A few quick thoughts on Dramatis Persona (and Eleanor):
I know some people are very precious about their characters. I am not those people, I not only allow but encourage you to use any of the Dramatis Persona and Eleanor in anyway you like to keep the story moving. This means you can write dialogue and make my character take actions that will facilitate moving the story along. This means if you are in conversation with me or any NPC and the conversation isn't earth shattering feel free just to write it and move on. If something is completely beyond the pale, or steps on something I am setting up, I will merely ask you to edit it to reflect that.
Everyone has a story. You know the story. The one you Aunt dusts off every Thanksgiving when the wine is flowing and the sense is going? The one about the old house on the end of the street where flowers never grow and maybe old Sweeny killed his wife and hid her in the drywall. Or perhaps it was the time your grandmother swore that she saw something floating in a broken window grinning at her. Maybe it was you. Maybe you heard strange voices out in the woods, or glimpsed something in the fog out at sea one night. Maybe you saw the same pale woman everywhere you went for a week and you swear the bitch had no reflection.
There are thousands of stories like these and they all have one things in common. Ninety nine percent of them are bullshit. Of course ninety nine percent certainty means that one time in a hundred you’re dead.
There are things out there in dark. Sometimes they leave us alone, hell maybe most times, but sometimes the snatch up babies and sacrifice them in stone circles. Sometimes the feed on the minds of the living. Sometime they set fires for the joy of watching people burn.
Who do you turn to if something like that happens? Cops can’t help, write you a prescription and ship you to a mental hospital if you even mentioned it. You need professionals, and frankly there aren’t that many people stupid enough to put their heads in that particular noose. People who know, know enough to be fucking terrified. Usually they find the deepest darkest hole they can climb into.
Want to turn to the sort of broken desperadoes still stupid enough to stand in the line of supernatural fire? Good luck with that.
Welcome to the Sunday Group
This RP will follow the adventures of the members of the Sunday Group. It is a story about the occult world behind the world, and those brave or foolish enough to want to understand it.
Somewhere in a big city in America, there is a nondescript building. It is a few stories tall and it has an extensive basement. It could easily be the Law Offices Of Boring, Dreary and Bland, no one would guess that it is the home of one of the nation’s only occult detective agencies.
Employees of the Sunday Group are a diverse bunch. Small time magical practitioners, those with strange abilities, broken down cops who have seen too much, or just regular folk who saw something they shouldn’t and want to do something about it. Everyone who works for the Group has touched the supernatural world in some way or another, and for whatever reason just cant let it go and sink back into the comforting security of the mundane.
The World
The world is very much like our own except there is a secret magical world beneath it. It isn’t happy Twilight Magical though, think of it as somewhere between Harry Dresden and the Call of Cthulhu. Many of the trappings of any Urban Fantasy will apply here and I encourage you to introduce them into the setting. Think a shotgun filled with rocksalt will take out a ghost? Great, it is in. Want werewolves to have a silver allergy? No problem. Anything you want to introduce into the setting will probably be ok. If I have a problem with it, Ill ask you to reconsider privately.
Magic for the Modern Age
Some humans have the ability to handle arcane forces, either innately or through elaborate ritual preparations. Some people gain magical powers via congress with spirits or demons, even Gods there is always a price to pay for subverting the natural order though. Sooner or later the bill comes due.
Magic exists in the world in a multitude of form and traditions. It is even possible to do some magic by computer. I dont want to put to many restrictions on people here. Many types of magic do not require the use of spells or incantations. Some people might be able to move small objects with their minds, read the surface thoughts of others, turn invisible or any number of other small boons you might come up with.
While magic can be very effective under the right circumstances it isn’t a be all and end all solution. A powerful practitioner might be able to hurl a bolt of lighting but it is normally much simpler, safer and more effective just to use a gun. Magic is a tool, use it wisely.
Who are the Players?
The players will take the roles of detectives in the drama, but this won't be an RP solely about solving crime. Personal relationships between characters, their families and dependents will be crucial to the story.
Be connected! The nature of the world is such that all the brooding loners with a tragic but unknowable backstory were exsanginuated long ago. You don’t need to like people, but you do need to depend on them to survive.
What Can I Play?
