βοΈ Welcome to Nox Tenebrae. βοΈ A world where the mundane and the supernatural exist back to back, with a veil of secrecy keeping them separate. βοΈ It is a realm of the fantastical, hidden from mortal eyes, shaded and covered in mist, despite unfolding in clear view. βοΈ We are not entirely oblivious to the bombastic nature of the supernatural, however. βοΈ Myths and legends all find themselves rooted in some form of truth. βοΈ However, throughout the millenia, humans have grown to disbelieve the concept of magic and otherworldly beings. βοΈ Make no mistake, this is greatly beneficial for a world that wishes to stay hidden. βοΈ In a world where humanity rules, there is little telling what would come to pass in the wake of magical discovery. βοΈ Luckily, the absolute majority of found footage videos posted online are considered little more than hoaxes and entertainment. βοΈ However, what if someone was to tell you, that the alleged monster chasing kids through a sewer system was in fact a true string of events? βοΈ Nox Tenebrae takes place at the monster hunting academy of the same name. βοΈ It is a school for the supernatural, which trains eager prospects into "Agents of the Veil." βοΈ What this entails is that students of Nox Tenebrae have one sole duty. βοΈ This duty is to keep the mundane world blissfully unaware of the horrors actually lurking within a young girl's closet, and under an unsuspecting boy's bed. βοΈ It is the responsibility of protecting a world which disregards their existence from horrific monsters seeking to feast on the succulent flesh of mundane meat. βοΈ Agents of the Veil hunt down those who would seek to further their goals by involving the human world in their plans for greed, power, and lust. βοΈ From mindless monsters aiming for their next meal, to powerful mages seeking the eradication of mundanes, as an Agent of the Veil, you are what stands between widespread chaos, and a blissful separation of two worlds. βοΈ This roleplay will focus on a group of students at Nox Tenebrae, studying to become full-fledged agents. βοΈ It is a story revolving around action, horror, and most all, character interactions. βοΈ There are two primary aspects of this roleplay. βοΈ The first is mission play, where players can make up their own missions by themselves, or together. βοΈ The second is a more slice of life oriented interaction between characters within the safety of Nox Tenebrae. βοΈ Nox Tenebrae is going to be a hub which characters can return to, whenever they wish, to gather their strength, and attend classes on hunting. βοΈ In essence, this Roleplay is going to be a combination between a school themed setting, and an action-oriented story. βοΈ What separates the supernatural world from the mundane world is a mystical shroud dubbed 'The Veil'. βοΈ This mysterious, overlaying power acts as a thick screen between the two worlds, keeping the mundane existence blissfully unaware of darkness they once feared. βοΈ However, while human beings cannot see through The Veil of their own volition, this barrier will be broken, if a supernatural creature attempts to interact with the mundane world in any notable way. βοΈ An elf, fairy, or beast-related creature can walk down the street and appear as if any other part of the environment, shielded by The Veil. βοΈ However, closer interactions with the mundane will consistently weaken that protection throughout the scene. βοΈ A monster attacking a human in a dark alley will completely shatter The Veil for that person, revealing for them that their worst nightmares are actually real.Β βοΈ The supernatural world has categorized its countless different species into two different groups. βοΈ This includes the 'Civil' races, and the 'Monstrous' races. βοΈ It is as one would expect, where vicious creatures of folklore would fall under the category of monsters, and beautiful fey would be revered within the supernatural community. βοΈ Of course, this is not to say that every monstrous species deserves their strictly shunned position. βοΈ In this roleplay, you can create essentially anything you want, within a frame of limitations. βοΈ Darker creatures such as the undead, demons, or mystical horrors may, in fact, not be mindless beings of destruction. βοΈ However, anyone belonging to these categories will face discrimination from their more 'civilized' peers.
βοΈ Nox Tenebrae is an esteemed school of hunters, one of the places that do, in fact, not care for your background or species. βοΈ If you managed to pass their tests, you will find yourself being a full-time student at Nox Tenebrae, with all the luxuries and responsibilities this entails. βοΈ Nox Tenebrae is located, ironically enough, in the heart of culture. βοΈ This is New York City, which displays a proud and massive castle amongst the countless other buildings stretching across its cityscape. βοΈ Of course, it is worthy of note that for those of mundane life, Nox Tenebrae appears as if it is yet another company building, among the rest, with its students adding a false scene of workers entering and leaving the building in a daily routine. βοΈ Within Nox Tenebrae, student ages vary drastically, depending on when you chose to sign up. βοΈ There are children as young as twelve training within those medieval halls, and new arrivals scratching fifty, who desire to protect their world, and that of the mundane. βοΈ Age holds little meaning in Nox Tenebrae. βοΈ What does matter, is your experience, and how long you have been at the academy. βοΈ No hunter is allowed time on the field during their first three years, rather focusing all of their attention on training and studies. βοΈ On the fourth year, they will begin their journey into danger, where further training and education becomes entirely their responsibility.Β βοΈ From magic, to physical training, to theoretical studies, there are countless different classes to take at the academy, and they tend to be tailored towards the applicants. βοΈ Not every species is physically inclined, and not every race is capable of using magic. βοΈ However, theoretical studies, monster knowledge, monster biology, and various other important book-related classes are available to everyone, and highly mandatory during the first three years.Β βοΈ One might ask how and where these agents are informed of incoming danger, where they need to step between mundane lives, and a vicious monster. βοΈ Nox Tenebrae has specialized scouts maintaining an ever vigilant, watchful eye over the world, and consistently keeps the academy updated. βοΈ Every fourth-year student is given a small, handheld device reminiscent of a phone, where they can accept missions that come and go periodically. βοΈ Missions will always be ranked on their danger level, and recommend a certain number of hunters to group together. βοΈ When partaking in a mission, students consent to whatever danger they put themselves in, and are completely responsible for themselves. βοΈ If a fourth-year student wishes to test their mettle, and accepts a mission by far surpassing their capabilities, incoming death is their own provocative.Β βοΈ Though Nox Tenebrae retains the architecture of a medieval castle, it as modern as one might have expected, in this day and age. βοΈ The school contains all manner of rooms for classes, lounging, dorms, training, and so on. βοΈ All dorms are single rooms, and in a hallway of dorms, genders are mixed. βοΈ Students may proceed to live in their dorms for as long as they wish, as attendance at Nox Tenebrae never truly ends. Classrooms π At Nox Tenebrae, there are several types of classrooms, for the multitude of subjects taught at the academy. π If students want to borrow a classroom to hold classes of their own, they may.Β
Lounges π Nox offers luxurious lounges for rest, relaxation and company. π These lounges include professional spas, baths, and various different gardens to accommodate a peace of mind. π The lounges also offer movie cinemas and gaming rooms. π For those who prefer, there are many pools to pick from, for a relaxing bath.
