Welcome to Recollections: Primal Sinister, a slice-of-life RP set in the supernatural horror/urban fantasy universe known as the Recollections universe, It is set in a strange and unique universe where magic reflects the core of its humanity and its emotions, beliefs, and thoughts. In Primal Sinsister, the story is centered on a mysterious town with a tragic past. Originally it was a simple town built along the flanks of the sprawling Deepwater river. Like most modern towns it had its problems, none more so than the income disparity between its two sides. On the north bank of the river sits the bustling center of the city and finan hub of the state. There are fancy restaurants, world class night clubs, and countless centers of higher learning. It is a travel destination, and used to see hundreds of thousands of travelers each year. On the south bank of the river sits the lower district. It was once a manufacturing capital of the country but has long since known its absence. Situated close to the mountains and thus the minutes it used to be the heart of the city that pumped life into the other districts. Now, it is an over policed, under funded, and desolate place that the city council turns a blind eye to in the hopes that everyone will either be arrested or murdered in the streets. Even before the Cataclysm came to Cloverfield the powers that be were plotting to acquire and place over the residential areas of the lower districts.
A year and a half ago the city was rocked by the cataclysm that had threatened the world, magic and mundane alike, when Princess Nadine, herald of Nyrah the Ravager, descended from the skies and began to flatten the city. Several large cities had already found their destruction at her hands, and Cloverfield was poised to be the next on the way to the complete destruction of Dazzle. Yet, unlike the others that came before it Cloverfield was not only able to hold back the onslaught but also break Nyrah, and seal her and her destructive magic in the body of Princess. Unlike every city before it Cloverfield has deep connection with the land around it, cultivated by the various covens that trace their lineage back to the founding of the city itself, if not further back. This connection, this city, and these people ultimately did the impossible and saved the realm of Dazzle from further destruction.
However, despite this grand victory, the city has begun to show its ugly side in the years since. While the North side has had billions of dollars invested into the rebuild of the downtown district and other impacted areas the lower district has seen pennies on the dollar. While the bright lights of the city shine every brighter, the lower district has to contend with rolling blackouts.
White the skyline slowly returns to the north side; the lower district has seen their homes flattened and destroyed. The town that had accomplished so much is being pushed into a boiling pot with no path out. As well, as a result of the sheer destruction and suffering brought by Nyrah, monsters have begun to stir up in the mountains and in the haunted woods. Werewolf packs have begun to hunt once more, reports of vampire conclaves have begun to make the rounds in the magical circles in town, and ancient and terrible monsters long since locked away in the have begun to wake. If legends are to be believed the town could face a new threat in the coming months, if not years, that would shatter the fragile balance of the city. Thus it is here, amidst the backdrop of one of the oldest mountain ranges in Dazzle, where the inhabitants of Cloverfield must find their place. In this most fantastical of locations countless factions move to place themselves on the top of the proverbial ladder. They can choose to exist, as they are and always were, in this city despite what has happened. They can choose to uplift themselves and those close to them by playing the game and finding a place for themselves on the steps of the ladder. They can also choose to help burn it all down. Or they can choose to investigate the strange happenings in the woods and up in the mountains. Choice is the gift that was given back to the people of Dazzle and each person will have their own choices to make. Above all else, its thematic will be Connections, Identity, Emotions, and Memories.
RULES & NOTES
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1. First and foremost, I reserve the right to reject anyone from the RP and boot them out at any time. I hate to do this, and I will try to avoid it, but sometimes, some people are too disruptive to the RP or aren't a good fit and must be removed.
2. Please try to be respectful towards all other players.
3. The Recollections Universe is a dark off-urban fantasy set in the real world, so it'll be relatively realistic. I want all characters to make sense, have a realistic (or natural) faceclaim, etc. You can pretty much go crazy with any character of any sexuality, gender, race, religion, etc. Just stray away from sociopaths/psychopaths, please.
4. The tone of the RP will be relatively dark and brooding... not super gritty or edgy (only a little). It'll have plenty of dark moments and probably some pretty graphic moments - with occasional nudity. However, the absurdist humor inherent to the setting will offset it.
5. no "wip" sheets on the OOC. Post a complete sheet, or don't post anything at all. If you need something looked over, feel free to private message me. Speaking of which, the character tab is for accepted characters only.
6. Keep in mind that your character can die. If they make the wrong move, it can result in their death, and I will not jeopardize the story to save them.
7. You're allowed to have as many characters as you can handle... don't go too crazy. I want to keep it to about two characters max per person, but if you have a good idea, I'll allow more.
8. Keep in mind that this RP isn't quite a regular superpower RP (even though you'll ignore this); it's an off-urban fantasy with horror themes. It's a weird blend of thirty different genres, but that's beside the point. I want the abilities in this setting to be more grounded in magic, the fantastical, and the thematic over everything. I like abilities that somehow reflect the user, but I'd appreciate seeing how you interpret it. I would prefer if you stray away from scientific abilities like gravity/magnetism manipulation, but I will allow it if you insist.
9. I only describe the essential lore for character-making. That is because I like doing stuff from top-to-bottom, meaning I like to explore the supernatural world in character. Please let me know if you want any details about the lore for making a character.
10. The following abilities are banned: Magic Negation/Replication, "instant death" powers, reality-warping, anything with "Omni" attached to it, complete defense/indestructibility, and any other ridiculous ability. I will explain why if necessary.
11. This RP will strictly be "first come, first serve." I will not reserve any /characters/roles/etc, and they will go to whoever finishes their character sheet first. If there's a conflict over it, I will decide the outcome.
12. All I ask for is one post a week. Your character will be deemed inactive if it's been a week since your last post. Please be aware that once your character has been deemed inactive, I have free reign to control them, or they can be killed off.
13. The RP runs off of the Ambiguous Time Period. This means the RP will have aspects from different periods with no set year, so placing a specific period would be hard.
14. Don't fill out the weaknesses section of the character sheet. I'll fill that out for you!
15. This is optional, but I can write a magical power for your character. It'll be a fun little thing for both of us.
16. I'm going for a lower power level; think like "street level." Like I don't want characters throwing around buildings, but I want a focus on the wielder/esoteric abilities.
17. Some rules are so beaten into your head that it should be obvious. ...................................................................
"Open your mind, heart, body, and soul to the universe..." ____________________________________ Out there exists a threshold, an invisible line showing what's possible and impossible. Crossing that threshold is easy for certain people with a specific trait or predisposition, but sometimes, it's not something they do on their own. Sometimes, they get pushed across it, and when they get to the other side, they discover that nothing short of Magic is real.
The magic in this world is fueled by human emotion, beliefs, and personality, and individuals can gain magical abilities reflecting themselves. Many different types of these beings exist, but they are under one collective term: The Paranormal. The world of the Paranormal is the gateway to infinite possibilities, stories, and adventures, as it follows these people as they navigate this strange world.
The umbrella term for these abilities is known as Paranormal-Abilities; the most basic of these abilities is a theoretical opening of the "third eye." The Paranormal are the only ones that can perceive magical abilities in action, as those without them can only see the effects. The story's namesake ability is known as a Recollection, a flashback where the person experiencing it can see what happened during it as if they were there. All Paranormal-Beings are unconsciously drawn to each other and Paranormal situations, whether they like it or not. Or, the Paranormal will come to them, and it’s suspected that people with certain traits are led to such situations.
With Recollections, a person can experience the memories and adventures of other people and gain information on events they weren't present at. It's hard to tell what triggers a Recollection, as some people may experience it in their sleep or when interacting with a certain person, place, or thing that is relevant to them or their goals. Those with a sufficient understanding of magic can show other people a Recollection.
However, each Paranormal being has a personal ability known as an Abstraction. An abstraction is an ability that is unique to them and is determined by the type of Paranormal being they are. No two abstractions are the same; one person can cast away their abstraction for another. Abstractions are linked to a person's soul and are impossible to nullify, or no abstraction exists that negates or removes another except for one specific case. Paranormal beings can only have one abstraction at a time, even if they appear to have several different abstractions - it simply sub-abilities under one larger abstraction. The Paranormal is innately protected from each other by an invisible barrier known as an Emotional-Field, which acts as a natural limiter preventing Paranormal beings from using their abstractions directly on each other. Every Paranormal-Being, except for some rare cases, possesses an Emotional-Field. For example, a pryomancer cannot boil someone’s blood, a telekinetic cannot tear someone’s heart out, and a mind controller cannot work on a Paranormal. Abstractions such as Telepathy and Healing are not typically restricted. An Emotional-Field can have its properties altered by certain abstractions, for example, Lessening magical damage, removing someone’s Emotional-Field, etc. Emotional-Fields inhibit all offensive (and certain Abstractions like mind control and stopping time) Abstractions; however, certain offensive abstractions can bypass it completely (these abstractions are rare, however). Individuals who do not have an Abstraction or Emotional-Field are known as Blind and cannot comprehend or interact with magic in any way. However, those who have been exposed to magic in the past will gain the ability to perceive magic known as One-Eye-Open. These individuals lack an Emotional-Field or an Abstraction and are as susceptible to magic as the Blind.
ADEPTS
_______________________________________________ "Transcend the limitations you have placed on your mind and soul."
Eons ago, an ancient race of God-like beings known as Ancients visited humanity and bestowed thousands of them access to their magic known as Lux - which is a different type of magic dependant on its color. This has created a spiritual connection to the Lux and the previous generations that wielded it. To access this Lux, a user must first undergo a Kindling-Event when they experience a powerful emotion.
During a Kindling Event, they can talk to their ancestors much like a Recollection, and this spiritual connection is passed down to all of their descendants. There is such a thing known as a Severance in which an Adept may be cut off from their Lux if they aren't behaving in a way that their ancestors deem worthy (It's also possible for an Adept to sever themselves during a Kindling Event). Afterward, they will be One-Eye-Open and unable to reconnect to their Lux.
Adepts are more in line with traditional mages and wizards than the other Paranormal types with a flat ability, and Adepts have to learn Spells. These spells can theoretically be anything within their Lux. However, each Adept has an Affinity, which means they can learn spells easier if they reflect something about them. However, it's challenging (but not impossible) to develop spells outside of one's affinity and next-to-impossible to develop spells that are opposite of their affinity. Spells are created through trial and error and experimentation, but each Adept has a unique way of developing their spells. However, Adepts can also learn spells from external sources such as spell books and other Paranormal beings.
An Adept can gain a catalog of hundreds of spells in their lifetime. However, it'll take years of practice, and Adepts can also gain "inspiration" for new spells from the people close to them. Adepts access their magic through an object known as a Channeler, an object that the user has an emotional attachment to - it's possible to use spells without one, but channeling the Lux through one's body will cause severe burns and lead to unstable Spells. The act of using spells is called Casting, and every Adept has its own method of casting (Visualizing and concentrating, chanting, rituals, etc.).
An Adept can have multiple Lux; however, the more Lux they have access to, the weaker their overall spells will be. An Adept with multiple Lux can devise spells within one Lux or make spells combining several Lux. It’s common for an Adept to have one Lux, uncommon for two, and rare for three or more. Another technique for Casting is known as Joint-Casting, a testament to the bonds and synchrony of two or more Adepts. When these Adepts share a profound emotional connection, it opens new avenues as these Adepts can craft potent spells regardless of Lux or affinity. This connection allows them to create spells similar to regular spell crafting (trial and error), except now it requires synchrony with a group of people - thus, the margin for error is far higher.
However, if successful, a Joint-Cast is insanely powerful as long as the emotional bond persists. Adepts can either be the same color or different colors to Joint-Cast. For example, two Red Adepts can create a powerful explosion of fire. A Green and Purple Adept can create a tornado of temporal rejuvenation. Using Joint-Casting, Adepts can make powerful spells that complement each other’s strengths and compensate for each other's weaknesses.
Red (Rage): Elemental Lux, the most common type of Lux. The Ancient that embodies this Lux: The Bull. Examples: Manipulation of fire, ice, electricity, earth, plant, and similar abilities.
Green (Joy): Biological Lux, the third most common type of Lux. The Ancient embodies this Lux: The Deer. Examples: Healing, shape-shifting, wing generation, etc,
Yellow (Terror): Stealth & Defensive Lux. The Ancient that embodies this Lux: The Spider. Examples: Invisibility, barrier generation/forcefields, dumbing sound down, etc.
Pink (Love): Mental & Emotional Lux. The Ancient that embodies this Lux: The Dove. Examples: Emotion manipulation, mind control, telepathy, illusion creation, etc.
Gold (Pride): Minion Summoning/Creation Lux, the third rarest type of Lux. The Ancient that embodies this Lux: The Lion. Examples: Creating minions of choice, summoning a defeated monster, etc.
Purple (Anticipation): Movement & Time Lux, the second most common type of Lux. The Ancient that embodies this Lux: The Butterfly. Examples: Teleportation, time travel, Portal Creation, telekinesis, slowing down time, etc
Orange (Courage): Enchanting/Artifact-Creation, & Abstraction-Strengthening Lux, the second rarest form of Lux. The Ancient that embodies this Lux: The Tiger. Examples: Creating artifacts, boosting Paranormal abilities, making an object weightless, etc.
Blue (Sadness): Curse Lux, the rarest form of Lux. The ability to cast curses which requires a stipulation to be broken. The Ancient that embodies this Lux: The Swan. Examples: Cursing someone to turn into a monster, creating a deadly illness, cursing someone to be haunted by the dead, etc.
White (Nostalgia): Information Lux. The Ancient that embodies this Lux: The Owl. Examples include Observing locations remotely, seeing into the past/future, reading auras, gaining information about the environment, etc.
Black (Apathy): Necromancy Lux. The Ancient that embodies this Lux: The Hound. Examples: Creating zombie minions, manipulating apparitions, etc.
Adepts are probably my second favorite out of the types, so I'm biased. They're probably the most complex, given how Lux n' shit works. Blue Lux are heavily restricted and require permission from me to make one a player character - otherwise, they will be an NPC-only Lux. I demand a list of spells they can cast in their abstraction section. Keep in mind the more types of Lux they have access to, the weaker their abilities should be. Also, please run any new spells by me first.
APPARITIONS
________________________________________________________________ "They emerge from a world that shouldn't exist."
Ghosts, Spirits, Angels, Demons, Echoes, whatever you call them, above all else. Apparitions are unique as they are the most fantastical and vague of the Paranormal. Opposed to being made of flesh and blood, they are made of pure magic, and instead of being born, they are spawned into existence. There are three ways an Apparition can be created: from either a powerful enough belief (or emotion), made by another Paranormal (these abstractions are few and in between, incredibly rare), or when a person with a strong enough emotion dies a piece of their leftover consciousness and memories become an Apparition. In the case of the latter, they are not the soul or spirit of the individual and will only harbor a few of their memories and fragments of their former personality.
A new Apparition is nothing but a blank slate, and many Apparitions were dead Paranormal-beings that cast away their humanity. These Apparitions are fueled and powered by these emotions and beliefs - and the stronger those are, the more powerful they become. An Apparition can, alternatively, fade from existence if said emotion or thought wanes.
Apparitions are, otherwise, effectively immortal and can exist for centuries - if destroyed, they will regenerate in time (stronger Apparitions can regenerate as fast as a couple of hours). Apparitions, by default, are invisible to the Blind (they can choose to make themselves visible), but the Paranormal and One-Eye-Open can perceive them. While the Paranormal can interact with Apparitions, only the One-Eye-Open can see them.
However, the primary method for defeating an Apparition is known as Sealing, and they can be imprisoned in an object where they will be trapped for all time unless freed. Apparitions can prevent themselves from being sealed or fading from existence by binding themselves to a human in some way, shape, or form (in this state, their Abstractions are entirely static). Apparitions, by default, are invisible to the Blind but can reveal themselves at will.
Apparitions are responsible for most curses and can be manipulated by Black Lux.
Sealing an Apparition is simple but requires careful preparation, belief, and skill. First, the person attempting the seal must draw symbols on the ground or environment — symbols they genuinely believe will bind the Apparition. This belief is crucial, as the seal's power stems from the conviction behind the markings. Once the symbols are in place, an object of any size must be placed within the sigils. The next step is the most dangerous: confronting and weakening the Apparition. The entity must be fought and drained of its strength until it is weakened enough for the seal to activate and draw it into the prepared object. The sealing process is not precise—an Apparition must only be near the sigils to be captured.
When an Apparition is successfully sealed, it is rendered dormant within the object, effectively trapping it in a state of inactivity. This dormancy means the Apparition cannot exert its powers or influence the surrounding environment until it is released from the seal. For particularly powerful Apparitions, larger objects are necessary to accommodate their presence, and sealing multiple Apparitions into one object is possible, though risky. The more Apparitions sealed into a single object, the less stable the seal becomes, making it more prone to failure or release. If the object is ever destroyed, the Apparition(s) will be freed immediately. It's important to note that sealing only works on Apparitions. It does not affect the Abscised (possessed beings), Agents (who wield sealed Apparitions), or the Adjoined (humans bonded with Apparitions). When sealed, the object containing the Apparition allows the Blind/One-Eye-Open to access their Abstraction when they come into contact with it, effectively turning them into Agents capable of using the power within.
Apparitions will be heavily restricted for several reasons; you can only make an Apparition if you get my permission. Apparitions apart of an Aberration are fully allowed.
ABERRATIONS
_________________________________________________ "Freak, monsters, predators, prey, Aberrations. Do not take them lightly." .........................................................................
Aberrations are what are considered to be "outside the lines," something not a part of the grand design of the universe. Aberrations are people who have had contact with the Paranormal and gained either a blessing or a curse from their abilities. Almost all Abberattions are created from the Blind interacting with Apparitions, but they can also be made by Adepts or by interacting with magical artifacts. Unlike Adepts, Animals can become Aberrations due to their strange nature. Aberrations are considered Paranormal Beings, so they can use all of the baseline abilities, but only the Blind/One-Eye-Open can become an Aberration.
Due to the odd nature of the Aberrations, they are separated into five subclasses:
Adjoined: Are Paranormal-Beings who have an Apparition attached to their soul and can utilize their abilities. Either the Apparition uses their abstraction freely, the Adjoined can transform into the Apparition, or the Adjoined uses the Apparition's Abstraction by proxy. Sometimes, these can intersect, and there can be an Adjoined that can do all three.
Afflicted: A person who gained an abstraction through being cursed.
Agent: A person who has contact with a sealed Apparition or a magical artifact and can use their abstraction by proxy.
Abscised: An Abscised is an Apparition that has taken control over somebody's body (Either possession style, removing a person's soul first, taking over a deceased human's body, etc) and can use their abstraction through them. The Abscised are varying degrees of undead.
Abominable: Unique as the Abominable are not humans or Apparition, but instead the Abominable are creatures that have been created by magic. They have been created by a Paranormal being at some point, or some were born naturally from another Abominable. In the latter's case, it is the only known time when an Abstraction can be passed down, and the Abominable can breed with humans.
Glamour is an ability primarily used by Abominable-Aberrations to blend into human society by masking their true nature. Abominable, magical creatures born from a mix of human and non-human elements rely heavily on Glamour to assume a human form and navigate the world without drawing unwanted attention. This illusion allows them to hide their monstrous traits, offering them a façade of normalcy.
While Glamour is most commonly associated with the Abominable, other types of Aberrations can also use it, and even humans altered by magic may wield this ability if necessary. Glamour is not a simple, uniform spell; it varies based on the needs and power of the user. Some Glamours are temporary, requiring constant focus and magical energy to maintain, while others are deeply integrated into the being’s essence, offering a more permanent disguise. Advanced Glamours can alter physical appearance, voice, scent, and aura, making it difficult for even Paranormals to detect their true identity. However, like any illusion, some Glamours may falter under close examination or physical contact, while others are resilient enough to hold up under scrutiny.
Depending on the nature of the Aberration or altered human, Glamour can be created and sustained in several ways. Ritualistic Glamour involves rites, calling on ancient powers or personal reserves of magic to make a convincing disguise. Potion-based glamour allows users to drink specially brewed elixirs that temporarily alter their appearance. Certain Abominable might be able to cast Glamour at will, maintaining it with focus and magical strength alone. Artifact-assisted glamour can be activated using enchanted objects like rings or amulets, providing a reliable and long-lasting disguise.
Emotional Glamour taps into the emotions of others, using feelings like admiration, fear, or love to sustain the illusion. Finally, Meditation-Based Glamour allows those with strong mental discipline to achieve and hold their disguise through focused concentration.
My favorite type of Paranormal beings. They'll require a bit more background work as you'll have to come up with how they'll become an Aberrant (mainly running into an Apparition, etc). With Aberrants, you aren't limited by belief or personality or whatever and can come up with anything - however, you have to come up with Apparitions.
ARTIFACTS
"In the heart of every artifact lies a story waiting to be told."
Across the All-Verse, amidst the whispers of forgotten civilizations, lie items of unimaginable power and mystery imbued with magical power known as an Artifact - Enigmatic relics deeply rooted in human belief and thought. Across the All-Verse, there are countless artifacts created by Adepts with Orange-Lux, Apparitions, or some artifacts spawned from the collective consciousness of mankind. However, even ordinary objects can transform into artifacts through the strength of certain beliefs or emotions tied to them. They take many shapes and sizes, and many hoard them for their raw power and what they can do.
They take many shapes and sizes, and many horde them for their raw power and what they can do. Artifacts are separated into two different groups: Abstraction-Granting Artifacts, and Non-Abstraction Granting Artifacts, and the difference is simple.
Abstraction-granting artifacts are relics that, when wielded by an individual, are attuned to their power, bestowing upon the user a specific Abstraction. These can range from elemental manipulation to psychic abilities, reflecting the nature of the Artifact. The main difference between this type of artifact and other kinds is that Abstraction-Granting Artifacts turn the Blind/One-Eye-Open into Agents and can not be wielded by any other form of Paranormal-Being.
Non-Abstraction Granting Artifacts function differently, and can be used by anyone, even the most potent Paranormal-Being. Their magical abilities lie inside them, not bestowing an Abstraction. When wielded or activated, these artifacts exert their influence through various means, ranging from subtle manipulation to overt displays of power. These range from a magical sword to opening portals, protecting the wielder from curses, etc.
Out there, there is a book of all known artifacts known as the The Compendium.
CURSES
"Curses are the silent whispers of history, the lingering shadows of forgotten sins, and the dark echoes of human suffering. However, they hold a hidden strength waiting to be explored."
There exists a darkness that defies explanation, an evil force that lurks in the dark shadows of the human psyche. These are the curses, ancient and insidious, born from the depths of human belief and emotion. These curses weave a tale of despair and destruction, leaving their mark on the souls of those unfortunate enough to be ailed by them. They are manifestations fueled by anger, hatred, and/or despair and imbued with the power to wreak havoc upon those who incur their wrath. Curses can be physical, psychological, environmental, or even more abstract. Much like artifacts, there are countless and diverse artifacts throughout the All-Verse. Still, most of them are created by Apparitions - others are created through Blue-Lux users and even rituals or by human belief, emotion, and intent - spawning from intense suffering, betrayal, or injustice.
Again, much like artifacts, Curses can be divided into Abstraction-Granting Curses and Non-Abstraction Granting Curses. Abstraction-Granting Curses, from a certain point of view, can be considered a gift as they can grant a transformation, psychic abilities, and more. While cursed individuals may gain access to newfound powers or skills, these come at a steep cost of losing life or a form of corruption. Every Abstraction-Granting Curse has a price no matter what, and only the Blind/One-Eye-Open can receive an Abstraction-Granting Curse.
On the other hand, non-abstraction-granting curses are curses that anyone can receive, and they do not grant any boons or power whatsoever. They are strictly curses and come in many different forms, and anyone can receive these types of curses.
"Reality is a wild, unpredictable, beast. Every choice you make leads to a different reality."
Within the Recollections universe exists a multiverse dubbed the All-Verse. The All-Verse is a vast and interconnected web of parallel dimensions, alternate realities, and different planes of existence that exist alongside our primary reality. The variety of these dimensions can range from entirely different to almost the same, except for the most minor differences.
