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Hidden 10 yrs ago 10 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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I like this art enough that I was like, "That's gotta be Nemsemet."

Instructions
  • Post your character sheet here (so I can approve it) using the template provided below.
  • Please do not post anything else here, all questions and comments should go to the OOC tab.
  • The history doesn't have to be long, the psych profile doesn't have to be long. Just get the character up with about a small paragraph to cover the answers.


Character Sheet
(Template Here)
Name:
Age:
Gender:
Breed/Species/Type/Lineage: (such as, but not limited to 'magician' 'faerie' 'vampire' 'half-something' and so forth. This is more or less 'what' your character is.)

Physical Description:
Picture or description, I am cool with either.


Talents:
Talents one has either naturally or through education or training of some sort.


History:
Explain how your character got there -- no 'the story will come out in RP' lines, please -- I want a feel for where your character is coming from. Feel free to work up names and places and so forth. Be sure to mention arrests or feuds and debts and the such from mortal and supernatural authorities.


Psychological Profile:
An idea of how the character thinks and so forth; should be linked to the history.


Possessions:
Mostly list the useful stuff, including any magically empowered items, spell foci and other odds and ends, including familiar animals.


Yes, and:
This is a character exercise for how our characters know each other and relate a bit. See the OOC thread for more details. You can put "TBD" here for now, but you need to read the sheets above and add to the story that Trinais starts.
Hidden 10 yrs ago 10 yrs ago Post by Trinais
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Trinais

Member Seen 5 yrs ago

Name: Parael Magnus
Age: 777
Gender: Androgynous (often answers to male pronouns)
Breed: Retired Celestial ('Nephilim')

Physical Description: (Because I can never get pictures to work right >.< )
Parael stands just shy of 6 feet tall, near 130lbs, with long golden hair grown down to his shoulders, often done up in a ponytail. When working at his center he's dressed in ragged jeans and a clean vest with a diaper bag over his shoulder. On the streets he often wears a button up vest, while channeling his powers can reveal ethereal wings that no longer physically exist.

Talents:
Parael lost most of his Celestial powers after he retired and became Nephilim, but he has picked up a few skills here and there since becoming half human...

- Divine Light: Normally deadly and natural to a full Celestial, Parael was taught to channel Divine power through his human hands roughly 500 years ago. Through human conjuring, this power is little more than a bright and hot flare.

- Glamour: By necessity, Parael has learned to harness human illusion powers to maintain glamours around himself and his place of business, disguising himself against mortal eyes.

History:
Parael doesn't like to discuss his history from before his retirement to the human world ("I abhor getting involved with all the human dogma over whose Creator is right. You all need to stop worrying your lovely faces about that and get to the business of living!") But certain individuals believe that he was present shortly after the moment of creation, this revelation coming from nights involving too much alcohol and pillow talk- and as with all such talk, could easily be a fabrication. Whatever precipitated Parael to hang up his wings in the Middle Ages is between Parael and whatever Celestial ordered him around at the time.

After coming down to Earth in the Far East during the Middle Ages and being tutored in human culture by a Chinese dragon, Parael hitch-hiked across the silk road with a Djinni caravan, partied in Europe among the Faerie courts through the Renaissance, sailed across the Atlantic to South America to run with were-jaguars during the Age of Exploration, chillaxed in the Caribbean with wizard cabals through to the 1800s, and finally settled in New Camden during the modern era. It wasn't until settling Camden that he actually began to buy into the tributary system and managed to cultivate a number of relationships with the ruling council of the city ("'Cultivate' is such a cleaned up word, darling! I got around. A lot.")

Celestial blood is a much desired commodity in the magical world, being used for anything from spell components in Elixers of Life to psychotropic drugs for werewolves. His identity as a Celestial would be impossible to conceal forever, so Parael worked out a deal with the city's vampire leader Caradoc de Lacy to provide a certain tithe of blood every month, allowing the vampire to store and imbibe it whenever he liked- negating the deadliness of sunlight to the city's leader for a few hours at a time. Being able to surprise his foes at high noon while they plotted against him was a boon the vampire couldn't afford to pass up. Caradoc, meanwhile, protected Parael's identity as a Celestial from the general supernatural population, eliminating anyone who got too close to the truth of how he could move about during daylight hours.

This protection became doubly handy when, in the Moral Panic of the 1980s, the human city council tried to shut down Parael's daycare center under the pretense of "protecting children from the homosexual menace." Caradoc stepped up and bullied the council into keeping away, but the Celestial soon found himself in deeper debt to Caradoc for the intercession.

Caradoc's human rival, Baroness Augusta, a wizard with an arsenal of magic at her disposal, lost three magi trying to discern how Caradoc could move about seemingly at random during the day. When she discovered the existence of Parael, the two leaders called a council to discuss his presence in Camden. Parael doesn't know what accord they came to, but the inquiries from the city's wizards did stop.