Sports Halls π When the hunter desires some more mundane training, which doesn't involve their powers, magic, or the supernatural, Nox offers a selection of gyms and sports-related venues for training.
Training Rooms π For when the hunter wants to practice their powers, Nox offers highly technological danger rooms which allow the hero to combat holograms and artificial scenarios.
Computer Rooms π These areas are used by designated faculty members who maintain constant surveillance across the world and hand out assignments to students based on what they find.
'The Board' π Here, students are able to see various mission types on rows of screens displayed in the mission room.Β π The same information can be seen on their handheld devices.Β
Library π Nox has a giant library containing an incredible amount of knowledge, most of which has been added to a digital format, which is accessible through every student's handheld device. π Otherwise, the library does contain original, physical copies of these ancient tomes. π The library is also where information on monsters, species, magic, and anything else you can imagine is stored.
β£οΈ Due to the nature of this RP, you have an incredibly vast pool of creativity to dip into when making your character. β£οΈ I want to see balanced characters, with strengths and weaknesses. β£οΈ Your character can be between fifteen and fifty years old. β£οΈ All of our characters are between fourth and fifth-year students. β£οΈ Be realistic in terms of age. β£οΈ No fifteen-year-old is going to be a fifth-year student at Nox Tenebrae. β£οΈ Consider that the youngest first-year students are generally twelve years old. β£οΈ You are welcome to create your own species, but if you do, I want a detailed description of them, their culture, their strengths, weaknesses, appearance, and so on. β£οΈ You cannot play a mundane human. β£οΈ If you do play a human, it is someone who has discovered the supernatural world, and is in some way linked to it through a series of events. β£οΈ You cannot play a member of the Nox faculty. β£οΈ You can have family that works at the academy if you want. β£οΈ You cannot play a villain.
Basic Information
Name β οΈ What do we call you, mate?
Age β οΈ Fifteen - Fifty.
Gender β οΈ You do you.
Ethnicity β οΈ Where you or your parents are originally from.
Nationality β οΈ Where you have citizenship. β οΈ People from all around the world are allowed a constant stay at Nox, if they are taken in, where strings are pulled.
Species β οΈ You can go nuts here, but as a rule of thumb, avoid things that are too fantastical. β οΈ I do not want to see dragons, cosmic horrors, or something from a levelΒ 40 page of a DnD monster manual.
Detailed Information
Appearance β οΈ What do you look like?
Personality β οΈ Open your heart.
Notable Relations β οΈ Who in your life means a lot to you?
Everyday Skills β οΈ What are you good at, which doesn't involve shooting people?
Biography β οΈ You don't need to go overboard. β οΈ This is mainly here for you to have an idea of where your character comes from.
Combat
Fighting Style β οΈ How do you prefer to kick ass?
Strengths β οΈ Where do you shine in battle?
Weaknesses β οΈ What flanks would you rather keep covered?
Equipment β οΈ Nox offers a myriad of different weapons for use in combat.
Power/Magic Abilities
Strengths β οΈ What does your gift do?
Weaknesses/Limitations β οΈ I want actual weaknesses, that are detrimental for your character, no excuses to make the sheet look balanced. β οΈΒ I want a weakness for every strength.
Extra
β οΈ Got anything else you'd like us to know?
Basic Information
Name π Nello Ishtar.
Age π Sixteen.
Gender π Male.
Ethnicity π Egyptian.
Nationality π American.
Species π Demon. π Formerly Human.
Detailed Information
Appearance π Nello looks vastly different form when he was human, following his demonic transformation. π He has pale skin across his body, draped in soft, snakelike scales. π His eyes are large, circular, and red. They are often hidden beneath a hood. π Also hidden beneath his hood, is the boy's jet black hair, which would otherwise cover his eyes. π He's been called 'emo' more than once. π If he was to open his mouth, one would see a row of shark-like, razor-sharp teeth. π Clearly reptilian, demonically so, there are two small, curved horns atop the boy's head. They jut out from his messy mop of black hair. π Nello's digits are slender, dainty, and nothing one would expect from a swordsman. π On his lower back, one can clearly see a long, slender, reptilian tail. π His toes are, in fact, a set of three small talons.