One significant aspect is that everyone in these dimensions has a Counterpart, which is essentially a different version of them - except there are constants and variables (Constants being traits that they all share and variables are traits that can change). These counterparts are spiritually connected. This spiritual connection differs for each person; some counterparts can read each other’s aura/mind, gain more powerful abstractions in each other’s presence, switch bodies at will, etc.
These universes were never designed to interact, but magic can allow travel between each universe. The All-Verse represents reality itself. However, there is a state of unreality. The space outside the All-Verse and reality is known as The Void. The Void is the space between universes, and their universal laws, such as time and decay, do not exist there, and it is home to unimaginable horrors. Even with magic, entering the Void (and vice-versa) is challenging because a safety net exists, a barrier that prevents objects from falling out of reality.
However, this safety net also catches the remains of destroyed universes and becomes something just as horrifying as the Void: The Pit. The Pit is a savage land consisting of the fragments of reality it caught, inhabited by any other being that fell out of existence. It is a horrible land inhabited by some of the most horrific creatures known to man that is nigh-impossible to escape from. Very few have escaped the Pit and those who have left their sanity behind. It's challenging to teleport out of, as the Pit seems to redirect any teleportation back into the Pit - so even the most potent teleporters can't simply go in and out whenever they please. The Pit has to allow you to escape.
Every universe within the All-Verse is named after a light-based term or a word that brings light to mind. The universe in which this story takes place is known as Dazzle.
Cloverfield, once a beacon of modern progress and quiet prosperity, now stands as a stark testament to the aftermath of devastation. Built along the banks of the sprawling Nimtaké River, the city was known for its vibrant life and magnetic appeal, drawing visitors from all over America. For decades, Cloverfield was a destination, a hotspot for travelers, and a center of culture, with its economic heart pulsing on the north bank and its industrial might anchored on the south. Yet, the Cataclysm that struck a year and a half ago, unleashed by Nyrah the Ravager and her host, Princess Nadine, has forever altered the city. The final battle between Nyrah and Cloverfield’s defenders resulted in widespread destruction, and though the town emerged victorious, its scars run deep.
The city of Cloverfield is split clean down the middle by the Nimtaké River, which has always served as a physical and symbolic divide between wealth and poverty. On the north side, the downtown district shines again, rebuilt with millions of dollars in investment. Its skyline is returning, full of promise and opportunity, with high-rise buildings, boutiques, and nightlife. Universities and financial institutions stand tall, their marble steps bustling with students and businesspeople. Fancy restaurants and world-class nightclubs have reopened, drawing in the wealthy from neighboring cities, eager to forget the devastation in Cloverfield and immerse themselves in the city's luxury.
But across the river, the story could not be more different. The South Bank, once an industrial powerhouse, is a shell of its former self. Factories that once buzzed with life now lie in ruins, their skeletons rusting under the dim light of an overcast sky. The lower district, already struggling before the Cataclysm, has been left to rot, ignored by city officials who focus all their resources on revitalizing the north side. The council's disdain for the South is evident in the crumbling infrastructure, frequent blackouts, and minimal aid sent to the struggling residents. Poverty and crime are rampant, and the police presence is overwhelming, not to protect but to suppress. The once-proud working-class heart of Cloverfield has been reduced to a forgotten wasteland where the people are left to fend for themselves.
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The divide between the two sides is more than just economic. Culturally, Cloverfield's north and south banks were always different, but now those differences have deepened into a chasm. The north side is cosmopolitan, drawing in people from all over the world. Its streets are filled with cultures, languages, and cuisines. Upscale art galleries and museums showcase works from every corner of Dazzle, and the universities are melting pots of intellectual discourse, innovation, and multiculturalism. Magical scholars, politicians, and wealthy travelers mingle freely, their lives untouched by the struggle just across the river.
On the south side, the ethnic and cultural diversity takes on a different tone. Immigrant communities, who once found stable work in the factories and warehouses, are now trapped in a cycle of poverty. These communities, primarily made up of people from magical lineages, descendants of workers, and those who had once thrived on the fringes of Cloverfield’s economy, have had to band together for survival. Magical traditions that once thrived in secret have come to the forefront as the people here turn to their ancestral practices to find hope and strength in the face of adversity.
Magic has always been a part of Cloverfield's identity, but in the wake of Nyrah the Ravager’s destruction, the magical scene has taken on a new, more volatile life. Magic is a carefully controlled and regulated academic pursuit on the north side.
Meanwhile, the south side has become a hotspot for dangerous, uncontrolled magic. With the devastation brought by Nyrah, magical creatures that once stayed hidden in the mountains and forests surrounding Cloverfield have begun to encroach on the city’s outskirts. Werewolves have been spotted hunting in the shadows; vampires are rumored to be establishing new covens, and ancient, long-forgotten creatures stir in the dark corners of the woods. Those in the lower district are often the first to encounter these threats, as city officials remain indifferent to their plight. This has led to the rise of magical vigilantes and factions who take it upon themselves to defend their community with whatever powers they can muster.
The battle with Nyrah may have been won, but the city's magical defenses are fraying, and the people of Cloverfield know that something darker is on the horizon. On the surface, the north side of Cloverfield may appear to be thriving once more. Still, beneath the polished façade, the city is teetering on the edge of collapse.
Cloverfield’s location, nestled at the foothills of the ancient Appalachian Mountains, only adds to the growing sense of unease and impending doom. Once a source of pride and natural beauty, the Appalachians have taken on a sinister aura in the wake of Nyrah’s devastation. The earth beneath Cloverfield seems cursed by her lingering magic, with frequent tremors and cracks running through the once-stable ground. Some believe the mountains are stirring, as though Nyrah's battle awoke something much older and far more dangerous. The once-bustling trails that attracted hikers from across the country have become abandoned as more and more people have begun to vanish without a trace. Whispers now spread through the magical and mundane communities, rumors of an ancient evil deep within the Appalachian caverns.
For the people of Cloverfield, the future is uncertain. Some cling to hope, working tirelessly to rebuild their lives on both sides of the river. Others have grown bitter and resentful, watching the rich side flourish while their homes remain in ruins. Tensions between the North and South are simmering, and it’s only a matter of time before they boil over. Protests have already begun to erupt on the south side, with calls for equal aid and investment growing louder by the day. But the city council, backed by the elite of the north, remains deaf to their pleas, focused only on maintaining their grip on power.
In the magical underground, factions are rising, each with its agenda. Some seek to harness Nyrah's lingering power to reshape the city in their image, while others work to protect Cloverfield from the new threats that lurk in the shadows. Amidst the rubble and ruins of the lower district, there is talk of revolution, of tearing down the barriers that have long divided the city and building something new in its place. The battle for Cloverfield is far from over. The scars left by Nyrah the Ravager have yet to heal, and with monsters stirring in the mountains, political tensions rising, and magic growing more dangerous by the day, the city stands at a crossroads. What happens next will depend on the choices made by those who call Cloverfield home: choices that could either save the city or doom it to destruction.
THE.KEEPERS.OF.THE.GROVE" You know too much and that means one two things will happen. One, we kill you or two we wipe your memory. It’s up to you which option we choose."
. The Keepers of the Grove
The Keepers of the Grove are an ancient order that are based out of an old, run down church up in the community that sits in the mountains that overlook Cloverfield. This coven was founded to, and still does, maintain an underground grove simply known as Grove of Vitality. The Grove is a pool of crystal clear water within a difficult to access and navigate cave system near the community of Hopes Rest. The waters of the grove are a place where any and all wounds will be healed. No one knows where the cavern Grove came from, nor who created it, but it has been here for several centuries at least.
The coven has hid the location of the grove successfully for many years and every action they take is to protect it from outside influences. Even as the city around them was being destroyed, and thousands were injured and in need of help. As the city has emerged from the battle victorious this grove has drawn renewed interest from many of the various factions that call Cloverfield home, especially those on the north side of the river.
The Grove’s waters are magical and can heal all wounds, whether physical, emotional, or magical. The waters are also able to return the dead back to full life without any strings attached. The Grove is illuminated by the ceiling of the cave which is painted in a strange, unknown yellow paint that not only gives off light but warmth as well. It also enables this underground location to support the plant life that manages to grow here. There are no structures and nothing man made here. The waters of the grove work passively however there is a chant that can be uttered by the coven to speed up the process, or empower the effect.
The Coven will defend this grove with their lives even if they’re numbers have dwindled over the years. The coven is led by Elara, a direct descendant of the original leader who perished in the cataclysm.
THE.HALLOW.TAP.COVEN" While those rich fucks get everything handed to them on a silver fucking platter we’re forced to sit here and beg for the fucking scraps. Are we going to let them destroy our home or are we going to do something about it?"
. The Hollow Tap coven gets their name from the infamous two-story bar centered at the heart of the lower district. Flanked by abandoned warehouses, and with a constant police presence around it, the ambiance of this location is gritty and worn. The exterior walls are marred with graffiti that has long since become a stable of its image. The inside maintains this as the dim lighting hides more in the shadows than it reveals in the light. There is a jukebox in the corner that is locked to a selection of old country music and the blues. Despite the crime in the area, and the desolation that surrounds it, it is constantly packed each night with regulars and newcomers alike. It was one of two bars that survived the cataclysm, and the only one that stayed open afterwards.
The Hollow Tap coven maintains the bar as a sort of neutral spot for all the other criminal elements of the city and it has dedicated tables for each group that are always reserved for them. The second floor of the bar is the VIP lounge where business matters are handled. No phones or other electronic devices are allowed in this space.
This place, and this group, is an open secret that has long blighted the powers that be over on the north side. As such it has been raided and shut down twice over the past year yet nothing seems to stick. Despite the constant police presence around it and the pressure from the rich folk across the river nothing seems to stick. This is in part due to the coven having a significant number of the local police force, and the local PRA group, in their pocketbook. As well, they maintain a solid database of compromising information on politicians and other influential figures. They maintain these secrets but never deal in them.
The group is led by Gideon, a man born and raised in the lower districts. He wants to unite the district, and force out the north side influences. He often directs his crew to build up support for his vision, through threats of force and the brutal application of it.
THE.BROTHERHOOD"In Tenebris Fortitudo."
.
The Brotherhood is a secretive order of knights founded during the medieval era of Europe, a time marked by superstition, fear of the supernatural, and rampant violence wrought by malevolent Apparitions and Aberrations. A coalition of brave warriors, scholars, and clerics gathered to ally to safeguard humanity from these dark forces. They established their first sanctuaries in the crumbling ruins of ancient monasteries and hidden cathedrals, drawing upon knowledge and ancient texts to develop their combat techniques and magical practices. This early formation emphasized martial prowess and the understanding of magic as a force to be respected and wielded responsibly. Over the centuries, as Europe transformed through the Renaissance into the modern age, the Brotherhood adapted, remaining vigilant against evolving supernatural threats and maintaining its mission in an increasingly skeptical world.
Recruitment into the Brotherhood is a selective and often tricky process. Candidates are typically individuals who have encountered the supernatural firsthand, whether through personal tragedy, the loss of loved ones to Aberrations, or as witnesses to horrific events. Prospective members often come from diverse backgrounds and initiates undergo rigorous trials that assess their resolve, intellect, morality, and ability to wield magical artifacts. Those who pass are bestowed the rank of Acolyte, tasked with learning the Brotherhood’s ancient rites, combat techniques, and magic secrets.
The Brotherhood’s hierarchical structure consists of several ranks, each representing different levels of mastery and responsibility. At the pinnacle is the Grandmaster, a figure shrouded in mystery, believed to possess extensive knowledge of the Paranormal and unparalleled combat skills. Beneath the Grandmaster are the Councilors, seasoned knights who advise on strategy, recruitment, and training. The next rank, Paladins, represents the elite warriors of the Brotherhood, skilled in martial combat and the use of magical artifacts, including legendary weapons such as the Vampire Hunter and the Undead Hunter. These artifacts are steeped in the order’s history and designed to combat the undead and other dark forces. Paladins lead missions and are responsible for confronting powerful Apparitions, while the Acolytes, still in training, gradually take on field assignments under their guidance. The lowest rank, Novices, are the newest recruits who have yet to prove their worth.
The Brotherhood's operations are often shrouded in secrecy, with members conducting missions that range from small-scale reconnaissance to full-scale assaults on strongholds of evil forces. They combine traditional combat techniques and magic, often relying on artifacts steeped in their order's history. These artifacts are carefully guarded, each possessing unique powers that enhance the wielder’s abilities and safeguard against dark forces. The Brotherhood also gathers intelligence, maps out areas where Paranormal occurrences are reported, and tracks activity to strike before chaos ensues preemptively.
Some members advocate for a more aggressive approach, arguing that striking decisively against Apparitions and Aberrations is the only way to send a clear message and deter future threats. Conversely, others within the Brotherhood urge restraint and deliberation. This philosophical divide creates tension during council meetings, where strategies are debated and missions planned, reflecting the Brotherhood's struggle to balance aggression with caution in an ever-changing world of supernatural threats. The membership primarily consists of Adepts, and there is a stigma against Aberrations, including those who are Adjoined, Abominable, and Afflicted, further complicating the dynamics within the order.
The Brotherhood's arsenal includes a cornerstone weapon known as the Knight's Edge, a mass-produced artifact that serves as both a sword and a versatile tool. Forged from a unique alloy with magical properties, it can adapt to the wielder’s needs, shifting between forms such as a traditional blade or a ranged whip. It is customizable to imbue it with elemental properties or temporary enchantments. Alongside the Knight's Edge, members employ specialized weapons like enchanted crossbows, spears, axes, shields, etc. As time progressed, the Brotherhood transitioned to more modern weaponry, integrating firearms enhanced with enchantments to maintain their effectiveness against supernatural foes.
While the Brotherhood primarily operates within Europe, its influence and reach extend to other continents whenever the threat of Aberrations arises. This expansion is marked by careful planning as they connect with local groups and individuals who share their mission. Through meetings and cooperation with other factions, the Brotherhood ensures that the knowledge and tools required to combat supernatural threats are shared, creating a web that spans borders. This adaptability reflects their understanding that evil knows no bounds and that their vigilance must extend beyond the confines of Europe to protect humanity from the encroaching darkness.
While the Brotherhood does not have a sect in Cloverfield, they participated in the Cataclysm, and have some membership working in Cloverfield to recover the Undead Hunter, and the Vampire Hunter.
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[table][row][/row][row][cell][h3][b]NAME[color=2e2c2c].[/color]HERE[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img]Image Here[/img][hr/][color=2e2c2c]............................................................[/color] [i]"Quote here."[/i][/center][/cell][cell]Description here[/cell][/row][/table][indent]Put the rest of the description here if it ends up being longer than the provided pic.[/indent]
[hr/]............................................................ "The terrible destruction that was brought to our city will forever define the resilience of our people. Today, our beautiful park reopens bigger and better than ever."
Before the cataclysm Metroparks On High was one of the most beautiful parks in the country. It was as large as Central Park and filled with endless beauty. The park was one of the first major restorative projects undertaken on the North Side. It opened three months ago once more and has expanded ever further.
THE PROSPERITY.BRIDGE
[hr/]............................................................ "When it was built it was supposed to help connect the two halves of the city. Now that it is the only thing connecting us I feel like it’s just another thing pulling us apart."
The Prosperity Bridge finished construction five years ago. Originally it was sold as a way to help reduce congestion on the other bridges across the river and as another driver for money to flow into the lower district. Ever since the cataclysm it is the only bridge still standing between the two parts of the city.
CHECKPOINTS ALPHA.AND BRAVO
[hr/]............................................................ "You know the rules. Non-essential traffic is diverted to the bridges up the river or to the ferries."
The two Checkpoints on both sides of the Prosperity Bridge were enacted months after the cataclysm to divert traffic. Officially there is concern that there might be unseen damage to the bridge. Unofficially it is understood that this was done to limit the ability of critical elements to enter the North Side.
THE.CROSSING
[hr/]............................................................ "I thought that bridge was going to kill my business but thank FUCK for that cataclysm."
The Crossing is a ferry service that is provided to allow those from the Lower District access to the North. It is owned and operated by one of the worst humans in the city Joseph Fuchs, a man from Boston. There yes a real concern among the passengers that the ferries are unsafe.
THE COZY.BAKERY
[hr/]............................................................ " Always made fresh, and with love."
The Cozy Bakery is a somewhat new, but extremely popular bakery on the North Side. It is located on Main Street, tucked neatly into the Victorian Village neighborhood, and is close to the gorgeous Metroparks on High Street. The Cozy Bakery has a focus on French, and Chinese, baked goods and the owner has a treat of the week that is usually a fusion dish.
[hr/]............................................................ "Many have searched for this place, claiming it was a fountain of youth. It is not, but it must be protected from their ignorance all the same."
The Grove is a magical cavern grove hidden deep within the mountains above the city of Cloverfield. It is a lush cavern filled with unique vegetation, fauna, and creatures. Everything that grows and lives here is seemingly enchanted by the yellow magical painting that provides lighting for this groove. It is a massive open grove, filled with waterfalls that feed into the magical waters of the grove.
THE.CHURCH
[hr/]............................................................ " Let’s go to church, we have much to discuss."
The Church is a secondary location for The Keepers. It is a fully functional church, but the pastor is a good friend of the grove, and as such the group will often meet here to discuss situations, talk about conflict, and get an outside perspective on how Raven’s Rest is doing. As well, they will discuss the various ways they can help the community
THE HOLLOW.TAP BAR
[hr/]............................................................ "YOU KNOW THE FUCKING RULES. This place is mother-fucking Switzerland. This is your only warning."
The Hollow Tap Bar is one of the few places open that provides a much-needed escape for the people of the Lower District. The drinks are cheap, the music is consistent, and a strict no-fighting policy is enforced. The building itself is broken down, with cracks visible across its entire visage.
MOONLIGHT.CABARET
[hr/]............................................................ " My dear sir, you can’t be coming in here offering to take my girls away from this. It’s bad for business."
The Moonlight Cabaret is an old strip club and burlesque establishment in the Lower District. It shows its age but despite it the place is typically packed full every night. Situated next door to The Long Game, anyone who does get lucky at slots will be tempted to lose it all again. The building was recently acquired by The Hollow.
THE LONG.GAME
[hr/]............................................................ "Hi. I’m with security. You need to come with me."
The Long Game is a historic landmark situated near the heart of the Lower District ‘The Circle’. It has ample parking but most people who frequent this casino have long since gambled away their cars. Many from the North Side still travel to partake in the games but they do it more for fun. Many of the frequent players are habitually addicted to their game of choice. While an independent organization runs it, The Hollow is no doubt heavily involved in it.
THE.CIRCLE
[hr/]............................................................ "I don’t think I’ve ever seen this place so alive."
The Circle is a large roundabout that serves as the beating heart of the commercial area in the lower district. Unlike much of the district, the circle is relatively well maintained. There are restaurants, barber shops, salons, and even a church at the dead center of the large circle. While there are still the signs of the times, and you will find a boarded-up building or two around the area, it is still where many find comfort. Gideon has been investing heavily in this area, and many of the restored buildings have him to thank. Many of his most ardent supporters also make up the neighborhood around this place. Gideon also lives three blocks away from the circle and is a common sight at the local restaurants where he is known to be a very generous tipper.
Note: This is not a guide or anything like that. You're free to come up with symbolism and your interpretations of what's below, and I've probably gone against it a few times myself. This is just how I interpret mechanics n' shit about abstractions.
Elemental Abstractions:
_______________________________________________ In general: Connection to the world, creativity, focus on the outside, being outrospective, desire to build/shape, change.
Fire: Passion, rage, raw and destructive emotion.
Water: Calmness/Peace, easily influenced, having multiple states.
Telepathy: Invasiveness/lack of boundaries, desire to communicate, wanting information/secrets.
Inventor/Gadgeteer Desire to solve a problem, having a singular goal that cannot be solved with the present tools.
Intelligence/Minds: Lack of Knowledge, perceived worthlessness, presented with problems that cannot be physically solved.
Dreams: Imaginative, wishes, interpretiveness.
Memory: Stress/past grievances, desire to forget/inform, willingness to change things, looking to the past, external struggle.
Emotion Compassion, understanding people (or lack thereof), closer Connection to people, internal struggle.
Mind Control: Desire to control, feeling out of control, social isolation/exile.
Illusions: Deception (on both sides), belief/thought being proven wrong, Desire for something that cannot be gained.
Other Abstractions
_______________________________________________
Animal: Noticeable lack of Connection to people, outcast, Connection to nature/love of nature. (This was going to be its section but I was like, nope fuck that, lol)
Summoning/Minion Creation: Desire for companionship, social isolation/exile.
Transformation/Shape-Shifting: Issues involving identity, self-hatred/wanting to be different.
Teleportation: Feeling trapped/stuck, desire to escape, needing something.
Speed: Impatience, Desire to get to goal instantly, has problem approaching, a problem that can be run from, down to earth.
Flight: Needing to reach goals/expectations, freedom, idealism.
Strength: Being faced with situations that can't be mentally solved, violence/rage, perceived lack of strength/desire to grow stronger, authority.
Healing/Repairing: Desire to help people, compassion/kindness, other people's mental scars/past trauma, seeing beauty in something, restoring something else.
Regeneration: Desire to fix self, fixing own mental/physical wounds, a goal they need to see through, self-restoration.
Time: Past/Future mistakes, pressure of time, having limited time, lack of management
Shields: Protection/desire to protect, danger/damage, caring, imminent threat to self.
Creation/Building: The need for something, wanting to build something new, creativity/self-expression, having problems.
Close-Range: Immediate up-in-your-face issue/question, close and personal problems/struggles, problems/solutions being in reach, single or few problems/threats.
Long-Range: Looming/upcoming problems, threats approaching/attacking from a distance, multiple threats/problems, things being out of reach.
Enchanting/Imbuing: Inadquency, current tools not being sufficient.
Beam: Focusing on one thing/task.
Enhanced Senses: Desiring awareness or understanding of environmental/task.
She/Her | 18 | African-American | 5’9ft | 121lb _______________________________________________ Haunted. _______________________________________________ Skills & Talents "I find joy in the little things I do." ___________________________________
Social Media ⫻ Princess adeptly navigates various social media platforms, utilizing them as tools for communication, self-expression, and community engagement. She understands how to craft compelling posts, share her artistic creations, and connect with like-minded individuals. This proficiency allows her to build a supportive online community, advocate for important causes, and stay informed about current trends, reflecting her desire to make her voice heard.
Cooking ⫻ Princess has honed her basic cooking skills, often preparing simple meals and snacks that emphasize family recipes passed down from her grandmother. This culinary knowledge allows her to nourish herself and others and serves as a comforting reminder of her family’s traditions. Whether whipping up her grandmother's famous cookies or experimenting with new dishes, cooking becomes a way for Princess to express her creativity and maintain a connection to her roots.
First-Aid ⫻ Thanks to her mother’s background as a nurse, Princess has developed a solid understanding of basic first-aid techniques. She is familiar with handling minor injuries, performing CPR, and administering emergency care.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I prefer you judge me for my kindness, not my looks."
The first thing people notice about Princess is her striking albinism, which contrasts with her African-American heritage. Her creamy, porcelain-like skin is so pale it makes her delicate features even more pronounced, especially her complete lips. Her afro-textured hair and distinct complexion give her an ethereal, almost otherworldly appearance. The second thing people notice is how naturally she commands attention. She carries herself with a quiet, unassuming grace that makes her presence impossible to ignore. Her demeanor is calm and kind, yet her gaze reveals a depth as if she’s experienced far more than her youthful appearance would suggest.
Standing at five-nine, Princess is tall with a slender yet toned frame that gives her a vibe, almost like a ballerina. Her limbs are long; her figure is proportioned with soft curves that accentuate her femininity and figure. Her 34B bust is delicate and in harmony with her slim build, but her hips and butt tell a different story - full and round. Her behind, notably more prominent than her chest, adds to her silhouette, drawing attention and giving her a pear-shaped shape despite her slenderness.
