Welcome to Belwyn City, a little man made island city smack dab in the middle of international waters, it was created when an influx of creatures from different races came into the human realm at an alarming rate, after dealing with the heavy amount of new beings coming into their world the humans constructed Belwyn island city just for the creatures coming in and most new monsters or beings are usually sent straight to the city without hesitation. Due to the massive amount of different races of creatures brought in and dumped into the city, the city goes by many names besides just Belwyn, some call it the city of dreams, others the city of angels almost like L.A. The city while it may look great and nice from the air or from pictures, is ripe with racism and hatred stemmed from the creature's old world, many people like dark Elves and Orcs are nearly always considered to be thieves and brutes by other creatures, but there are diamonds in the rough that believe in fighting for equality and trying to bring people together.
Despite the fact that the place seems littered with Monster people from another world, the technology they have is equal to modern day technology, toy drones, machine guns, solar panels, hand grenades, and electric cars are as common as they would be in most other places. Even though they piled all the creatures onto one Island, there are some humans that live in Belwyn city for their own reasons and deal with almost the same amount of racism as much as the next group of Elves, Orcs, or dwarves. One of the other things the city is ripe with is also gangs made by the creatures, most gangs are pretty much comprised of the same race, like Orcs stick with each other, and Dwarves stay with each other, but there are rare occurrences where humans would be accepted by Elves or Dark Elves would be accepted by normal Elves.
Mostly there are four major gangs that control Belwyn, The Steel Lance Elves, The Chopper Orcs, The Silver Axe Dwarves, And the hidden Vulkar Humans, they are the major gangs with organized crime all over the city, with the Dwarves selling firearms, Elves extorting businesses, The Vulkars stealing from them all and selling drugs, and the Orcs disrupting most of others as a wild card. After the bigger gangs, there are the littler gangs in the slums, most with almost no name and comprised of small groups attempting to make it big in the city and be up there in the organized crime ring wit the main four.Lastly there are the vigilantes that prowl the streets, and the ruthless police force comprised of many different creatures including humans that brutally capture. Now that you've been warned welcome to Belwyn again.
No more Orc memebers please
Rules
1. Please take fighting to the pms not here in the OOC
2. No godmodding or Metagamming please
3. Be respectful to me and my CO-GmM
4. Submit character sheets in the OOC before the character's section
5. Please try not to post less than a paragraph too often, I can understand if you got nothing to work with
6. Please, Please, Please, no Demons or Angels or un-killable 1000 year old immortals.
7. Have fun ask questions and I'll try to answer them or my CO-Gm
Cs-
Appearance:
Any pics are available, if Description then please put at the bottom
Name:
Age:
Gender:
Race:
No demons or Angels or godlike entities or unkillable immortals, besides that go crazy
Personality:
Bio:
Gang affiliation or Other affiliations:
Any? If not then say none
Stuff:
Just the stuff you mainly have on your person.
Magic:
Nothing oped or anything that would ruin the game for others.
227 Years (Arrival in the Human World as as fully matured member of his race.)
Gender:
Male
Race:
High Elf
Personality: Highly conscientious, possessing the ability to manage and organize things to an almost robotic degree. Is terribly vain, but utterly hostile to those that try to flatter him. Demands perfection from everybody, most of all himself. Reviles ugliness, and has a personal dream of making the entire world beautiful, in his own image.
Pretends to greatness, but most of his bravado is sheathed in the veiled constructs he inhabits. Rarely allows others into his inner circle, and those whom he does allow must first be brought there at gunpoint. Has terrible trust issues, considering the past of the Steel Lance, and what he has gone through.
The calculating, analytical side of him dominates his personality, with the petty vain and emotional side surfacing in his private goals, and his deliberate mistrust of others. Is a very fragile being, emotionally, but cloaks his vulnerabilities in the coldest of steel.
Bio:
Writ small, Yethel founded the Steel Lance Elves alongside his brother Margus, in order to cohere the Elvish community on Belwyn. Founded mere years after their arrival on Earth, the Steel Lance quickly rose to prominence as a masterful gang of exploitative bastards.
However one day, the unthinkable happened. Margus tried to scam his brother, and Yethel saw through it. At such blatant betrayal, Yethel knew he would have to kill his brother. He couldn't bear to do it himself, and so he ordered some underlings to do the deed for him. Perhaps in the back of his mind, Yethel hoped that Margus would talk his way out of an execution, and escape to return someday. Either way, he has not seen his brother since, and would prefer to think him dead.