To the supernatural "public" of Camden, Parael is still an eccentric magi who is good with kids and operates out of a daycare center on the East Side. Parael pays tribute by watching over the children of other paranormals, occasionally enchanting them with glamour to pass under mortal gaze when not in full control of their powers; and most importantly, by his blood tithe to the Prince ("And judging by how Baroness Augusta's wrinkled face is looking, the covens are getting a cut too. Unless that's Botox she's taking and I'm wrong.")

With the arrival of Nemsemet and the eradication of the Count and his court, Parael is feeling the pressure whether to go underground or to step up and fight. Coming out of retirement is not in the cards, as a full Celestial entering battle with Nemsemet may emerge victorious, but the clash could level the city of New Camden and everyone in it. For now his daycare center has turned into nothing less than a fortified bunker with wizards and faeries placing wards all over the grounds to protect their next generation from the wrath of Nemsemet...

Psychological Profile:
Parael is a bubbly, flirtatious individual who is absolutely enthralled with the modern mortal world. The iPhone is a greater wonder than all the stars in the sky ("Except for Orion, that sly stud!"). His identity as an ex-Celestial is a closely guarded secret however, and he is supremely sensitive to anyone bringing up the idea that he could be one.

Possessions:
Parael travels light in his day-to-day work. He always has a slick, designer diaper bag on hand from which he pulls all manner of items including toys, food, spellbooks and extra clothes. Buried beneath the floorboards in his bedroom is a dirty, dented iron longsword which he treats with all the reverence of a Colt .45 when in hand.

He does keep an enormous collection of mementos in his apartment. He still has a silk robe which he picked up from his landing in China, which he often lays about in during his off hours, a set of jeweled earrings from India during his trek across the Silk Road, a silver Fairy Sword he got from the Queen of Spring in a tournament ("I'm not bragging, but it was actually the prize in a beauty contest."), and a collection of Obsidian daggers and war clubs during his time in the South American jungles with the were-panthers ("I've yet to find better steak knives and meat tenderizers!").

Yes, and: Parael Magnus hunkered down right after the appearance of the dread Nemsemet, warding his daycare center to try and hide the fact that he was a Celestial from the enemy and providing a place of safety for anyone else who needed a way to lay low...
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Hidden 10 yrs ago 10 yrs ago Post by KuroTenshi
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KuroTenshi

Member Seen 1 yr ago


Name: Rikive Heimdalsdóttir
Age: ?
Gender: Female
Breed/Species/Type/Lineage: Deity

Physical Description:



Talents:
-Hand to hand combat (including 'god like' speed and strength)
-Extraordinary eyesight (in light or dark), heightened hearing and extremely high endurance
-Healing magic


History:
Rikive is the daughter of the God Heimdall and an elven maiden named, Alfrún. She spent most of her life in Asgard, in the hall of her father. She had always been curious about Midgard, but finally came to the mortal realm due to the encouragement of her father.

When she came to Midgard she did not know nor understanding the rules of how the supernatural were to interact with human society. For the most part she had done well adjusting to modern life, it wasn’t the first time a god had gone to Midgard to pretend to be human. She had picked up on certain social norms, but some had escaped her notice. She had learned rather harshly that duels of honor were not accepted anymore.

One unfortunate encounter with a particularly obnoxious man, he lost one hand and she was the one arrested.

That one incident and she found herself in debt to the system set up to keep order with supernatural beings. Some had told her to merely run and return to Asgard, but she stubbornly denied such an idea. She would repay her debt as she was honor bound to do.

A few times she had been tempted to make the debt dwindle a little faster using...less than savory means. She was strong and skilled, certain operations would have paid her a lot of money to provide them with protection. However she always refused, it wasn’t right.


Psychological Profile:
Quiet, reflective, and idealistic. Interested in serving humanity. Well-developed value system, which she strives to live in accordance with. Extremely loyal. Adaptable and laid-back unless something she holds in high regard is challenged. Mentally quick, and able to see possibilities. Interested in understanding and helping people.


Possessions:
-Winterthorn an enchanted blade, it's powers/abilities:
- Sheath transforms into a viking round shield


Yes, and:
When Rikive first arrived to Camden and she was still adjusting to modern human society, she met Parael by chance. He proved to be a great teacher (in his own fun, flamboyant manner), helping her to adapt to Midgard as it is now and she considers him a good friend. She is currently helping him by standing as protection and keeping watch for his daycare center.
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Hidden 10 yrs ago 10 yrs ago Post by teapotshark
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teapotshark

Member Seen 8 yrs ago

Name: Beth Callahan.
Age: 20 (physically), 35 (in years).
Gender: Female.
Breed/Species/Type/Lineage: Poltergeist.