Her hair is a cascade of golden curls, light and springy, pulled back into a high ponytail that bounces as she walks. Her hair color, a vibrant blonde bordering on white, contrasts beautifully with her skin. Her brows and lashes are almost invisible due to their light color, but this only accentuates her eyes' cool shade, which seems to shift between icy blue and gray depending on the light. Her eyes, framed by those delicate pale lashes, give her a piercing, almost hypnotic stare.
Despite her gentle aura, Princess's posture is vital. She walks with a straight back and head held high, embodying a quiet regality, as though she’s fully aware of her name and the grace that comes with it. Princess's style prefers comfort without sacrificing her natural beauty. She often opts for minimalist outfits, usually in whites, creams, and soft pastels that complement her unique complexion. Though she leans toward comfort, she frequently wears leggings paired with loose tops or sweaters.
Psychology ▔▔▔▔▔▔▔▔ "I could have been a hero."
MAIN GOAL ⫻ Princess' primary objective is to break free from the suffocating grip of Nyrah's control. This force has dictated her actions and caused immeasurable destruction in her wake. Deeply aware of the chaos and heartbreak she inadvertently inflicted on Cloverfield during her time as Nyrah's vessel, she is driven by a profound and desperate need for atonement. This desire for redemption fuels her determination to reclaim her life, restore her sense of self, and reconnect with her estranged family and community. Princess envisions a future where she can step out from the shadows of her past mistakes, embracing the simple joys of everyday life, one filled with genuine relationships and the mundane activities that were once taken for granted. She understands that to achieve her goal; she must confront the remnants of her past and her fears and insecurities, ultimately seeking the courage to face Nyrah and the darkness that once consumed her. Through this path of healing and reconciliation, Princess aims to redefine her identity, emerging not as a mere shadow of her former self but as a beacon of hope for those who suffered alongside her.
PHILOSOPHY ⫻ Princess holds a profound belief that true strength lies not in wielding power but in the courage to acknowledge one’s mistakes and take responsibility for the consequences of those actions. Having served as Nyrah’s vessel, she is acutely aware of the pain and destruction she caused to her community and family, shaping her philosophy as she seeks redemption. To Esméralda, protecting others is fundamental to her newfound purpose; every act of kindness, bravery, and support is a step toward atoning for her past. She actively seeks opportunities to help those in need—whether guiding lost souls away from danger, restoring what was broken, or providing comfort to those suffering from the scars left by Nyrah’s rampage. Princess understands that her journey involves grand gestures and the small, everyday choices that reflect her growth. Embodying the protective spirit she once cherished, she aims to rebuild her lost trust and honor her sisters' memories. Ultimately, her philosophy becomes a driving force behind her actions, inspiring those around her to embrace their paths of growth and responsibility, creating a ripple effect of healing in the community she longs to serve.
SECRETS ⫻ None of note. While she carries deep guilt and regret, she is open about her past and her ongoing struggles with Nyrah’s influence, hoping that honesty will help her heal.
SEXUALITY ⫻ Princess never had the chance to explore her sexuality, a void in her life made more profound by the chaos of her transformation into Nyrah's vessel and her focus on familial responsibilities. This inexperience adds to her longing and loss as she navigates her path to redemption. Attracted to both genders - anyone who offers comfort and understanding — Princess yearns for genuine connections amid her isolation. Her vulnerability draws her to those who show empathy, fueling her desire for companionship.
FEARS ⫻ Princess grapples with profound fears that shape her every action and thought. Chief among them is the dread of losing control again; she is haunted by the terrifying possibility that if she allows her defenses to weaken, Nyrah could resurface, unleashing chaos and destruction once more. This fear keeps her in constant vigilance, preventing her from fully engaging with the world around her and pushing away those who might offer comfort or companionship. Compounding this anxiety is the guilt that gnaws at her conscience regarding her sisters' deaths. The mere thought of encountering their Apparitions fills her with dread, as she believes they would hold her accountable for the devastation she wrought while possessed by Nyrah. This fear of judgment further isolates her, intensifying her longing for forgiveness that seems perpetually out of reach. Adding to her torment is the terror of abandonment; the idea of being alone or unsupported frightens her, as the unbreakable bond she shared with her family was the foundation of her existence before the Cataclysm.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ During the Cataclysm, Princess was not just a witness or bystander to the destruction; she was the catalyst for it, a tragic irony that still haunts her. Under Nyrah’s control, her body became a vessel of chaos and despair, tearing through the peaceful realm of Cloverfield and leaving devastation in her wake. Though her consciousness remained trapped within, she could only watch in horror as she turned into an instrument of terror. The echoes of destruction reverberated through her mind as she saw her beloved sisters fall, their spirits extinguished one by one, and the Fourleaf Coven, the very family she had cherished, crumbled to dust. Each act of violence and chaos, each moment of despair that unfolded, carved deep wounds of guilt into her soul. This helplessness, coupled with the realization that she was both the weapon and the victim, leaves her trapped in a cycle of remorse, forever haunted by the specters of her past and the irreversible consequences of her actions.
FLAWS ⫻ Princess's impulsiveness manifests as a driving force in her quest for redemption, often pushing her to make rash decisions that can jeopardize her safety and the well-being of others. This tendency is fueled by a deep-seated need to prove herself, but it frequently leads her into precarious situations where her impulsive choices create more chaos than resolution. Coupled with her impulsiveness is a profound self-doubt that shadows her every step. Princess constantly questions her worth, fearing that she will never be able to escape Nyrah's control, which undermines her confidence and leaves her vulnerable to despair. Additionally, her overprotectiveness can border on obsession, driven by the guilt of her past actions. She often feels an overwhelming need to shield those around her from potential harm, even if it means sacrificing her well-being or alienating those she loves. This desire to protect can sometimes manifest as a refusal to allow others to take risks or make their own decisions, reflecting her fear of losing control and causing more devastation. Princess tends to withdraw from others out of fear that her presence might bring danger or misfortune, leading to loneliness and lacking support when she needs it most. This isolation only deepens her self-doubt and feelings of guilt. She often gets lost in her thoughts, replaying past events and decisions, which can paralyze her in the present. This overthinking makes it difficult for her to act decisively, causing her to miss opportunities for growth and connection.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "She's not who I am... at least that's what I think."
Princess Esméralda Nadine grew up in Cloverfield’s South Bank long before the Cataclysm ravaged her home. As the youngest of four sisters, she was doted on and quietly determined to prove herself. Her family — her father, a hardworking steelworker, and her mother, a nurse — worked long hours to provide for their girls, and the bond between the sisters was strong, a constant source of stability in their lives—her three older sisters. Janelle, Ari, and Tasha had distinct personalities that shaped Princess’s upbringing. The eldest, Janelle, was the nurturing one, always tending to her younger siblings with a gentle hand. She often read stories to Princess, filling her imagination with fantastical worlds far beyond the South Bank. Ari, the bold middle sister, was always challenging authority, especially their parents, and pushing the boundaries of what was acceptable. She was fiercely independent and a natural protector, taking risks to ensure her sisters were safe. Tasha, closest in age to Princess, was the quiet observer, absorbing everything with a wise, watchful demeanor. She didn’t speak often, but when she did, her words carried weight, and Princess looked up to her calm, reflective nature.
Though Princess was the youngest, she was determined not to be overshadowed by her sisters. She admired their strengths and often felt she needed to find her place within the family. Yet, something inside her always felt like she didn’t quite fit the mold they had set. She was impulsive, headstrong, and sometimes too eager to prove her worth, leading her into situations her sisters would have avoided. Despite this, she loved them deeply, and they, in turn, were fiercely protective of their youngest sibling. One evening, shortly after Princess's sixteenth birthday, their grandmother. a woman with a presence that always felt larger than life. came to visit. Unlike the typical warm and lighthearted reunions, this visit carried a sense of solemnity. As the sisters gathered around, their grandmother pulled Princess aside, her expression unusually serious. She pulled out a curious object from her worn pouch: an emerald forming the shape of a four-leaf clover.
Princess’s grandmother held the Cloverstone, its emerald surface gleaming with golden veins. The stone pulsed gently in her hands, symbolizing their family’s strength and history. No larger than Princess’s palm, this gem held the power to make its wielder faster, stronger, and nearly invulnerable. Princess felt its energy surge, promising immense potential as she took it. Intrigued but confused, Princess took the stone, feeling its strange weight in her hand. She didn’t understand what her grandmother meant about it changing her, but as the nights passed, she began to notice things. She felt more robust, faster—more alive, as though the world around her had slowed down just enough for her to stay ahead. Her body seemed to harden as if she was becoming unbreakable, and one night, while standing atop the highest building in the South Bank, she discovered that she could fly.
At first, the Cloverstone made her feel invincible, and the power coursing through her veins filled her with an intoxicating sense of freedom. But it also made her reckless and impulsive. She began taking unnecessary risks, rushing into danger without thinking. Her sisters, especially Janelle and Ari, grew concerned. They could see the changes in her, how the power had made her reckless, more prone to acting without considering the consequences. Meanwhile, Janelle and Tasha, feeling the weight of the magical scene in Cloverfield, began discussing the idea of forming a coven. They envisioned creating a group dedicated to protecting their community, independent of legacy or tradition, but by loyalty and a shared determination to defend their home. It was about using the power they had, both magical and mundane, to stand against the forces threatening Cloverfield.
The Fourleaf Coven quickly expanded beyond its original trio, attracting like-minded teenagers from the South Bank who wielded magic and shared their vision. Together, they embarked on various adventures, from restoring a vandalized playground to confronting a gang using magic to intimidate local businesses. Princess often pushed for riskier missions to prove herself among her sisters and friends. Her recklessness, however, led to dangerous situations that tested the coven's limits. Determined to prove her worth, she convinced the coven to pursue a rare artifact that could amplify their magical abilities. Princess ignored her sisters’ cautious advice but led the charge without a plan. Her reckless approach nearly cost them their lives when they faced a powerful entity guarding the artifact. It took the quick thinking of her sisters and friends to escape the disaster.
As Princess stood on the precipice of her ambitions, the Cloverstone pulsed with energy in her pocket, echoing the desperate need to prove herself. Nyrah the Ravager watched in the shadows; the allure of power was irresistible, whispering promises of greatness that Princess had longed for her entire life. Nyrah knew the pain of loss and desperation; she could sense Princess's longing for validation, her urge to rise above the shadows cast by her sisters. When the time was right, Nyrah approached, appearing as a vision cloaked in the semblance of what once was.
"Princess," she whispered, "I can grant you the power to protect your family and your home."
Captivated by the dragon’s promise, Princess felt a magnetic pull toward Nyrah’s energy. This could be the breakthrough she’d sought, the catalyst to elevate her above her sisters. But Nyrah's nature was not one of benevolence; it was a hunger that twisted and corrupted all it touched. Yet, at that moment, Princess was blinded by ambition and eagerness and was willing to accept the risk. With a reckless heart, she opened herself to Nyrah’s essence, thinking she could harness and control it. She was instantly consumed by the dark tides of Nyrah’s chaotic power, her mind shrouded in a fog of fury and bloodlust. Now a vessel for Nyrah, Princess's consciousness became a prisoner within her own body, a mere observer of the destruction that unfolded. The transformation twisted her appearance, merging her with Nyrah's grotesque features. As Princess relinquished control, she felt the thrill of power over her, intoxicating and brutal.
Nyrah, now entirely in control of Princess, unleashed her corrosive magic upon the Four Leaf Coven in an explosive power surge. The once-thriving sanctuary crumbled as Princess's sisters, Janelle, Ari, and Tasha, stood helpless against the onslaught. One by one, the coven members fell, including all three Princess' sisters, their vibrant spirits extinguished. At that moment, Princess’ identity was lost forever, consumed by Nyrah’s insatiable thirst for destruction and the weight of her own family’s blood on her hands. Then Nyrah turned her attention towards the rest of Cloverfield...
From the heart of Cloverfield, they surged through the streets, leaving devastation in their wake. Entire neighborhoods crumbled as Nyrah unleashed torrents of corrosive acid, reducing structures to ruin and leaving nothing but toxic wastelands behind. Buildings collapsed like dominoes, and the ground shook beneath them. Those who survived fled in terror, their homes reduced to memories. The destruction was catastrophic, leaving behind a scarred landscape that would haunt the remaining inhabitants forever. Princess could see everything; she was acutely aware of the lives lost and the cries of terror that echoed in her ears, but she was powerless to stop it. The guilt clawed at her, a visceral reminder of the person she once was - a protector, a sister, a daughter.
As Nyrah's rampage devastated Cloverfield, a coalition from across Dazzle came together to confront her chaos—adepts, Aberrations, and Apparitions, once divided, united against the twisted amalgamation of Princess and Nyrah. The final battle erupted in the city's ruins, where spells collided with Nyrah's corrosive attacks. The coalition fought fiercely, forming barriers to shield themselves from the acid rain while launching coordinated assaults. A powerful Adept managed to stun Nyrah momentarily, allowing the alliance to strike back with a spell harnessing their combined Lux.
As Nyrah unleashed a desperate final attack, a group of Adepts initiated a sealing ritual. With a colossal sigil of light, they bound Nyrah's essence. The dragon roared in defiance, but it was too late. She was sealed within Princess, her chaotic power in the vessel that once symbolized hope. In the battle's aftermath, Princess was trapped in a living nightmare. Nyrah’s essence, now a dark presence within her, echoed with the memories of destruction and bloodshed. Though she had been a vessel for chaos, Princess was haunted by the faces of those she had killed—her sisters and the members of the Four Leaf Coven.
Every moment was a struggle between the remnants of her former self and Nyrah's insatiable hunger. Princess fought desperately to cling to some semblance of normalcy, desperately seeking solace in the memories of her life before the devastation. She longed to reconnect with her surviving family and friends, but the haunting guilt gnawed at her, reminding her of the terror she had unleashed upon Cloverfield. Every time she looked in the mirror, she saw not just her reflection but the grotesque visage of Nyrah, a reminder of her guilt and madness. The world around her bore the scars of her actions, the toxic wastelands a testament to her betrayal.
Princess tried to reclaim her life, got a life, and sought forgiveness from those who had lost so much. Yet the specter of Nyrah loomed ever-present, always waiting for an opportunity to break free. The once bright light of her spirit flickered under the weight of her guilt and the chaos within her. Each day became a battle against the demons of her past. Would she ever find peace? Would she be able to atone for the destruction she had wrought due to her impulsiveness?
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Sometimes I feel like a ghost in my own skin."
TYPE ⫻ Aberration (Adjoined).
ABSTRACTION ⫻Primal Devastation, the chaotic embodiment of Nyrah's influence, allows Princess to transform her body in horrific, unpredictable ways grotesquely.
ABSTRACTION DESCRIPTION ⫻ Princess wields a warped version of Primal Devastation, a chaotic manifestation of Nyrah’s influence. Unlike Nyrah, who revels in sheer destruction, Princess’s Primal Devastation is unpredictable and difficult to control, resulting in grotesque transformations that reflect her connection to the dragon Apparition. One of her core abilities allows her to transform her body parts into Nyrah's monstrous features. When she activates this power, her skin can sprout thick, scaly armor, protecting against physical and magical attacks. Claws can erupt from her fingers, sharp and deadly, capable of rending flesh and armor with terrifying ease. She can also create additional snake-like limbs from her body, granting her enhanced reach and the ability to restrain enemies easily. These limbs, often sprouting from her arms, are a chaotic blend of beauty and horror; they can be smooth and twisted like a serpent or covered in jagged scales.
Princess can partially control these extra limbs in moments of focus, giving them unique characteristics. Some might sprout jaws lined with razor-sharp teeth, ready to snap at anything that comes too close, while others could develop eyes that provide them with a broader range of perception. She can even shape them into hands with elongated fingers that are agile enough to grasp and manipulate objects, or she might unleash a long, snake-like tail that can wrap around foes to immobilize them. Each limb possesses immense strength, allowing her to lift heavy objects and overpower opponents, turning her into a nightmarish force of nature.
Princess can manifest massive, skeletal wings that unfurl from her back, resembling a formidable framework of bone with sharp, blade-like edges. These wings grant her the ability to fly, allowing her to soar through the skies. However, their transformation is notoriously inconsistent; they might fail her when she needs them most, leaving her vulnerable. In moments of stress, the wings may hesitate to appear or fail to lift her high enough. Her most alarming feature is the ability to spit corrosive acid, a sickly greenish substance that can melt through armor and flesh. This acidic projectile leaves behind toxic remnants, creating a harrowing landscape of decay wherever she unleashes it.
Adding to the horror, Princess can regenerate extremely fast allowing her to recover from injuries in mere seconds. However, this rapid healing comes with terrifying consequences; her form can shift unpredictably, resulting in grotesque mutations that distort her appearance. Limbs may elongate, facial features twist into nightmarish visages, and her skin can alternate between smooth and scaly, each transformation more horrific than the last. In moments of stress or extreme danger, her form might spiral into a chaotic frenzy—limbs may erupt from her back, her spine may twist painfully, or her facial features may elongate into something nightmarish, merging her humanity with the primal horror of Nyrah. One moment, she might appear as an ordinary girl; the next, she could be a horrifying amalgamation of dragon and human. In moments of intense focus, fueled by sheer desperation, Princess can revert to her regular form, but the process is agonizing.
LIMITS ⫻ the transformations themselves are not always reliable. Although she can sprout claws or snake-like limbs, these features may not manifest when she needs them most, often leaving her vulnerable in critical situations. Her attempts to harness her powers can backfire in high-stress scenarios, resulting in incomplete or flawed transformations that can hinder her rather than help. Another significant limit is the toll that rapid regeneration takes on her body. While she can heal quickly, this process often triggers grotesque mutations that distort her physical form. Each healing session can lead to unforeseen changes, making it difficult for her to maintain a stable identity. In moments of injury, instead of simply recovering, she risks spiraling into chaotic transformations that could make her unrecognizable to herself and those around her. Lastly, despite her ability to partially control the additional limbs sprout from her body, this control is limited and can falter under duress. In moments of panic or overwhelming emotion, these limbs may act independently or lash uncontrollably, putting her and those around her at risk. This unpredictability adds a layer of complexity to her powers, forcing her to navigate not just the chaos of battle but also the chaos within herself.
WEAKNESSES ⫻ ANYTHING else you can think of. ANYTHING. This ability is meant to be powerful on paper... but actually just suck.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "."
Nyrah.the.Ravager
5,583 | Nyrah The Ravager | She/Her "I will be reborn."
Description:
Nyrah the Ravager is a monstrous dragon Apparition, a twisted embodiment of primal rage. Once majestic, her body is now a grotesque fusion of skeletal wings, tendrils, and exposed bones. Her cracked skin is covered with jagged spikes and oozing gashes, and her serpentine body is lined with protruding spines and uneven, clawed limbs as if struggling to maintain form.
Long ago, Nyrah was a revered guardian of the world of Night, a magnificent dragon. But when the Rampage, a brutal Apparition of pure destruction, invaded her realm, Nyrah was overwhelmed. Desperate to save her people, she sought the power of an ancient Apparition, Chaos, which promised her the strength to defeat the Rampage. Merging with Chaos, she drove the Rampage out in a fierce battle, but the victory came at a terrible cost. Chaos began to corrupt her body and mind, turning her into a force of destruction and erasing her once-noble spirit.
Nyrah's descent into madness was swift and devastating. Once the savior of Night, she became its scourge, unleashing her newfound power in an uncontrollable rampage. Driven by Chaos’ influence, she obliterated the very lands she once swore to protect. Her people, those she had fought to save, perished by her hand. No longer able to distinguish friend from foe, Nyrah destroyed everything in her path until her realm became a desolate wasteland.
After he merges with Chaos, Nyrah's power becomes increasingly unstable, causing her form to deteriorate and preventing her from using the full extent of her abstraction. To continue her rampage, she sought living vessels to anchor her essence and stabilize her power. Each time Nyrah abscised a host, she twisted them into instruments of her destruction. Through these unwilling vessels, she spread terror throughout the All-Verse.
Eventually ending up in the world of Dazzle, Nyrah cunningly exploited Princess' desperation to prove herself to her Coven. Knowing that Princess sought to demonstrate her strength and earn their respect, Nyrah presented herself as a potential ally, whispering promises of unmatched power. Underestimating the ancient dragon’s influence, Princess believed she could control Nyrah and harness it to elevate her status within the Coven. In a moment of vulnerability, she willingly opened herself to Nyrah’s power, thinking she could control it. However, Nyrah seized control, abscising Princess and transforming her into a vessel for the dragon’s fury. What began as an attempt to prove her worth turned into a harrowing descent into chaos, with Nyrah using Princess's body to continue her rampage across Dazzle.
For one long year, Princess was little more than a puppet, her mind trapped in a fog of madness while Nyrah used her to commit unspeakable atrocities and devastate Cloverfield. It wasn't until powerful Adepts managed to finally subdue Nyrah and seal her within Princess that the horrors ceased—but the damage had been done by then. Even though Nyrah is now contained, she remains a constant presence in Princess' life, lurking in the recesses of her mind, whispering promises of power and destruction, always waiting for an opportunity to break free again.
Abstraction: Apparition - Primal Devastation.
Nyrah the Ravager wields an Abstraction known as Primal Devastation, a brutal embodiment of her chaotic power focused on sheer physical destruction. Her primary ability allows her to exhale a corrosive acid instead of fire, a sickly greenish substance that melts through armor and flesh, leaving behind toxic wastelands in her wake. This acid inflicts excruciating pain and can corrode magical defenses, weakening spells and artifacts that dare to stand against her. In combat, Nyrah can manipulate her grotesque form to extend her skeletal wings into razor-sharp blades, slicing through anything in her path. Her tendrils, writhing and unnaturally flexible, lash out to trap enemies, dragging them closer to her disintegrating body. She can also launch spines from her back, each coated in acid, creating a rain of deadly projectiles that inflict wounds capable of causing slow, agonizing decay. Additionally, Nyrah possesses a regenerative that allows her to recover from injuries at an accelerated rate, rapidly mending her twisted form even while sustaining damage.
”What’s the point if it’s all going to be destroyed?" "Ladies and gentlemen, the main event is upon us."
_______________________________________________ Nathan Jackson | Magnus the Magnificent
He/Him | 21 / ??? | Caucasian / ??? | 5'9" / 6'1" | 178lbs / 112lbs _______________________________________________ Failure / Whimsical _______________________________________________ Skills & Talents ”Writing doesn’t pay the bills." ”Pick a card, any card will do!” ___________________________________
Keyboard King ⫻ Nathan always had a knack for writing things out on paper. Things that had to be formal, things like resumes and tax forms… He’s great at sounding professional in an email!
Internet Historian ⫻ Staying up late and watching so many video essays online results in an unsettling amount of useless trivia. Odds are very good Nathan knows more about mundane things than some do about the paranormal… Most of it is likely pretty worthless.
Customer Service ⫻ Everybody has to eat. Nathan works are a fancy coffee shop in the nice part of town. And it’s amazing just how many people think the guy who gives them their watered down slop knows how to fix all their problems.
First Aid ⫻ During the Cataclysm, there were situations where neither Nathan nor Magnus could just fight the problems away. Sometimes, a person was bleeding out and needed to be stitched up. He learned quick.
Showmanship ⫻ Magnus was born for the stage. There isn’t a place in the All-averse where he’s more comfortable than before a crowd of onlookers waiting to be wowed, and he is just full of surprises.
Paranormal Combat ⫻ The miraculous hero of Cloverfield is no stranger to battle. Beware the fury of a man wears a feathered hat to war, for he fears not the pain of death. Magnus brings a certain thrill to blood fights that most people are often out off by.
Acrobatics ⫻ Gravity be damned, Magnus soars through the air like an angel on the wind! He leaps from rooftop to rooftop in search of evil, descending upon his villainous foes with catlike-agility. Even the most perilous of paths are nothing to the mighty Magnus!