The day to day of the Steel Lances does not concern Yethel, whose organization runs with the smoothness of a well-oiled machine. Currently he is interested in a particularly ambitious scheme which would result in him being capable of extorting not only Belwyn, but the entire planet. Ambitions which could possibly carry Yethel's Steel Lances into a new age of prosperity, and finally free them from the prison that is Belwyn, that ugliest of Purgatories.
Gang affiliation or Other affiliations:
Co-Founder, Leader of the Steel Lance Elves Gang
Stuff:
Smartphone encrypted with all the records, activities, and means of controlling/communicating to the Steel Lances. Has three security levels, and is designed to self-destruct should the phone be tampered with.
Gentleman's Cane-gun, a long rifle hidden in Yethel's cane, which he obviously does not need to walk. Is military-grade, and Yethel's training with the weapon is equally dangerous. Can also be converted into an umbrella.
Full access to the resources and funds at the disposal of the Steel Lance gang.
A combat-proofed Italian suit, complete with bulletproofing, knife-proofing, and fire-retardation.
A twelve metre limousine, black, with all the amenities to hold a private conference while on the move. Naturally, also militarily reinforced.
Personality: Missy is a pragmatic, pig-headed woman with an ambitious drive. She is a cruel and callous individual who seemingly cares for few people and things. However underneath that layer of unpleasantness is a layer that yearns a soft-hearted princess, which hides another yet another layer of cold-heartedness. In short she is generally an unpleasant and ill-tempered individual with a bit of a 'girlish performer's' heart who will do what is needed to thrive.
Bio: Mysva Kortis can't really recall 'the other realm' that the other more monstrous inhabitants of Belwyn City seem to remember. For Missy, she is mostly familiar with the mean streets of Belwyn City. For a few years she managed to scrape by as a drifter facing off various challenges and scavenging for whatever food and shelter she needed. However she knew that was not the life she wanted to lead; so when she found a advertising flier for a Sports-themed Restaurant Mysva decided that would be an okay stepping stone as she planned for life scheming.
So Mysva Kortis became one of many waitresses who were dressed in skimpy outfits and had to act perky and flirtatious to the customers in order to keep them coming back for the cheap booze, cheap eats, and sporting events instead of going to a classier establishment. This job at least paid the bills for an apartment in the slums, and she at least got to show off a little. But Mysva knew that she was meant for more than being a waitress for the rest of her life.
After a few months of being a waitress there Missy managed to become acquainted with the more, 'privileged' clientele aka some of Belwyn City's lowlife bookie operations. She grew close with them, in particular a loanshark known as Hrulg "Tap Shoes" O'Mulligan. These loansharks saw how well Mysva stopped bar conflicts and they figured that as strange as it sounded that waitress could probably bust a couple of heads. So Miss Kortis found herself being solicited for shakedowns, which she happily accepted to supplement her meager legal income as well as to finally move up in the world. Soon word spread that if you owed debts to these loansharks, you'd come into contact with Missy and you don't want to come into contact with Mysva Kortis...
At the moment she still currently is employed by that restaurant that kick-started her criminal career and still collects the debts owed by two-bit gamblers. But Missy knows in her heart of hearts that soon she will find herself skyrocketing through the ranks of the criminal underworld...
Gang affiliation or Other Affiliations: Technically she is not affiliated with any real gang. However she is associated with a handful of bookies and loansharks as being a "debt collector" and any euphemism variations thereof for what essentially means 'goon who will beat you up for cash'. The most prominent of these loansharks is known Hrulg "Tap Shoes" O'Mulligan.
Stuff: Polka-dotted Purse - A regular, but thick-strapped purse that is bright pink with white polka-dots, it contains a variety of mundane things such as; pocket change, credit cards, gift cards, driver's license, an assortment of make-up, pens, wet wipes, apartment keys etc.
Pepper Spray - Usually kept in the purse, this is a simple cylindrical vial of pepper spray.
Baseball Bat with Nails - Typically used for enforcement jobs it has rusty nails that just generally make the experience more unpleasant.
Sawed-off Shotgun - The serial number of this particular shotgun have been filed off. Missy usually carries enough ammunition on hand when she brings out her shotgun for a small firefight.
Magic: Bend Architecture - Mysva Kortis can magically alter structures through physical contact of metal, asphalt, cement and other synthetic building materials. The scale of these alterations can vary from producing holes, to destroying the internal structure of the building, re purposing it into smaller pieces or reconstructing depending on how long physical contact can be maintained with the materials.
