened that day. Only that he awoke at home with a strange woman talking to her family. She told him what he was, and that he needed to come with her. Donny's friends were safe, but they seemed to have not remembered what happened either. That was because the woman made sure that only she and Donny's family knew what happened. Donny still has questions about what occurred that day, but the effects were obvious. He had to leave his home, his parents, and travel with this woman. He needed to learn who he was.

Donny had been with the woman, Noelle, for about five years. Nominally he is her apprentice trying to learn her magics, but he's more like her minion. He doesn't exactly disagree with the arrangement, only wishing to be a bit more independent at times. He helps Noelle with whatever experiment or job she's participating in while hopefully able to make a name for himself.

Abilities: On his own Donny is naturally sturdy and pretty strong. He grew up on a farm, working all day tending to the fields and hauling heavy loads if the machines broke down (Or just when it'll be tiresome to use them). He also has basic metal working down and could actually make decent things if he puts time into it. He also has the dexterity and finesse to work on very delicate things, often jewelry. Also has a very good nose and can identify others by scent. He could also discern different taste, between people and things, though he doesn't use this ability often. Donny has quite a bit of fortitude, allowing him to power through most poisons and toxins, even ones made for him. You'd be better off trying to kill him out right then hoping sickness or disease gets to him.

As a Wereboar, Donny has very limited control over him. While still susceptible to forced transformations Donny has been able to largely suppress his more bestial urges and could even call upon it's powers a few times a day. However he notes that his inner spirit beast is "Silent" and has never seemed to try to communicate with him beyond urges. He isn't certain if it's simply due to his spirit beast being incapable of communicating with him, or perhaps because he doesn't have one. Either way when he channels the power of a wereboar Donny becomes exponentially stronger, tougher, bigger, and reactive. He still retains most of his mental faculties during calm moments, allowing him act somewhat tactically. But once violence starts (Since he rarely uses this form for anything other then to protect himself/others) there's very little he can do. He just... Let's go.

Equipment: Donny has two hats special to him: A woven conical straw hat his father taught him to make, and a sleek black cap with a folding bill, which can cover his face like a mask (that he can see through). The hat reminds him of home while the other one is just really, really neat.

He has also crafted himself an axe made of alchemical silver; a mixture Noelle taught him to make, which is essentially a sort of silver/steel alloy. Useful against other Therianthropes while still retaining the sturdiness of steel. Owns two guns which he uses on the occasions he needs them: One is a double-barrel shotgun and another is a heavy revolver. He makes his own bullets for both, and is quite a shot with the shotgun. With a choke and using slugs, he is quite a sniper. The Revolver is strictly a sidearm, though Noelle said that if he is good she may enchant it to be more effective.

And while it's not his exactly, Donny drives a RV known as "The Snail". Big, tough, and slow as hell. Still it's rather effective resource wise and Donny likes it. More or less where he lives now. He hopes to trick it out and make it more homely.

Other:Donny's favorite food is oyster mushrooms in spicy soup. He doesn't really collect mangas anymore but he does read them when he finds them. He has a side job making little nicknacks and souvenirs for others out of pewter or precious metals, and sometimes goes digging through the ground for gemstones. He doesn't quite have his mother's nose for stones, but he has a general idea of where they may be at.


Noelle | +
Name: Noelle
Age: Appears to be in her late 20's, but specifically 231.
Gender: Female
Race: Witch
Appearance: Noelle is a dark hair, ivory skin woman. Tall and curvy, she is "Model material", and for good reason. Her typical attire is modest but acutes her figure: jeans and sweaters, stockings and garters, fur coats that hug her figure. However her appearance can differ wildly depending on the situation. While this is certainly her "true" form, she has access to magic which will allow her to alter her appearance, sometimes permanently. She has been known to take on different shapes and appearances throughout her history and this is simply her most recent and common form.