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ ”Man, and this was my favorite shirt." ”Beneath my hat, you’ll see nothing. But when I reach in…
Nathan isn’t anything special when you first see him. A long and lanky build with a mess of hair that he just hazardous combs to one side is what sticks out the most. He does get around a lot, though, so he’s in good enough shape. Nathan gives off an air of inferiority that’s lot of people pick up on quick, he tends that walk with his head tilted low and generally lacks the presence to get anyone’s respect.
As Magnus, it’s a whole other story. He radiates confidence, always waking with his head head high and brimming with the energy of someone bold. The enigmatic magician wears the outfit of a Victorian magician, with a long red cloak hanging off his shoulders and an absurd, feathered hat. Silvery from drapes down his clothes and compliments the stark white mask he wears, concealing his face and identity behind a veneer of mystery.
Psychology ▔▔▔▔▔▔▔▔ ”Do you ever just wish you could stop everything for five minutes?." ”Fret not, for I always have a trick up my sleeves.”
MAIN GOAL ⫻ Nathan isn't asking for much. A lot of people who know magic is a thing have some great aspiration in life, from uncovering the greatest secrets to conquering some grand beast. But in the wake of Nyrah's destruction, the most he can do is hope he doesn't lose his apartment. While the city keeps going and while people try to get back on their feet, Nathan is working his ass off to keep a roof over his head.
Magnus, on the other hand, is hellbent on making Cloverfield a safer place. Imagine, if you will, a world without the Joker or Bane, Poison Ivy or the Scarecrow. This is that world, and Magnus is this world's Batman. Chaos runs rampant in the south end of Cloverfield, with magic of all folds going unchecked. People suffer underneath it while they make ends meet, and in his approximation of human awareness, he wants to save them all.
PHILOSOPHY ⫻ Nathan thinks people should be good to each other, plain and simple. At the end of the day, people are all you have when you're not filthy rich. Family is important to him, both found and born. Without it, people don't have anything that lasts. Magnus, on the other hand, believes the world is a stage. There are the villains, and then there are the heroes responsible for shielding the innocent. He believes he is one such hero, down to his core.
SECRETS ⫻ Among the people who know of Magnus' presence in Cloverfield, not one of them knows he is secretly just a guy named Nathan Jackson, who found a magical mask one day. Conversely, no one in Nathan's life knows that he's a paranormal being, and he tries to keep these two lives separate as best he can.
Though, it's getting more difficult the longer he uses the mask...
SEXUALITY ⫻ Nathan is (probably) just straight. But Magnus cares little for such things.
FEARS ⫻ Nathan hopes and prays his family never loses their home. They're lucky that they managed to stay in one of the nicer parts of the south end, but if the bills couldn't be paid... It'd be over for them. But something else he fears just as much is the thought that he might one day lose his struggle with Magnus, and that he'll run out of willpower to take the mask off.
Magnus fears the opposite of this, in his own weird way. They're two halves a whole, and yet each feels incomplete as the other. For Magnus, it feels like dying every time he has to remove the mask and maintain his everyday life. Whenever he isn't Nathan, he fears the day he'll no longer need the Mask of the Hero to live a life with purpose.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ The masked magician of Cloverfield was a shield to the weak and defenseless. When Nyrah came to ransack the city, she was set upon by a hail of explosive playing cards and baffling illusions that fooled her at every turn to deter her from those in need. With little more than a clap of his hands, he drummed up medical supplies that no knew he had, offering his support to other fighters in the streets. The silly paranormal being was known by others to be some odd mix of self-righteous yet equally humble at the same time, hurling himself into the air with a flaming whip to get Nyrah's attention on minute and talking like a superhero the next.
Nathan Jackson was nowhere to be found.
FLAWS ⫻ Magnus is a product of everything Nathan wants to be. Someone people can look up to, someone who can make things right in the world, the type of man who people point to in their hour of need. But it's only through the Mask of the Hero that he finds that strength. Without the mask, Magnus doesn't exist. And without Magnus, Nathan is just a spineless nobody who holds himself back. He doesn't have the confidence to stand up and make changes without the courage that comes with being a masked hero. Being Magnus psychologically changes Nathan. It fills him with a kind of confidence that one can only get from supernatural means. His own personality is written over, like a werewolf under the full moon. And the feeling of so much belief in himself is nothing short of an addiction. Every day, Nathan finds it a little harder to take the mask off, and a little harder to remember that there are people who need him and not Magnus.
The other half of this coin is the fact that Magnus always has his head in the clouds. There's no balance between the two. As the family man grapples with the temptation to leave the mundane behind, so too does the bleeding heart magician struggle with the weight of normalcy. It isn't enough for him to live a day-to-day life, even if he could relate to humans... Something has to give eventually.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ ”We don't always have much to lose. Sometimes... Sometimes we just have to do something." ”Let me tell you a story, of mundane dullards and miraculous legends. Of a great dragon and a small town of heroes...
Nathan Jackson is the son of Carl and Jasmin Jackson, born into the middle class on the south side of Cloverfield. The life he had growing up as a kid wasn’t great by any means. Jasmin had health problems exacerbated by his birth, and Carl worked in the mountains. Sometimes, he would be home for days, and when he was finally home, the man of the house wasn’t in the mood to gripe with a scrawny kid and an ailing woman who just had to sit around the house all day. Nathan was always kept fed and a hand was never raised against him, but it wasn’t always soft and warm. Often, he’d overhear his parents bickering about who had it worse, the woman who could barely stand without her leg feeling numb or the man who breathed coal dust every day.
This sort of dynamic at home often had an impact on Nathan’s life in school as well, he’d do his best in class and be grilled for not always having the best grades by a man who thought math or science was childish compared to what he had to put up with. And so, Nathan put up with tough love over the years, never getting much sympathy at home and never being able to quite get away from the shitty attitudes back home. Still, like any ordinary person, he worked his ass off.
Things started to get a little different when Carl was killed in a mining accident, though. Nathan was only 16, and life fell to shit by then. They could barely pay for a funeral, and Jasmin wasn’t getting paid very well for a remote job she had as a telemarketer. The only reason they managed to stay afloat back then was due to an uncle on Carl’s side, who had a kid of his own but was a lot more stable. He came by every now and then and helped them through tough times, but Nathan had been sneaking out at night by them to deal with things in his own way.
His grades slipped in a way no one could blame him for, given the changes in his life. He never got to see his dad smile even once during the time he was alive, and it all just sucked. Everything was a disappointment in one way or another.
Life got shittier when the reality hit him that he’d never go to college. At the rate he was going, there was no way he or his family could afford it without drowning in debt. There were programs offered online that he could apply for to get scholarships, and there was a good chance he’d be able to do something with his life, but Jasmin’s health started deteriorating by the time Nathan was 18. If by some miracle he managed to move out, then there was a good chance she’d be helpless if something happened to his uncle.
And that was when he found something strange.
On another one of the nights where he’d sneak out to be alone, Nathan found a white mask laying half-buried under dirt and rocks. Touching it, the mask radiated power of some kind. He could feel it in his fingertips, as a voice- his voice beckoned him to put it on. And when he did, his eyes were opened to the paranormal. His mind spilled open like a floodgate, something in his brain fundamentally changed and became more like itself. He was gifted magic.
On that day, Magnus the Magnificent was born.
Magic has a funny way of finding people in the right times. After roughly a week of looking into the paranormal and coming to terms with how the Mask of the Hero worked, something awful happened, the Cataclysm. Nyrah descended upon Cloverfield threatening to level it. And so, a magician clad in red and black stood up to fight back. He dove into the streets like a hero, alongside so many others who he never knew were in this city, and they beat back the dragon. For two long days, his newfound gifts were tested as so many fell around him. But in the end, the heroes defeated the villain, and Magnus’ trial by fire came to an end.
But it wasn’t all good, because in the chaos, Nathan’s uncle was killed. He had been so good to Jasmin, and Nathan could have done something to same him while out as Magnus. But he never noticed, and blames himself to this day. After another funeral and a round of legal discussions, Uncle Rick’s daughter, Emily, moved in with them. It’s been hard, but Nathan had managed to balance out his life with the life Magnus lives. Nathan Jackson keeps his family afloat in a world that refuses to let them prosper, and Magnus the Magnificent saves the world so people like him can carry on.
It’s all Nathan can do to feel like he’s enough, these days.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ ”Before your very eyes, I will whisk these troubles away! One magnificent wonder at a time!"
TYPE ⫻ Agent
ABSTRACTION ⫻Mask of the Hero
ABSTRACTION DESCRIPTION ⫻ The Mask of the Hero allows its wearer to assume the role of their idealized self. An exaggeration of everything they wish they could be, but fear they may never will be. This idealized form is a heroic one, meaning some don’t benefit from its power in the first place. When the mask is put on, those who benefit from it become something closer to an Apparition. They become the person they always wanted to be, their new form embodying these traits in curious ways.
In Nathan’s case, he becomes Magnus the Magnificent, a fantastical magician who embodies the thrill and liveliness of the world. He becomes wonder and whimsy in the shape of a mortal man. Psychologically speaking, Magnus is a completely different person from Nathan Jackson, enjoying the absolute best qualities of his mundane counterpart without his flaws. Magnus’ abilities reflect this, making him a veritable superhero cast in the archetype of a performer. With an arsenal of tricks up his sleeves, no one truly knows what Magnus has in store for them.
Smoke and Mirrors ⫻ Magnus can project multicolored fog from the folds of his clothes, which quickly become complex hallucinations for those in the affected area. These hallucinations are visual and auditory, and can be any from from duplicates of Magnus himself to tricking someone into thinking they’ve gone deaf. To those susceptible to these illusions, it's like a dream. It's damn near impossible to tell real from fake without some sort of magic ability to circumvent this.
Sleight of Hand ⫻ Magnus’ hands behave like a pair of pocket dimensions, each able to independently store up to 20lbs of mass. All he has to do is touch something that would fit in his hand, curl his fingers, and abracadabra. It’s vanished. With a flick of his wrists, Magnus can bring these palmed objects back into reality for a quick surprise attack.
King’s Deck ⫻ Shimmering playing cards appear in Magnus’s hands, which he throws forth like boomerangs. The King’s Deck has four different kinds of cards for the four suits. Diamond cards are razor sharp and cut through metal like paper. Clubs are blunt as a rock and hit with the force of a mule’s kick, heart cards debilitate their target, as if poisoned by a snake. And the most extravagant of them is the spades, which explode like a grenade when they hit a surface.
Sword Swallower’s Curse ⫻ Magnus conjure up a glowing sword out of thin air, as long as he is tall. The sword is lighter than air, but has the unique property of being able to puncture through damn near anything. From human flesh to solid steel, the sharp point of the blade stabs through it all.
Ringmaster ⫻ With a wave of his hand, Magnus can conjure up a flaming whip of ethereal energy. This whip hurts like a bitch to get struck by, but ultimately hurts more than it injures. It's a deterrent, a way to shut down the evildoers of Cloverfield with mercy. Magnus can hit a target with this whip from up to 15 feet away, and he's been seen using it like a grappling hook once or twice during the Cataclysm.
LIMITS ⫻
Smoke and Mirrors ⫻ Beyond a radius of 20 feet, Magnus' illusory smoke just looks like a jumbled up haze. Anyone past this distance is wholly unaffected.
Sword Swallower’s Curse ⫻ Like a true magician, the sword doesn't inflict much harm on the audience. Oddly enough, it seems to only be able to harm living beings if they have an Emotional Field. Those who are Blind, or are affected with exceedingly weak magical resistances are unharmed.
WEAKNESSES ⫻
Smoke and Mirrors ⫻ The hallucinations make no distinction between friend and foe. Anyone caught in it will be subject to visual and auditory hallucinations.
Sleight of Hand ⫻ When Magnus stores an object it is stored randomly in the pocket dimensions. When an object is pulled back it it will be pulled in that random order. Depending on what he has stored he might end up looking like a magician pulling ribbons from their sleeves in important moments.
King’s Deck ⫻ The cards are all pulled from the a singular deck and they are pulled from it at random. This means that when Magnus draws a card, he will not know what it will do until he sees it for the first time. This also limits what he can do with each suit. He will either need to count the cards to remember how many of each suit he has left or find creative uses for the card if it comes out without it. Magnus is also not immune to the shrapnel created by the spades. If he throws it too close he risks hurting himself.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ ”Things aren’t great in town. But if I can’t do this for them, I might as well just pack up." ”We all fight for something, don’t we?”
Nathan works in a snobby coffee shop in the north part of Cloverfield. It sucks.
"Oh you think I care about your feelings? That's cute."
_______________________________________________ Quill Genevieve St. Sebastien
She/Her | 28 | Caucasian | 5'8'' | 128lbs _______________________________________________ Eloquent _______________________________________________ Skills & Talents "I may be a bitch, but I'm a bitch who gets shit done." ___________________________________
Sweet Talk ⫻ Quill can be very persuasive when she needs to be. Be it charm, grace, looks, or a combination of multiple factors, she can get what she wants through her words and make people see things differently.
Upper Crust ⫻ Due to her upbringing and what she does for a job, Quill has experience working and maneuvering in high society circles. As such, she has some contacts she could get in touch with if she needs something, for better or worse.
Psychoeducation ⫻ Quill is knowledgeable in the field of psychology. She can understand how the mind works and its impact on people's personalities, abilities, influences, etc. Quill has used this knowledge to read situations and people better.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Nothing a good pair of shoes and a kick-ass attitude can't fix."
Quill prides herself on looking her best, no matter the situation. Standing at 5'8'' and with a lean, curvy build, Quill makes an effort to ensure when she leaves her house she is looking her best. Quill's light-cream-colored complexion and light-gray-colored eyes make a lot of people take a second glance.
Quill's natural hair color is light brown, but she prefers to experiment with different colors and styles. The most common one she goes to is a silver-tone edging on platinum blonde. Quill wears a full face of makeup and prefers a mixture of warm and cool tones in reds, pinks, purples, blues, and grays. When at work she wears her hair up in different designs. When out of the office on her day-to-day, her hair is worn down and it falls to her hips.
Quill's style can be condensed into preppy and chic. Quill matches her outfits with accessories almost as a weapon to give people a certain idea of what to expect, only for her to shatter their expectations. Quill wears loungewear at home when she is not expecting to do much that day. Quill tends to wear heels when she is out. Her clothes range in color depending on the day, but she is partial to blacks, whites, and pinks.
She has two ear piercings in each ear and has a tattoo along the back of her right thigh of a flower and diamond design.
Psychology ▔▔▔▔▔▔▔▔ "Quote about personality here."
MAIN GOAL ⫻ Quill wants to have her name out there as someone of importance. She wants people to hear her name and know who she is immediately. Quill who? She doesn't think so! She wants to make it big in her field and be the go-to expert for those in trouble and need a fixer.
PHILOSOPHY ⫻ Quill sees the world as not black and white. People can be good even if they do things that some consider bad. No one can be all good or all bad and those flecks of gray are what make the world a unique place to exist.
SECRETS ⫻ Quill has panic attacks that come out of nowhere. She does her best to hide them from others, usually making an excuse to step away so she can panic in private. She sees it as a weakness of character and a failure on her part. She has had this since she was very young.
SEXUALITY ⫻ Pansexual. Quill has no qualms about what gender identity or sex the other person is, she is attracted to who she is attracted to. She mainly dated men or masculine-appearing individuals in the past but experimented more with women and feminine-presenting people later on in her life.
FEARS ⫻ Quill fears she will forget who she is and is terrified of losing her memories and everything that makes her...her. Quill also has a fear of being put under anesthesia and losing a semblance of control.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Quill is not much of a fighter. During the cataclysm, many people were freaked out and panicking (and rightfully so). Quill did her best to calm others and get them to safety. Once she was satisfied she helped as many people as she could she hunkered down and waited it out.
FLAWS ⫻ Quill is vain and cares about her appearance, both physically and socially. As such, she has certain tastes that she values above others. She is quick to judge those who do not take pride in their appearances. Quill is also not afraid to speak her mind and often her mouth gets her in trouble.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "We are just apparitions getting through the day. The ghosts of the past are just that: ghosts."
Quill does not remember anything of her childhood before the age of 12. There are no photos and relatives can only speak of how "precious" she was and how proud they are of her. Whenever she tries to look back all she can see is black. And then the headaches start.
Quill was raised in a home with six siblings all vying for mommy and daddy's attention. Being the youngest had its perks when she wanted something or got in trouble (which was often). Then an incident happened when she was 15 that broke her and shattered all trust. She couldn't remember anything of when she was younger, why could she remember this? She took care of it and her parents covered it up.
Quill was determined to not be a victim and to ensure this did not happen again. She threw herself into her schoolwork graduating high school and going on to college where she dual majored in Criminal Justice and Psychology and minored in Business. After she began making a name for herself as a woman who could "get shit done, no matter what.". This earned her a reputation along with many enemies and friends. After her office was bombed she decided she needed to move.
And thus Cloverfield was in her sights.
She bought an office with an apartment above and got to work again. Establishing contacts, closing deals, and making sure her clients' reputations remained picture-perfect. It was dirty work, but dirty work still needed to be done.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "The world can be so black and white. Wouldn't it be better with some shades of gray?"
TYPE ⫻ Adept
ABSTRACTION ⫻Mens Ethos, Quill can shift a person's morality skewing them to perform acts of bad or good. She is also able to read minds and implant thoughts where people feel the need to act on them. She has a Pink Lux and her channeler is a dark gray friendship bracelet with a pink heart charm.
ABSTRACTION DESCRIPTION ⫻ Quill is able to change a person's moral compass by moving it to perform acts of good or evil. This is done by changing a enlightening a person's mind to succumb to the voice of truth and good or listen to their urge to sin. As a result of her use of people's minds she is also able to read people's thoughts and implant her own causing that person to feel a strong urge to follow through.
Ethos Shift: Quill can shift a person's morality towards good or bad. The person effected feels this change. Depending on how large the shift is the change may be noticeable or deeply hidden. The individual will feel compelled to follow their morality and perform acts that align with it.
Ethos Break: Quill can break a person's ethos leaving them a husk of their former self. The person is still very much alive and can do things the average person can but there is little left in personality, thoughts, feelings, and behavior.
Legere Mentem: Quill can read people's thoughts. The thoughts are typically at the forefront of a person's mind and are quick and easily accessible. She is able to turn this off so she is not bombarded with everyone's thoughts all at once.
Commonefacio: Quill can implant a thought into a person's mind, such as performing an action. The person will feel compelled to follow the thought and perform it otherwise they feel a strange sensation.
LIMITS ⫻
All of Quill's abilities can only be done if she can see the person. Quill cannot use any of her abilities to someone she can see on a TV screen and she needs to be within 10 feet of the person. She is also not able to shift someone from complete evil to complete good as that would take intense amounts of effort.
Due to the nature of her abilities, it is very taxing on Quill's energy. If she uses her abilities too many times in a short span she will get drained and pass out.
An individual can fight back against the thought implant if they have a strong mental fortitude. This is especially true for those who are not Blinds. If they manage to fight through the implanted thought all they will feel is a sense that they are forgetting something that will quickly pass.
WEAKNESSES ⫻
Ethos Shift: Quill may have the ability to shift a person’s morality towards good or bad but good or bad at every subjective to the person. As such, Quill can cause unintentional damage and hurt depending on who they target. This effect is more pronounced on individuals who already have a strong moral compass. As well, the sudden shift in morality could also cause physiological issues if the targets past actions do not align with the new direction.
Legere Mentem: In moments of massive stress Quill may find it impossible to tune out the noise. Instead of the quiet they may need Quill will become bombarded by the thoughts of everyone in the nearby area, and they’ll be significantly louder.
Commonefacio: Individuals with a strong emotional field will be able to resist the thought implantation and the attempt may backfire if they try and force it through without perpetration.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Consider it handled."
Quill is a Fixer and has her office/home in Cloverfield.
"Curiosity never killed the cat—she just came back a little wiser."
_______________________________________________ Elena Castellano
She/Her | 20 | Mixed (Spanish and African American) | 5'6" | 135lbs _______________________________________________ Charismatic _______________________________________________ Skills & Talents "I’ve learned to read people, places, and the stuff they try to hide." ___________________________________
[Street Smarts] ⫻ Growing up on the South Bank, Elena has developed a solid understanding of navigating Cloverfield’s rougher areas. She knows how to read situations, identify potential threats, and move safely within the city.
[People Reading] ⫻ Elena has a knack for picking up on body language and subtle cues, helping her sense what others may be feeling or hiding. This skill aids her in her social interactions and investigations.
[Basic Herbology] ⫻ Having helped her mother in their herbal shop, Elena has a working knowledge of basic herbs and plants. She can mix simple remedies and teas, mostly for calming or minor healing.
[Photo Documentation] ⫻ Elena’s eye for photography helps her document her explorations. She captures details others might miss, giving her a catalog of evidence and memories of her discoveries, which also aids her investigative work.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Yeah, this is as dressed up as I’m gonna get."
Elena stands at 5’6”, with a natural, laid-back look that matches her easygoing personality. Her medium-length, dark curly hair is often left loose, framing her face in soft waves, though she’ll occasionally pull it up into a ponytail or messy bun when she’s on the move. Her warm brown skin has a natural glow, and she doesn’t fuss much with skincare beyond the basics—her appearance is effortlessly polished without too much attention.
Her style leans heavily toward casual, comfortable clothing. She favors fitted t-shirts, tank tops, or loose sweaters paired with well-worn jeans or leggings, often throwing on a light jacket or hoodie if it’s cooler out. Her footwear of choice is usually sneakers or ankle boots, sturdy enough for the city streets but relaxed enough to reflect her low-maintenance vibe.
Elena likes earthy tones—soft browns, olive greens, and muted reds—but she’s not afraid to mix in brighter colors when the mood strikes. She’s usually seen wearing minimal jewelry, like small hoop earrings or a simple pendant necklace, adding just a touch of personality without going overboard. Her accessories are practical: a crossbody bag where she keeps her notebook and a few other essentials, and occasionally a beanie or baseball cap when she wants to keep her hair out of her face.
She rarely bothers with makeup, but when she does, it’s subtle—just a bit of mascara or a hint of lip balm to enhance her natural look. Her eyes, always full of curiosity and wit, are her most expressive feature, often hinting at the sarcastic comment that’s about to follow. Her overall style is relaxed and functional, but it carries a certain effortless charisma that makes her stand out without trying too hard.
Psychology ▔▔▔▔▔▔▔▔ "It’s all just one big puzzle, and I don’t plan on leaving pieces out."
MAIN GOAL ⫻ Elena’s goal is to uncover Cloverfield’s hidden layers, delving into the city’s forgotten histories and magical underpinnings without getting pulled into its web of power struggles. She sees herself as a witness to Cloverfield’s strange and shifting story, not a hero—and she prefers it that way.
PHILOSOPHY ⫻ Life is short, so Elena believes in making it as interesting as possible. She approaches each day as if there’s always something worth discovering, and she thinks everyone, from the wealthiest elite to the lowest wanderer in the South Bank, has a story worth listening to, even if it’s just for the thrill of the unknown.
SECRETS ⫻ Despite her laid-back attitude, Elena is afraid that her carefree outlook might be a cover for deeper anxieties about herself and the world around her. She wonders if her fascination with Cloverfield’s mysteries is just a way to avoid facing her own fears of commitment, loss, or personal vulnerability.
SEXUALITY ⫻ Bisexual. Elena is drawn to people with a strong sense of self, regardless of gender, though she often keeps relationships casual to avoid emotional entanglements that feel too binding.