Disease Resistant - A passive trait that Mysva Kortis possesses; it is very hard for her to get sick from diseases as her immune system is unnaturally strong and can resist nearly all diseases both mundane and magical.
Personality: Missy is a pragmatic, pig-headed woman with an ambitious drive. She is a cruel and callous individual who seemingly cares for few people and things. However underneath that layer of unpleasantness is a layer that yearns a soft-hearted princess, which hides another yet another layer of cold-heartedness. In short she is generally an unpleasant and ill-tempered individual with a bit of a 'girlish performer's' heart who will do what is needed to thrive.
Bio: Mysva Kortis can't really recall 'the other realm' that the other more monstrous inhabitants of Belwyn City seem to remember. For Missy, she is mostly familiar with the mean streets of Belwyn City. For a few years she managed to scrape by as a drifter facing off various challenges and scavenging for whatever food and shelter she needed. However she knew that was not the life she wanted to lead; so when she found a advertising flier for a Sports-themed Restaurant Mysva decided that would be an okay stepping stone as she planned for life scheming.
So Mysva Kortis became one of many waitresses who were dressed in skimpy outfits and had to act perky and flirtatious to the customers in order to keep them coming back for the cheap booze, cheap eats, and sporting events instead of going to a classier establishment. This job at least paid the bills for an apartment in the slums, and she at least got to show off a little. But Mysva knew that she was meant for more than being a waitress for the rest of her life.
After a few months of being a waitress there Missy managed to become acquainted with the more, 'privileged' clientele aka some of Belwyn City's lowlife bookie operations. She grew close with them, in particular a loanshark known as Hrulg "Tap Shoes" O'Mulligan. These loansharks saw how well Mysva stopped bar conflicts and they figured that as strange as it sounded that waitress could probably bust a couple of heads. So Miss Kortis found herself being solicited for shakedowns, which she happily accepted to supplement her meager legal income as well as to finally move up in the world. Soon word spread that if you owed debts to these loansharks, you'd come into contact with Missy and you don't want to come into contact with Mysva Kortis...
At the moment she still currently is employed by that restaurant that kick-started her criminal career and still collects the debts owed by two-bit gamblers. But Missy knows in her heart of hearts that soon she will find herself skyrocketing through the ranks of the criminal underworld...
Gang affiliation or Other Affiliations: Technically she is not affiliated with any real gang. However she is associated with a handful of bookies and loansharks as being a "debt collector" and any euphemism variations thereof for what essentially means 'goon who will beat you up for cash'. The most prominent of these loansharks is known Hrulg "Tap Shoes" O'Mulligan.
Stuff: Polka-dotted Purse - A regular, but thick-strapped purse that is bright pink with white polka-dots, it contains a variety of mundane things such as; pocket change, credit cards, gift cards, driver's license, an assortment of make-up, pens, wet wipes, apartment keys etc.
Pepper Spray - Usually kept in the purse, this is a simple cylindrical vial of pepper spray.
Baseball Bat with Nails - Typically used for enforcement jobs it has rusty nails that just generally make the experience more unpleasant.
Sawed-off Shotgun - The serial number of this particular shotgun have been filed off. Missy usually carries enough ammunition on hand when she brings out her shotgun for a small firefight.
Magic: Bend Architecture - Mysva Kortis can magically alter structures through physical contact of metal, asphalt, cement and other synthetic building materials. The scale of these alterations can vary from producing holes, to destroying the internal structure of the building, re purposing it into smaller pieces or reconstructing depending on how long physical contact can be maintained with the materials.
Disease Resistant - A passive trait that Mysva Kortis possesses; it is very hard for her to get sick from diseases as her immune system is unnaturally strong and can resist nearly all diseases both mundane and magical.
Other: Mysva likes long walks on the beach.
Missy's good to go.
@Kalleth I got no problem with you wanting to be a gang leader, just want to ask that you kinda scale back the suit, I don't doubt that there is a suit like that in our day in age, but he's gotta be able to get shot or stabbed to make it slightly even, I understand that he could be head shotted, but have a suit that's pretty much combat proof is kinda oped. At least have the suit stop like hand guns, knife cuts, and be a little fire retardant not completely fire proof and stop him from being stabbed, and if you meant it was like that from the start I apologize for reading it that way, could you put it a little clearly for me to understand.