You can play a human (or near human) with some minor edge over the rest of the herd. You cannot play an immortal dragon vampire samurai. Your character should have some life experience. I don't want to flat out say that they need to be a certain age but my personal preference is to avoid the teenage types who no sane detective would want covering their back when the tentacle hits the pentacle.
Notes On the RP
This will be a small group RP. I’m looking for 3-4 players tops. I want personal interaction to matter and I just dont see that in large group RPs.
This will be a collaborative rp and we will create the world as we go, feel free to introduce detail! I will exercise some limited forms of narrative control if necessary but my instinct is to let it ride if it fits in the framework of the fiction.
This will be an 18+ RP. Sex, drugs, sex drugs and horrible nightmares from distant space times ect.
Inspirations and Style
Inspirations for this include Call of Cthulhu, Harry Dresden, Supernatural, Delta Green, the Laundry Files. The goal is to be not quite as bleak as Lovecraft but to maintain something approaching that level of horror and danger. The protagonists can effect the outcome but plenty of stuff out there is well beyond the weight class of the Sunday Group.
How to Write a Collaborative Mystery
As long time Pennyphiles will know this is my fourth fifth attempt to get his rp up and running. In the past one of the problems with it was how can we present a mystery in a way that lets players interact with the mystery rather than I as the GM doling out all the intel? I'm going to allow players to introduce clues, and then have players formulate their best guess as to what is going on in the OOCs to steer the whole thing towards a coherent narrative. I may ask you to rewrite occasionally to facilitate this, or your character may simply be wrong or deceived about events you have describe.
This is somewhat experimental and may change.
Pacing
As my Father is fond of saying 'We didn't come here to fuck spiders.' What does this mean? I honestly don't know, but the tone of this RP will be active. I don't mind a certain amount of the internal life of the character being presented but wherever possible do something rather than picking up a cup of coffee and taking four paragraphs to do it. Quality is not quantity ect ect ect.
Character Creation: There are 4 open slots for characters.
I want to keep this small to give it the best chance of taking off. This means you character may not be accepted!
Character Sheets - What to Expect when you are Depicting:
I know some people LOOOOOVE character sheets. I am not those people. I do understand that they are necessary for group RPs. Here is what I am looking for.
Concept: A brief 2-5 word description of your character concept. This should be something pithy like 'Cursed Librarian', 'Gun Enthusiast', or 'Hard Boiled Ghostbuster'.
Background: A BRIEF background of your character. A background is not a history. Please don't write a long history. It will put me to sleep and it will shackle you in terms of your fiction. You might at some point want to invent history that will be helpful. Give us a brief idea of who your character is and how they got involved with the occult, don't write a dossier.
Physical Description: A brief description of what you look like geared towards other writers who will interact with you. You can include art if you have something that really speaks to you but it is not required.
Powers and Skills: A brief description of what more than human powers you might have.
This might be a dumb question. But is this a queer safe role-play? I'm not looking to push romance but I was thinking of playing a non-binary with very minor shape-shifting abilities. So creative. I know
I saw "cursed librarian," and my brain ran with it... Kind of :)
Character Name: Blythe Cordova
Concept: Possessed Librarian
Background:
All her life, Blythe was a practical woman. She had a practical job at a practical institution, complete with organization and research. She loved her wife despite her proliclivities for more occult hobbies, but then, no one was without some fault. Her job, her wife, and their life together was as perfect as two very different people in love could make it.
And then, Blythe Cordova's wife was murdered in a string of attacks against women who practiced witchcraft.
Revenge is not a practical thing. It does not improve the life of the avenger nor does it bring back the dead. And yet, for all Blythe’s unflabable practicality, revenge consumed her after her wife’s death. When local law enforcement failed, she turned to a string of unsuccessful private detectives, then her own frustrating investigation. Nothing turned up a more than a whisper of her wife’s killers, and the news was rife with the bodies of new victims. Her reason for turning to the occult was logical: it was the only thing left.
Her wife’s herbal remedies and household charms held nothing for her but the ache of tender memory. Blythe needed something darker to suit her purpose. She searched for it in strange, old books and stranger internet forums, sifting through improbable, baseless claims with all the skill of a research librarian. Eventually, she did find power, and it's name was Kolratheth. The process of summoning and entering a contract with the demon was not difficult. A little blood, an invitation to house it in her mind and keep it regularly fed, and she had what she needed to find and destroy her wife’s killers.