FEARS ⫻ Her biggest fear is losing her independence, either through the dangerous entanglements in Cloverfield’s underworld or by succumbing to the more treacherous elements she uncovers. The Cataclysm reinforced her aversion to being tied down, as she saw firsthand how fast things could fall apart.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ When Nyrah the Ravager descended, Elena and her mother were among the South Bank residents scrambling to protect what little they had. The emotional surge of the event triggered Elena’s Kindling, connecting her to her ancestors’ magic. The experience left her both awed and unsettled, fueling her curiosity about Cloverfield’s magical legacy and her desire to understand the city’s supernatural history.
FLAWS ⫻ Elena’s sarcastic, unbothered attitude often comes across as dismissive, especially when others are dealing with serious issues. Her independence borders on recklessness, and she sometimes relies too heavily on charm and quick wit to avoid or defuse tense situations. Her refusal to form deep attachments can prevent her from fully trusting others, making her prone to handling matters alone—even when she’d be better off asking for help.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "This city keeps its secrets close… but not close enough."
Elena grew up on Cloverfield’s South Bank, where life was as tough as the city’s worn-out pavement. Her mother, a resilient herbalist, ran a small shop tucked away in a narrow alley. The shop was known among locals for its remedies and teas, blending traditional medicine with Cloverfield’s subtle, lingering magic. Elena spent her childhood there, weaving through shelves stacked with dried herbs and jars of vibrant potions, watching her mother tend to people from all walks of life.
As she got older, Elena grew familiar with the South Bank’s harsh realities. The lack of investment in her community was glaring, and even as the North side glittered with opulent nightclubs and skyscrapers, the South Bank was left in the shadows, struggling with neglect, crime, and a heavy-handed police presence. This disparity between the two sides of Cloverfield sharpened Elena’s natural curiosity and sense of independence, shaping her into a young woman who could navigate any situation with charm and quick wit.
The Cataclysm struck when Elena was 18, ripping through the city with Nyrah the Ravager’s destructive magic. She and her mother were among those scrambling to salvage their shop, with its delicate shelves and walls barely able to withstand the chaos. In the turmoil, Elena experienced a powerful emotional surge—fear, determination, and anger collided within her, triggering her Kindling Event. In that moment, she connected to her ancestors’ magic, a mix of memories, knowledge, and wisdom, passed down through generations of her family. The experience was overwhelming yet oddly familiar, like stepping into a story she’d heard a hundred times but was only now beginning to understand.
After the Cataclysm, Elena felt an even stronger pull toward Cloverfield’s hidden stories and supernatural secrets. As she helped her mother rebuild their herbal shop, Elena began to experiment with her magical abilities, finding ways to weave memories and protective charms into her tea blends. These brews became her gateway to understanding the city’s past, its lingering energies, and the emotional imprints left by its inhabitants.
Now, Elena carefully balances her time between aiding her mother in the shop and using her teas to explore Cloverfield’s mysteries. She often collects herbs and relics that might add potency to her brews, and her blends have become a valuable tool for uncovering the truths behind strange occurrences—like the whispered tales of werewolf packs, strange lights in the lower districts, and mysterious disappearances that seem too frequent to be mere coincidence.
Elena keeps her abilities discreet, sharing her brews only with those she trusts, aware of how dangerous her teas’ effects could be if they fell into the wrong hands. She doesn’t see herself as a hero—she’s more of a curious soul drawn to the shadows, piecing together the city’s story one brew at a time. For Elena, Cloverfield is like a living puzzle, layered with secrets, and she’s determined to unravel as much of it as she can without losing herself in the process.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Some things just brew better with a little magic."
TYPE ⫻ Adept
LUX ⫻ White (Nostalgia) — Elena has an affinity for White Lux, allowing her to gather information from memories, past events, and people. Her connection to White Lux is fueled by her natural curiosity and desire to uncover hidden histories.
CHANNELER ⫻ Elena’s Channeler is a vintage tea infuser passed down through her family. This intricate, antique infuser, etched with faint symbols of her lineage, helps her focus her magic into each blend she creates, tapping into her ancestors’ collective knowledge and intent.
SPELLS ⫻
Memory Brew ⫻ By using her tea infuser and brewing with specific herbs, Elena can imbue her tea with the essence of a memory. Drinking the tea allows a person to briefly recall a personal memory that feels clearer and more vivid. (Effect duration: 10 minutes, no effect on repressed memories)
Forget-Me-Not ⫻ This tea, brewed with a carefully selected blend, helps protect memories from external influences. It acts as a mental shield, strengthening a person’s recollections and making it harder for them to forget details over time. (Effect duration: several hours, no effect on naturally fading memories)
Echo’s Brew ⫻ Elena can create a tea that, when sipped, reveals faint whispers or feelings left behind by those who have visited the area before her. This brew’s effects allow her to tap into past emotions within her immediate vicinity, giving her a general sense of prior events. (Range: 10 meters, duration: 15 minutes)
LIMITS ⫻ Elena’s spells require both time and focus to brew, so she can’t create magical teas on the fly—they must be carefully prepared in a controlled environment, typically taking several minutes to brew each blend. Additionally, each tea’s effects are limited by the emotional or historical significance of the herbs she selects; ordinary or low-emotion ingredients weaken the magic. Excessive use of her abilities results in strong mental and physical fatigue, requiring her to rest between brewing sessions, especially after using multiple teas in succession.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Nothing like a good story, even if it’s someone else’s."
Hobbyist Photographer ⫻ Elena has a small collection of vintage cameras and loves snapping shots of abandoned buildings and hidden spots around Cloverfield. She keeps the photos in a journal, sometimes scribbling down little observations or mysteries to revisit.
Tea Blending ⫻ Thanks to her time helping in her mom’s herbal shop, Elena has picked up the art of blending teas. She often brews her own custom blends for energy, calm, or clarity, sometimes adding a few ‘secret ingredients’ to bring out certain memories or emotions.
Quirky Collector⫻ Elena has an eye for unusual trinkets and objects, especially those with a story. Her room is filled with odd finds—a chipped porcelain figurine, a single vintage glove, a worn playing card—each with its own mystery she likes to ponder.
Him/He | 25 | Caucasian(Welsh) | 6'0 | 175lbs _______________________________________________ Lost _______________________________________________ Skills & Talents "I have picked up some things over the years" ___________________________________
[Writer] ⫻ A hobby that he enjoys and maybe write a book one day.
[Knowledgeable about the Paranormal] ⫻ Elijah is an expert on the paranormal thanks to being taught by his parents and his own research.
[Artist] ⫻ Another hobby that he picked up growing up and loves to draw in his notebook.
[Spear Fighter] ⫻ After taking some time to practice with his bonded artifact, Elijah knows how to defend himself with a spear and throw it well.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I like to keep things simple"
Elijah stands at a respectable height and weight. He carries himself like a gentleman and scholar, mainly thanks to his upbringing. He has an above average physique that he maintains, and you would not expect him to have some muscle if you knew him. Elijah has fair skin that he tries to keep clean and while he has no tattoos. He does have some scars, one on his right palm, one on his back and another on his right foot. Elijah is a natural redhead and has a short beard that he maintains. Sporting green eyes and
Elijah tends to wear clothing of dark colors. Mainly black but rarely wears more warm or cool colors. His clothing style can be described as business casual. Though he can wear more formal or casual if the situation demands it. It does make him stand out in town, especially in the poorer sections of town. But, he does not care and his favorite attire is a black suit with a black tie that he likes to wear on special occasions.
Psychology ▔▔▔▔▔▔▔▔ "Sometimes a single small light in the darkness is all you need"
MAIN GOAL ⫻ Elijah after the cataclysm and his relocation to Dazzle. He has two goals, one to rebuild his life in Dazzle and two, to perhaps rebuild the Watchers he and his family were apart of. While each one is easier said than done, more so since he is from another reality. He will try his best to recover and make a life for himself in Dazzle.
PHILOSOPHY ⫻ Even after losing his home and everyone that he knew and cared for. Elijah still is the same hopeful person he was before. That family, either blood or not, is important and that there is always a light in the darkness, no matter how bleak things are.
SECRETS ⫻ Elijah wants to keep the fact that he is from another reality a secret, for he fears how people would react and view him.
SEXUALITY ⫻ Straight
FEARS ⫻ Losing even more people he cares for and is not ready to handle more loss in his life.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Elijah was busy aiding the defenders in any way he could to avenge the destruction of his home reality and stop Nyrah's rampage.
FLAWS ⫻ There is a sadness in him that he tries to hide, and it does get in the way of how he interacts with people. Not wanting to get too close for fear that he might lose them down the line.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Yes it is true"
Elijah hails from another reality that is named Glimmer, where he was born to a family that belonged to a paranormal group called the Watchers. There is only one problem with that, despite his family being largely magic users, Elijah was born without the ability to use magic. While his parents were disappointed by this but still loved him. They still wished for him to be involved with the family and the Watchers, so they exposed him to magic at a young age, and he became a One-Eye-Open.
Growing up was different for him since his siblings learned how to use their magic and practiced. Elijah would envy them, but to make up for his shortcomings, he would delve into paranormal lore in order to be useful to his family and later the Watchers. His parents would aid him in this endeavor and were impressed by his newfound knowledge.
As time passed and gaining membership into the Watchers, Elijah's family being in the Watchers was the main reason why he was accepted. He became less and less envious of his siblings as he came to realize that even as a magic less person. He can still be useful in the world of magic and would grow close to some of the members of the Watchers and his family. Even moving ahead in the order and things seemed good until that fateful day. When Nyrah appeared and, everything went away.
For when Nyrah appeared and started destroying Glimmer, while the Watchers and others fought with all they had. It was not enough, as Glimmer was on the verge of destruction. Elijah and his gravely wounded sister were in the Watcher's base and knowing that all was lost. His sister had a idea and the two ventured into the Watcher's vault. Where Elijah's sister wanted him to use the Spear of the Hunter to save himself and try to stop Nyrah in another reality. Seeing how she would not last long. This was not easy for Elijah but he agreed and vowed to never forget them. As he attuned to the spear and used its power to follow Nyrah to Dazzle. Where in his anger and eagerness to avenge his home reality, Elijah did what he could to stop Nyrah, and in the end, the beast was defeated.
Now in Dazzle and in Cloverfield, Elijah at first was at a loss for words of what to do next. Everything he knew and cared for was gone, and there was no way of getting anything back. He was lost, and after some time, Elijah decided to try to rebuild his life in Cloverfield and start fresh. However, some part of him wanted to keep the memory of Glimmer and his family alive. So Elijah toyed with the idea of trying to bring back the Watchers. The problem with that is where to start since he is still new to Dazzle, and he knows no one. Still, Elijah continues to survive and rebuild his life. But as monsters start to appear around town, he questions if he will just let others handle it or take it upon himself to protect his new home.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "An interesting spear"
TYPE ⫻ Agent
ABSTRACTION ⫻ Spear of the Hunter, an artifact that enables its user to gain the abilities of its creator, Azul the Realm Hunter.
ABSTRACTION DESCRIPTION ⫻ Realm Tracker - The spear is able to track and follow a paranormal being of the user's choice anywhere, even to other realities. As long as there is something of the target that can be tracked or have a sample of the target's body, like a blood sample or skin sample. Just as long it is was apart of the target's body.
Stealth Predator - The spear is able to hide itself and its user from the sight of other Paranormals by making the spear and the user invisible.
Recall- If the spear is lost or somewhere the user cannot reach it, then the user can summon the spear back to his person at any time.
Keen Mind - In order to keep the user's mind focused on the hunt, the spear shields the user from mind control or mind-altering effects.
Hidden Tool - The spear is able to conceal its appearance to a shape of the user's wish. Elijah keeps it as a capped pen that he uncaps when he needs the spear.
Paranormal Bane - The spear is able to harm and or kill paranormals based on the power of the paranormal and the strength of the user. Along with where the spear hits.
LIMITS ⫻
Stealth Predator - While other Paranormals cannot see Elijah or the spear while it is active, Paranormals can still hear and smell them.
Keen Mind - Its mental shield only works as long as the spear is on Elijah. The moment it is not, the shield goes away and leaves him vulnerable.
Realm Tracker - There has to be either tracks of the target or a sample of its body in order for the tracking to work. Also, the tracking only works on tracks or a body sample that is a day old max. Any older and the tracking does not work. Also the max limit for tracking something is one other reality. Anymore and a new track has to be found.
Paranormal Bane - Though strong against paranormals, it is useless against Blinds and non magical animals and cannot harm them.
WEAKNESSES ⫻ Realm Tracker - Each universe is unique in its own way. Some universes will be hostile to life, or be unable to support it. As such, if there’s no recon done Elijah may walk into a realm where he will die.
Stealth Predator - To bring about the stealth the staff will actively consume energy. As such, there will always be a timer tied to his physical strength that will prevent him from staying invisible forever.
Paranormal Bane - Stronger apparitions are able to resist this effect momentarily. As such it may take several strikes to kill one.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Maybe I can make a life here"
While Elijah does not have one yet, he would like a pet owl. Also to learn Welsh since he is of Welsh ancestry and is curious about his heritage
He/Him | 32 | African American | 5’10” | 198lbs _______________________________________________ Dignified _______________________________________________ Skills & Talents "Let me give you a hand with that." ___________________________________
Baker ⫻ Through immeasurable trial and error, Varnan eventually got the hang of making cakes and pastries, and anything else that fits in an oven. Don’t even try asking him how many times he had to use his chronomancy to save a pie he burnt, he won’t tell you.
Grizzled Veteran ⫻ As a former field agent, Varnan had the rules of conflict drilled into him day after day. If there was ever someone to keep their cool in a tense situation, it’s him. It’s damn near impossible to shake his level head, and anyone who succeeds only pisses him off.
Discretion ⫻ The Guild taught its agents that borders only apply to the citizens within. As such, Varnan often infiltrated many places to take care of business. He has an easy time keeping his head down and minimizing the chances that someone gets suspicious about things.
Teamwork ⫻ One man can’t do it all, even if that man has all the time in the world. Varnan has a good sense of working in a group with others, he’s a team player when he needs to be and a team captain when no one else wants the responsibility. If there’s work to be done, then he’ll get it taken care of by getting the right people on it.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "It gets cold at night, this close to the mountains."
Varnanis the picture of a man who takes care of himself, but manages to stay humble. A mane of coiled hair drops down from his head, hanging off his shoulders. A lifetime of field work across the All-Verse has resulted in a great deal of muscle that sometimes goes unnoticed due to the clothes he wears. Varnan tends to dress for comfort and practicality, only concerning himself with aesthetics when it’s an occasion. As such, he’s often seen in anything from jeans and a leather jacket to sweatpants and unbuttoned Hawaiian shirts.
Psychology ▔▔▔▔▔▔▔▔ "Stand down and you will not be harmed."
MAIN GOAL ⫻ Varnan’s biggest concern is Cloverfield's well-being. After all, he lives here. He’s invested in preserving the city as a whole and combatting whatever threats come knocking. Ever since he left the Hourglass Guild, it’s been his home. And Varnan doesn’t tolerate nonsense in his home.
PHILOSOPHY ⫻ Varnan is the type of man who beats down a group of invading paranormals, breaks their spirit and towers over them, and then politely asks them if they’d like to negotiate. He’s a man of principles and dignity; There is a right way to do things, a right way to win and a right way to fail. Varnan believes in holding one’s self to a better standard, and making sure things are done in as best a way as they possibly can be.
SECRETS ⫻ The existence of the Hourglass Guild, and Varnan's past connections to it, are something he doesn't talk about much. It's complicated, to say the least. As far as anyone can tell, he simply came from somewhere that meant a great deal to someone else. It's easy to piece together the fact that Varnan has a tricky history, given the sheer sophistication of his magic, but no one in Dazzle knows the Guild is out there.
Varnan also tries to keep his very existence as a paranormal being quiet in general. While it wouldn't be the end of the world if his neighbors found out he could rewind time itself, he'd rather not advertise that fact. He's trying to live an ordinary life if he can, even as he tries to balance it out with his involvement in Cloverfield's prosperity.
SEXUALITY ⫻ Bisexual
FEARS ⫻ Varnan fears the possibility of the Hourglass Guild discovering that he’s still alive. Desertion is punishable by erasure from history. Of course, he also fears things like a second Cataclysm, and other things that would uproot his life.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Varnan was sent to Dazzle by his superiors in the Hourglass Guild. His task was to track Nyrah down and stop her for good, and when he came to Cloverfield, he put his talents to work. Paranormals who would’ve been killed miraculously survived death when they shouldn’t have, entire buildings were saved as he turned back the clock. Varnan brought a sense of stability and competency to the Cataclysm, seeing it through to the end.
FLAWS ⫻ Varnan's stuck up nature isn't for everybody. His inclination for doing things "by the book" often puts him at odds with those who would cut corners or take the moral low ground to make ends meet. To him, a victory that was secured through cheating is no real victory at all, and sacrificing one's own values just to say they made it is like its own form of death.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "You wouldn’t last ten minutes where I came from."
Varnan’s kindling event never happened. He did not exist in the eyes of the All-Verse before his induction into the enigmatic group known as the Hourglass Guild. Thanks to the use of esoteric chronomancy, no one remembers him from before these days. At the young age of 13, Varnan was brought to a place between worlds, by an old and wizened agent after someone found a newly kindled Adept in a place where he wouldn’t be missed. He had the potential, and so the Guild raised him as one of their own.
The Hourglass Guild, a militant bastion of time bending paranormals, taught Varnan to combat paranormal threats with his magic. He learned from masters older than centuries, and spent most of his childhood studying the lessons of those who came before him. Time is a difficult thing to control, even in the hands of such experts, but the Guild held its apprentices to high standards. By the age of 16, he had successfully mastered his first chronomancy spell, marking the beginning of Varnan’s ascension to an official status.
At 18, Varnan received his Timepiece, a standard issued artifact given to all agents of the Guild. He was formally inducted, and his first assignment began hours later in a world called Flare. A band of undead apparitions had been amassing power, and eventually melded together into something much stronger. This rancorous beast threatened to spill into other worlds, gathering up dead things as it went along. For three long weeks, Varnan and his fellow Timekeepers slowly worked backwards to find the origin of the creature, where they stopped the event that brought it together and sealed the original apparitions.
By 21, Varnan had mastered an additional four spells archived in the Guild’s extensive library, and put them to use in shutting down an invasion of Adepts raiding the world known as Shine. They appeared through canyon-wide rifts to conquer the planet and create an empire. Varnan was one of right agents sent to aid the magical authorities of Shine. After a month of extensive combat treating of injured, and field agent casualties, Shine was saved. Varnan and three others returned to the Conservatory with the feeling of a hollow victory.
Varnan saw many other battlefields in his time; In Glow, he led a stealth mission against an apparition that assimilated Blinds into a hive mind networke. In Haze, he was sent in alone to assassinate an Adjoined planning to open the Pit. After roughly 20 years of close calls and work in disastrous areas, Varnan’s attitude about work in the Guild began to shift. He had been deployed to so many worlds and only stayed long enough to take care of business, and he had recently been promoted to a field officer, a rank that gave him the authority to assign missions and train new agents. But he wanted something different, and that was next to impossible.
To betray the Hourglass Guild was to forfeit omens existence. It was a lifelong commitment, one that members could only escape by never existing in the first place. His time had made him weary, but Varnan had planned something risky. If it failed, he wouldn’t be able to regret it in the first place.
In a world called Dazzle, the Guild’s seers detected a monster ransacking one city after another. Nyrah the Ravager. She was dangerous. Not dangerous enough to warrant a squad of field agents, but dangerous nonetheless. Varnan volunteered to ship out and get rid of her. Given his status in the Guild, and his history of successful deployments, there wasn’t any debate in sending him out. And so, Varnan was dropped into Dazzle with a plan in mind
.Dispatch Nyrah the Ravager, and take an early retirement.
Varnan tracked her for days, and days became weeks. He combed through the wreckage of entire cities for clues that could help stop her, linking together a profile of her abilities. He always had to keep looking over his shoulder, just in case the Guild decided to check in. Eventually, he tracked Nyrah to Cloverfield, where the citizens fought back with a fury unlike anything Nyrah had been faced with before. It was all out war in the streets, with combat on the scale of something he saw on the rare occasions the Guild would send in a squad. Over the course of a few days, the last few pieces of Varnan’s puzzle came into effect.
Mere hours before Nyrah was taken out, Varnan transmitted a message to the Guild through his Timepiece: I am gravely injured, and may not survive. If I am not found in the Conservatory soon, know that it was an honor. It was sheer luck, and luck alone, that no one thought to dig deeper into whether or not Varnan was actually injured. The honest truth is that he was fine, and simply faked his death. The Guild didn’t even think twice about his absence.
And now, over a year later. Varnan Ingram is an ordinary resident of Cloverfield. He’s someone’s neighbor, he works at a bakery, and very rarely does anyone have the change to see the hardened warrior that waged war across the All-averse. He still keeps his Guild-issued channeler on him, just in case something dangerous inevitably comes knocking, but his days as Field Officer Ingram are long behind him.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "You had one road out of this, and it just closed."
TYPE ⫻ Adept
ABSTRACTION ⫻Purple Lux. Varnan’s channeler is a Guild-issued Timepiece.
ABSTRACTION DESCRIPTION ⫻ Varnan is a professionally trained chronomancer, with an masterful list of time manipulation spells at his disposal. With a wave of his hand, he can take control of a battlefield and save allies from certain doom. As one of the Guild’s former field agents, his magical training emphasized combat, making him dangerous in a head-on battle.
Temporal Arts ⫻ Varnan's tricks of his former trade. All field agents of the Hourglass Guild, colloquially called "Timekeepers," are trained to use various methods of time manipulation with an emphasis on combat. Though they almost always learn a few investigative and defense-based tricks as well, and Varnan is no different.
Parallel Code ⫻ By laying a hand on physical matter, Varnan can record its current physical condition to his Timpiece, to "reset" back to at a later date. Broken windows, for example, can be fixed with a snap of his fingers. Injuries can be healed in no time at all with a bit of preparation, even a car's Parallel Code can be recorded when the gas tank is full; Varnan hasn't paid a dime in gas since he officially moved in. This can be applied to people as well, but those with an Emotional Field must allow him in.
Transversal ⫻ A variant of Parallel Code. Transveral records a location in physical space, and when triggered, reverts things back to their original position. This is akin to teleporting, but only serves as a way to return somewhere and thus can't be used proactively. In a fight, Varnan can mark somebody with Transversal to get them out of his face or send them back to a secure location.
Expedite ⫻ With physical contact, Varnan can speed up the flow of time in a localized way. This doesn't have a direct use, but depends on how it's applied. In a situation where a bomb needs to go off faster, Varnan could speed the timer up. Or, if someone's Abstraction slowly heals them, he can touch them to make the healing faster. Cracks in a wall will grow entire feet in seconds. And if he uses this long enough, a defenseless Blind could grow fatally old in moments.
Stasis Pulse ⫻ A wave of purple Lux is sent forth, suspending connections to the flow of time. Anything caught in this shotgun blast of magic is temporarily frozen for up to five seconds. Things become fixed in place, unable to be damaged or moved by anything in the universe. When the blast finally wears off, it's like nothing ever happened.
Hands of Saturn ⫻ The Hands of Saturn is a set of detainment methods. By getting in close and striking someone at close range, these spells can displace them from time's influence. Much like the Stasis Pulse spell, an individual is completely cut off from reality in all ways. They can't be moved, they can't be injured. From their perspective, the world is a blurry, disjointed mess of stimuli along the lines of a chaotic dream. Barring exceptions where someone has an information-based Abstraction, or Abstractions capable of nullifying Lux, those imprisoned by the Hands of Saturn can't make sense of anything.
Hour ⫻ The Hour hand suspends an individual for exactly one hour.
Minute ⫻ The minute hand suspends an individual for exactly five minutes.
Second ⫻ The second hand suspends an individual for exactly ten seconds.
Butterfly’s Manse ⫻ Varnan projects his Lux outwards, anchoring it to reality. In a ten foot radius around him, he can manually alter the speed at which time moves, to as slow as a tenth or as fast as five times its normal movement. He is the only one able to comfortably occupy the Manse, since the border acts like a wall that tries to push others out. While inside, Varnan can investigate or take care of things that are time sensitive without worry, since speeding up time means he can accomplish tasks in a fifth of the time they usually take.