Personality: Despite a rough face Malakaus can be affable and friendly to strangers, even to some of his former enemies. He seems like the type of guy who's aware of how he looks and thus tries not to cause many other people trouble. And while this isn't an act per say, he does intentionally cultivate a more "reasonable" image as an orc in order to get pass people's guard. He's a schemer and ambitions, just like any other orc, and thus he always looks for a way to gather more power and influence for himself. Even if it means getting chummy with ancestral enemies. Malakaus is also an unrepentant murderer and sees the act of killing like a game; just something he can do if he feels bored, and leaves the moral ramification of his acts for others who care for such things. He thinks of people as NPC's, with only a special few who have a "spark" of character in them, making them worthy of living. Or worth killing.
Bio: Malakaus was born in a small family known as the Vorinclex clan. A clan that lived outside of the cities, in the nearby woods. They once had great prominence as a leader among the orcish clans, however corruption and in-fighting destroyed their once great community. Nowadays the orc clans live away from each other, often inbred, hunting, farming, and making drugs. Malakaus was one of the few orcish children not born from incest, as his father is an orc who grew up in the city. And outsider who "stole" his mother away from the weirdness of boonie orc culture, and thus Malakaus was raised with a city-born education.
Not that living in the city was any easier for the child. Violence was common everywhere, and try as he might Malakaus got into plenty of fights growing up. Being an orc many didn't fear him so much as insulted him for his perceived lack of intelligence and inherent brutality, which he obliged when he beaten them into a pulp. But as he grew older, Malakaus learned how to fight with more than just fists or weapons. But with his mind. his enemies, knowing that they couldn't face him in a straight fight, tried to use subterfuge and intrigue to undo him. But Malakaus was quick to adapt to the game and fought back the same, showing off an unusual ability for an Orc; To resolve matters without violence.
As far as intelligence went Malakaus wasn't really the smartest growing up, but he was certainly smarter than most orcs. His brutal cunning fed his cunning brutality, often stripping whatever advantage his enemies had against him and forcing them to either concede or meet him in the fields of battle. Even after leaving the highschool drama behind, Malakaus's hunger for battle never ended. He joined different gangs to take control of the city, and often his gang would lose. But Malakaus would survive, and through his defeats he started to learn how the city of Belwyn operated.
Eventually Malakaus would find his chance to rise to the top when there was a large civil war going on with the orcs. Some sort of a blood feud that got out of hand and caused the various tribes and clans to fight. Malakaus went to these orcs and put a stop to it however. He got to the bottom of the blood feud and learned of the deception made by dwarven gang members, as well as executing various orcs who had been instigating chaos among his people. Malakaus united the orcs underneath his leadership and made a promise: For his people to rise above their station and achieve greatness at any cost. Pooling together the talent and abilities of his orcish kin, as well as mending relationships between the different warring families, the orcs reached a state they have never had before: Unity.
Gang affiliation or Other affiliations: Leader of the Choppers
Stuff: Composite Armor - Piecemeal Armor made of reinforced alloy metals. Despite it's crude appearance and coloration the armor is actually quite durable, capable of deflecting even high caliber rifle rounds.
Spiked Armguard - The modern buckler, Malakaus's armguard is made of the same material as his armor and allows him to not only protect himself in close combat, but also impale any foe foolish enough to even engage him up close.
Dagger - A traditional orcish dagger made of a large monster's tooth or claw. Malakaus's dagger is made from a wyvern stringer and still drips it's deadly venom even after being forged into a blade. Those cut by the blade lose constitution slowly, making them weaker by the minute. Naturally, Malakaus has built an immunity towards this specific type of poison.
Hunger - Malakaus's main weapon, a large chainsaw fashioned from a stolen magitech engine with teeth made of stolen dwarven star metal, also known as adamantine. When activated the magitech engine siphons radiant magical energies around the chainsaw to power it, sapping mana from Malakaus's enemies. The magical consumption is much more noticeable when his chainsaw actually strikes magical objects or things affected by magic, as the spell would be sundered and his blade would continue ripping and tearing into the object despite whatever magical wards were placed onto it.
Magic: Darkvision - Malakaus has an innate darkvision like many orcs. He is capable of seeing in darkness without any issue though he can't discern colors, only a monochrome hue.
Anti-Magic Aura - Malakaus is incapable of using magic himself (Magically powered objects are fine), but in exchange he has an unnatural immunity to many forms of magic. Mind control and illusions directed against him are ineffective, and even magical attacks aren't quite as capable as they usually should be. While he can still be killed by magic (Like by being burned to death or having a sword magically plunge through his chest), those who rely on magic to debilitate him will be in for a rough time. This effect is passive, but Malakaus has the ability to activate his Aura specifically to create a larger, more powerful Anti-Magic Field that cuts off any magical effects occurring within the area, either at that moment or about to happen. This field lasts for about one minute or until Malakaus leaves the field.