Blythe keeps a secret hope tucked in the corners of her mind where Kolratheth will not see: that the Sunday Group will one day help rid her of her dark passenger. For now, though revenge keeps them both content.
Physical Description:
A curvy woman in her mid-thirties of Latin American and causcasian decent. She has long, black hair and wide brown eyes so dark they appear black. Blythe is careful and immaculate in her dress and appearance, and appears most often in stylish business wear. She is middling in height with high cheekbones, an aristocratic nose, and pouting lips.
Powers and Skills:
Curses and Contracts: the basics of any self-respecting demon’s repertoire. Binding, limited only by the caster’s imagination, and ranging wildly from deadly to painful to irascibly irritating. They stick best when you really mean it.
SinAmp™: like volume nobs, only for sinful desires and negative emotions. The less guarded the mind, the easier to toy with.
Oops! My Demon is Showing: It happens to all of us now and again. Your anger gets the better of you or adrenaline sweeps you away in a tense moment, and next thing you know, your fingernails look like claws and your mouth has gone too wide and too full of needle teeth.
Background: Born to a seemingly traditional family Alexander never felt comfortable being viewed as masculine. As a teenager they explored with presenting feminine but that didn’t feel right either. Desperate to ensure their family didn’t hate them they kept these experiments with self and expression to themselves. They were unaware that their parents were knowledgeable about this quest and were desperate to find away to convey that no matter what their self-identity was they would always love their child. The needed conversation was put off and off until Alexander left for college.
During the now Alyx’s third semester at college both of their parents were in a hit and run accident. Both died on the way to the hospital and left Alyx wishing they had had the courage to have that needed conversation much sooner. Finding half written letters penned by their mother confessing their secret was not all that secret compounded that wish and finding their father’s research into the queer community solidify that wish into a promise to never again hid who they were or to live as anything less than their authentic self.
That promise would be a long time in being kept. Alyx’s grief turned into depression, which led to them dropping out of school, which lead them to places they had never been before which led them to things they never thought they would ever try. For years their life was one of drugs, casual sex, and half remembered fliting from once place to another. It was during these years that Alyx discovered their slight shapeshifting powers and they used them and a slew of false identities to avoid paying debts or being beholden to johns. A stint in the hospital and a longer time in rehab finally woke Alyx out of the strange haze they had been in, and they remembered their firm promise to the memories of their parents. It was time for the drugs to stop.
They still had no desire to go to school and they still liked casual sex. Finding work as a sugar baby was easy enough. At least until the Sunday Group came calling after hearing about Alyx’s abilities. And well, they won’t be sugar baby age forever. And Alyx always did like causing just a bit of mayhem. And ghosts and what not seem cool as hell. This might just be a good next step on their journey to figuring out who their authentic self actually is.
Physical Description: Alex is in their mid to late twenties, how old no one really knows and they aren’t telling. They are just shy of 6 feet tall and are lithe and fit. They have hair that reaches their mid back that is naturally wavy. Normally their hair is a soft chestnut color. Their navy blue eyes hid behind sleepy looking eyelids under perfectly sculpted eyebrows. They have long legs and long fingers than help Alyx look graceful and poised. Their skin betrays some sort of mixed heritage that puzzles even Alyx as it’s a strange honey bronze even in winter and gets noticeable darker the first week of summer with very little effort on their part. They do not burn and are covered in freckles.
As for wardrobe, Alyx’s personal collection is immense and their sense of style in pristine. No matter what trend, business casual, kawaii, scholarly, full goth, ‘00s emo, and many more, they chose to execute that day Alyx will do so with perfection. They do not care for any so-called gender of an outfit and will wear pants and muscle shirts just as often as skirts and blouses. Their makeup collection is equally impressive. What look they choose to use at any day or anytime appears to be random and follows no discernible pattern.