π Nello is quite tiny, standing at a meager five feet. π He weighs only seventy pounds. π This has led to him being called a 'Kobold' very frequently.
π As for clothes, Nello tends to towards hoodies. π He enjoys jeans and cargo pants. π On his feet, he wears typical converse shoes. π There is a black bracelet on his forearm, which he never takes off. In fact, he can't. π His clothes tend towards black, grey, and beige in color. He's not very creative. π When speaking, one can hear that Nello has a soft, if somewhat ghostly voice. π He does not sound human. π Nello's blood is black. π When he blushes, his cheeks turn a darker grey.
Personality π Nello is, despite his appearance, a sweet boy. π He enjoys exactly what one would expect of a sixteen-year-old. π Videogames, energy drinks, soda, movies, and music take up a large part of his free time. π Nello is just somewhat reserved, enough so for others to consider him a bit of an outsider. π He's weird, without a doubt. π He is most certainly courageous and doesn't shy away from conflict. π Nello is impulsive. π Nello is too curious. π He loves animals and has a habit of helping critters in need of aid, wherever he finds them. π Nello has arachnophobia. He hates spiders with a passion. That hatred is actually fear. π Soda is an addiction. Considering how he can't eat, he drinks even more. He doesn't need it. It tastes good. π Nello is not above affection and is quite cuddly. π He is very competitive. π There are few things Nello loves as much as horror. π He spends far too much time listening to creepypastas. π Despite everything, Nello finds himself drawn to conflict more often than he would like to admit. And likes it. π Due to his appearance, it is understandable that Nello can be self-conscious at times, and doesn't like being stared at.
Notable Relations π His father, who, as a human being, works as a librarian at Nox Tenebrae.
Everyday Skills π Nello is fluent in English, Arabic, and Latin. π He has some knowledge of Anglosaxian. π Other ancient languages are something he would be able to decipher given enough time, and research.
Biography The Bracelet π Born to two Egyptian parents, in America. π Mother passed away from a terminal illness when Nello was ten years old. π Nafir Ishtar, Nello's father, was an antiques dealer and collector. π With consideration for his mother's passing, Nello had managed to lead a common and ordinary life. π School grades never reached above average. π He did, however, since an early age, find great interest in archaeology and linguistics. π This can be blamed on his father. π Nello's social life consisted of pets and the odd friend. It is safe to say that he wasn't particularly social. π Due to this, he tended to avoid crowds and was quickly branded as the 'weird one out', and the school outcast. π It is no surprise then, that he prefers the company of animals.
π Growing up, Nello was always sickly, fragile and on a path to feeling worse with age. π It only got worse once he became a teenager, and by sixteen, the boy was reaching the end of his life. π One can safely assume that whatever killed his mother, had managed to pass onto him, as well.
π While the saying, 'curiosity killed the cat' is a common phrase, for Nello, it very much saved him. π Nafir had recently procured a new set of trinkets from an old, forgotten monastery on the English countryside. π This was merely one of many archeological ventures Nello's father had conducted. π Among the discoveries, Nello came in contact with an old, battered, aged and very much rusted bracelet. π It appeared to be falling apart, with chinks and cracks throughout the item. π However, further inspection would reveal intricate, and ornate engravings in the bracelet, hinting at a rather beautiful appearance when it was first made. π Nello understood the language of these engravings due to his basic knowledge in Anglosaxian. π The bracelet spelled out Nocturne.
π The sick and fragile boy decided to try the bracelet, putting it around his thin wrist. π This, for any magically sensitive person in the area, would be considered an astronomically stupid idea. π Nello could not sense magic. π Upon clicking the item into place, the boy's eyes widened at the result. π With engravings darkening into a pitch black hue, the bracelet appeared to rebuild itself into its former glory. π Pieces manifested themselves onto the trinket, rust and age's touch vanishing as if dust in the wind. π With the bracelet shifting, turning and twisting itself around Nello's forearm, it finally revealed itself with a glass-like eye opening amidst the middle of the artifact, staring at Nello intently. π Nello could not take the item off, no matter his attempts. One could blame his weak nature, but the bracelet was stuck, and would not leave his arm. π With a dim glow emanating from the glass eye, Nello fell to his back with a frightened yelp.
The Meeting
"Yes! Finally! For fuck sake, how long has it been!?" Came a ghastly voice bringing chills to Nello's state of being, a glacial cold trickling down his spine as the boy gazed forward at the shadowy figure stretching its limbs, as if from a prolonged rest.
"Wh-what..?" The teenager tried, his body stricken by fear induced paralyzis, sitting on the wooden, lacquered floor. "Who are you!" He finally managed, raising his voice in a most pathetic attempt at sounding intimidating.Β
Staring back at Nello, bright, red eyes reflecting the bracelet's fearsome gaze pierced through him with ease. "Who am I!?" The creature stepped forth, making itself more visible in the dim light. Whatever this creature was, it looked like an exact mirror image of Nello himself. A dark, shadowy version of the boy. "What, do you usually put on shit you've no clue about?"Β
There was a slight pause, a lingering bout of silence as the two stared at one another, Nello and his dark reflection. Eventually, the teen answered. "Maybe this time..," he stated in a soft, unsure voice.