Physical Description:


Talents:
Intangibility – That walking-through-walls thing. Spirits eventually achieve the ability to switch between being tangible and intangible at will. A sub-benefit of this is invisibility to mortals.

Telekinesis – This is what makes throwing furniture so easy. Requires emotional instability (i.e. mood swings, anger, and grief).

Possession – The ability to take control of a mortal body. The mortal usually suffers memory loss from the moment of possession to their release.

Spiritual Energies - Beth can perceive a variety of these and as such is not immune to the affects of other dead.


History:
One randy night between a local girl and an Irish immigrant in 1980 led to the birth of Elizabeth Callahan. Her mother wilted under the pressure of raising a newborn and her father, never intending to stay long in the United States, developed an addiction to drugs and alcohol before she reached the age of three. To say Elizabeth grew up independent would be an understatement.

She never bothered attending high school. The “real world” taught her everything she needed to know. By the time she should have been a junior, she was a skilled thief and hung out with low-level thugs in youth gangs. Around this time her mother went missing. It was assumed, due to her mother’s lengthy history with depression that the woman had left to commit suicide. With this and the fall of the gang, Elizabeth abandoned her father and moved with the crowd to another city.

Settling in New Camden, she started from the bottom again. She stole from other gangs, working her way up to the most powerful, until she wronged someone too high up for it to go unpunished. She tried to flee the city under the protection of the millennial celebrations. She took shelter in a trinket shop and pocketed the most valuable of the items for sale, hoping to pawn them off for a plane ticket.

The owner confronted her but Elizabeth pushed the woman aside, but not before she heard the woman utter what would later turn out to be a curse. Elizabeth made a final bid for freedom and was cornered by those she’d wronged. She was beaten and shot, but “awoke” later with an incorporeal body and one of the stolen trinkets, a pendant, hanging off her neck.

Learning the ropes of the supernatural world took years. Gradually she developed a new set of skills, along with an understanding of the curse: she was to be kept in the realm of the living as punishment. Her mortal life taught her not to be so reckless in this new world, and she lived—or rather, didn’t—in civil servitude to the Court, awaiting her chance to earn favour as “Beth”.

Over the course of twenty years, she attained a vague familiarity with Count Caradoc, a place in his court—possessing the right people offered so many opportunities—and a reputation, especially among the dead. She took the pendant to a small town outside New Camden and buried it beneath the coffin of a grave marked “L. P. Withers”. Should anyone discover its purpose she knew the curse could be undone in order to vanquish her. Several years later, the aftermath of the Count’s death threatened to mirror Beth’s mortal life. Betrayed by her undead associates, she sought out those who would rally against Nemsemet.


Psychological Profile:
In life, Elizabeth strived to be recognised and, sometimes, feared. It gave her leverage over those who would hurt her, and growing up with the relationships she had, she understood no one could be trusted. Everything she did, she did to protect herself. She fashioned a new identity for herself whenever it was necessary, and it was necessary so often she tended to forget who she started out as. The façade became habit.

Death provided a learning opportunity and a new beginning. The addition of new threats meant she retained her old intentions, but new abilities meant Beth didn’t need to work so hard to protect herself any longer. She became calculative instead of reckless and spent more of her time strategizing than outright fighting. Age, even in death, has proven helpful in creating a wizened Beth. After so many years she recognises the need for a system, but one that is fair and just. She is particularly sympathetic towards the poverty-stricken.

She does nothing without reason, even if that reason is simply to enjoy herself. Which she does happen to do. She considers some things to be naïve or fruitless, such as loyalty to anyone other than yourself, and control; anything you try to cage will inevitably escape. Beth’s strongest belief is in ambition and perseverance: with this, you can achieve anything.


Possessions:
  • The cursed pendant (buried).


Yes, and:
Beth met Rikive, through Parael, when investigating different strains of magic and all but interrogated the deity to tell her everything she knew about otherworldly spells.
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Hidden 10 yrs ago 10 yrs ago Post by salamimike
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salamimike Probably not even real.

Member Seen 2 mos ago

Name: Flint White

Age: 125 (looks mid 20's)

Gender: Male

Breed/Species/Type/Lineage: Elemental Sorcerer.

Physical Description:


Talents:
Firearms training
Elemental magic (Controlling and conjuring of earth, fire, water, air)
Police Procedure
Detective work
Hand to Hand combat
Interrogation
Quick witted


History:
Flint was born in 1895, he led a normal life in Camden until he was conscripted into World War One. After the war, life didn't seem as precious anymore and he joined with a local mob boss. The gang told him of his magical abilities, which he had no idea he had, and began having him work for them in robberies.