Powers and Skills: Alyx is a minor shapeshifter. They cannot change things such as their height or weight save through things like exercise or high heels. They also cannot implement major changes to their musculoskeletal system. What they can do is change the curve or their nose, the shape of the ears, the tint of their skin or eyes or hair. Alyx cannot massively change their coloring but can, for example, make their navy eyes appear more sky blue or dark blue or green blue. They also have no need for curlers or a straightener to change the texture of their hair. Alyx can also distribute their body fat in such a way that they can give themselves soft curve or hard planes. They do practice this skill and as such their range of colors is increasing and not that long ago they managed to make their cheekbones sharper. Who knows? Maybe someday Alyx will be a complete shapeshifter. They also have the ability to codeswitch both their voice and mannerisms based on a number of situations. These two abilities combined with their massive wardrobe always them to confuse most people making a person wonder if they had seen that person walking down the street before or if they are … Just A Familiar Stranger.
The background turned out longer than I meant. Not by much, but I can trim if I need to. Also, I hope their powers make sense. I know what I was aiming for, but I'm not sure I explained it properly.
This idea kind of took over my brain while I was thinking about a character - if she's too out there, I'll happily write up something else. :3
Name: Tarah el-Jaziri (Goes by "Teajay" to most people, spelled all the way out, or "Jazz" to people she likes. She has another name, but she's said it maybe three times.)
Concept: Malfunctioning Advocate Angel
Background:
Teajay has few of the answers you might expect of a member of the Host. She hasn't met the Highest, despite her certainty that there is at least one, and despite everything, she's not actually certain what happens after you pass from this world. Or, at least, what happens after the part that she's concerned with. If she's met anyone else like her, she hasn't known it, and nobody seems to be looking for her, either to tell her what to do or to tell her to stop. So, since the summer of 1949, she's walked the Earth, tasting its joys and sorrows, richness and poverty, and tending to the souls that cross her path on their way to whatever comes after.
You see, for some - not all, and not even most - when that good night comes, Tarah will be there, and she will speak on their behalf in that half-light of the spirit. To whom, she doesn't know, all that she's really certain of is that the words are important. She will tell the tale of love, of compassion, of desperation or well-meaning, circumstance and loss, and she knows something listens. She believes that while she speaks, there is an opposite that whispers a very different tale, but one she cannot hear or alter. And once the tale is told, her part is over. There is no acknowledgement, praise, or censure, only a sense that now it's time to move on.
You could call her a psychopomp, a kind hand through transition; but like so many things, Teajay isn't certain about that. She can step outside time, commune with her charge, and speak to whatever's listening, but per place in that liminality is all too brief. There is no authority instructing her where to be or who to speak with - for her time on Earth, each soul seems to have crossed her path by accident. If there is a design or a plan, Teajay doesn't understand it.
Despite all of this uncertainty, Teajay maintains an elaborate, corkscrewey kind of faith - though not so much in any kind of ineffability or even that there is a plan at all. Rather, her belief is that she is something of a happy accident, the cosmic equivalent of a dropped screw. She believes in her own purpose, and she believes she is doing good, or at least her own version of good. If she never gets her answers, she's long since come to terms with that.
Outside of her own misfit place, Tarah is passionately interested in the world, in people, and in their stories. She has known the full, vibrant tapestries of the lives she's touched, their joys and dreams, their struggles and triumphs and tragedies. The withertos and whyfores of a life fascinate her, each a puzzle or a new story. Though she may be an aspect of Death, Teajay is more than a little of a bon vivant, happy and grateful to have the life she does, and more than happy to partake in the world, from candies to lovers, along the way.
About a decade ago, Teajay's crossing with the Sunday Group happened in a way that nobody involved really could have expected. Mediums, psychics, and ghost-talkers of all kinds tend find their way to the Group, and on one fateful evening, a newer recruit saw something nobody else had ever witnessed before. She saw not only the shade of the dead man, but at his left, a figure bathed in light, and at his right, an opposite, cloaked in shadow. This would be the first advocacy that Teajay didn't finish; the psychic's power tore through that pocket world and scattered her words, and her connection to everything within, to the wind. The next six months were...complex, to say the least, but a careful recruitment campaign brought Teajay into the fold - where she's been happily drawing a paycheck since. Though, in the time since she joined the Group, she can't help but notice that she runs across a lot more people who seem to need her - a mystery she has no idea where to start unraveling.