Personality: Noelle is a natural trickster and free-spirit. Her reasons are her own and often on the whim. She characterizes herself as an "Actor capable of playing her part and fulfilling her role, but in the end it's all simply to meet a means in the end. That's not to say not all her feelings are genuine, but if she does a good job you'll never figure out otherwise.

"Loyal" isn't a good word to describe Noelle. She makes it no secret that she's essentially a mercenary: you pay her for what you want, nothing more or less, and she could be swayed into fighting for a better buyer. That being said she is bound by contracts; while her word may mean nothing, once put into writing she will follow through it until the death of her or the contractor. She's actually quite insistent on keeping contracts and following them; those who try to cheat her will find her wrath more fearsome then her paperwork.

Noelle isn't without kindness however. She can be generous. It's just her choice of when she wants to be kind and merciful, not something she thinks characterizes her. Sure she might do one or two good deeds both publicly and privately, but if you think this means she'll do it more often even for the recipient of her kindness, you're sorely mistaken. Don't annoy her, don't be useless to the point that you're dependent on her, and she may be willing to gift you as it is convenient for her. Otherwise... Strike up a deal if you want anything from her.

History: Noelle was born long ago, too long for her to remember with great clarity. She is certain she had such things as family, parents, a childhood, and other associated things of a youth's memory, but whether or not she remembers or cares about that is a question for the ages. Noelle is more interested in what she can do now, rather then what she did do in the past. At least the distant past.

So we'll move to what Noelle is in the past twenty to thirty years. Noelle is a fae witch; her powers comes not from the demonic influences of the underworld, but due to natural aberrations found throughout the world. The mystical influences of nature, but also the terrifying power of darkness. Most of Noelle's work involved serving vampires as bodyguards or tutors; she is fairly well versed in her magics and offers her services to anyone who could provide her the payment and supplies for it. As of late, she's been seen under the service of House Valtieri. What she does is a mystery, and she herself would only says "She's merely fulfilling her part of the contract".

Noelle has also recently taken in an apprentice/lackey. Tired of handling heavy lifting duties herself she's picked up a wereboar for mundane or generic tasks, things that Noelle herself couldn't be bothered to handle herself. While on standby for the Valtieri, Noelle uses a complex network of informates, spies, and familiars to gather information around the world. This isn't her main occupation though she's served as a knowledge broker more then once. She also writes many books in her mysterious cypher, a method she claims which helps her memorize her past. After all there's only so much her head can remember at any given time. While most of her books are written, she's recently started to use a laptop for writing.

Abilities: Noelle boasts a wide variety of skills, both occupational, magical, combative, utility, and creative. Which is true to an extent. She has done much with her ageless life, learned how to do many things. And forgotten most of them. Noelle could access skills from her past if she has time to find and hone them, and could easily adapt to new skills by familiarize them with old ones.

One skill that she's very good at is her magic. She has two in particular that are quite devastating: Illusions and Enchantment. For some, they believe Illusions as merely the magic of making others think of something real out of something fake. For Enchantment most think it's to make items magical. And they are true, in it's simplest terms. But in Noelle's hands Illusions and Enchantments are so much more.

Noelle's Illusions can be powerful and/or crafted well enough to subvert perceived reality. Illusions alter the mind; the way one senses the world. Nothing is as it's seems; Even the pain could be a lie. All things capable of interacting with the world is capable of being affected by illusions; even constructs and inanimate objects are just as susceptible to being fooled by Noelle's illusions as living, thinking people are. Noelle's Illusions are more then making up lies; she alters the truth of reality before your very eyes.

Enchantment doesn't just work on objects either. Enchantments also possess a little known school of magic known as "Charms"; magic that, like illusions, also affect the mind. Specifically the more mental aspect of it, such as emotions and memories. Enchantment is not only capable of granting objects magic power, but also altering and ultimately controlling the minds and personalities of those who cannot resist the charms. And often, the use of Enchantment to empower objects as well as influence the mind of others are one of the same. Rarely can you use Noelle's enchantments without making yourself susceptible to her charms...

