So, gotta few questions. Trying to iron out a character concept.
1 - You mention Male Witches being super rare. Are they available as a player character? 2 - You say there are genetic markers for witches. With the help of magic, would it be possible to create a serum that granted a form of magic to normal people? Like an experimental type of super soldier? 3 - Where are we at with MUWs? Can I make a character that uses them? Like a pendant that increases his physical attributes and a pistol that fires magic bullets?
So, gotta few questions. Trying to iron out a character concept.
1 - You mention Male Witches being super rare. Are they available as a player character? 2 - You say there are genetic markers for witches. With the help of magic, would it be possible to create a serum that granted a form of magic to normal people? Like an experimental type of super soldier? 3 - Where are we at with MUWs? Can I make a character that uses them? Like a pendant that increases his physical attributes and a pistol that fires magic bullets?
1- Yes, they are playable. I may object to an entire team of warlocks/sorcerers though. Warlocks/sorcerers are treated a bit better than female magic users due to the rarity and the fact that they aren't immediately singled out as magic users. It also helps that due to the recessive condition of witch genes, warlock and witch couples have a greatly increased chance of having magic user children. 2-Well, genetic therapy is in its diapers as in our world. Magic only adds a potent unknown to the mix. The 100% sure genetic rewriting that gives you magical powers are actually certain supernal methods of spreading like vampiric infection. They tend to drive the victim insane though so they're off the table. Surely, experiments about artificial humans and humans in general happen (more on the witches' side), but the results are not very good. It's possible for such a procedure to happen but it would plague the one receiving it with an unreliable health condition, and possibly the hazards of mutation and dropping dead at random. (In practice anything like this that involves magic will involve the "fickle" rule. If you want such a character you must consent that the GM can kill him at any time for any reason and without warning). 3- GRAM is capable of creating minor enchantments of power and durability in tools and weapons, but they're very limited. Witches can have strong, fancier enchantments on their tools, but the tradeoff is that the weapons are usually obsolete (you're very lucky if you manage to get an old AK enchanted with homing bullets lying somewhere.)
Age: 27 Branch: Sorceress Skills: Guitar, making cocktails, hunting witches and supernals Magical Ability description(If sorceress): "" - Robert Hatch's ability is derived from music. The ability, which he has coined, 'Solo Warping,' is Hatch's ability to invoke magical effects by playing the guitar. He tends to focus on boosting his allies, while weakening his enemies. However, he can summon various offensive effects, such as lightning. While Solo Warping is Robert's main magical ability, it is not his only one. Non-standard gear:
Robert's weapon of coice is the Gun-Tar. Part gun, part guitar. He got special consideration to wield this instead of a normal rifle, because the abilityt to carry a guitar into combat without having to carry more gear was very usuful since it was the root of his magical ability.
The Party Rocker Armour (or PRA!) is a custom suit of armour. Reinforced with magic, to protect him from curses and hexes. It is also enchanted to prevent it from being manipulated by magic. Robert has painted it brioght colours to fit with his aesthetic.
Physical description(images or written, I am fine with either):
Biography: Robert Bently Hatch, has gone to a great effort to brand himself as the Rocker. Rob, as he casually goes by, was raised predominatly in small, mobile settlements of humans. HIs parents had raised him to respect human life, and his mother (who was a witch) was the magical protector of the community he was raised in. He deleoped his gift at a young age, when he turned to guitar as a creative outlook to help escap from the disaster of the world. When he started playing, the building started to shake. His mother started to teach him how to control his gift, and soon he was playing shows for the other residents of the community, using magic to ease their worries.
When GRAM came knocking, because they had heard about his mother, they wished to recruit her, but she wanted to stay with the people she protected. To help the people he had grown up with, and let her mother stay, Rob showed off his ability, and offered to join GRAM as a Warlock. Throughout his training, he started focusing on rock music, and became somewhat of an entertainer to the other troops and the general populace. This didn't stop him going out on missions with troopers though, and often troopers looked forward to going on missions with him, because his ability makes the Troopers stronger. Other Anything that doesn't fit): Is somewhat of a rockstar within GRAM.