Appearance
Athletic and of short stature, Teajay is the kind of playful tomboy you might see at the roller derby rink. While she's clearly not young, neither is she old - a few strands of silver in her hair are matched by the slight crinkles at the edge of her eyes, but her complexion is smooth and clear. Large, blue-green eyes sparkle like cut gemstones, with inviting lips that smile often. Her hands are quick and strong, but nothing about her suggests holding a flaming sword to smite the unworthy. She instead gives the impression of the kind of person who might be at a concert, throwing up the horns and losing herself in the music.
Accordingly, her fashion choice tends to be along the lines of jeans and thrifted tops, with more band shirts than might be healthy for her. She has a number of tattoos, many abstract, that trace from her shoulders and down her arms, her chest, and back. She likes showing them off.
Powers & Skills
This Is Your Life - When called to speak for someone, Tarah's mind is filled with a full accounting, without judgement, of that person's life; their story, their reasons, their pains and joys. That information falls into her mind like it was always there, and never goes away. Outside of that very specific circumstance, Teajay still does feel the threads of lives spinning together with hers, and in some cases can reach out and touch that information on her own. Most specifically, there are times where she can touch a person, a place, or a thing, and experience at least some of its history - a valuable tool if the stars align and she's holding an occult ritual dagger, and needs to know where the cultists might be going next. On the other hand, that feeling can be genuinely unsettling when you're on a date.
You know, Like Caine in Kung Fu - Teajay has been to a lot of places, met a lot of people, and done a lot of living. She has a broader lived experience than you might expect given her impish smile. There's a decent chance she might know someone to call and ask about the pre-Christian runes inscribed on a rib bone that popped up somewhere that you don't usually find rib bones. Or at least, that look like that.
I Can Do This All Day - Teajay seems to have a nearly bottomless well of physical stamina and mental fortitude, which are both useful when the stories she has to tell are complicated. In the mortal world, it means she enjoys biking and running, and that when the Group has to go on a road trip, that she often gets the longest shifts at the wheel, so everyone else can try to sleep in the back of the rented Hyundai.
Notes
Ageless, But Not Immortal - I don't think Tarah is physically immortal in any particular way. She doesn't seem to age, but her continued existence isn't due to resilience or a mutant healing factor; it's by dint of "having not been shot or stabbed enough yet." If she's hurt enough to die, I think she would.
The Sound of Her Wings - Teajay doesn't have a flaming sword, a halo, or a crown of multifarious eyes, but I think she might possess a pair of wings, manifested at her own choice. They have no particular physical benefit; they don't allow her to fly and they aren't bulletproof. Instead, I think they'd be more of a mark of station - her 'proof' that she is what she says she is. Since that question never really comes up - her simple presence at a soul's side is more than enough - there might be maybe one other person in the world who has seen them.
Stepping Outside - When speaking for the dead, Teajay steps into what feels very much like another dimension or plane of existence. This place appears to be outside of time and away from the concerns of the mortal plane, but, crucially, it is not a place that Tarah can enter at will. She cannot go there to avoid bullets, tentacled monsters, or an ex. Importantly, she can't bring anyone else there with her, even if she wanted to. It is not a way to save someone or give them more time.
Background: Alcander's upbringing was atypical, though notably not paranormal. His parents, Nestor and Candice, were both Greek, having moved to the United States for business, finding a home in western Florida. Alcander was taught both English and Greek by his father, and his mother gave him a love of the ancient classics. Not only of Greek origin, but the myths of many cultures, most notably Near Eastern and Norse. He was encouraged to pursue a career in law by his father, and Alcander notably excelled in school. By age 16 he had graduated highschool, and was sent to live with his cousins in Athens, pursuing an undegraduate in law. Unfortunately for his parent's expectations, the locale and historical sites rekindled his love of myth and history, and soon he changed his vocation to archaeology and the classics.
He found he wanted to remain in Greece, and even went so far as to advocate for his inclusion in the HAF for the compulsory military service, spending a full 12 months in the Hellenic Army. There he met his closest friends, Castor, Irakles, and Petros. All four were discharged by age 19, and they all went to university together. Alcander would never forget those three years he spent with them, laughing until they cried and even getting into a few fights downtown with rowdy louts on drunken nights.