As for self defense Noelle has recently started to learn how to shoot with pistols. She prefers automatic pistols like her Glock 18. She's also quite practiced with cane de combat, and often uses her own personal cane to defend her from threats which don't quite warrant a gun or her magic.

And while Noelle tends to dress fancy and looks like a dainty young women, she's quite the athlete. While her physical strength is no where near the standard of any were-races or vampires, she could at least flee under her own power, and even put up a fight if she uses Enchantments on herself. She'll rarely do that however, but it's possible for her.

Equipment: One of Noelle's most prized possessions is her cane. On it's own it actually looks like an unassuming coin. But when charged with magic, Noelle can turn the coin into a stick or staff. She uses it as both a cane and her magical focus. She doesn't talk much about it and when asked where she obtained such a thing, she'd only tell you that she received it from "A girl who couldn't let go of the past".

Noelle also owns a Glock 18 for self-defense. A fairly mundane weapon for mundane enemies. However she has an enchantment on the pistol itself; an enchantment of silence. This way it will not make a noise, no matter how many bullet's she fires. The silence extends to her bullets as well, as anything they impact. Handy for assassinations; one the bullet hits the target they couldn't even scream in pain.

Noelle is in possession of an archive worth of books, nearly all of them written by her. They are bibliographies of her past, all written in her personal cypher which looks to be a mixture of kanji directly translated into latin, scrambled with various substitution cyphers, and then written from right-to-left. Sufficient to say watching Noelle write is almost as focusing as reading what she wrote down. She's recently finished one book (About 120 pages, 10300 words more or less) on her laptop, which uses the same cypher as Noelle had used for her books. She's considering putting a year off work to record all her books digitally.

Other: Noelle's favorite food is crab curry over wild rice. Noelle doesn't really work for money, as she has amassed a vast amount of wealth in her past, though she's always willing to add one-of-the-kind and priceless artifacts to her ever expanding Treasury. Prone to magical experiments of both the harmless and psychopathic variety, though she at least makes sure her test subjects are those who are willing and/or given to her by others for the purpose of disposal. Not a fan of alcohol however, hates the stuff. She'd rather drink soda.

_________________
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Eggs wrote:
I, Eggs, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Eggs, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Eggs, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Eggs, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Draconilian wrote:
I, Draconilian, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Draconilian, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Draconilian, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Draconilian, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Freeshooter92 wrote:
I, Freeshooter92, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Freeshooter92, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Freeshooter92, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Freeshooter92, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Doodleniks wrote:
I, Doodleniks, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Doodleniks, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Doodleniks denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Doodleniks declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Shadowed wrote:
I, Shadowed, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I,Shadowed, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Shadowed, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Shadowed, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.

Join me... And fulfill the oath.

And the blanks with your Username.

I, _______, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, _______, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, _______, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, _______, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Last edited by LuciusCypher on Wed Jul 29, 2015 4:23 pm, edited 3 times in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Tue Jul 14, 2015 12:28 pm 

eye of newt, tail of newt... rest of newt...

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Reserved for Swiss ****ing Catholic Daywalker she's h e r e

Ava | +
Name: Ava Cassia Schwartz
Age: 476
Gender: Female
Race: Vampire, Daywalker
Appearance:
Image