Ohh shit since both of them are sorcs do I get both their detonators? Are they effectively my bitches/slaves and reserve the right to blow their brains out if they fuck up?!?
@Sanity43217 Character is approved. Just bear in mind that while the sorcery section of GRAM is full of teenage impressionable girls, the vast majority of GRAM and the Allied Nations has reservations against magic users, so rockstar... eeeh let's say he tries.
@Dumb1And1LazySorcery overseeing is usually entrusted to senior personnel, not just overexcitable recruits so no. Not a chance.
@AtomicNut But if I'm the only trooper here AND I survive a few missions can I get their dets?!? I was planning on just being kind of a dick to witches but if there's more of them I have this inexplicable want to go full sociopath!
@AtomicNut But if I'm the only trooper here AND I survive a few missions can I get their dets?!? I was planning on just being kind of a dick to witches but if there's more of them I have this inexplicable want to go full sociopath!
@AtomicNut ... Is that no on the detonators or no on the sociopath because I've found it's hard to kill witches without being a BIT of a sociopath, at least as another human being because you can't make mistakes like the special people that have the power of straight up magic. You've got to make sure you bring to bear as much firepower at any given time without mercy or else even if you don't your squaddies die. Cut/burn their tongues/fingers if possible to get an advantage especially if the people up top give you the suicide mission of getting one alive. Plus all these people keep wanting to keep witches alive just because they're young women but that personally makes me want to kill them even more. They're a bunch of whores and monsters anyway but people always hesitate because cute girl and hot chick when their puppy dog eyes tell me to shoot them in the throat.
@AtomicNut ... Is that no on the detonators or no on the sociopath because I've found it's hard to kill witches without being a BIT of a sociopath, at least as another human being because you can't make mistakes like the special people that have the power of straight up magic. You've got to make sure you bring to bear as much firepower at any given time without mercy or else even if you don't your squaddies die. Cut/burn their tongues/fingers if possible to get an advantage especially if the people up top give you the suicide mission of getting one alive. Plus all these people keep wanting to keep witches alive just because they're young women but that personally makes me want to kill them even more. They're a bunch of whores and monsters anyway but people always hesitate because cute girl and hot chick when their puppy dog eyes tell me to shoot them in the throat.
@AtomicNut People that hesitate don't last long either. Dying's not the worst thing that can happen, as a human being it's to be expected since they're so disposable who cares if a few die to do their mission. It's statistically true that 1 sorc's worth 10 thousand normal humans. Going against monsters that completely break reality and have every advantage and losing is common, even expected. I never said I wouldn't be a team player, just that I don't like or trust witches which is completely within lore and something you've mentioned multiple times before. Teammates are important so I completely plan to be friendly just to everybody else, numbers and training are two of the most important things you need to kill a superior foe along with equipment and planning. I'd say drugs too but for some reason the people I talk to about killing magical girls, Nazi cyborgs and Wehrmacht Spider mechs disagree.
@AtomicNut People that hesitate don't last long either. Dying's not the worst thing that can happen, as a human being it's to be expected since they're so disposable who cares if a few die to do their mission. It's statistically true that 1 sorc's worth 10 thousand normal humans. Going against monsters that completely break reality and have every advantage and losing is common, even expected. I never said I wouldn't be a team player, just that I don't like or trust witches which is completely within lore and something you've mentioned multiple times before. Teammates are important so I completely plan to be friendly just to everybody else, numbers and training are two of the most important things you need to kill a superior foe along with equipment and planning. I'd say drugs too but for some reason the people I talk to about killing magical girls, Nazi cyborgs and Wehrmacht Spider mechs disagree.
My decision still stands. Sociopaths need to be handled with care and it is not the kind of character i would allow to someone unless i know they can be trusted with it.