Once they each graduated, the four went on several digs together. Six months later, they took a dig with a team a few miles outside of Argos.
The site was closed a day later, and save for a few locals swearing they heard a keening, animal wail in the wind, no one ever found out what exactly happened to the team.
Alcander still won't speak on that day. He emerged out of the ground bloodied and covered in dust, his friends gone. Even when he gets particularly drunk, one can only get the words 'Tartarus' and 'Hydra' out of him. Alcander spent a few weeks settling his affairs, and then he left Greece without a word on where he was going. Every now and then he would call his family, speaking in brief sentences on his whereabouts. Istanbul, Edinburgh, Stockholm, the Song Mountains, San Paulo... Five years off the map, only to return to the states, quieter and world weary, but otherwise healthy.
Physical Description: Alcander cuts a wiry but not unpleasant figure. His mane of wavy and unremarkable hair, along with his earthy brown eyes give him an unintimidating and approachable look, particularly before his travels. He has a fine nose that accentuates his youthful face nicely, and a cut chin to match. His eyes are cold or distant, however. The bags under them betray his frequent, invasive dreams.
He used to wear casual, but fashionable clothes. Button downs he would keep open and khakis or shorts, frequently going to the beach. Now, his shirts are wrinkled and his trousers are functional but unremarkable. He's almost never seen without a long duster-like coat, though he still wears the Greek orthodox bronze medallion his father gave him, hanging against his skin from a sturdy sterling silver necklace.
Powers and Skills:
Descendant of Apollo: The years lie lightly on him, and his ability to survive and endure harsh injuries are due to his lineage. One might call him a 'hero' in the Greek tradition, but he certainly would not.
Knowledge: A nymph claimed he was closer to Hermes than Apollo in spirit, and it was due to his knowledge of both mythology, language, and forensics.
Pacts: Has a number of otherworldly contacts, acquaintances, and bound entities to call upon when in need.
Minor Sorcery: Has no real talent for it, but has learned some occult arts to help him in his pursuits.
Military Training: Knows basic combat and has limited firearms training.
Might not be able to do this after all. I received some rough news on Friday. Very sorry.
BACKGROUND: Adrianna’s parents both held disdain for the criminal justice system (her mother is a visible minority, her father was a delinquent in his youth) so she decided to Be The Change she wanted to see in the world. She went to university and double majored in criminal psychology and police studies. She thought she wanted to be a lawyer, but her time in school made her realize that she wanted to actually be right there in the thick of things, and possibly be able to actually do something, which led to her applying to the police department after she graduated.
She had been a police officer for almost five years and had recently received her first transfer into the Homicide unit of her department when The Event happened. She and her partner of three months, Miles Kendall, were investigating a murder-suicide and it turned out to not be just an ordinary dispute. A cursed object had found its way into the possession of the perpetrator and had caused him to carry out the brutal actions he did. (At the time, of course, she didn’t know this.) It was the kind of object that would work its magic on anyone that opened it… and she and her partner both did.
They both started seeing things and hearing voices that weren’t there, their torture increasing over the course of seven days. At the end of it, Adri woke up feeling like a fog had been lifted from her. Her partner, on the other hand, called her with a cryptic goodbye, and luckily she managed to get to him before his family did- she was the only other person that was around for him to try to kill before he ate his gun.
The Sunday Club was there to cover everything up, and that was when she made the switch. She is a go-to for cursed objects, but enjoys the everyday work just as much. She is still Auntie Adri to the Kendall kids, and is still friends with his widow.
PHYSICAL DESCRIPTION: 5’ 6” with an athletic figure. She is on the smaller side, but she’s pretty sturdy (she keeps up with her police judo to this day). She has straight dark auburn hair that goes to her waist; she tries to wear it down sometimes, but inevitably it ends up tied or piled up somehow to get it out of the way. Her eyes are the colour of amber.
Her favoured outfits are a fun tee shirt over tactical pants or a tactical skirt (she likes outfits that are cute and functional!), or “hungover fourth year college student” (consisting of an oversized hoodie and sweatpants with cuffs, the cuffs are a non-negotiable). When she has to be in uniform, she has it immaculate.
She doesn’t use a lot of makeup, but she’s usually wearing something- colourful eyeliner or a lip colour in line with what she's feeling any given day.