Ava has a very narrow build - thin wrists, thin ankles, thin nose, and of course the golden eyes of all Daywalkers. She's very rarely seen wearing any other color than black if she can help it. Also, mirrored sunglasses.
Personality: Ava is cruel, calculating, passionate, obsessive, and tends to be somewhat dramatic. She far prefers being her own mistress, which is the main reason she has been staying alone for so long. She'll stare disapprovingly at you until she gets her way, and if she doesn't, she'll throw a tantrum like the actual child she really is be very upset. Life belongs to Ava. She has gotten away safely with everything since she was turned, so why should she stop taking what she wants now?
History: Born ca. 1537 in Switzerland. She had a brief arranged marriage with a wealthy man who turned out to be a vampire. After turning her on their wedding night and continually abusing her for a few years, Ava incapacitated him using copious amounts of arsenic, whereupon she cut off his head and burned it in the fireplace. She fled the country and disappeared out of public knowledge for centuries, using her skills as a vampire to hide and steal to get by. From the 1700’s and up until the 1950’s, she repeatedly married rich men, who all died mysteriously soon after the wedding, forcing her to travel around Europe to avoid a rather sinister reputation. Following the Titanic shipwreck in 1912, she made it to the States where she has been ever since. Mainly staying with herself as much as possible and living off of her accumulated wealth, she does not currently belong to any one faction. Currently located in Washington, DC.
Abilities: Resistance to sunlight, resistance to Vampicides, manipulation of sunlight. Vampire strength/senses/etc. Speaks fluent German, French, and English.
Equipment: None
Other: Expanded character sheet

_________________
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Only doing 1x1s and tiny groups for now due being generally busy. If you have a cool idea, feel free to approach me, though, alas, even the most awesome adventures must be passed up on sometimes.
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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Tue Jul 14, 2015 7:13 pm 

Crossing my fingers to see some familiar faces here soon

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Reserved.

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"Don't Lose That 'Little Spark of Madness' "-Personality Test Website.
And you thought I did not fit in here. =)


Last edited by Marco on Wed Jul 15, 2015 11:42 am, edited 1 time in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Tue Jul 14, 2015 11:13 pm 
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Character sheet
Name:
Akasha Melanama
Age:
23
Gender:
female
Race:
Therianthrope--Werecat

Appearance:
Human Form— (Below)
Half/Half Form-- (Below) Humanoid but with fur,
ears, tail and bottom/back paws
Cat Form— Lynx

Personality:
Gentle but fierce, she fully embodies her spirit animal.
She has a wildly protective streak when it comes to
her friends and family, and will kick some serious butt
if necessary. Akasha generally tries to stay away from
violence or fighting, but not because she’s against it;
she just tends to go overboard because of her enhanced
speed and strength. She has a generally happy, gentle
heart, and she makes friends easily.

History:
Born in Southeast Asia to an American mom and an Asian
dad, Akasha grew up in a loving home with her three older
brothers. Dad carried the Were gene, but she got her looks
from her mother, including her piercing blue-grey eyes. She
has formal training in Judo and Kendo, as well as classical
training in the Fine Arts (painting, drawing, singing, etc) and
White magik training. After her schooling with her private
tutors, Akasha realized that it just wasn’t how she wanted to
live anymore, so she ditched the tutors and teachers and
branched out on her own. She traveled all over the world with
her mom, who was a professional photographer at the time,
and really got in touch with her spirit animal, which revealed
itself to her on her 17th birthday—a lynx.

At her ultimate grace, her lynx spirit and herself are very
in tune with each other, so she rarely runs the risk of
possession--that's not to say it isn't still possible. The only
time she didn't fully have it under control was when it was
first revealed to her, the first time she turned, and she
awoke one morning to find herself naked and bloody and
covered in chicken feathers. She felt so ashamed and dirty
that she made damn well sure that didn't happen again;
thankfully, she wasn't the only beast that had gotten into
the chicken coop, and the owners chalked it up to the fox
that had been sneaking in for months to steal chickens.

Never once did she use her gift for selfish or personal gain
when it wasn't involved with her safety. Being in tune with
not only her spirit guide, but the earth, she lives a truly humble
and healthy life, giving back whenever she can. With her high
intelligence, she could easily outwit the average human to get
her way, but her learnings require her to actually be a decent
being and respect all life, be it small or great. She is a neutral
when it comes to clan or territorial rivalries as she is recognized
as a nomad, a No-Name as some like to call her since she has no
clan name.

When she was old enough to really go off on her own, she lived
with a small tribe in Africa for about 3 years and learned all she
could from them, including shamanism, and she became a high
ranked medicine woman in their midst, even though she was an
outsider. Eventually, she left—a very tearful goodbye—and moved
to Italy, where she now resides to this day. Even though she has
a home in a small town, she tends to move around like a nomad
with a pack on her back and an open heart.