"..fucking hell!" The shadow sighed, exasperated. "My binding is to you!?" He'd exclaim, "just my bloody luck."Β
"B-binding?" Nello tried, slowly rising to his feet. It was odd. That aching pain he had known for years, that unending fatigue which had gripped him like an iron fist, was gone. In place of pain, was a sensation equaled to strength. In place of coughing, came clear breathing. It was as if he had been cured of the ailments so closely tugging at his heart, a change which did not go unnoticed, despite the shadowy visitor claiming Nello's attention.
"I'm Nocturne, kid!" The creature spoke, "and now, your best fucking friend. Ain't that just swell?" Sharp teeth shone white through the shadowy cloak, sharp and pointed. Had he changed? Yes, he no longer looked human, no longer like Nello, himself. Or, rather, that was not entirely true. A quick glance downwards revealed for Nello a set of gray-skinned hands, with black claws atop his fingers. "I'm the greatest fucking warrior you've never heard of!" Nocturne pointed a clawed finger at Nello, "but a damned witch summoned me, and sealed me in that freaking bracelet. Unless someone found it and put it on, I'd have died when it fell apart!"Β
"M-my hands, th-they..," Nello stammered, barely listening to the story.Β
"Shut up, I'm having a moment! Geeze!" The shadow flicked Nello's forehead with a light thwap' sound. "So anyways!" Nocturne resumed, "better get used to this, 'cause you and I are bound together, Nello!"Β
"How do you know my name!?" The teenager screamed as he ran towards the bathroom, meeting the mirror with a shocked scream.Β
"I have all of your memories, duh," Nocturne rolled his eyes, appearing behind the boy with crossed arms, leaning against the tiled wall.
"What the fuck did you do to me?!" Nello shouted, pointing at the mirror before he turned to the shadow. His entire body had mutated into a shape vastly different from what he was expecting to see on that reflective surface. As if his frame had been possessed by darkness.Β
"How about, 'thanks Noct', for making me look awesome," the shadow placed his hands on Nello's shoulders with a bright, toothy grin. "You saved me, and looks like I saved you. Nello, you and I are going to fuck shit up!"
The Hunter π It was, understandably, impossible to ignore Nello's recent changes. π His illness had been entirely cured, and he no longer displayed any symptoms of what previously plagued him. π Only his father knew the truth about Nocturne, the bracelet, and Nello. π Following this change, Nello and his father were approached by Nox Tenebrae, and this was where the boy's introduction into this fantastical world truly took off. π Nafir, Nello's father, was not ignored, in the equation. π He was offered a place at the academy, as well, where he could continue his research, alongside others.
Combat
Fighting Style π Nello is a pure melee combatant. π He focuses entirely on swordsmanship, and martial arts. π Neoh fighting style revolves around agility, mobility, and deadly precision, rather than brute force.
Strengths π Nello's performance with the sword is phenomenal. π While not quite on the same level, he is incredibly impressive in unarmed combat, thanks to Nocturne.
Weaknesses π Nello is very rigid, in combat. π This makes less than flexible. π Due to his pact, Nello cannot use any other weapon than his sword. π There are several glaring weaknesses he has been subjected to through his pact, which clearly puts him at a disadvantage against certain approaches. π Despite his abilities, Nello is five feet tall, and he weighs seventy pounds. π No one can expect him to add much weight behind motions, or stability.
Equipment π Nello's sword is named Calamity. π Further information on the weapon in the 'Powers' section, as well as 'Extras'. βββββββ
Power/Magic Abilities
Gift Of Calamity π Nello can conjure forth his sword, Calamity. When used, Nocturne vanishes, as he takes the shape of the sword.Β π Calamity can always damage organic material, like a sharpened edge on skin, irrelevant of species or density.Β π Though Calamity can damage any organic material, the sword is actually not supernaturally sharp, and thus, cannot cut through anything a normal, sharpened sword would have issues with.Β
Gift Of Discord π Nello has been given the passive, reflexive ability of rapid cellular regeneration, nigh instantly healing him.Β
Gift Of Chaos π Nello's physical strength has been increased to the level of an Olympic athlete. While not supernatural by any measure, it by far surpasses his scrawny appearance.Β
Gift Of Strife π Upon bonding with Nocturne, Nello was gifted physical prowess, and martial skills otherwise belonging to the demon.Β
Price Of Purity π Wounds delivered from silver cannot heal on the spot, but rather, requires a full night's rest to recover from.Β π Table salt will cause smaller burns on Nello's skin.Β
Price Of Sanctity π Under direct sunlight, Nello cannot heal.Β π The sun causes irritation for his eyes.Β π It is uncomfortable on his exposed skin.Β
Price Of Loyalty π Nello is physically unable to use anything other than his sword as a weapon, as it will sear his hand like a burning ember.Β π Throwing something at someone with the intent to harm them will result in no damage at all.Β
Price Of Balance π The more Nello heals, the more tired he gets. π Cutting the nape of his neck will kill him. π Cutting off oxygen to his brain can kill him. π Drowning can also kill him. π A cauterized, severed limb needs to be reopened to heal. π Damage to the brain will cause memory loss. π Nello requires sleep, like anyone else. π Too much damage will cause Nello to faint from exhaustion. π Poisons and toxins may hinder or completely halt Nello's regeneration, until they are eventually healed.