POWERS AND SKILLS: CURSEPROOF: Cursed objects have no direct physical effect on her, and mental effects are diminished. Any effects they might bring upon others when triggered by her do not happen. Anything she might be led to do to herself of to someone else doesn’t happen.
FEAR IMMUNITY: Not so much a power as a necessary development considering what she’s seen. She has been through multiple instances of entities playing mind games with her for days and thus has nerves of steel when it comes to the supernatural and bizarre situations. (Of course, she is still afraid in other situations- probably even more afraid in some of them now, now that she knows about the world behind the world).
MAGIC RESISTANCE: She's noticed that magic sometimes just doesn't seem to affect her the way it does everyone else. Injuries from magic aren't as severe; mental effects aren't as pronounced.
Background: Up to the present day, Jared does not really know how exactly it started. He can't even tell when it started, only that the first changes were subtle and not even very specific. Once it had become more noticeable to him, he asked his friends way too many times about the probable cause of it, but all they could tell him before becoming annoyed by his repeated questioning was that neither radiation nor any known chemicals are to blame for it. A biological agent perhaps ? Well then it should have affected some of his colleagues, too, but that wasn't the case.
Ultimately, the rather... exquisite... state of 'health' Jared found himself in forced to quit his job at the Thompson Creek molybdenium mine. No more big lorry driving, no more daily dose of ANFO fireworks and no more afterwork beer and firing range sessions with nice coworkers. Instead, Jared now roamed the streets as somebody whose condition did not allow him to just find any new employment so easily and whose bank account could not take the usual monthly payments for much longer without one.
Jared turned into a homeless beggar and criminal, albeit just mildly so with the occasional shoplifting or just camping where park rangers didn't like it. Not great, but survivable. That almost changed when he screwed up once at Walmart and forgot to put the hood of his cloak back on after it had accidentally fallen backwards, releaving what was on his head to CCTV cameras. The damn store detectives didn't even really bother to catch him, but instead kept recording in order to upload things to social media. While that probably got them a zillion likes as the video went viral, it also managed to invoke the Sunday Group's attention this way.
Jared became one of the group's cases himself, but luckily, once tracked down successfully, there was a solution that could solve the issues of both parties involved. They could also determine that, apparently, some kind of benign elemental spirit has forged a bond with the former human to turn both of them into a new corporeal entity. Whether this transformation has actually completed or is still ongoing is still a bit unclear though.
Appearance: Jared has rather pale, almost slightly gray-ish skin, ordinary blue eyes and a bald head -- that is if a bunch of more or less small, quartz-like and slightly colored crystals sprouting through his skin still count as 'bald'. He has learnt from his past mistakes though and hides them under a tight fitting beanie that's less prone to falling off than a hoodie nowadays. Combined with his dark, medium-length beard he's still a bit more of a face to remember actually. People also tend to refer to him as being some sort of bear since he's quite tall and obviously very broad-shouldered and muscular. Another side effect that has slowly emerged over time.
Powers & Skills:
Miracle worker Being associated with the element of earth can be a significant boon in a time when buildings, vehicles and many other everyday items contain vast amounts of stone and metal. He can fix such things, reshape them or break them. That being said, he's not a replicator or even just a fast coin making machine. Depending on the size and complexity of the task it takes its toll in terms of both time and mental focus. Doing things without explosives can still be highly advantageous though and so can effectively manufacturing one's own ammo out of some junk once back in the office.
Firearms aficionado Jared never got any military training, but spent a lot of time with his colleages back then at the firing range for fun. Being able to keep bullet and cartridge prices at an all-time low for himself hasn't exactly mended his addiction either since he joined the Sunday Group. This should not be confused with always being very trigger-happy even in the most inappropriate circumstances however.
Knockout blow Contrary to what some people who don't know him very well might believe, Jared's skin has at least not yet (?) transmuted into any more rock-like outer hull that would have any added physical resistance worth measuring. His bones though ? Not so sure if one assumes that things primarily happen from inside out. What is certain is that Jared's sheer size and bulk are not for decoration, but can hit very hard should he manage to get hold onto some individual. Of course it also helps with carrying stuff of all kinds, be it weapons or other equipment.