Every year, around the Summer Solstice, she goes on a three
day "pilgrimage" as a lynx for a chance to get reconnected to
her spirit guide so they may avoid the relationship ever becoming
non-mutually beneficial. On this three day journey, she travels to
nowhere in particular, but remains a lynx for the entire three days.
When she comes out of this experience, she is stronger but
exhausted and incredibly weak for the next 24 hours; she always
returns to the same kindly innkeeper lady who takes care of her
until she is able to leave once again.

Abilities:
Light Magik skills
Psychic Abilities (telepathy, visions, basic skills that come with it, etc)

Equipment:
-Charged Moonstone amulet (on her person at ALL times)
-Quartz athame (used for channeling her Psychic abilities)
-White pillar candles (for meditation)
-Mortar & Pestle
-Herb Satchel
-Abalone Shell & Smudge Sticks/Fan

Other:
She doesn’t just practice Shamanism; she participates
in Wicca, Druidic practices, and any other forms that
connect with nature.

(Still a WIP)


Attachments:
Werecat Lynx.jpg
Werecat Lynx.jpg [ 58.59 KiB | Viewed 17469 times ]
Werecat-Human.jpg
Werecat-Human.jpg [ 107.46 KiB | Viewed 17469 times ]


Last edited by DemonessOfDarkness on Wed Jul 15, 2015 6:51 pm, edited 2 times in total.
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 Post subject: Re: Blood War [OOC]
PostPosted: Tue Jul 14, 2015 11:16 pm 

eyy, senpai!

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Eyyy

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Image


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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Wed Jul 15, 2015 2:23 am 

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Name: Jeremi Kgute
Age: 26
Gender: Male
Race: Fae Witch

Appearance: With a height of 6’ even, Jeremi doesn’t find many people he has to look up to literally. He is a basically a straight line down from his shoulders to his feet with just a little waver where his waist is. The muscles on this guy aren’t over defined, but you wouldn’t have trouble finding them either if you wanna try and lood for them. They help to add to his overall weight of 200 pounds as well. His clothing tends to be on the tight side or the baggy side, but rarely do they ever fit right. Guess that is what you get from trying to buy second made clothing or attempting to make your own (he is not a bad sewer actually, just bad at cutting the fabric to the right size the first time). He doesn’t really care though. They are comfortable and that is all that matters. His nose is a bit crooked. Almost like it has been broken a few times (which it has). His eyes crinkle up when he smiles which is actually quite often.

His dark blonde hair is kept as short as he can keep it and he doesn't really style it in any way, though it is a mess of spikes from him running his hands through it as he thinks. His eyes are a light blue that like to change colors with his emotions (like get darker or lighter).

Character Pic | +
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Personality: Jeremi has a pretty good bed side manner. As long as you are not stupid that is. He has little to no patience with people who knowingly put themselves in danger or at risk. He becomes brisk and easily irritated with them, but that doesn’t mean he still won’t try and help them. It would just leave the blonde wanting to bash his own head up against a nice solid brick wall while he does so. He hates getting up in the morning and can’t even think about functioning properly without at least two cups of something that is strong and hot. Namely coffee or failing to have that, tea. He is also likely to have at least another cup of the chosen beverage throughout the day, but he is trying to cut back. Key word there is trying (which means he is not really trying in this case). Hearing other people’s problems is nothing new cause as a doctor, that is about all you hear day in and out. For some reason, he doesn’t mind and he just wants to help. While being open-minded, he has more than a little bit of trouble seeing things from someone else’s point of view and will sometimes shake his head at people when he doesn't understand their motives. Nervousness is also something that is pretty foreign to him unless he is getting a dressing down from someone. Then he bites his lip, and will make eye contact with the person scolding him until the lecture is through. It is his way of letting the person know that he understands what he has done and will try and fix it. He also isn’t afraid to own up to his mistakes, no matter how big they might be or even if they got someone killed. Mistakes are there to learn from and make sure it doesn't happen again. He is not too much of a talker either, not unless he needs to be.