Other: Malakaus loves spicy food and has a thing for elves.
Appearance:
Name: Atisha Merdelain
Age: 184
Gender: Female
Race: Wood Elf
Personality: For Atisha diplomacy means saying "good dog" until you can find a big enough rock. It's offering one hand in agreement and arming the other. To Atisha, peace means control. And when left out of control, Atisha will not hesitate to bring it back by any means necessary. A woman of her word but with a twisted ideal of what she means, she's as honest as the devil. She tends to be rather playful with others but has a burning hatred against humans and would like nothing more than to see them all slaughtered for the prosperity of elves everywhere. Atisha does genuinely seek peace however, and aside from humans she sees no reason why the other races can't cooperate as long as they can maintain some sort of communication with each other. Even if their ideals are different or even conflicting, Atisha has high hopes that they could band together and destroy humanity.
Bio: Atisha was just a young girl when she saw her family torn apart by a pack of roving humans, taking advantage of her family's hospitality as they indulged themselves on her mother, father, brothers and sisters. Atisha only managed to escape by sheer luck, after she was shoot and knocked out of the window and left for dead. When she finally awoke from her coma the gang who had killed her family was no where to be found. It was at that moment her hatred for humanity was born. From that day Atisha dedicated her life to avenge her family. She sought teachers, warriors, anyone who could give her the skills and knowledge she needs to enact justice. Along the way Atisha saw much more depravity done by humanity, and how her people were hurt from their actions. How many would stand to the side and let it occur out of fear, or out of apathy. Atisha could not stand for it.
She was only 27 years old when she finally found the ones who had ravaged her family. She showed them no mercy as she tore them asunder with magic and cleaved them through with her blades. She even sought their family and intended to kill them too. But after she had slaughtered the initial group, she felt empty. She had known this moment would come. When she finally gets her vengeance and there was nothing left for her after. But Atisha didn't let it get to her for long. For she had greater aspirations than just vengeance. Now she wanted complete eradication for all of humanity.
So Atisha went into politics. She joined a group of elves lobbying for better rights and representation in government. Unlike other elves, Atisha wasn't willing to compromise with humans, which actually worked well in their favor; because they didn't easily cower to the humans, they had to change to suit the elves desires, rather than the other way around. Atisha's no-nonsense approach in politics and hyper aggressive reforms also ensured that the elves quickly gained the power they need to keep their new laws in place. When gang violence started to take over the city Atisha was quick to take advantage of it, using the chaos to remove political enemies as well as PR, vowing to put an end to the violence and unit the races together. But in truth she uses the gangs to just further her own agenda, and doesn't really care for anyone who isn't an elf. And even then, elves who stand against her are as good as dead.
Gang affiliation or Other affiliations: Chairman of the UCEI (United Conglomerate of Eldritch Interests), Shaman of the Feythful, Commander of the Tempest Legion, 8th Witch of the Wilds
Stuff: Ward Stone - A magically infused gemstone that allows Atisha to protect a powerful protective barrier should she need to defend herself. These barriers are strong enough to withstand small arms fire however they only last for ten minutes, though that time can be spent in one minute intervals. They can also ward off magical attacks as well, even deflecting weaker spells back to their source. Atisha carries two of these gems on her at all times.
Gem of Flight - Another magical gemstone that allows Atisha to fly for thirty minutes, which she can spend in one-minute intervals. She is capable of perfect flight through this gem even against violent winds or other obstacles.
Stealth Rock - A glowing stone that Atisha can use to cause herself to go invisible as well as silence any noise she makes, either directly via speaking or when interacting with objects such as opening a door, dropping items, her footsteps, or even shooting a gun. Last for ten minutes.
Weapon Jewel - Atisha's last magical stone, this gem contains a weapon that Atisha can use at a moment's notice. Inside this weapon is a Hexduo rifle, a combination of a large game hunting rifle and a revolver shotgun. Atisha is quite a shot with this weapon and it's her preferred gun when out "Hunting". Prefers to go without a scope since she doesn't need one. The gun comes loaded with ammo, but reloading requires Atisha to have the ammo with her.
Kukri - A knife of elven design. Sleek, exotic, but made for the brutal tasks of hacking and chopping up limbs and enemies. While Atisha carries hers ceremoniously, it's still a deadly weapon in her hands.
Magic: Beast Magic - Spells that are based around transforming, controlling, altering, or summoning beasts, animals, and monsters.
Night Eyes - This spell allows Atisha to see perfectly in the dark, though bright lights are also intensified.