Theta Screen ⫻ A investigative trick that involves opening up a distortion in time. Using this, Varnan can peer into the past by walking through an area. The Theta Screen layers the past over the present, bleeding them together and organizing them so that each is crystal clear. Events of the past play out in the area where they occurred, making it easy to uncover things that would otherwise be indecipherable.
LIMITS ⫻ Every member of the Hourglass Guild knows the difficulties of working with time itself. Guild chronomancy is structured in just such a way that it actively works against situations that would cause a paradox. The failsafe worked into every individual spell taught at the Conservatory ensures a field agent won't become their own ancestor or do something so fundamentally stupid that it would require a whole squad of Wardens to contain. In practice, this means three things.
Law of Severance ⫻ Firstly, all chronomancy spells taught to Guild members automatically "short out" when coming into contact with foreign chronomancy. Varnan's magic is effectively allergic to other time-based paranormals, which means that one could very easily fight fire with fire if they dealt with him. Those who rewind time to heal themselves could walk right through a time-distortion effect he creates while their spells are active. Someone under the effect of a time-bending spell that rewinds their body could completely negate the Hands of Saturn.
Law of Primacy ⫻ Guild chronomancy is designed to avoid manipulating the future in all ways. The only possible way for Varnan to interact with events yet to pass is to use a spell that peers into the future, in the same way the Theta Screen peers into the past, or use a spell to send someone back. Under no circumstances could he open a portal to the far future and bring back an artifact, or get rid of people ten years ahead of time. Under Guild rules, doing such a thing means his Timepiece would alert the Warden division, at which point he'd be swarmed and taken away from Dazzle entirely.
Law of Imperatives ⫻ When a field agent is more than fifty feet away from any active spells they have cast, they fizzle out. Reality stabilizes until their work is rendered inert. This prevents Varnan from setting up a zone of altered time and then leaving to set one up a block away. As a field agent, he was trained to stay in the thick of things until the conflict is resolved. Leaving things unattended, therefore, runs against that.
Parallel Code ⫻ As a safety precaution, field agent models of the Timepiece have a limit to how many codes for living things it can store at once. For civilians- The official term for Blinds- the limit is ten at a time. For Paranormal beings with an Abstraction, this is three. Varnan is not exempt from this limit.
Hands of Saturn ⫻ Each detainment technique, in ascending order, is more difficult than the last to pull off. Moreover, they're visually obvious. Paranormal beings with an Emotional Field have the capacity to resist if they know what to expect; The Second Hand is the easiest, able to subvert the Emotional Field of most paranormals who simply don't see it coming. But the Hour Hand puts the most strain on Varnan, meaning he'd be lucky to detain more than one individual at a time. To get past the Emotional Field with the Hour Hand, Varnan would have to put most of his power into it, leaving him vulnerable if he isn't careful.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
_______________________________________________ Jasper Kim He/Him | 24 | Korean-American | 5'10" | 180lbs _______________________________________________ Polarized. _______________________________________________ Skills & Talents "I guess I have a couple minor talents." ___________________________________
[Leadership] ⫻ Jasper is well-suited to being put in a leadership role. He's attentive, empathetic, and keeps a cool head in almost all circumstances. His tendency to treat everyone and their circumstances with respect, and his odd sense of wisdom almost regardless of the subject at hand, leads many to trust his judgement - at least in the various congregations he's been part of. [Fitness] ⫻ Jasper is pretty fit across the board. He's pretty strong, light on his feet, and has good stamina. Perhaps surprisingly, considering his line of work, he's more than capable of throwing hands due to his continued interest in mma sports, and even some training mostly from his late-teen years. [Multilingual] ⫻ Jasper is a fluent speaker of English, Korean, and Spanish, and is currently working on adding Mandarin to the list.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I make the cassock work, no?"
Jasper is relatively difficult to pick out of a crowd while in plainclothes - standing at 5'10" and weighing about 180lbs, he is pretty average in his dimensions. His medium-short, dark-brown hair is most usually lightly kempt, and kept in no particular style. His eyes - which sit beneath dark, expressive eyebrows - are a warmer, calm caramel color. His face is readily capable of expressing his emotions, and often does so even if he doesn't intend to. Said face possesses fair, smooth skin and soft yet angular features, which leads him to regularly be described as a pretty attractive guy.
When it comes to his frame, he obviously takes care in keeping himself in shape. When not hidden under sleeves or whatnot, it is clear that he works out, with ample definition especially pervading across the muscles of his torso, arms, and shoulders, while still maintaining a light frame. He carries himself with a casual, carefree air - any tenseness in him being a matter of note. He tends to fill his wardrobe, without taking into account his various Cossacks and clergy-attire, with clothing that he thinks looks good on him or just feels nice to wear, without any particular palette.
The oddest thing one can always depend on about his appearance, though, is the presence of some sort of light source he carries with him - most usually a small, electric lantern.
Psychology ▔▔▔▔▔▔▔▔ "Mn, well, I suppose I could be worse.. but I could also be better."
MAIN GOAL ⫻ As a whole, Jasper's goal in life is to leave the world a better place than he left it. Not every deed he does is good - and God knows that he is far from perfect - and he's perhaps one of the more unorthodox pastors resting under His gaze - but he does his damned best to offset his sins with acts that will, in the end, leave his neighbors and his faith off for the better. In recent times, his attention has been drawn to the southern district of Cloverfield - a stark contrast from the north side that he was raised in. His sense of empathy has led him to split away from the sense of luxury he's used to, and instead begin a path to try and stem the bleeding, at least socially, of the lower district - as much as he can hope to, no matter how minutely.
PHILOSOPHY ⫻ Jasper sees good in everyone, and can almost always find the silver lining. He's open-minded, and always sees things as having a purpose - but not always a purpose that one can comprehend. Misfortunes are just a part of how the world is, and fortunes and revelry are to be thoroughly cherished. Being of faith, he is not stranger to adversity in himself or others - people suffer, but he will do what he can to mitigate that, even if he has to shoulder a couple sins to do so.
SECRETS ⫻ Jasper tries not to reveal the nature of his affliction with The Shadow. He fears people will not trust him as strongly should they know he is not in control of such a dangerous thing. Additionally, while he isn't entirely secretive about being sinful, he tries to make a good example for others and hide such things when he can.
SEXUALITY ⫻ Bisexual.
FEARS ⫻ Jasper has a great fear that The Shadow will hurt someone using his body, and he won't be able to stop it. Were he a more careless person, maybe he could work towards harnessing it - but the thought of what might happen is something that truly scares him.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Before and during the cataclysm, Jasper lived in the northern district of Cloverfield. When hell came to earth, while he wasn't exactly suited to fighting paranormal beings, Jasper did what he could to uphold the psyche of those he could in such trying times. Using the faith, alongside his social skills, as well as what resources he could muster for those whose homes were decimated in the destruction, he did what he could, be the help mundane.
FLAWS ⫻ One could say that, in some ways, Jasper is held back by his faith - in that there are some things he will not do which others might. Though, he doesn't see it that way, of course. Additionally, he is always loomed over by his fear of The Shadow that resides with him - an apparition which he has seemingly no control over.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Nothing much to note, really."
The story of Jasper's life is mostly a mundane one. He was born to a widowed mother who passed when he was born, and as such was raised by his grandparents, who were taken care of by the local church. This made the faith a big part of his life. Every Sunday, and very often more days than even just that, were days fully devoted to the faith for him. He grew up contributing quite a lot to the church, and he grew up thoroughly enjoying the sense of community that this setting gave him. Everyone watched out for one another, and the ugliness of the world was easy to forget in the comfort of faith.
Of course, he was still young - so while he was devoted to his faith even from a young age, he did explore areas outside of it(and still does, tsk tsk). He found trouble more than a few times in his younger years, and never really grew out of being an adventurous spirit. Starting his own number of fights then, he has since tempered himself quite a deal - and it would be quite the rarity to witness him starting a fight.
As he grew older, he began to become one of the strongest pillars of his community. And not just for his community -- soon, his influence began to spread to neighboring churches, which he began to support as well. Whether it be through supporting community fundraisers, aiding in refurbishing downtrodden churches, helping the misfortunates in any particular community, or any other numbers of things, he grew to esteem even amongst people who weren't of faith. This was all, fortunately, aided by the sizable inheritance left to him by his parents - an inheritance that he has known only to use for the benefit of others. He has never needed for comfort, but he has done his best to utilize his means to do the best he can for others.
Despite his blessings, however, everyone has their moments of weakness. Their own crises that warp their perception of the world, for better or worse. Seeing the destruction of the cataclysm was indeed a warping thing for him - he had never seen destruction at such a level.. and it made him question why it was that such tragedy was allowed to burden innocent people. For a time, he questioned his faith, and while he eventually steeled himself and restored the depth of his belief to its full state, it was in these moments of weakness that an apparition dug its claws into him. The Shadow, from that point on, has become a threat that looms in his very own shadow.
He has, however, persisted nonetheless. In the past year especially, he has made it a goal of his to put his means to use in the southern district of Cloverfield more personally. He has moved into the district and now is more involved with the suffering and aftermath that still hurts the area all this time after the cataclysm.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "It's.. maybe better if you don't know.."
TYPE ⫻ Aberration (Adjoined)
ABSTRACTION ⫻ The Shadow - "The Shadow", as Jasper calls it, is an apparition that latched onto the priest in his darkest moments. He knows not why the apparition chose him as its victim, but it now skulks over Jasper's shoulder, waiting for its opportunity to assume control of his body, for reasons unknown. It is kept at bay only by sources of light, and seeks to engulf its victim in darkness.
ABSTRACTION DESCRIPTION ⫻ The Shadow is an apparition that resides within Jasper, and seems to express its Abstraction through sheer physical prowesses, and the ability to domineer Jasper's body and shadow. In the few sparing moments that Jasper has faltered in keeping it at bay, The Shadow has displayed power tremendously surpassing human capabilities. The Shadow, while its intents and character are largely unknown to Jasper, seems to take care in preventing his demise as much as it can while in its dormant state. The Apparition frequently possesses Jasper's shadow in physical form, and manipulates the environment around him at its own whim - and through this method can even stave off danger from him in tiny, fleeting bursts of strength.
Despite the rather adverse nature of The Shadow's occupation, its presence within Jasper does confer onto him a small measure of the apparition's abstraction - an abstraction which seems to be largely animalistic in nature.
Ever since The Shadow's presence, Jasper has noticed that he possesses sharply enhanced senses. His vision is sharper, more focused. His ability to react to things around him is also heightened, and he feels more.. coordinated in his movements. His sense of smell is also rather good - though he often wishes it wasn't. Furthermore, his hearing is exceptional - surpassing human standards alongside his other senses.
Apart from these small boons, there is another avenue through which Jasper can acquire more strength from The Shadow's abstraction. While the apparition is kept at bay by the light, Jasper can allow himself to enter more dimly lit areas -- the darker his environment, the more access he has to The Shadow's abilities - but also the more he feels control of his own body slipping away. And as such, he never entertains the idea of utilizing this method. At least.. not yet.
If he were to immerse himself completely in pitch-black darkness, he would acquire a level of strength and speed which would monstrously surpass the capabilities of even most apparitions - warping his body to grow more and more shadowy and beast-like, even if only until he sees light again.
LIMITS ⫻ The Shadow's abstraction seems to be almost completely repelled by the presence of light of any kind, be it artificial or otherwise - making it almost completely inaccessible during the day. Jasper, additionally, imposes limits upon it himself by refusing to use these powers for fear that The Shadow would take over his body - and nothing short of preventing a massacre would sway him to use even half of the potential power in his hands.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "..."
The.Shadow
??? | "The Shadow" | ??? "..."
Description:
The Shadow, as Jasper calls it, has no true name. It is an old apparition which lurks in the shadows, ever-watching all events that play out before it. An apparition permanently shrouded in darkness, one would be safe to assume that Jasper is the only being to know of the apparition's existence. As such, virtually nothing is known of the creature that now resides within the priest. Over the past year or so, it has remained a silent threat looming over Jasper's head and, as far as he knows, it has no means with which to communicate with its host.
Behaviorally, there have been some observations that Jasper has made, even if small. Once, when Jasper put together a plan to test The Shadow's nature, he took himself deep into the woods at night. He found a place miles away from civilization, and waiting there until sunrise was a mere thirty minutes away. And then he shunted his lantern off.
When Jasper regained his senses, he found himself slathered in blood and gore - of what he did not yet know. Around him, in a patch of woods unfamiliar to him, trees were gouged and torn from the earth, snapped like twigs and laden with bloodied claw marks. As he looked further into the morning haze, he saw a great number of woodland animals, from those as small as a rat to even a deer, splayed haphazardly across the earth, numbering in multiple dozens.
From this, he at first gleaned that the apparition was a bloodthirsty beast who seemed to kill only for sport and glee. Yet.. there was something he was feeling that he couldn't immediately understand. As he knelt in the field, his body quivering - whether out of fear or exhaustion - there was a sense of.. unhappiness within him. Yes, he felt a spell of sympathy for the poor creatures that he had unwittingly slaughtered, but there was something else.. there was.. remorse. But it wasn't his. From this, he could only decipher so much - but the only thing he did know was that The Shadow was dangerous.
And from then on, it has been locked away. Aside from a dull pulling sensation that instills in him an unwilful desire to step into the darkness, Jasper hasn't heard or felt anything from The Shadow since - at least not that he can tell - and the apparition has only, oddly enough, protected him or idly prodded at the environment around them.
Abstraction: Stygian Savagery
The Shadow, in its own element, is an immensely powerful being. Its physical strength and speed when engulfed in darkness are, in most likelihood, unmatched by any apparition or abstraction known or unknown. It seems to have complete domain over its environment when it is free to act as it pleases. It seems almost as though nothing escapes the apparition's notice - almost like it has some kind of third eye which allows it to root out what others could never hope to know was there. In its full form, The Shadow doesn't have much of a traditional body to speak of - it appears as a wispy shadow in the form of some sort of canid head, and shapes its body out of the shadows that surround it as it needs. In the absence of light, it can control the environment itself as if just the area around it was part of The Shadow's body - allowing it to form attacks or move from any infinite number of angles. Claws, jaws, and crushing weight all loom within the shadows in this apparition's preferred environment. But, of course, once the sun rises.. the apparition must slink back to obscurity.
She/her | 23 | Caucasian | 64 inches | 110 pounds _______________________________________________ Subtle _______________________________________________ Skills & Talents "Every tattoo has meaning. Every bullet is meant." ___________________________________
Knowledge of the Adel Legacy ⫻ Everything that is within the Adel Coven, including its rituals, inductions, and clandestine tattoos. This also includes the well-mapped sewers and safe houses scattered across the North and South of Cloverfield. Knife Adept ⫻ She knows how to throw knives and darts, and wield them for self-defense. Gun Adept ⫻ She knows how to load and wield pistols and rifles.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ ”My guests prefer a beautiful vampiress."
She stands at 5’4 with a slender build, piano fingers and manicured nails. Her skin is pale alabaster, with just a touch of honey. Her hair is ashen blonde, curly, with loose bangs. It's of medium-length, and often pinned together in an elegant up-do. Her ears are pierced once. She has an elegant and intricate shoulder-to-elbow tattoo filled with hidden meanings about her family, or it should be said, coven, and its relationship with its parts, and the city.
A notable scar on her person is hidden beneath the rose over her right eye. The skin looks like a many-faced star, with the heart of it right where the bud of the flower grows. Her right eye has long been dysfunctional, a mere scarred mass.
She is often seen wearing elegant evening dresses, formal wear, and gold. Her rose she distracts from or disguises with veiled hats.
Psychology ▔▔▔▔▔▔▔▔ "Cloverfield: my lovely playground…"
MAIN GOAL ⫻ She wishes to find the sources of pain within Cloverfield, unearth them, and delicately exacerbate them. She also doesn't wish for other factions to have more power than herself over Cloverfield, and is very interested in ensuring the Adel Coven thrives. This means rooting out all the evil in Cloverfield, the wolves in sheep's clothing, so that only her soft and gentle evil remains.
PHILOSOPHY ⫻ Just because those around her are tools, doesn't mean she doesn't care about them. In fact, she might just care about a tool or a pet just as much as her own blood. She believes most doors open to subtlety, to well-placed generousness, and well-meaning. Intimidation is used as a last resort only. She prefers leeching information, and having that information to her advantage, as it can conquer before a blade can strike.
SECRETS ⫻ Her thralls of the Adel Coven often take part in ritualistic pain sessions, both physical and mental, to the benefit of the Adel family. She is completely fine with this. They also extort tributes from their thralls.
It is a family practice to reinvent themselves every twenty years or so in a new area of Cloverfield under a new name. Twenty years ago, they were known as the Lucilles Coven. This helps disguise just how long the Coven has had its roots in the people of Cloverfield.
Subtlety is most important for the Coven, however, and prefers to keep its existence a secret. However, it's only after the Cataclysm that the Adel Coven rose to the Lower District from their abode under the city, in the sewers.
SEXUALITY ⫻ N/A.
FEARS ⫻ She fears the Cataclysm happening again. She fears the police in the overworld of Cloverfield finding out about the Adel Coven. She fears the monsters coming to life in the city streets that threaten to disrupt her way and her family's way of living.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Lorenza was present in the later stages of the fight, attracted to the overwhelming bouquet of pain and with a desire to protect Cloverfield from being wiped out, both in equal parts. Her curses were used to push back the onslaught.
FLAWS ⫻ On her worst days, Lorenza's competitiveness, cruelty, and cunningness get the better of her. These prevent her from seeing the bigger picture, and sometimes it takes a sharp jar for her to realize life is more than just extorting thralls.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Sure, I'll share a little of who I am with you, since you're so well-behaved."
Vampires.
They exist, especially so in Cloverfield, though they haven't always been so pronounced in their presence.
Lorenza was born to Jullius Adel and Maria Snow, the only possible way an Adel could actually have children. Adels were, in fact, a type of fairytale vampire, and so couldn't reproduce in ways normal humans, magic or not, do. So Lorenza grew up with a vampiric father and a wholly human, albeit magical, mother.
Lorenza noticed things were strikingly different from her mother. Mainly, her diet. While her mother ate fruits and vegetables, Lorenza preferred blood, and pain as an emotion. Once, her mother accidentally cut herself on a knife, and Lorenza immediately stuck the cut finger in her mouth, drawing out the pain. And Lorenza felt full afterward.
Lotenza also noticed another thing. Her mother aged, but Lorenza, after she reached twenty-one, stopped physically aging. She looked similar to her father, who also hadn't aged a dime.
Dialing back the years a few, when Lorenza was twelve, she saw the surface for the first time. Up until that point, she had lived under the streets in their home chiseled secretly into the sewer walls. It was midnight when she and her mother came up to the street level on the Lower District side of Cloverfield. Lorenza was in awe, staring up at the streetlights and watching cars pass along the streets.
However, when she and her mother were passing a particular alleyway, they were pulled in and roughly thrown to the ground. Men stood over the two of them, wielding knives and admiring the gold on them. But before they could put hands on her mother, Lorenza Kindled, and touched them. They immediately burst into black and red flames, and fell over each other as they tried to run away, before collapsing to the cement.
Mere moment later, the vision in Lorenza's right eye disappeared as a rose sprouted violently from within her eye.
Lorenza was officially an Adel.
From the night if her Kindling and onward, Lorenza would be involved in the deeper parts of the Adel Coven. Namely, participating in the pain and bloodletting rituals for sustenance, and perfecting her curses under the tutelage of her father.
“We need strong Adels. You will be the pride of our family, Lorenza.” Was what her father always said. Though his teaching method was strict, and punishment swift, Lorenza was attached to her father, and took on his lessons well.
Lesser family members, cousins and cousins-first-removed, were in charge of finding new thralls. Lorenza never suffered the bore of finding more willing victims unless it was what she desired. And when she requested doing her high-school studies in a proper school above, instead of being homeschooled, she found many, many disenfranchised youth of the North side of the line that were eager to find a way to get rid of their pain, dealing with insufferably vain parents. They were also more than happy to pay tribute. Her father was pleased.
Lorenza, among other powerful members of her Coven, made a stand against Nadine and Nyrah, hurling everything could at the villains. In the aftermath, a striking vacuum of power left the South wide open. Lorenza's father almost immediately purchased a mansion on the South side, and the Adels and their thralls began living on the surface, reveling in the night and prowling the streets.
Currently, Lorenza has been tasked with identifying other factions shaping up in the city, both North and South. Anything that would take a slice from their pie: The citizens of Cloverfield.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I can be your boon, or an excruciating bane..."
TYPE ⫻ Adept
ABSTRACTION ⫻ Cursed Bloom - Vampiric Curses that affect the mind and body of the unfortunate. Blue and Orange Lux. Channeler is the red rose growing out of her right eye.
ABSTRACTION DESCRIPTION ⫻
The Cursed Bloom has been passed down the Adel lineage for the past 200 years, manifesting itself as a rose of varying shades. The rose takes what it gives, demanding a sacrifice for its power - the true nature of a curse. With Lorenza's father, it took one of his hands. With Lorenza, it took one of her eyes.
With this exchange, Lorenza is entirely transformed. Cursed with immortality and the weaknesses of vampires, such as not being able to be in sunlight, cross moving water, or enter a home unbidden. However, she has a few boons. Appealing to the senses, fangs on her canines, and a diet that is fairly easy to maintain in the damaged city that is Cloverfield. She also has her developing curses that are unique to each Adel.
Curses are given by being in contact with Lorenza's aura, about a five foot radius. They have the ability to eat through Emotional Fields. The victim only needs to be within Lorenza's aura for a few seconds for the curse to slowly be applied. A curse takes about thirty seconds to be delivered in full.
Physical Curses
Internal Bleeding ⫻
Cuts and lacerations are struck through in all the internal organs of the victim, causing blood to pool in the stomach and other places it's not supposed to be. Coughing up blood and nosebleeds are common preliminary side effects. As it worsens, weakness, dizziness, low blood pressure, and unconsciousness are possible side effects. Left untreated, it could lead to death after a few hours.
Pain ⫻
The nerve endings all over the body are targeted and stimulated, sending pain impulses to the brain that overload the victim with acute sensations of pain. Whether that's burning or stabbing pain, it's really up to the victim's interpretation of the pain.
Mental Curses
Forgetfulness ⫻
The mind is cursed to forget recent events. This can be as short as the last ten minutes, or the last hour. The victim won't entirely forget; they will have scraps of nonsensical notions that they're forgetting something important, maybe a few foggy faces.
Demon Curses
Lux Bane ⫻
This is currently the most powerful curse Lorenza has developed. A victim within her aura will suddenly catch flame and burn with red and black flames. These flames are burning as well as parasitic, not being snuffed out by conventional means. The parasites within the flames devour Lux, weakening any magical being. The flames devour flesh, weakening any mundane being. It spreads rapidly across the body, hungry. An overwhelming amount of magical Lux can snuff out the flames, as opposed to water or limiting oxygen. The magical Lux should be explosive, like nuking the flames.
Vampiric Nature
Pain Sense ⫻
Lorena is able to sense the pain seeping off a person or being within thirty feet. This includes varying degrees of pain, such as discomfort, anxiety, depression, anger, and apathy. The more poignant it is, the more easily Lorenza is able to sense it.
Pain Absorption ⫻
If the victim is within Lorenza's aura, she is able to absorb that pain in its entirety. The victim will feel a striking, cathartic absence where their pain once was. It's incredibly soothing. No matter how much pain, anger, or grief the victim tries to will up, it all just disappears into a spiraling void. Lorenza is devouring these emotions in real time, and gaining fullness and satisfaction from it. She will often pretend to suck someone’s blood to make it appear like her bite has magical pain-sucking properties.