History: Jeremi's magical ancestor is his fae great-grandmother. Family legend says she is a banshee though if pressured, many of his family will actually admit she could also be a spriggan. There is a rift in the family over this with about half believing she is banshee and the other half spriggan. The fae in question doesn't help and Jeremi often believes she enjoys the conflict she causes among those of her blood. Despite that, they get along for the most part and Jeremi grew up in a large, loving household that would get into magical battles about once every blue moon.

His family, being of fae blood, leaned towards the white magic side of things and that is what Jeremi grew up learning for the most part. In his teens, he started to experiment and learn about the darker side of magic. Mainly to identify and find ways to negate its effects. Though he did find illusion magic useful in paralyzing people so they don't move at a cruical moment or even to help numb pain as he stitched up a wound. For the most part, Jeremi is a healer, not a fighter. Most of his life was spent watching and patching up family members after sparring matches and he never much cared for it. As soon as he was able, he entered human medical school to help boarden his learning. Of course he had to take most things with a grain of salt as magic did make some things easier to detect and such. He just had to be careful in hiding that little fact from his peers.

This current tension in the hidden world has him and his entire family on edge and he doesn't like it. It doesn't take much to have his aunts and uncles and cousins start a fight and this is just the perfect cataylst at the moment. He can only hope it ends in peace even while preparing for the bloodshed that is to come.

Abilities: Minor Sugerical skills, First Aid Skills, Advance Alchemy skills, Enchanting Skills, Element Magic Skills, Beginner Illusion skills (only interested in this one due to the spells that can paralyze people)

Equipment: First aid kit, Large black messenger bag enchanted to hold various items (Not exactly bottomless, but if limit has not been reached, it can 'move' things around to make it fit. Limitations: Would have to fit through the bag's mouth naturally and load limit is tied to Jeremi's weight), Enchanted stethoscope that gives a minor shock if it detects no heart beat, Small vials of potion that helps stop bleeding, and Aspirin


Last edited by Tidfe on Thu Jul 23, 2015 9:23 pm, edited 2 times in total.

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Wed Jul 15, 2015 8:46 pm 

It is a hollow shell of what it once was.

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Name: William Severn

Age: 35

Gender: Male

Race: Human

Appearance: Severn stands roughly at average height, 5 feet and 10 inches, and he is heavyset with a big chest and a body composed of a layer of dense fat situated over thick muscle. He has dark skin, as he is of African descent, and he has black eyes beneath thin, oddly straight eyebrows. His nose is wide at the nostrils, but not overly long, and his face is slightly rounded in the cheeks. His lips are on the thinner side, and he has a rigid jaw that is constantly tense as if under never-ending pressure. He is bald, and remains clean shaven at all times.

Personality: William Severn is a man of means, and as such he has grown accustomed to things happened the way he wants it, when he wants it. He is ruthless, rarely displaying empathy of any kind for others, and he only cares about his own goals and how best to achieve them. Although his motivations for what he does are mostly positive, he sees the things he calls 'monsters' as tools to be used for the advancement of man, and he is not above using his own fellow human beings in a similar fashion. Those who serve him well are rewarded, but those who fail him sometimes end up praying for death.

History: Severn was eighteen when his mother was murdered by a group of Vampires; William was certain of the cause of death, however it was instead attributed to a group of individuals who sought to take Gabrielle Severn for ransom only to get carried away in the act of abducting her. The search for the perpetrators was given up on after a short investigation yielded no results, and Clinton Severn, William's father, did not press the issue. He was already distracted with an array of new lovers in the wake of his newfound single status, and he was not bothered by an unpunished death of his spouse.