Price Of Binding π Nello's life is directly tied to Nocturne, the demon he is bonded to. π If their bond is severed, they will both die. π Those with the ability to see spirits will be able to see Nocturne. π Powerful mages might even be able to interact with him. π Everything that would affect a demon, has the same effect on Nello. π Nello can be bound by spells aimed at demons, because he is more demon than human.
Price Of Eternity π Nello cannot age, which brings with it a host of issues. π Nello cannot change his body in any way. He cannot gain weight, or muscle, and he cannot alter his appearance. π He cannot eat solid food. While he does not feel hunger, eating anything will promptly lead to vomiting. This is an incredibly painful ordeal. π The pact has given Nello an obviously demonic appearance.
Extra
Tidbits π Nello and Nocturne can interact using all five senses. π Nocturne cannot interact with the surrounding world. π The two of them are, in fact, best friends. π Nocturne consistently tries to get Nello to step into trouble. π Where Nello refuses to kill, Nocturne tries to push Nello in that direction. π They spar very often.
Family
π Nello's father is a laid back, relaxed, and somewhat 'cool' dad. π He is not above embarrassing his son. π Nafir constantly looks bored, but claims not to be. π He speaks with a soft Arabic accent. π He often speaks Arabic with Nello. π Ever since Nello's transformation, Nafir has gotten invested in learning about demons. π Nafir is a tailor, by hobby, and enjoyed the craft, greatly. π He designs outfits for his son. π Nafir consistently tries to interact with Nocturne, through Nello.
π Meow. π Paws. π Lays down on keyboard. π Climbs into the trash. π Meow!!
Nello and Nocturne π It's not exactly something they have proclaimed, but Nello and Nocturne are a bit.., more.., than friends. π Nocturne's presence is entirely tangible for Nello, but only for Nello. π Nocturne can choose if he wants to vanish into Nello's mind, or manifest himself. π When Nocturne takes the shape of Nello's sword, Calamity, he communicates with Nello telepathically. π Nocturne cannot manifest while Nello has Calamity equipped. π Whatever Nello feels, Nocturne feels, which makes sparring quite interesting. π Nocturne has all of Nello's memories. π When bonding with Nello, Nocturne's entire being shifted, where he adopted some traits from Nello. π Nocturne looks like an exact copy of Nello. π Anyone who can see Nocturne would be seeing two Nellos. π If someone was to read Nello's mind, they would be met by Nocturne, which can end badly.
Calamity π The sword ignores biological durability. π It can damage any kind of entity, as long as the creature is biological. π Though the blade is deadly, it cannot cut through sturdy and protective materials like steel, and so on. π As Nello grows older, and more in tune with his sword, the blade will grow more powerful. π Currently, apart from the equalizing effect of ignoring biological protection, the blade can be considered mundane. π The sword can be considered indestructible, but is directly linked to Nello's and Nocturne's bond. π If their bond breaks, so does the sword.., and they also die. π While someone else can technically hold, and even use Calamity, Nocturne isn't about to let anyone do that. π If, by chance, Nocturne and Nello would let someone use the sword, they are technically holding Nocturne.
π "That guy is big, and we should probably run.." π "..closer and cut him up!"
π "No killing!" π "Tab'ma lesh!? I mean.., why!?"
π "Soda..." π "Focus!"
π "Dad will be pissed." π "Why? It was only a vase older than I am."
π "I'll beat the ever living shit out of you!" π "There he is!"
π "So tired.." π "We'll sleep when we're dead!"
π "I uhm.., love you too, Nocturne." π "...don't make this gay."
β¨ The mystical barrier which prevents two worlds from overlapping. β¨ This magical energy is constant throughout the planet. β¨ Due to The Veil, a supernatural creature will never be spotted by a mundane, unless they are seeking to earn the mundane's attention, in some way. β¨ Depending on the creature's appearance, their ability to blend in will vary drastically. β¨ A seven-foot demon covered in scales would immediately shatter the barrier if they aimed to order a cup of coffee at Starbucks. β¨ Meanwhile, a more human-like creature could easily slip in and out of human interaction, without much of an issue. β¨ In essence, everything supernatural is entirely invisible to human senses, unless it actively provokes attention.
β¨ With this in mind, a battle between supernaturals could occur in broad daylight, in the middle of town square, without anyone seeing it. β¨ This would assume that no mundane person is in any way affected by the battle, and as such, would disregard the clashing of swords as if a passing breeze. β¨ However, interaction with the environment will weaken The Veil, and too much of this will eventually shatter the barrier, allowing view of the scenario at hand, for those present.
β¨ The Veil repairs itself after the conclusion of a scene, rendering the supernatural entity invisible once more. β¨ This is what has lead to many 'bumps in the night', and peoples' so-called, 'imagination'. β¨ The less people know about the supernatural world, the more powerful The Veil is. β¨ The more people know of this fantastical stage, the less powerful The Veil is.
Behavior π± Be mature. π± Communication is the golden road to success, don't be afraid to express yourself. π± Be civil when you express yourself. π± A polite approach will take you far. π± Don't be passive aggressive. π± If you have a problem with another player, take it up with me. There is no use in crowding someone. π± I personally do not care how inflammatory someone is, but to make it pleasant for everyone, don't actively try to push any buttons.
Responsibilities π± I am here every day. π± I do not expect the same level of commitment from others, but I do expect weekly attendance. π± If your last IC post was seven (7) days ago, I will scratch you from the RP. π± Anyone stuck in a scene for days, waiting for someone else, is welcome to write themselves out of it. π± If you address your vacancy beforehand, you are welcome back whenever you're no longer busy.