Blood Subsistence ⫻
Along with devouring pain, Lorenza also subsists on blood. She uses her fangs to pierce the skin, and suck blood. Her stomach is able to metabolize the blood, and she derives most of all her nutrients from it.
Cursed Artifacts
Bloom Creations ⫻
A gift from her mother, Lorenza earned her Orange Lux from her, and is able to imbue objects with her curses. Curses that she has practiced many times before are easier to create into an artifact, while newer spells or entirely unique spells take a long time to imbue an object. This is a difference between days and weeks.
An example of a Bloom Creation Lorenza can make is a type of grenade. A stone that is imbued with a curse, that she can throw. It has her aura in it, allowing her to reach further places to infect with her curse without putting herself at risk.
LIMITS ⫻
All curses that Lorenza inflicts successfully, she gets rebound of 20% of the overall infliction.
Emotional-Fields take some time to eat through, and will not allow Lorenza to outright kill anyone.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I've scheduled a session for you with our psychologist next Tuesday."
@Estylwen You are simply built different, my friend: How you manage to pump out these characters with such fervor and consistency is beyond me. But it's impressive!
Combat Skills ⫻ Élodie is skilled in both armed and unarmed combat techniques. Her training with the Brotherhood includes martial arts and various weapons, enabling her to defend herself effectively in battle.
Tactical Planning ⫻ With her experiences in the Brotherhood and during the Cataclysm, Élodie excels in devising strategic plans for combat and rescue missions. She can assess situations quickly, adapt to changing circumstances, and clearly lead her allies.
Stealth and Infiltration ⫻ Drawing from her training in the Thorned Petal Society, Élodie has skills in stealth and deception. She can creep and blend into her surroundings/
First-Aid ⫻ Élodie is trained in basic first aid techniques, enabling her to treat minor injuries, perform CPR, and stabilize individuals until professional help arrives.
Emotional Intelligence ⫻ Élodie has a keen sense of empathy and understanding of others’ feelings. This skill helps her connect with those she seeks to protect and enables her to navigate complex social dynamics, fostering trust and collaboration.
Gardening ⫻ With a passion for nature, Élodie has developed skills in gardening, allowing her to cultivate plants and herbs.
Negoation ⫻ Skilled in diplomacy, Élodie can navigate difficult conversations and reach compromises, making her an effective mediator in conflicts or discussions.
Linguistic Proficiency ⫻ Élodie is fluent in multiple languages, including French, Italian, Spanish, and German, allowing her to communicate effectively with diverse groups across Europe.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "My presence speaks volumes."
The first thing anyone would notice about Élodie Baptiste is her soft but undeniably eerie aura. She carries a potent energy that hints at a deep connection to the unknown. Despite her calm demeanor, there's an undercurrent of power and mystery in her presence, the type that demands respect without her uttering a single word. Her witchy, gothic vibe is unmistakable, with a touch of elegance and dark glamour, making her someone you wouldn’t want to cross but can't help but be drawn to. Élodie Baptiste moves with graceful precision; every step is deliberate, radiating an air of confidence and purpose. There's a sharpness in her movements that hints at centuries of wisdom passed down through her lineage.
Élodie has a slim yet slightly athletic build, a testament to her years spent running after monsters and ghosts. Her well-toned physique reflects her active lifestyle as a member of the Brotherhood. However, her height betrays her mystery somewhat as she stands at a measly four-two. Her modest chest (36D) complements her overall silhouette, while her curvy hips and well-defined backside add a touch of allure to her otherwise practical appearance.
Her style is an eclectic blend of goth and witchy elements, showcasing her flair while remaining functional for her ghost-hunting endeavors. Typically, she opts for flowing black dresses adorned with intricate lace and subtle occult symbols. However, regarding her work with the Brotherhood, Élodie dresses far more practically. She favors fitted, dark cargo pants paired with sturdy combat boots, allowing her to move swiftly and stealthily in pursuit of the supernatural. Her tops often consist of sleek, form-fitting turtlenecks or layered long-sleeve shirts, ensuring comfort and mobility.
Her cotton candy pink afro further enhances Élodie's striking features, which contrasts beautifully with her rich, deep brown skin. The vibrant color of her hair catches the eye, adding a whimsical touch to her otherwise dark aesthetic. Her round glasses, with large, thin metal frames, sit low on her nose, giving her an intellectual and slightly detached look. Completing her look, Élodie often adorns herself with a collection of silver jewelry featuring delicate chains, rings, and pendants that echo her connection to the supernatural. Each piece holds significance, a talisman, or a reminder of her journey into the unknown. She carries a dark leather pouch filled with various tools of her trade, ready for whatever challenges arise.
Psychology ▔▔▔▔▔▔▔▔ "Every life matters, and I’m ready to save them."
MAIN GOAL ⫻ Élodie’s primary goal is to redefine her purpose by protecting others and helping to rebuild the fractured lives left in the wake of the Cataclysm. She’s moved by a sense of responsibility for Cloverfield, haunted by the scars the battle left on both the land and the people. Driven by her past and the people she's encountered who suffered under magical oppression, she now views her magic as a tool to help others reclaim their lives. This goal is complex, as it also serves as a way for Élodie to distance herself from the darker parts of her history, striving to honor the sacrifices made during the Cataclysm. By recovering lost relics and preventing future calamities, she hopes to become a force of positive change and prove to herself and the Brotherhood that magic is best wielded with compassion.
PHILOSOPHY ⫻ Élodie believes magic should serve the people, not control or overpower them. She follows a philosophy centered on responsible power use, profoundly shaped by her early experiences with the Thorned Petal Society’s ruthless doctrine and later training with the Brotherhood. Her encounters have led her to view magic as something to wield carefully, with respect for its impact on others, especially the vulnerable. Though she appreciates the Brotherhood’s guiding principles, her philosophy remains open to nuances; she opposes violence unless necessary and values understanding over pure discipline. This mindset often places her at odds with the Brotherhood’s more dogmatic members, but she remains committed to her beliefs, even when faced with complex moral choices.
SECRETS ⫻ Élodie harbors two main secrets: her complicated past with the Thorned Petal Society and the conflicting sense of guilt and relief she feels about leaving them. Although she escaped the society’s oppressive grip, she often finds herself torn between shame over the life she left behind and pride in her decision to walk away from their control. Another secret she keeps closely guarded is the depth of the trauma she experienced during the Cataclysm. The loss of her relics and her near-fatal encounter with Nyrah left scars she rarely reveals, even to her Brotherhood allies. Beneath her calm exterior, she worries that her past or her unresolved trauma might compromise her ability to protect those she’s sworn to help.
SEXUALITY ⫻ Élodie is quietly bisexual, having explored her attractions during her early years in Carcassonne. However, her rigid upbringing within the Thorned Petal Society suppressed open discussions of love and desire. Now that she’s free, Élodie embraces her sexuality privately, seeing it as an expression of the freedom she’s fought to claim. Her connections are meaningful; she values emotional and intellectual compatibility over labels. The relationships she forms are often rooted in mutual respect and shared goals, as she finds trust challenging to cultivate but intensely rewarding. Her sense of self has grown since her time with the Brotherhood, giving her quiet confidence in her identity, even if she rarely discusses it openly.
FEARS ⫻ Élodie’s greatest fear is the possibility of falling back into the same patterns of dominance and control she learned from the Thorned Petal Society. She worries that the residual influence of their teachings and her innate magical ability could lead her to use power in ways that contradict her values. She also fears failure on a profound level—specifically, the fear that she might be unable to protect those she cares for or that she could be partly responsible for a future catastrophe like the Cataclysm. The haunting memories of her near-death experience with Nyrah have also left her with a fear of acid or corrosive magic, a deeply rooted reminder of her vulnerability.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ During the Cataclysm, Élodie was sent to Cloverfield by the Brotherhood to face Nyrah the Ravager and assist in stopping the horrific rampage. Élodie fought valiantly, wielding the elemental powers of her Knight’s Edge to protect the people and stabilize the city’s defenses. As the city crumbled and the earth split, she realized her training and power might not be enough. Despite the overwhelming odds, she pressed on, only for her resolve to be tested when Nyrah’s acidic magic struck her, costing her the relics she held dear and nearly her life. Her physical wounds from the acid were severe, and as she watched the city fall to ruin, she understood firsthand the cost of the Brotherhood’s mission. While Cloverfield was ultimately saved, the Cataclysm left Élodie with a profound sense of failure and loss, marking her with physical and emotional scars that would linger long after the battle ended.
FLAWS ⫻ Élodie’s most significant flaw is her profoundly ingrained need for control, stemming from her training in the Thorned Petal Society, where magic was wielded with an unforgiving intensity. This need often leads her to isolate herself, assuming responsibility for challenges that could be shared with others, and she sometimes struggles to trust fully. She also tends to be rigid in her morals and, at times, inflexible when it comes to compromise, which can put her at odds with the Brotherhood and alienate potential allies. The trauma of the Cataclysm has left her wary and occasionally reluctant to engage fully in confrontations, fearing a repeat of past failures. While her resolve is firm, her reluctance to reveal vulnerability or accept help leaves her emotionally closed off, potentially undermining her relationships and clouding her judgment in moments when empathy could be her greatest strength.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Cloverfield isn’t just my mission; it’s a chance to make amends for the darkness I left behind."
Élodie was born in the outskirts of Carcassonne, a city in southern France renowned for its medieval fortress and ancient mysteries. While Carcassonne was a bustling tourist destination, her family resided in a secluded estate on the city's fringes, shrouded in dense woodland and wild overgrowth. This estate served as the hidden sanctuary for the Thorned Petal Society, a centuries-old coven with roots tracing medieval times when witchcraft and folklore were deeply interwoven into the townspeople's lives.
The Thorned Petal Society had long been a part of Carcassonne’s underbelly, carefully concealed yet steeped in the city's folklore. The Thorned Petal Society taught Élodie to wield magic with raw intensity, focused on the ruthless command of elemental forces. Her training was steeped in power and precision, from conjuring flames and storms to summoning barriers and wielding transformations for stealth. The society’s doctrine emphasized dominance and control, molding her to see magic as a tool to bend nature and others to her will. Yet, as she grew, Élodie began to see the rigid, unforgiving nature of their practices for what it was: an insular obsession with power that left no room for compassion or freedom. Yearning for more than the coven’s dark vision, she set out to find her path.
Élodie began to feel the suffocating weight of the Society’s ideology during her teenage years. She often overheard the older women talk about the “purity” of their ways, but she couldn’t ignore the doubt that grew inside her. A turning point came when she encountered a wandering healer who practiced magic openly yet gently. He shared stories of using magic to heal and protect, describing it as a gift meant to serve others, not to impose control. This unexpected encounter opened Élodie’s eyes to the potential of a different path, one starkly opposed to the Thorned Petal Society’s dark doctrine.
As her newfound perspective clashed with the coven’s teachings, Élodie grew defiantly, harboring secret dreams of leaving Carcassonne and exploring the magic beyond her family’s reach. But the coven was unrelenting; sensing her rebellion, they subjected her to brutal “purification” rituals meant to break her spirit and bind her loyalty. These ordeals only solidified her resolve; one night, at seventeen, she finally escaped. She left her home and family behind, taking only a few small charms she had hidden away, and never looked back.
After she escaped from the Thorned Petal Society, Élodie roamed alone, seeking purpose beyond the dark magic she had been taught. Her journey eventually led her to The Brotherhood, a clandestine order formed in medieval Europe to defend humanity against supernatural evils. The Brotherhood trained Élodie in their ancient rites, martial techniques, and use of enchanted artifacts, including the famed Knight's Edge—a weapon that adapts to its wielder’s needs and channels elemental power. Under their guidance, she learned to wield magic responsibly, moving away from the destructive methods of her past. However, tensions within the Brotherhood sometimes challenged her resolve. The order's conservative stance against Aberrations, including Adjoined and Afflicted, and its philosophical divide over aggression versus caution mirrored some rigid doctrines she’d left behind. Yet, Élodie found new allies and a renewed purpose.
Élodie had been sent to Cloverfield by the Brotherhood, and her mission was clear: assist in containing the chaos Nyrah the Ravager had unleashed and prevent the city from being lost to darkness. The Brotherhood had identified Cloverfield as a critical location in their battle against supernatural threats, and with Nyrah's influence spreading like wildfire, they chose their most skilled operatives for the task. Élodie was among those dispatched, herself armed with the famed Undead Hunter, each trusted to face down Nyrah’s host, Princess Nadine.
As soon as she arrived in the city, Élodie saw the destruction up close. The people were frantic, and the air felt tainted, thick with the weight of Nyrah’s magic. The Brotherhood’s mission was clear: confront Nyrah, sever her control, and restore the city before it fell. Élodie and her allies pushed through the ruins, their training and enchanted weapons their only defense against Nyrah the Ravager. Alongside other magical warriors, she fought fiercely, calling upon the elemental powers of the Knight’s Edge to cut through enemies and shield herself from the dark forces that surrounded them.
But as the battle raged, Élodie found herself in a losing struggle. Nyrah’s power was unlike anything the Brotherhood had faced, an overwhelming force that warped the city, splitting the earth and sending entire buildings crumbling into ash. She and her comrades fought on, though it became painfully clear that they were facing a foe beyond their combined strength. In one devastating moment, Nyrah unleashed a powerful burst of acid, spraying onto Elodie and nearly killing her. Her grip faltered, and the Undead Hunter slipped from her hand, disappearing into the rubble, lost along with the Vampire Hunter relic as the battlefield churned in darkness.
Despite their efforts, the Cataclysm had ravaged the South Bank by the time Nyrah was finally defeated. Cloverfield’s victory came at a profound cost, with neighborhoods in ruins, lives lost, and the land scarred beyond recognition. The Brotherhood retreated, but Élodie’s mind stayed fixed on the broken city. Though her mission had technically succeeded, she felt the weight of what had been lost: Cloverfield’s heart, its people’s safety, and the relics now buried within its rubble.
When the Brotherhood called on her to return a year later, it was to recover these artifacts and assess the lingering effects of Nyrah’s dark magic. Cloverfield’s North Bank was slowly rebuilding, bolstered by investments and new arrivals, but the South Bank was a fractured shell of its former self. With each step through the devastated streets, Élodie was reminded of the aftermath of Cataclysm and the role she and the Brotherhood had played in its making.
This time, she vowed to fight not only for the Brotherhood’s goals but for the people of Cloverfield, whose lives had been forever altered by the dark battle they had endured.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Magic flows through me!"
TYPE ⫻ Adept.
ABSTRACTION ⫻Red, Green, & Yellow Lux. Her Channeler is a spellbook that she carries around.
ABSTRACTION DESCRIPTION ⫻ Élodie's magic is a refined blend of elemental mastery and transformative magic, shaped by her training by the Thorned Petal Society. The need for incantations characterizes her spellcasting, each chant forming a crucial link between her will and the three colors of Lux she commands. From unleashing elemental spells that rain fire, ice, and lightning upon her enemies to shifting her form into that of a sleek cat or a soaring crow, Élodie's abilities showcase her versatility and strategic insight. With every spell she casts, Élodie exemplifies the delicate balance between power and precision, making her a formidable force in any confrontation.
ELEMENTALISM ⫻ Élodie wields an arsenal of spells, each a testament to her rigorous training within the Thorned Petal Society. These spells are her primary offensive weapons, allowing her to unleash elemental fury upon her foes. From the explosive Fireball, which engulfs enemies in flames, to the chilling Icicle Rain that rains down sharp ice, her magical repertoire is as diverse as it is destructive. Each chant showcases her mastery of elemental magic and reflects her deep connection to the mystical forces that shape her world.
Fireball ⫻ Élodie conjures a concentrated fireball, swirling with vibrant hues of orange and red. With a flick of her wrist, she launches the fiery orb toward her target. Upon impact, it ignites the enemy in flames, leaving painful burns that seep into their skin. The explosion creates a small shockwave, knocking them back as well.
Vine Lash ⫻ Élodie summons thorn-covered vines that burst forth from the ground, twisting and writhing like serpents. These vines lash out precisely, entangling her foes and restraining their movements. The thorns bite into flesh as they wrap around their targets, delivering painful cuts.
Icicle Rain ⫻ With a graceful gesture, Élodie creates a storm of large icicles that plummet from the sky, each one sharp and glistening like daggers. As they fall, they pierce through enemies, impaling them and causing severe frostbite upon impact. The ground is soon covered in a chilling mist, creating an inhospitable environment that hampers movement.
Gale Force ⫻ Élodie harnesses the power of the wind, summoning a violent gust that sweeps across the battlefield. The forceful wind launches her target into the air, leaving them disoriented and vulnerable. As they soar, the air pressure creates a roar, drowning out other sounds. The gust can also scatter nearby enemies.
Acidic Bubbles ⫻ Élodie conjures a series of iridescent floating bubbles, each filled with a potent corrosive acid. As she releases them, the bubbles float menacingly toward her enemies. Upon contact, they burst into a spectacular display, splattering corrosive liquid that eats away at armor and flesh. The acid clings to its victims, causing ongoing damage and leaving them vulnerable to further attacks. Elodie rarely uses this spell after her near-death experience.
Rockfall ⫻ With a commanding gesture, Élodie causes jagged rocks to rise and then plummet from the sky like meteorites. The ground trembles as the stones crash upon unsuspecting foes, dealing heavy damage and sending debris flying. The sheer force of the impact can knock enemies off their feet and disrupt their attacks. The spell creates an area of devastation, making it difficult for opponents to regroup or retaliate. The remnants of the fallen rocks can also be used to create makeshift barriers
Flamejet ⫻ Élodie unleashes a fierce stream of fire, resembling a dragon's breath, that engulfs her enemies in scorching flames. The short-range flamethrower spell creates an intense area of heat, forcing foes to either retreat or risk being incinerated. As the flames dance and flicker, they consume everything in their path, leaving behind charred remnants. The heat can also create a smokescreen, obscuring Élodie from sight
Frozen Whirlwind ⫻ Élodie conjures a swirling tornado of icy winds, creating a storm that freezes everything in its path. The violent gusts whip around her enemies, encasing them in layers of frost and rendering them immobile. As the winds howl, the temperature drops drastically, causing panic among her foes.
Detonation ⫻ Élodie channels her magic to create a small but potent explosion that erupts near her target. The blast sends shockwaves through the air, staggering anyone caught in the radius and dealing significant damage. A burst of flames and debris accompanies the explosion. The sudden nature of this spell makes it difficult for enemies to anticipate, allowing Élodie to exploit their disarray.
Chain Lightning ⫻ Élodie casts a spell that arcs with deadly precision, unleashing a surge of electricity that jumps between multiple enemies. Each strike is accompanied by a crackling sound and a blinding flash, illuminating the battlefield—the jolts of lightning deal significant electrical damage, leaving foes temporarily stunned and disoriented.
Razorleaf Barrage ⫻ Élodie unleashes a storm of razor-sharp leaves, infused with her elemental magic, that cut through the air like blades. The leaves slice through enemies with deadly accuracy, causing deep lacerations.
Icy Needles ⫻ Élodie channels her magic to create a barrage of sharp, icy needles that shoot forward with deadly speed. The razor-sharp needles can penetrate armor and flesh, delivering a painful cold that saps strength from her enemies. As they strike, they create an effect like being stung by a thousand tiny daggers, leaving behind frostbite and confusion.
Piercing Beam ⫻ Her most potent spell, Élodie, channels intense energy into a concentrated beam of burning light that pierces through anything in its path. The beam radiates with blinding intensity, scorching the ground and leaving a trail of destruction. This spell deals immense damage and can create temporary blinding effects, disorienting enemies caught in its path. The sheer force of the beam can obliterate barriers and obstacles, making it an ideal spell for breaking through defenses.
TRANSFORMATION ⫻ Élodie Baptiste possesses the ability to transform her very being through incantations, skills honed during her rigorous training with the Thorned Petal Society. While she cannot cast spells in these forms, her awareness remains intact, providing a strategic advantage in both surveys and escape.
Feline Shift ⫻ Élodie channels her magic to transform into a sleek domestic cat. As she mutters the incantation, her body shrinks and reshapes, her features softening into that of a lithe feline. In her cat form, Élodie gains enhanced agility and stealth, allowing her to move unnoticed through shadows, fit into tight spaces, and quickly climb. Her heightened senses will enable her to detect subtle movements in low light. The transformation lasts for a limited time or until she chooses to revert to her human form, and while transformed, Élodie cannot cast other spells but can maintain complete awareness of her surroundings.
Corvid Shift ⫻ With a whisper and a wave of her hand, Élodie assumes the shape of a minor, black crow. Her arms stretch into wings as her body lightens and feathers replace her skin. In this form, she gains the ability to soar through the air, granting her unparalleled mobility and a bird’s-eye view of the environment. As a crow, Élodie can fly at incredible speeds, escape tight situations, and travel long distances quickly. Her keen eyesight allows her to spot people or objects from high above. While transformed, Élodie cannot cast other spells but maintains complete awareness of her surroundings.
VEILCRAFT ⫻ Élodie Baptiste has a mastery of Veilcraft under the guidance of the Thorned Petal Society, specializing in spells that grant stealth, defense, and healing. This branch of magic allows her to conjure protective barriers, cloak herself and her allies in invisibility, and heal from a distance.
Stationary Barrier ⫻ Élodie conjures a thin, translucent forcefield, shaped into a square or rectangular form, that shimmers faintly with magical energy. Once cast, the barrier acts as an immovable shield anchored to a fixed point. It is large enough to protect against incoming attacks, both physical and magical, and can be used to block doorways or shield allies. The forcefield is sturdy but not indestructible—it can absorb a limited amount of damage before shattering. Élodie can customize the barrier’s size and orientation within her range, making it adaptable for different scenarios. However, once created, the barrier cannot be moved or adjusted, forcing Élodie to strategize its placement carefully.
Invisibility ⫻ With a swift incantation, Élodie cloaks herself or a chosen target in a magical veil, rendering them completely invisible. The enchantment bends light around the target, making them undetectable to the naked eye. While invisible, the target can move freely, although making loud noises or casting offensive spells will disrupt the effect. The invisibility lasts for a limited duration or until Élodie dispels it.
Restoration ⫻ Élodie extends her hand toward a distant ally, channeling her magic to heal them from afar. A shimmering light connects her to the target as their wounds begin to close, and their vitality is restored. The healing energy is gentle but potent, mending cuts, broken bones, and even more severe injuries depending on Élodie’s focus and stamina. Unlike most healing spells, Restoration allows Élodie to provide aid without direct contact, making it invaluable in combat situations where reaching an ally is too dangerous. However, healing large wounds or multiple injuries drains her stamina reserves quickly.
[Baking] ⫻ Paloma’s passion sparked by a love of confections and an unhealthy infatuation for Noel Fielding. She’s actually quite good at it and generally finds the repetitive nature of it calming. Paloma almost exclusively bakes sweets and she’s prone to showing up to places with a sackful of sugary snacks. She’s even started posting photos of bakes online for a while. Follow her at Palomangina. Maybe one day she’ll update it. [Neat & Tidy] ⫻ She was always a bit of a neatfreak even before Paloma developed a passion for a hobby that gets flour fucking everywhere. She deep cleans her home regularly, keeps everything put away, clutterfree, and organized. She primps and preens herself constantly, always ensuring that her outfit is smooth, her hair is perfect, and her makeup is fresh. This extends beyond her own boundaries, ranging from basic good practices such as bussing her own table when she goes out to being an absolute menace who’ll lick her finger and wipe sauce off of a friend’s face. [Role-playing Games] ⫻ Yeah, yeah, yeah, but magic’s real well she still can’t be a half-orc barbarian named Swolga in real life or at the very least she doesn’t know someone with the spell for that yet. Pre-Cataclysm she used to play all the time, but a hospital getting dropped on her gaming group killed that campaign. Her attempts to persuade her friends to play have failed thus far. [Spunk] ⫻ Bravery. Pluck. Determination. Guts. Moxie. Grit. Cojones. Balls. These. Call it whatcha call it, Paloma’s got it.