Eyes of the Eagle - This spell allows Atisha to concentrate her vision onto a specific point up to one mile away.
Animalistic Power - Atisha's body channels the strength of a bull, the grace of a cat, and the endurance of a bear for ten minutes.
Command Animal - Atisha can mentally control up to ten animals at a time, commanding them with simple actions that don't require too much intelligence to pull off, such as attacking, waiting, ambushing, or fleeing.
Moment of Enlightenment - This spell allows an animal to be capable of speech, at least enough to understand Atisha. While under the effect of this spell the creature can also answer questions to the best of it's knowledge in a way that Atisha can understand.
Magic Fang - This spell increases the damage done by an animals natural weapons, infusing them with magical energies so that they cold more easily sunder through enemies and objects. This spell can also augment a humanoid's unarmed strikes.
Summon Steed - Atisha can conjure a creature to serve as her mount. This magical creature follows her commands even if it may result in it's own death. Her current mount is a huge twenty-foot long serpent who is capable of both swimming and wall crawling.
Nature Magic - Spells that are based around manipulating, creating, or conjuring nature such as the weather and natural elements like wind and fire.
Cone of Cold - Atisha blasts a cone of ice up to fifteen feet long. Enemies caught in the blast are prone to freezing solid, and even those who do not freeze may become stagger from the blast.
Scorching Ray - Atisha fires three gout of fire from her finger tips. She can direct each ray to hit a different target or a single target, which ever.
Shocking Images - Atisha creates illusion copies of herself. They look and sound exactly like Atisha does, but when on command or when physically interacted with, they explode into electrical energy.
Touch of the Sea - This spell allows Atisha to breath, speak, and swim underwater perfectly. Atisha can also affect up to five other people with this spell.
Stone Shape - This spell allows Atisha to manipulate the shape of rocks, stone, and glass in whatever shape or form she desires.
Whirlwind Cloak - This spell creates a small storm of swirling wind around Atisha, blowing away any form of gas or mist from her body as well as throwing away any light object, such as known weapons. Bullets, arrows, and other small but fast moving objects may also be thrown off course.
Dark Cloud - Atisha creates a large, thirty-foot diameter cloud of darkness that blinds anyone who isn't capable of seeing in the dark already.
Utility Spells - Spells aren't made for direct combat, though they still have their uses.
Mage Hands - Atisha creates an pair of incorporeal hands visible only to her. She can use them telepathically to manipulate objects up to ten pounds, allowing her to do things like pick up objects, open doors, wash dishes, and reload her guns without doing it herself. However they aren't strong enough to strike at enemies or to fire a gun themselves.
Detect Magic - By focusing her senses Atisha can attempt to sense ambient magic activities in an area. Initially she'll be able to see if there is simply magic occurring, though with greater concentration she can discern more details such as what magic is being used, where the source is, and even who cast or made the spell.
Alarm - This spell allows Atisha can create magical alarms that will alert her whenever certain criteria are met, such as triggering at certain times of the day, whenever someone enters an area, or handles an object she has marked for with an alarm.
Other: Atisha loves ice cream and thinks dwarves are adorable.
Personality: Koa is a simple girl; she eats when she's hungry, sleeps when she's tired, and fights when she's bored. Having known nothing but indulgence all her life, she isn't really interested in complicated stuff like education or politics. She parties with anyone who's willing to drink with her and generally doesn't try to make a lot of enemies, however she's very emotional and takes things personally. If people insult her she will fight them. If they hurt people she likes, she will fight them. If they even take a sip of her drink without her permission, she will murder them. But just as well if you're kind to her then you have a loyal friend who'll help you however she can.
Bio: There isn't much to Koa's life. Since she was a young girl her parents pretty much let her do whatever she wanted, emphasizing that if she wants anything then all she has to do is get it. And because she was an oni, ogre-like people with immense strength, she typically got what she wanted by taking it by force. She was barely eight years old when she killed a man to get his wallet, just so she could buy some lunch. Koa often hung out with her parents and other oni as a child, drinking with them, fighting with them, and partying with them. When she was fourteen she decided to try to hang out with other people and since then Koa hasn't really done much else aside from meeting new people, drinking with them, and going on adventures wherever life takes her. Right now with all these gang fights, Koa is interested in getting involved just so she could have her own legend as a mighty oni killing gangs with a single swing of her club, or something like that.
Gang affiliation or Other affiliations: Currently works for the Choppers.
Stuff: Kimono - A fancy dress that Koa's mother gave to her. It's very well made and weaved with an enchantment that repairs damage done to it, so Koa doesn't have to worry about fixing it after fighting.