Characters π± I expect to see fully fledged characters submitted. π± No WIPs in the OOC, please. π± You are welcome to be as dark and gritty, or colorful and bombastic as you want. π± You can tackle whatever taboo theme you want. π± Your character can be as sexist, homophobic, racist, etc, as you want, as long as it actually fits their personality. π± You can use whatever kind of picture, or lack thereof, that you want, be it drawn or real. π± Write your character the way you're most comfortable, just keep the important bits there. π± There are no aliens. π± When you post your character, do so in hiders. π± This is fantasy RP, and not a sci fi RP. π± You cannot play a futuristic character, or something that would belong to a sci-fi setting. π± The roleplay is purely urban fantasy, with everything that this entails. π± Technology available to characters stretches only as far as the modern day of 2019 allows. π± Potatoe π₯
βοΈ You never need to wait for me, or a Co-GM to progress the story. βοΈ This roleplay is freeform, and you are able to pave your character's path without restrictions from me. βοΈ If you want your character to tackle something bigger, run it by me or a Co-Gm, otherwise, go nuts. βοΈ The key to this roleplay is character interaction and mission-fun-times. βοΈ Overlaying plots, arcs, and main villains are nothing I am going to put emphasis on. βοΈ However, players are more than welcome to come up with something, along with myself, which we can then introduce into the roleplay.
Species Lycan, a species of wolf shifters who according to clan legend were descended from the legendary Fenrir. Call them werewolves at your own peril.
Detailed Information
Appearance
Personality Zane is a wolf, despite looking like a human. He sees people as Alphas (threats to his leadership), Betas (Followers), or Omegas (Protect them). He has a soft spot for kids, or cubs as he calls them, and pays attention to elders as they lived that long for a reason. He is not initially trusting, but he will kill for those he sees as βPack'. Like most lycans, he despises werewolves as they are an affliction rather than a true wolf.
Notable Relations Odin Wulfe, a former Alpha of the clan, now one of the elders. He taught Zane growing up, and encouraged Zane to enter Nox. Tyr Wulfe, his clan's current Alpha. Zane doesn't like him but currently lacks the strength or experience to usurp him.
Everyday Skills A decent cook. Enjoys mathematics and art. Currently a student of mechanical engineering
Biography The Wulfe clan hail from Scandinavia, having come over to England during the Viking era. The clan have made good business as mercenaries in the mortal world. With the advent of the industrial revolution, they also starting working in mechanics. The clan is run by an Alpha, a lycan in their prime. Zane is one of the next potential alphas of the clan, but the current alpha, Tyr, was obsessed with keeping power. The young lycan entered Nox both for safety from Tyrβs machinations, and for advanced training.
Combat
Fighting Style Stab βem. He usually fights with a sword, either in two hands as a human or one handed in his wolf form. In his wolfman form he uses the claws in his unarmed hand as a secondary weapon.
Strengths Excels at close combat, tanking strikes from an opponent while responding with powerful blows of his own.
Weaknesses He is naturally short sighted making ranged combat impossible. Tends to focus on a single enemy, usually the strongest member. Doesn't dodge.
Equipment Uses a one and a half handed sword with a blade that is one and a half times bigger than a human sword.
Power/Magic Abilities
Strengths As a Lycan he is stronger and more durable than a regular human, even outside his wolf form. Superhuman sense of smell, hearing, and taste. He can transform between wolfman and human at will, though moonlight forces the change. His wolf form is five times stronger than his human form. Possesses a healing factor which can allow him to recover from most injures within minutes. Amputated limbs or removed organs takes much longer.
Weaknesses/Limitations Due to his animal heritage, his instincts are far more pronounced, as are his more base desires. Silver burns him, and wounds made by it will not heal. Aconite, also known as Wolfsbane, is a deadly poison to him. His healing factor is based on his own energy, and can run out in a prolonged fight. Extreme stimuli overwhelm his senses.
Nineteen Years Old (Mortal) | Three Years Past Maturity (Fae)
Gender
Female
Ethnicity
Celtic
Nationality
American
Species
Fae
Detailed Information
Appearance
Arieen stands at a solid six feet, an average height for a fae-folk of her status. To draw attention to herself, she has elected to dye her once dark brown, wavy hair. It is now an ombre, fading from a dark violet into a light blue. Her caramel-colored skin is free of nicks and scratches, appearing to be unnaturally supple and smooth. Beneath her glamor, Arieen's eyes glow a pale yellow. Arieen's main focus is her wings. They appear wispy and delicate and usually glow a serene blue, with a wingspan of about eight feet. When they are not in use, they can tuck against Arieen's back, almost completely flat. Despite being blue most of the time, they can, in fact, change colors depending on Arieen's mood.
Personality
Arieen is a very emotional person, despite her calm outward appearance. To keep her magic in check, she must maintain an image of serenity, inside and out. Of course, she is very easily swayed into one emotional state or the other. Usually, she's seen with a stress ball or some other type of gadget to help her relieve this tension. Another word that can be used to describe Arieen is mischievous, as Fae usually are. She almost always has a plan in mind, or a trick up her sleeve.
Notable Relationships
Lucinda of Court Fairea: Birth Mother, deceased.
Lady Kaleigh of Court Mistwalker: True Mother, alive.
Lord Galleth of Court Mistwalker: True Father, alive.