Appearance
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"Aw, shucks. You’re not too bad yourself."
Paloma appears as a classic ingénue, an innocent little angel without a bad bone in her body, poise and politeness polished up and presented with a bow. Her face is all big, brown puppy dog eyes and chipmunk cheeks so perfectly rounded that she has grandmas vaulting over their walkers and shoving one another out of the way to get a pinch, plus a sweet little smile capable of melting even the coldest of hearts. Paloma’s long brown hair falls to her mid back. Her fair, youthful skin is heavily monitored and maintained, tackling any sign of aging through vigorous moisturizing, weird face masks, strange creams, and bulk packs of dodgy supplements. Any blemishes she cannot escape from she hides beneath what appears to be a light, tasteful amount of makeup, although in reality her scale noticeably shifts when she washes her face at night.
She is a fairly average height with a curvy build. She doesn’t have any real exercise routine outside of walking to and from the bus stop and being stuck on her feet while she works, and coupled with an irresistible sweet tooth her body is more cushion than muscle. She isn’t physically weak, per se, although nobody would ask her to help lift a couch. Paloma dresses in cutesy, modest clothing, favoring sweaters, long skirts, and comfortable sneakers. Her style is quite dated, and most of her clothes are old and second-hand, but never are they damaged or dirty. Paloma finds pride in having a neat and tidy appearance, all tucked in and buttoned up. Her hair is typically tied back by a ribbon when she goes out, and she regularly wears a pair of pearl earrings she inherited from her grandmother as her only piece of jewelry. She is rarely seen in public without a pair of long, colorful gloves that accent her outfit and cover up the scars from chemical burns on her arms she sustained during the Cataclysm.
Paloma has a very disarming and open presence, with expressive, curious eyes that hint at a level of mischievousness hiding behind her sweet demeanor. She hates the sound of her own voice, which she finds annoyingly high-pitched and squeaky like that of a cartoon character, and believes that it causes people to not take her seriously. Her posture is a thing of perfection and moves at her own pace, often looking around distractedly rather than focusing on the task at hand . There are people who have known Paloma for years that have never seen her without a piece of chewing gum in her mouth.
Psychology
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"I don't bite...unless that's what you're into."
MAIN GOAL ⫻ Money, money, money, money! When she was younger she wanted to be rich and famous, but as she grew older and wiser she realized the only really cool part about being rich and famous was being rich. Fame, on the other hand, is a massive hindrance. She wants a big house with an even bigger lawn surrounded by a massive privacy fence, a car whose previous owner didn’t leave a weird stain in the passenger seat, to never work another goddamn day in her life as a cleaner, to not have to deal with medical debt, and to have a harem of rich suitors, fit tennis instructors, and oiled up pool boys.
But first, she has a promise to keep.
PHILOSOPHY ⫻ Social change, a kinder, brighter world, yawn. Sure, Paloma supposes she could use her magic to usher in a better world for the future, but she’s living in the present and all it takes is a quick look at the past to see what happens to revolutionaries. She’s worked too hard to become some fucking martyr. Why break the system now that she can finally game it? Sure, she’s not an idiot, it needs a few adjustments. She supposes she could be happy with getting a smaller piece of the pie as long as she still gets a slice. Give the system a few more guidelines, a couple more checks and balances, one big smush towards the middle, maybe a few molotov cocktails through a couple of windows, just one single public execution of a bourgeois billionaire bitch. She doesn’t want to be the one to swing the axe, but she’ll get up close enough to get a droplet of blood on her face.
Still, Paloma ultimately tries to tune out these kinds of macro injustices, focusing on life at a more micro level. She lives her day by day following a personal and cliched creed of treating others how she wants to be treated, showing kindness and respect even to those who don’t deserve it, and saving her biting comments for when they are out of earshot. In short, be sweet. Nobody likes a suckup, but everybody is happy to receive a compliment. Paloma tries to stay on the latter half of the spectrum, a tad too twee but nothing that would make a person sick. And if someone doesn’t like her? Well, that’s fine. Who’d want to be liked by that cunt anyway?
SECRETS ⫻ Oh, there’s a whole bunch of them. A few notches in the bedpost she’d deny until the day she dies, a couple of white lies she refuses to admit aren’t true. Bad haircuts with all photographic evidence scrubbed from the internet, nasty text messages left on blocked numbers. A few minor crimes—shoplifting some gum, sneaking into a movie, some public indecency. Sitting and conversing with hospital patients when she was on the clock and should’ve been cleaning. Promising a young girl in room 513 that when her time came Paloma would take her to the Grove and wash her in the waters of rebirth, thinking at the time that it had only been a child’s fantasy, now becoming a whole thing that might require exhuming a grave.
She also plays it coy about being adjoined.
SEXUALITY ⫻ She might flirt and tease with all of the ladies until they get the vapors, but a quick glance back through her deleted contacts shows a steady stream of Liam Hinges, Brad Bumbles, and Dan Tinders.
FEARS ⫻ The special treatment she gets thanks to her abstraction has been novel but there comes a point, Paloma is sure of it, where the constant dotting and fawning will start to lose its luster. Perhaps it already has. Maybe just a little. Still, right now she sees the Blind as good old fashioned people who deserve to live their lives and make their own choices free from her or any higher power’s meddling.
But what happens when they start to wear on her? When she can finally hush that quiet little voice that says they only like her because she got lucky? When she stops seeing people as people and starts seeing them as followers, worshippers, sacrifices? Now that she has power the opportunity to abuse it is right there just waiting for her to reach out and grasp it. Getting everything she ever wanted would just be so. Fucking. Easy. She could’ve started a weird sex cult, like, yesterday. Yet, Paloma is afraid of being that person. Even more so, she is afraid of what the world would be like if anyone else had her abstraction, and is scared to think of what other magic there could be out there.
Also, dragons have now been absolutely ruined for her forever. Thanks, Princess. Now she’ll have to switch to Pathfinder.
WHAT DID THEY DO DURING THE CATACLYSM? ⫻ Paloma was at the last place anyone would want to be when the world is potentially ending: work. She spent several hours, perhaps even days, trapped beneath the rubble of the South Cloverfield Good Samaritan Hospital, listening to the muffled cries of friends and strangers, fading in and out of consciousness from the pain and blood loss, and coping with the fact that magic and dragons were real. She hardly recommends it. If not for a chance encounter with the Samaritan that day she definitely would’ve been dead. If the rescuers had taken one more day she probably would’ve been dead. If the Cataclysm was still happening at that time then Paloma missed out on the rest of the fun, getting evaced to a hospital in a nearby town that wasn’t getting acid pissed all over it.
FLAWS ⫻ Paloma is the absolute textbook definition of a busybody, always prying into other people’s business even when nobody asked for her opinion. Often Paloma is meddling out of pure curiosity or an actual desire to help, but sometimes it’s something else. See, unfortunately she’s also a chatty little bitch, so Paloma is simply unable to resist passing along the latest piece of gossip. While her private life is a thing to be treated with respect and kept on the down-low, other people’s lives are purely a source of entertainment, especially if they’re completely fucked up and messy. Telling Paloma a secret is the same thing as telling the whole world. Call her out rumor mongering and she’s quick to go on the defensive, acting as if she didn’t know it was a secret if not outright denying that she said anything in the first place. After all, sweet little Paloma? A malicious gossip? Who would say something like that? Was it Tiffany? Well, that’s funny, because Paloma heard that Tiffany…
Backstory
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"Once upon a time, there was this big, scary dragon..."
Her life was boring.
What else is there to say? Things didn’t turn out right. Grow up, go to school, attend college, dropout, get a job, sprinkle a good group of friends and smattering of boyfriends that seemed good at the time. Somewhere along the line something went awry. Or maybe it didn’t. She doesn’t know. Maybe the fact is that growing up in the Southside of Cloverfield means she was destined to achieve mediocrity. It wasn’t like she didn’t have ambitions or lacked dreams. They just fizzled out. It wasn’t like she had a bad family who didn’t support her. They just became background noise, strangers she saw for holidays and cookouts. Rent became a thing. Groceries became a thing. Her life became work, fuck around, sleep, repeat. Her job wasn’t too bad either, even if it was just cleaning the hospital. Just slap on some headphones, pull on some gloves, and scrub up some bodily functions. Her life was, well, it was happening, she guessed. Paloma wasn’t necessarily unhappy, not all of the time anyway. She was just bored.
Escapism became the key to enjoyment. Binge watching reality baking contests, imagining herself as a competitor getting that coveted handshake for her crumb game being on point, ignoring the smell of burnt cookies in the garbage. Delving into fantasy tabletop roleplaying games with her friends, slaying dragons and bedding princesses or bedding dragons and slaying princesses, depending on how much of a chaos gremlin she wanted to be that evening. Experimenting with an acceptable amount of drugs, none of that scary shit that involved injections or having a DIY chemistry set, but the fun kind that made the world kaleidoscopes and rainbows. Fall in love again and again, believing from the first kiss that each one was going to be the one, tucking and rolling out of the relationship the second the road got even a bit rocky. This was her life. Do it forever until she got stabbed in an alley or fell and broke a hip at the age of ninety.
Work was the biggest source of her boredom. Pop music and murder pods could only entertain Paloma for so long before she got tired of the same chord progression or by-the-numbers family annihilation. She started talking to patients in the hospital—not in the sense of the normal pleasantries she’d have about the weather or the game as she swapped out their trash bags or removed their dinner trays, but real, in-depth, sit down and get to know these strangers type discussions. All patients in hospitals are lonely, even those who have a family that came and visited. She thought she could ease that loneliness, even if just a little, even if it meant having to put up with that sinking feeling when she got to work and one of her tasks was to deep clean the now vacant room of one of her favorites.
See, the floor Paloma cleaned wasn’t the one where patients were sent to get better. It was the final cheap motel room, complete with free cable, a weird smell, and the view of the back of a billboard for a gentleman’s club. Most of the people there were elderly, or they were at the very least so hollowed out by the inevitability of their demise that they appeared old. So perhaps that’s why it was so shocking to her when she entered Room 513 and saw a young girl, no more than ten, who didn’t look all that sick aside from a scar on the side of her head. Paloma felt bad for the girl and, admittedly, she was curious. Why was she at the South Cloverfield Good Samaritan and not the Children’s Hospital?
Room 513 proved to be a tough nut to crack, not even answering Paloma the first time she introduced herself to the kid, but Paloma wasn’t about to back down. She visited Room 513 daily, choosing to talk to her if the kid wasn’t going to talk with her. She even came in on her off days, showing up with homemade baked goods and games to play. Eventually the kid asked Paloma why she was doing this, and from that day forward Paloma was in. She got the kid to dish out her life story. At the time Paloma assumed Room 513 had to be on some heavy duty painkillers or had some kind of brain damage with the shit she was talking about, rambling about this place called the Grove and its magical waters. Room 513 confided in Paloma that she wanted to see the Grove again. Paloma said she’d see what she could do, and so she came up with a plan that would end up killing three of her closest nerd friends.
The idea was a sweet one: run a little one-shot for Room 513 with Paloma’s friends, making her out to be the hero of the story, where she returns home to this place called the Grove and saves it from goblins. Okay, so the premise was simple and basic, but the girl was ten. Paloma poured her heart and soul into the game session. She drew maps, painted a little Room 513 mini, and baked a thematic Grove cake. She showed up to the hospital with her friends and set about to give Room 513 the funnest, nerdiest night of her life. Then, just like in every other previous game that Paloma tried to Dungeon Master, the session immediately went off the rails as the craziest thing happened—only this time, it wasn’t because of something in-game.
And to think, up until this exact moment in her life Paloma always thought it would be so cool to see an actual dragon.
Therapy. Medicatation. Doesn’t matter. Paloma can still sometimes hear the screams from that night. Her memories are a bit muddled from the concussion she suffered when the hospital came down. She can remember diving forward to grab Room 513 and run, twisting just in time as the floor above came down, the agonizing pain when the acid splashed her forearms ripping a scream out of her throat before something cracked against the back of her head. She can remember being buried, blinded by such a bright light she thought she had permanently lost her vision, unaware that the Samaritan had adjoined with her the moment she went to protect Room 513, realizing only later that it was the only reason she made it out alive. She can remember Room 513’s feeble voice comforting Paloma, when it should have been the other way around, telling her that it would be okay, promising her that if something were to happen to Paloma then she would take her to the Grove and have them bring her back. Because you would do the same for me, said Room 513. I would, said Paloma. It had been a question at the time.
Promise?
I promise, said Paloma.
The light got dimmer after that. Paloma would be one of the first ones rescued, rushed away to a hospital in a neighboring county for intensive medical care for her injuries and chemical burns, resulting in a lengthy stay, seemingly insurmountable medical bills, and a chance at life that her friends and Room 513 never had the opportunity to receive. When Paloma awoke from her coma the world was so much stranger. Everyone was so happy to see her—literally, everyone, not just the people she would expect—and she kept seeing streams of light, which she reported to her doctor but the scans and the tests came back showing no kind of cerebral or vision damage. Maybe a side effect of her medication? And the strange wisp of air she’d catch out of the side of her eye when she passed by a reflective window? Was that too a side effect?
She started to get a little freaked out by how nice everyone was being to her. Sure, she was always nice to others, but Cloverfield was full of assholes. Was this a bit? A weird, mean, fucked up prank? And why was hardly anyone talking about the actual dragon? Even when she snapped at people they still treated Paloma like she was an absolute sweetheart. It was driving her mad. And then, after having tried to ignore them for a few weeks, she followed one of the streams of light and quite literally bumped into someone who didn’t immediately apologize to her profoundly and excessively dote on her to make sure that she was okay.
This person turned out to be another Paranormal, and would serve as a kind of sherpa guiding Paloma into the world of magic. Around the same time she would begin to familiarize herself with that wisp she saw, an Apparition she called the Samaritan, who during the day would keep quiet but at night fill her head with gut wrenching, nightmarish memories of an impossible promise she had made with a young girl whose name Paloma had never even bothered to learn. And as Paloma went about learning ways the Samaritan could help her achieve this stupid promise of hers, as well as dipping more than just a toe into the world of magic, she couldn’t help but to sometimes think that maybe she missed her life when it was boring.
Abstraction
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"Gosh, it’s so hard being this popular."
TYPE ⫻ Aberration (Adjoined)
ABSTRACTION ⫻ The Samaritan, a protective, guiding spirit that can mass influence the behavior of people and apparitions.
ABSTRACTION DESCRIPTION ⫻ Although it takes its name from a nearly two thousand year old parable about showing kindness strangers, the Samaritan is a relatively new apparition. More than just acts of charity and kindness made manifest, the Samaritan is an apparition born from the anxiety and desire felt by people to appear to others as if they were kind, generous, and caring—less love thy neighbor and more what would the neighbors think. Budding in the late 19th century with the rise of philanthropy, the Samaritan grew throughout the time of radio and television before fully manifesting with the advent of social media. The Samaritan has no real physical manifestation outside of its host, appearing as a kind of wispy, ethereal entity with no definable form.
While the Samaritan is a proper capital G “Good” spirit that wants to do good, its grasp on morality is flimsy at best. Perhaps, as a newer apparition, it is simply naive. After all, it’s the creation of the guilty voice that makes you donate your change to charity at a fast food burger joint operated by people not making a living wage and the reason you deleted your Instagram after being ridiculed for not waiting the proper (and unknowable) amount of time required before following up your thoughts and prayers post with a thirst trap. Regardless, for the time being the Samaritan lets its host be its moral compass as it gains more knowledge of how the world works. Since the host is serving as the Samaritan’s baseline for good, the host won’t be compelled in any way by the Samaritan to act against their nature. However, the host does get a “gut feeling” when the Samaritan doesn’t like what they are doing.
When Paloma uses the Samaritan’s abstraction it is almost entirely subtle.The Blind and One-Eyed Opens see nothing and do not feel the influence, the compulsions coming to them in a way that feels natural. Those with Emotional Fields feel like someone is watching them and can get the sensation that something is trying to scratch through their defenses to suggest how they behave, but there is no obvious immediate tell that the source of the influence is radiating from Paloma. The abstraction works as an aura radiating off of Paloma, influencing those who can feasibly sense her. The aura can extend even through technology, affecting those who see her on a screen or hear her on a phone. She can add aspects to the aura or suppress them as wanted.
Everyone’s Sweetheart ⫻ Paloma’s version of the Samaritan’s default aura. Those affected by the aura are compelled to treat Paloma with familiarity and friendliness, as well as willingly and happily help her with reasonable things. This aura does not mean people are forced to notice Paloma or go out of their way to approach her (unless she is clearly in duress or if they were inclined to in the first place), only that when they do they will be nicer or more forgiving to her than they would be to most other people. This part of the aura is always on and cannot be suppressed by Paloma, but can easily be resisted by Emotional Fields to the point its lingering presence is almost unnoticeable. The main aspect of the Everyone’s Sweetheart aura is that while up nobody—human, apparition, or animal—can deal intentional direct bodily harm to Paloma. This aspect of the aura is so powerful that it fully bypasses Emotional Fields. While a Paranormal could still threaten Paloma with violence, actual attempts to harm her do not work—they pull the shot at the last moment, fire it over her head, or blast someone else. This part of the aura is also always on, but it is immediately suppressed for several seconds by the Samaritan if Paloma attempts to do anything violent herself, allowing for people to act in self-defense.
Good Influence ⫻ A secondary aura Paloma can turn on while Everyone’s Sweetheart is active. It is essentially mind control or powerful suggestion magic, although those under the aura of her Good Influence behave as normal until they receive commands. She can issue direct, complex commands to individuals by speaking with them, or subconsciously influence the masses to follow a simple order by putting out a mentally ordered “vibe check” through her aura. The orders do not need to necessarily be reasonable to the recipient, who retroactively see them as momentary whim, but they must be phrased in a way to make them sound good-natured or well-intentioned. While this allows Paloma to tweak her Good Influence if she ever wants to be shiesty, the Samaritan will outright prevent the aura from being used to incite violence, cause direct harm to the recipient, or are obviously cruel. This does not mean Paloma cannot use the Good Influence to put people in dangerous situations. Good Influence has a lingering effect that allows it to last once the recipient has left Paloma’s aura, lasting for a full 24 hours. This lingering effect can be extended indefinitely by exposing the recipient to one of Paloma’s auras again, resetting the day counter each time. The aura can be resisted by Emotional Fields. While Paloma can attempt to punch through the Emotional Field by “pulsing” her aura, this triggers the self-defense clause and suppresses Everyone’s Sweetheart, leaving Paloma vulnerable for retaliation. For example, say Paloma was in a bodega and witnessed an armed robbery. She could command the robber to put down the weapon, go home, and reconsider their life while influencing the crowd to do nothing so that nobody tries to play the hero and gets shot. After that, she could command the cashier to give Paloma the money in the register as a reward for stopping the robber, then the very next day the robber, who the Good Influence has lapsed on, would revert to their nature and go out to rob another store. Alternatively, say the robber was Paranormal and resisted Paloma’s influence. She cannot command the crowd to rush them to stop the robbery, but she could command them to try to secretly call for the police even though it could harm them if they were to get shot by the robber when they mistook a reach for a phone as a reach for a gun..
The Bystander Effect ⫻ A secondary aura Paloma can turn on while Everyone’s Sweetheart is active. The Bystander Effect draws upon the roots of the Samaritan being created from people’s anxiety to appear upright and moral rather than a true drive to do actual “good”. By activating the Bystander Effect, Paloma can effectively shut down people in her aura and render them in a stationary, catatonic state. As long as they remain in Paloma’s aura, Bystanders are effectively frozen in time and space, resuming as if nothing has happened once she suppresses the Bystander Effect. Notably, people cannot be physically harmed in any way while under the Bystander Effect, although it doesn’t mean that they cannot be released from the effect while in a perilous situation. For example, someone driving their car hit by the Bystander Effect would lose control of the vehicle and it will crash. However, they wouldn’t be harmed by the crash, but they could be harmed when they tried to crawl out of the aftermath. Alternatively, the car goes careening out of Paloma’s aura and the driver is released from the Bystander Effect moments before it crashes. Paloma can use the Bystander Effect on crowds or individuals. If targeting individuals, Blind will ignore the bystanders as if they were never there. She can pair it with Good Influence, giving detailed commands to crowds of bystanders before dropping the Bystander Effect and allowing them to follow her orders. She can attempt to use it offensively, but the spell will have to break through someone’s Emotional Field and it triggers the self-defense clause of Everyone’s Sweetheart, leaving Paloma vulnerable. Alternatively, she can use it defensively on others to protect them from harm, assuming they let her through their Emotional Field. However, the Samaritan is unable to determine Paloma’s intentions, meaning that she still momentarily loses her defenses. Paloma cannot use the Bystander Effect on herself.
The Messiah Complex ⫻ A secondary aura that the Samaritan, not Paloma, turns on while Everyone’s Sweetheart is active. The Messiah Complex creates faint, trailing streams of golden light in the air around Paloma that guide her to people in her aura that are in need of help that Paloma is, in some way or another, capable of providing. The Samaritan is still in its infancy as an apparition, so the consistency and urgency on which this operates is very hit or miss. She’ll get pings ranging from the cliched, like a kitten stuck in a tree, to the bizarre, like a dweeby teen in need of a prom date to impress his friends. Pings will also sometimes be downright criminal, like the mafioso looking for a cleaner to help dispose of a body, to actual targets in need of life saving, like highlighting a dude choking on a meatball sub. Most of all, though, it is just annoying, as the lights get very distracting. Paloma can ask the Samaritan to suppress it, which it does temporarily, sometimes for several hours but occasionally for a few minutes before turning it back on much to her chagrin. The Messiah Complex can also serve as a kind of danger sense. Since the light is typically faint, a blinding halo of light trails can serve as a sign that Paloma is about to stumble into some real rough shit.
LIMITS ⫻ Paloma’s aura typically fills the room or the immediate area, but it essentially expands out from her as far as people can sense her be it by sight, sound, touch, smell, taste, or even extrasensory means. Her aura can be expanded through live footage or loudspeakers and be diminished by anything that would muffle/drown out her voice or obfuscate her presence. In general, the effects of her auras immediately end when she can no longer be sensed, with the exception of Good Influence which lasts for at least 24 hours. The Blind do not notice her aura either influencing them or leaving them, but the Paranormal can sense a difference in the air when they are within Paloma’s aura. Thus, while she doesn’t give off any clear indication that she is using an abstraction, any Paranormal paying attention would be able to notice that the vibe changed when Paloma walked in.
Everyone’s Sweetheart protects Paloma against intentional bodily harm. She can still be accidentally harmed by others or be a victim of collateral damage. Generally, she is as vulnerable as any other Paranormal to mental abstractions. As previously mentioned, it is also suppressed if Paloma ever attempts to do something violent herself or attempts to use her abstraction to brute force through an Emotional Field.
While under the effect of Good Influence, people will still behave like their normal self outside of following their orders. Good Influence can only have one lasting effect rolling at a time. Any new commands replace the last ones. As previously mentioned, Good Influence cannot be used to cause obvious physical harm to others or to the influenced, and cruel and unusual effects are typically negated by the Samaritan. Good Influence bounces right off of Emotional Fields unless Paloma tries to brute force it, leaving her vulnerable to retaliation.
The Bystander Effect can cause (usually) unintentional and catastrophic accidents when carelessly used out in public. The Bystander Effect bounces right of Emotional Fields unless Paloma tries to brute force it, leaving her vulnerable to retaliation.
On top of already being inconsistent, The Messiah Complex is purely reactive, not predictive. Something must have already put a person into a state of need before a trail to them lights up.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other
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“So sweet it’s making me sick."
Paloma playfully refers to the Samaritan as Sammy, unless she’s upset with it, in which case she calls it Sam.
Currently, she works in the slightly nicer hospital on the Northside of Cloverfield but still lives in a rough part on the Southside. Well, rough for other people, perhaps.