Tetsubo - A big iron club that weighs four hundred and eighty pounds, but Koa can swing it like a stick. It has big iron spikes that can punch through even the thickest armor simply through sheer weight alone, and that's before Koa starts swinging it. Otherwise there's nothing unique about it aside from being monstrously heavy and incredibly durable.
Other: Koa's other hobbies aside from drinking and fighting includes karaoke, watching anime, and playing video games. She's actually quite enamored by all the entertainment human culture produces and eats that stuff up. She's basically a weeb since she likes the Japanese stuff the most.
Personality: Selene loves the thrill of a hunt, whether it’s stalking prey through a dark alleyway or flagging them down in the heat of battle. A woman of both simple and refined tastes, she’s above the petty power struggles that perminate the streets, but she does enjoy a spot of bloodsport every now and again. Selene is a woman whose interest mainly lies in changing up the status quo, and once change has been made, she’ll already be hard at work sowing the seeds of discord in the future. Selene loves nothing more than than a plan comes together.
Bio: Born in the Falling Star tribe, Selene always wanted more from her hunts than to just kill her prey. Her people were primitive, often relying solely on their claws, fangs, and the occasional weapon. They only survived for so long due to their recluse and and rarity. But Selene wanted more. So she set off at a young age to explore the world outside of her tribe’s hunting ground. She learned a lot, both good and bad, but each experience had made her stronger for it. Soon she arrived to the city of Belwyn where her story really gets a start. At first she was still a young, 20 something lycanthrope who just figured if she kept swinging she’d win. But after she got tangled up with a nasty pack of humans, Selene learned just how different the city was from life in the wilds and so she adapted.
She started to fight smarter. No more roaring and them charging. She stalked, she spied, she lied, and she stole. She learned how to set things up until eventually Selene doesn’t even need to do anything to finish off her prey. And of course, she got better at fighting. She also learned how to handle cars and other vehicles and really liked it. Far faster than anything she could achieve on foot, at least in her human form. Eventually Selene managed to get herself a nice little place to rest up at between jobs, and now looks forward to the new war on the horizon to make a name for herself.
Gang affiliation or Other affiliations: Currently hired by the Choppers as an enforcer.
Stuff: Silversheen - Selene’s glaive made of mithril, which has the properties of silver but much lighter and durable. It’s her favorite weapon to use in a fight when she isn’t just tearing people apart with her claws.
Luna - Selene’s motorbike. Built to be able to go fast and take tight turns. Selene can handle her baby well enough to do a 180 turn without a drop in speed.
Magic: Wolf Form - Selene can transform into a large, ten foot tall wolf tough enough to take on heavy tanks, or a hybrid form that isn’t as tough but stronger and more durable than Selene’s regular form. Or, she can just transform her hands into razor sharp claws, allowing her to rip apart most people and even through armor like a chainsaw through plywood.
Personality: To say Jerrah is rough would be a bit of an understatement. She's never been the most open to conversation or friendly woman, and age and experience has pretty much solidified that as her mindset. She isn't immediately hostile, just cautious, unyielding, and ready to throw down at a moment's notice if need be. Combat is pretty much second nature to her, and killing doesn't make her so much as blink if it needs to be done. There's a kind of bloodthirstiness to the way she fights, but subdued, honed, and almost elegant in its brutality. It's not clear if she enjoys it or not, but she's very in control of herself and doesn't flinch at dangerous situations.
Bio: In the past, orc clans were in messy relations. There was as much infighting as there was battling proper enemies, and if the leaders and their enforcers weren't tough enough, they were as good as dead. The Noroth clan never had to worry about that. Jerrah was the toughest warrior of the Noroths, renowned for her intense style of battle and no-nonsense approach to battles. Whenever enemies came knocking and people tried to stir up trouble, she'd put them in the ground as fast as they'd shown up. The Noroths were thus rather feared among the clans, and got a lot of enemies in the more turbulent times.
Whether she was in the woods or in the city, Jerrah carried the Noroth name and reputation with her. People often wanted to hire her on as muscle for jobs that needed it, or intimidation for those who didn't have the charisma for it. It got her some good cash for a while, but Jerrah never let anyone have her services for too long. Fighting for weaklings who had no end goal was unfulfilling. But such a flippant attitude boded poorly in the urban underworld, and people began to lose respect for her. The Noroths wouldn't accept such a dishonor, and sentenced her to a trial by combat, an old form of judicial punishment in orc society.