Queen Alula of Court Mistwalker: Owner by Oath, alive.
Everyday Skills
Cooking
Sewing
Basic First Aid
Good With Directions
Biography
Unable to get pregnant, Lady Kaleigh made a pact with Queen Alula to have a child, saying that on the day of the child's twentieth mortal year, she'd give the girl up to Her Royal Highness. So, Alula assigned a fae of Court Fairea to be the girl's birth mother. Lucinda, a commoner, died during childbirth, but her daughter Arieen came out pleasantly plump and healthy. Growing up, Arieen was tossed back and forth between her true mother and her technical owner. She was taught the ways of Royalty on both ends, but never truly experienced a childhood. On her twelth birthday, she took the tests required to join Nox Tenebrae, in an effort to please her Owner and come back to the court a stronger fighter. She got in the same year, and has been preparing for her return home since.
Combat
Fighting Style
Arieen fights from the back, preferring to assault her foes with long range attacks while the peasants die for her in close quarters. Usually, she is seen fighting with a longbow or some other sort of ranged weapon. She is adept in using slings, and throwing weapons such as daggers. As of joining Nox Academy, she typically fights with a compound bow. She also fights using magic and mind tricks, as is the way of her court. She will often use the illusion of fighting close quarters, when in reality she's attacking from afar.
Illusion/Mental Magic: An umbrella term for the magic used by those in Court Mistwalker
Illusions: Arieen can target an enemy by breaking into their headspace and discovering their fears. She can then throw up illusions based around these fears, such as spiders crawling up one's body or a giant snake slithering toward them. The illusions are incredibly lifelike, and the person experiencing them will feel, smell, hear, and even taste whatever she throws at them. Occasionally, her illusions revolve around distraction. Rather than scaring her enemy, she'll create duplicates of herself or her weaponry to throw them off guard. If an illusion attacks an enemy, the enemy will feel and even see the attack doing damage, while in reality, they'll be completely unaffected.
Making Dreams a Reality: Arieen can create tangible objects based on someone's/her own imagination, so long as the object is inanimate. For example, she can create a balloon animal shaped like the Sphinx from thin air, if she depicts it in her mind. The process is more difficult than it seems, as she has to envision how it would affect the five senses (how it feels, smells, etc.). However, she can usually summon up an extra arrow mid-combat, as she knows how it'll feel and look.
Ritual Magic: An umbrella term for the magic of Oaths.
Like most Fae, Arieen is versed in the magic of oaths and rituals. She is able to perform absolute, binding contracts with creatures of mundane or magical descent. Usually, she does so in exchange for more power or pawns to throw away when the time comes. The oaths are usually signed in blood on her end to bind her life magic to the contract, and the person she's contracting ordinarily gives up their True Name to seal the deal. Once she receives the True Name of the person she's in a contract with, she's able to control them to a certain extent in order to get what she needs out of them.
Flight: Through use of magic, Arieen is able to fly.
Immortality: After reaching the age of sixteen, Fae stop aging and remain that way until death. They can increase their weight and muscle mass, though doing so is extremely strenuous which is why most Fae attempt to alter their body before maturity. Some distinguished Fae will age themselves through usage of glamors, to appear more mature than their counterparts.
Weaknesses
Iron: The most toxic metal to all Fae-Folk, iron will burn their flesh if it comes into contact with their skin. Arieen is no different. Of course, iron is also able to deliver a killing blow to any Fae.
Wings: For most Fae, the wings are the source of their magic. Cut off the wings, cut off their magic abilities. The same goes for Arieen. Not only does it cut off their magic, but it is excruciatingly painful as the wings are full of nerves.
Frail: Fae possess the same physical weaknesses as humans, and are usually frailer than mortals. Even fae that have trained their whole life in the art of combat are easily broken, so most rely on long-range combat.
Emotional Weakness: Having been born to a daughter of the Court of Fairea (the court of emotions), Aireen has all the weaknesses but none of the benefits of empathetic magic. If she attempts to use her magic whenever she is angry or in a weak emotional state, it will backfire. Her illusions will appear twisted, which can be alright in some occasions but detrimental in others. She will also be unable to summon up objects without them coming out disgusting.
Well-Rounded Magic Users: Due to her focus in the art of illusions, she can be easily outmaneuvered by a more well-rounded mage.
Appearance: Jack is about 6'2" with medium length, scraggly brown hair, lightly tanned skin and dark blue eyes. His body is muscular and toned but leans towards the thin side of the scale. He is almost always wearing a suit made of a specialized, flame retardant fabric.
Personality: Jack is quick to smile and laugh, and tries to bring a lighthearted attitude to most situations. He stays calm and collected whenever possible, more out of necessity then anything else. He is intelligent and able to quickly analyze most situations. While he is generally friendly, he does not open up to anyone about himself or his past, keeping everyone at arms length. On those occasions that he does lose his temper, he becomes violent and dangerous, lashing out at any foes and not paying a great deal of attention to anyone caught in the crossfire. He also has an unfortunately strong bias against vampires, hunting them whenever given the chance and steering clear of any that have joined Nox Tenebrae.
Notable Relations: None.
Everyday Skills: Do too the need to almost constantly eat, Jack has become a rather accomplished chef. He has a love for science and spends a good deal of his free time studying biology and chemistry. He's good at driving things faster then they should probably go. He's good with numbers and money. Smoking, and doing those stupid little smoke tricks.