The elder Severn, a notoriously cruel man, did not believe in surrounding his child with a nurturing environment. He desired to raise a cold, calculating young man that could take what he wanted, and in the end he was successful. Bereft of love after the death of his mother, William Severn rose to prominence when his father died several years later. The cause of death was cited as a heart attack, however the exact circumstances are rife with mystery. Many believe William was the cause, though no one dares to say so in his hearing.

After Clinton's funeral, William promptly took over his father's company. With all of his family's wealth behind him, Severn took what had been a profitable organization dedicated to loaning funds to those in need of it into a much more lucrative business, as he gradually raised the interest rates on loans while forcing those who couldn't afford it to surrender various resources to him in order to offset their debts.

He also began the training of a private military force to serve as hired security for those in need of it. However, while this led to more income for the Foundation, the true purpose was to lay the groundwork for what would eventually become Severn's very own army.

The Foundation grew in size, and once it had gained enough of a foothold to be self-sustaining William proceeded with his plan to begin Project Advent, the undertaking that would give humanity the kind of power he always envisioned for it. The project involved a great deal of technological, biological and magical research and development costing billions of dollars, but by this time the Foundation had facilities spanning 4 continents, all of which possessed their own income streams.

The first wave of Foundation weapons funding went towards a series of items designed to overwhelm supernatural elements for future research; while these measures aided in capturing Therians and Vampires, much of Severn's attention went towards a singular goal - apprehending a Lich. Through the extensive use of iron netting, chaff grenades containing iron dust and fragments, a specimen was caught, though 12 soldiers were killed in the process. A worthwhile exchange, in Severn's view, as the fragments of the Lich's soul vessel were incorporated with Foundation machinery altered by a team of magically inclined personnel, to allow for the enchantment of armor and equipment that would be utilized by Severn's army. The Lich itself was cut into several pieces, each limb kept in a separate iron box that was welded shut, and the head would be routinely force-fed a soul by Foundation mages adopting soul-manipulation magic.

Abilities: Immeasurable wealth and influence, along with the power that comes with them. His intimidating nature allows him to dominate any room from the moment he enters it, and few who stand up to him are able to withstand his wrath for long. He can usually tell if a person is lying just by looking at them, and his demeanor and reputation make it very difficult for anyone to even consider disobeying a direct order.

Equipment: William possesses an artifact that once belonged to his father. It is a pendant, composed of an emerald snake coiled atop an onyx boulder. He never wears it for too long at a time. He also has a silver charm bracelet he keeps in a pocket at all times; it was his mother's favorite piece of jewelry.

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Learning a simple lesson isn't always simple. Sometimes, you have to slowly lose everything great around you to understand the gravity of your shortcomings. Admit that your egos have grown too large, that you've lost your sense of what you realistically are, and maybe you can repair the road that has broken beneath the weight of your failings. Or maybe you'll just keep going as you've gone, and you'll learn nothing, and eventually, everything around you will become dust. To be honest, that's by far the likeliest of all outcomes.


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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Thu Jul 16, 2015 3:46 pm 

eye of newt, tail of newt... rest of newt...

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nerd

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Only doing 1x1s and tiny groups for now due being generally busy. If you have a cool idea, feel free to approach me, though, alas, even the most awesome adventures must be passed up on sometimes.
invisgmt+1 + 6th semester university student = patience please ♥


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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Sun Jul 19, 2015 4:42 pm 

eye of newt, tail of newt... rest of newt...

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screeching

ava happened i updated my post above

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Ask a Question, Get an IC Answer - character development game
Only doing 1x1s and tiny groups for now due being generally busy. If you have a cool idea, feel free to approach me, though, alas, even the most awesome adventures must be passed up on sometimes.
invisgmt+1 + 6th semester university student = patience please ♥


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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Sun Jul 19, 2015 4:43 pm 

eyy, senpai!

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ayyyy

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 Post subject: Re: Blood War [OOC]
View Likes PostPosted: Wed Jul 22, 2015 5:49 am 

eyy, senpai!

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As an update, we got some info on the biggest players in the war now.

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