To say the least, the Noroths were left with less warriors than they'd begun with. Jerrah's honor was preserved, but at the cost of the overall weakening of the clan. Their enemies began to bear down on them, and things began to look dire. That is, until Malakus of clan Vorinclex came along. He offered them not eradication as expected, but strength through unity. Information brought to them about the true source of inter-clan strife among orcs spread quickly, and the Noroths were one of the first to join the Choppers' ranks.
Jerrah's strength served the Choppers as well as it had her clan at one point, and she became an enforcer for Malakus's gang. He was someone that was different from most, she thought. A visionary with a strong goal that she both respected and believed in. Jerrah was honored to serve him, and continues to do so to this day.
Gang affiliation or Other affiliations: Enforcer of the Choppers
Stuff: Knuckle Dusters - A pair of finger-mounted punch enhancers casted from adamantine. The dusters are asymmetrical in a minor way, the left one being blunt, and the right being spiked along the knuckles.
Orc Chopper - A rough, thick traditional orc sword that looks like a square of sharpened metal with a cloth wrapped handle. As the name suggests, it's a heavy weapon suited for hard swings that chop through things that need to be chopped. The weapon is nearly as long as she is tall, a good 6 feet from tip to pommel.
Orc Shooter - A firearm most easily compared to an extremely high-caliber shotgun. The weapon's construction is basically that of two sawed-off break action shotguns in a diagonal positioning, with two triggers that fire two barrels each. It's strong enough that it would break a lesser person's arms if they tried to shoot it. The weapon's also solidly built enough to be an effective clubbing weapon. At the bottom of the barrels, she's also attached an axe blade, just in case.
Magic: Darkvision - Like other orcs, Jerrah can see well in the dark. Though she can clearly make out what's in the dark, she doesn't see it in color.
Other: Jerrah tends to prefer staying out of the sun and operating at night time. As such, she's a night owl, staying up and sleeping in rather late.
Alright everyone after this moment, you can no longer make any more characters assoated with the Choppers Gang, please make them asscated with the other gangs please or the police.
Personality: Jake is obsessed with justice and vengeance and often uses lethal methods to eliminate crime. He is tortured over the loss of his wife and children and takes out his anger on criminals and anyone who he deems guilty. He is incredibly serious and a no-nonsense kind of guy. He is racist towards Non-Humans as he blames them for the loss of his family. He won't stop at anything to get the revenge he craves.
Bio: Born to a whore and a Scotsman, dropped in the middle of a forgotten spot in Scotland. He grew up to be a soldier and a husband. He had been placed in a orphanage which gave Jake a hard knock life as the Orphanage, considering the nun who ran it was constantly drunk. Jake hated his life, he wanted to get out of the Orphanage as soon as possible so he joined the Scottish Military as soon as he was old enough, Where Jake had done a lot of tours in the middle east.
After years of fighting in harsh desert's and ruined cities, He had met a girl back in scotland named Clare. He fell in love with her and quit his job in the military so he could start a family with her. Then when Belwyn was created, Clare became obsessed with the new species, she wanted to live beside them, So she and Jake decided to sell there house and rent a apartment in Belwyn. This was a bad idea.
Jake ended up joining the police while Clare became a doctor. Then the Steel Lance had attacked the hospital for refusing to pay a protection fee. The Steel Lance beat Clare to death and mounted her head on a steel pole, in order to make a example out of those who don't give in to their extortion. The police refused to do anything as they were bribed by the Steel Lance, So Jake quit and vowed to avenge his wife.
Gang affiliation or Other affiliations: Jake's only friend is himself. (None)
Stuff: A High-Powered Automatic Rifle: Jake's primary tool of justice, he stole it from the corpse of a dead Dwarf Gangster and uses it as his primary way of enforcing the law
Two Revolvers: When Jake's Rifle is nowhere to be seen, Jake uses this instead
Motorcycle: Jake has to drive around somehow.
Bullet-proof Vest: Bullets hurt and Jake can't afford his medical bills.
Combat Knife: tucked into the front of his right shoe, this is used when Jake's Revolver's are nowhere to be seen. It comes out of his shoe whenever he kicks someone, which causes the surprise of many gangster's who think he's disarmed.
Magic:
You thought there was magic in here!, But it was Me!. Dio!
Jake doesn't know magic.
Other: His favorite food is lasagna
This RP looks great!. I hope you have room for one more dude @Spriggs27
Dude, we have room for a lot of people. @Warborn123. I'll let my Co-gms get a look at your cs, but I think you're cool wait for them to give you the go ahead.