Biography: Six years ago Jack lived a perfectly normal and happy life. His parent had passed away from old age and he had no siblings to speak of, but he had started a little family of his own. He was married to a beautiful young woman name Elizabeth and they had just been blessed with a baby boy, Darrek. Jack was working an easy, if horribly boring, job as an accountant, and him and Elizabeth were preparing to buy their first house. All and all, Jack was living a perfectly mundane and easy life, the American dream.
All of that disappeared in the worst 10 minutes of Jack's life.
It had been a late night run to the local ice cream parlor for a couple of ice cream cones for him and his wife. This was their special treat after a long week. Date nights were rare with the new baby, and this was Jack and Elizabeth's way of spending some quality time outside of the house. The roads were empty, and Jack was telling one of his signature cheesy jokes that always made his wife giggle and call him stupid. Jack slowed to a stop at a light and turned to look at his beautiful wife while, when something slammed into the side of his SUV. Its still hard for Jack to remember exactly what happened, he remembers darkness and fire and blood. He remembers praying to hear his son crying but hearing nothing. He remembers the sound of metal twisting and pulling, and his wife, his precious Elizabeth, screaming, and then gurgling. He's still not sure how he managed to crawl out of the wreckage of his SUV, or how he managed to stand with 3 fractured ribs and a leg broken in four places. But he does remember the face of that thing, of the vampire that was feasting on his wife, draining the life out of her already battered body. He does remember his scream, a scream filled with so much blind rage and pain that it barely sounded human. And he remembers the fire, that fire that sprang from the rage and pain of his shout. The fire jumped at the vampire all at ounce, catching it by surprise. Jack continued to shout, and the fire continued to rage more and more ferociously. The vampire screamed, Jack screamed, and then the world went completely black.
The next few days were hell. Jack pieced together what had happened afterwards. The creature, likely a newly made vampire, had crashed a vehicle into the side of his SUV, flipping it. It was likely that the beast was blind with hunger and confusion from its new circumstances, but Jack couldn't care less about WHY it happened. The official story was that the other driver had managed to run away after the crash, and that Jack's wife and child had been killed on impact. It was all bullshit.
As one could probably guess, Jacks life was never the same. He quit his job and gave up on buying a new house. He spent months recovering, and his life spiraled into a deep depression. Only one thing came out of the disaster that could be considered positive, Jack's pyrokinesis awoke. At first, it was terrifying, being able feel the presence of fire, and to command it. But with time, and practice, it became Jack's saving grace. It was power, one that had likely been buried deep inside of him until his traumatic loss, and one that he could use to hunt down the thing that had killed the two most important people in his life.
Jack began to train the ability himself, but it went poorly. His temper would quickly get out of control, causing him to lose control of his abilities. It wasn't long before Nox Tenebrae found him, and promised to help him control his abilities and to find the creature that destroyed his life. Jack has spent the last five years with Nox Tenebrae, training to control his own abilities, and to hunt down the monster that cost him everything.
Combat
Fighting Style: "Everything burns if you try hard enough." Jack's primary style is close to medium range combat. He primarily uses his pyrokinesis, but he has become an exceptional shot with the pair of pistols he always carries.
Strengths:
Jack's strength and speed are above average for a human.
He has excellent precision with fire arms.
Jack is able to quickly examine a situation and come up with a plan of action.
He has spent the past five years spending almost every spare minute he had studying, and thus has a contingency plan for dealing with most supernatural things.
Weaknesses:
Jack rarely has anyway of dealing with a creature long range.
He is not a martial artist, and while he is strong for a human, he lags behind a good number of supernatural creatures.
Since his pyrokinesis awoke, Jack has to be incredibly careful to control his temper, if he loses control in battle he doesn't pay attention to his own well being or the well being of those who are with him.
Equipment: Jack carries a pair of Desert eagles and several different types of ammo to accommodate different situations. He also has a specialty glove that create a shower of sparks when the fingers are snapped. His clothes are made of a special flame retardant cloth, this is mostly to ensure that he doesn't burn away all his clothes while in combat.
Power/Magic Abilities
Strengths:
Pyrokinesis allows Jack to control or produce fire at will. It is far easier to use an existing flame, however, it is possible for Jack to produce flames from nothing.
Jack is highly resistant to both fire and heat, enabling him to survive temperatures and conditions that would be fatal to others.
Weaknesses/Limitations:
Since the awakening of Jack's powers, it has become far easier for him to fly into a rage and lose control of his powers, a dangerous situation for everyone involved.
Jack's powers consume calories and energy, if he pushes himself to hard he can become shaky and light headed. If he continues to push himself too hard he can pass out from the exertion and even die. In order to avoid this Jack has to constantly eat in to replenish himself.
I like your character, and he is accepted, after one small addition.
I would like to point out that humans do not have powers in this world, unless they are somehow related to something supernatural. Jack's Pyrokinesis could easily be explained away by stating that somewhere along the family tree, a fire-based creature got together with an ancestor. There are other ways of explaining powers in a human, of course, such as pacts, and so on.
Bottom line, humans have no powers. There are no mutants, or magical humans. He would need to be a descendant from a magical creature somewhere in his family line. It's an easy addition, though, and nothing that would change anything about your character, other than making him lore-friendly.
@ShardI added that he is part Efreet (fire genie). Do I need to add it anywhere besides species? I might be able to work it into the biography, although it would have been so long ago that I doubt Jack would know much of anything about it.