@AtomicNut Sociopath to the enemy, avoidant and slightly racist to sorcs and homemade lunch to everybody else. I really do want to be friendly with people but I can't do that when in a fight, especially not against witches. I can't not be strict with witches, tried but it doesn't turn out well. Hesitating lost us too many people and even though it's supposed to be a game I can't stop thinking of how to not repeat the same mistakes again. Every mission we'd lose 2-3 of our squadmates and dozens more nameless soldiers we never knew just going up against one or two Magical girls, then they'd just escape anyway to screw us over again later. Making a single mistake could mean somebody dies, getting shot in the lung kills a normal person but barely slows the girls and usually, they're the ones with more firepower. I've been in games fighting eldritch monsters, undead hordes, and giant mechs but the only things that truly scare me are Magical girls and Monster girls, too many people aren't willing to properly deal with either of those things no matter how many people they murder, mutilate or mindbreak. There are always people that want to forgive them when they give puppy dog eyes and fluttering eyelashes. All I want is for humanity to win, that's it. I want humans to live happily and grow without being oppressed by people who think themselves superior.
You've written it yourself how awful the witches are. Sure some of them have settlements but the blatant disregard most have for human lives disgusts me. I can't look at the witches and even feel remorse when a large part of their society's so willing to murder innocent people for the sake of blood magic and power. I can't as a human being overlook that. The thought of so many people suffering while some chicks yuck it up in their covens getting drunk and indulging in their vices, even in fiction, absolutely disgusts me.
@Dumb1And1LazyFirst strike. No is no, and that is my GM criteria. Two more and you are barred from this rp. Further spamming this thread beating the same dead horse will increase the number of strikes.
Advanced Stalker - Stealth operations are Ochos bread and butter, with him excelling at tasks requiring extreme patience and discipline along with a strong sense of direction, tracking, long distance observation, and evading pursuit.
Deadeye - Excels at long distance operations are not limited to surveillance. Ocho is a remarkable marksman and spotter with a knack for landing a shot in even the most unsuitable of conditions.
Survivalist - Scouts by the nature of their title need to be capable of completing their tasks without reliance on the larger picture, needing to adapt to new landscapes and dangers while retaining their efficiency for the task. This is an incredibly hard skill for many to master but Ocho exceeds expectations.
Non-standard gear:
Tactical helmet - Built in range finder, headset, smoke filter system, voice alteration equipment, thermal vision. Based on an original design and modified for espionage over standard field work, it is easily the scouts best friend. Ochos helmet was specifically modified to filter his sight with lingering magic detection, similar to thermal vision but reacting to magic essence.
Specialty rounds - [Fire/Thunder/Toxin/Gas] - As the title suggests, these are not your regular sniper rounds and are rather valuable. The brass casings have inscriptions around them that trigger different effects to the rounds within. Some turn the projectile to superheated bursts or deliver massive electrical discharges. Others are manufactured specifically for GRAMs best field agents, injecting targets with lethal chemics stored in a hollowpoint round, or release a cloud of colorless but potently flammable gas.
Geiger Counter - Similar to devices used to measure radiation saturating the area, this device was modified to track lingering pockets of magic essences in the air from up to 3 weeks previous. The stronger the magic used the higher the device spikes. Ocho uses it as an early warning device.
Biography: Maybe Ocho isn't the smartest or sanest of people in GRAM but there is no denying his abilities are borderline inhuman, a tracker of the highest caliber with a decorated history of engagements inside and outside the city. Utterly fearless and a self made man of pure discipline put on this planet for the soul purpose of walking its withering husk without a sound. This man lives for his job and has proven many times that the harder the work the harder he works, earning trust and responsibility by the handful, even briefly being in charge of training other scouts. In the end he was considered too lax with field work after expressing repeatedly that recruits failed his own testing due to a lack of creativity or adaptability, stating 'good scouts are born, not trained'.
Despite working for GRAM and sporting an impressive kill count, Ocho is a kind soul. Cares for every citizen in the city even if he does not trust all of them, and silently wishes the fear of the supernatural would stop hindering the betterment of the cities people at large.