His shenanigans caught the attention of the magical courts. They soon captured him and they explained the world that sat under his nose, they explained that it was magic that kept him young, that his parents had died horribly to an unknown attack. Flint was lost, and not knowing what to do he left Camden just in time for Conscription to scoop him up for World War Two.

More war and Flint was on his last thread, he returned to Camden and began Private investigation, it was ok work and helped pay for the taxes. Flint got his big break when the Court asked for him to join their police force, he accepted and soon rose the ranks to detective. Magical police work was a lot more intriguing than normal private work, and he was good at it.

Then it all went to hell.

Flint survived the first purges, but has been in hiding for awhile now. However he has begun to raise an army. A poster here, a leaflet there all signifying a meet up of those who wish to stop the current 'leader'.


Psychological Profile:
Harsh, Quick witted, scheming and cold hearted. Flint was normally one to work alone, but the new order of things means he will have to begin working with others if they are going to stop the main threat. He wont take orders from anyone, but he isn't an idiot, and can be persuaded to do things if its for the best.
He is a long standing alcoholic, and it is rare to see him without a bottle on his person, many believe his way of work is inhumane, and he prefers to act first before asking questions.
More than likely not all there in his head, due to the terrible things he has seen in and out of war.


Possessions:
.44 Magnum revolver in shoulder holster.
An array of legal and illegal weapons he keeps at his current safe house, most are pre 1950's however.
Smudge, the cat.


Yes and
Flint knew about Beth through her criminal connections, and was on her tail at every corner until she spoilt all the fun and died.

When she was placed in the court he wasn't pleased, not just because of her past crimes but also because of the moral grounds on controlling others.
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Hidden 10 yrs ago 10 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

Member Seen 2 mos ago

Character Sheet:

Name: Antonio Victor Barnes
Age: 65
Gender: Male
Breed/Species/Type/Lineage: Lycanthrope; were-lion.

Physical Description:


Talents:
- Beastman form; deadly and effective, but terrifying and very, very, very obvious. It is a combination of a Lion's instincts and muscle density and natural equipment with the upright stature of a human being and a degree of their thought processes melded with the instinct of the animal. It is monstrous and the reason the legends exist.
- Full African lion form - like the cat. Not nearly as useful as, say, a wolf form that could be written off as a dog.
- Fast-healing in man-beast. In other forms, he takes damage normally.
- If hit with anything silver, he is immediately shifted back into normal human form. Also, if a silver bullet is in him, he is unable to shift.
- Rage; in enough pain, he'll see red and there is the potential to start killing indiscriminately to escape this. On the other hand, he's had years to learn how to control this.
- As the moon cycles, his abilities wax and wane; at full moon, he has a hard time controlling said abilities. Nearer the new moon, he finds it requires an extra degree of effort to use his abilities and he tends to tire out easier.
- Even as a human, he has increased senses that allows him to detect things with his nose; for example, sweat and various other secretions, and where they are emotionally based on that. It's a combination of animal magnetism and animal instinct.


History:
Antonio Victor Barnes was born to a Afro-Cuban mother and a half-white father in New Camden, in the Dorset neighborhood, which was once home to the Cardinal's Point General Motors factory. His father, Joe, had a good job there, though he worked very hard for it. He'd come to Camden from Virginia. His mother had very little to say about the country she left or the circumstances back there.

In 1967 Uncle Sam decided to draft Antonio into the Vietnam War. He arrived in December of 1967 and saw service right as the Tet Offensive started up in February of 1968. He served in the 9th Infantry Division in the Mekong Delta, fighting near the Cambodian border. Serving as a cherry (replacement) in his new platoon, he served for five months of his tour, watching guys get blown up by booby traps, wounded by mortar fire, shot by Cong and NVA and otherwise chopped up in a futile-seeming war in the jungle; waist deep in the muck of the Mekong Delta. His battalion suffered repeated Viet Cong and NLF/PAVN attacks one night and the next put his company out on the outpost line, which was then overrun by a particularly savage attack by the Vietnamese. Terrified, with his squad dying and dead around him in the jungle night, he changed into the man-beast form and mauled a number of VC and NVA regulars, even as the A-6 Intruders dropped napalm and cluster bombs all over the jungle when the company CO called down the strikes inside his box, on top of the heads of friendlies.

His position took a hit, but he survived, to the astonishment of the reinforcements combing over the battlefield, policing up the weapons and the mauled bodies; the Vietnamese were dumped into a mass grave, the Americans taken to graves registration. But no one could figure up what tore up all these people -- some of the bodies were ripped to shreds.

"Shrapnel, napalm, fuckit," they said.

Barnes was MIA.

He spent time in the jungle, hunting, killing and learning his abilities, and eventually had a sense of how to control them enough to shift back to human form and find help. During that time, the legends were rife in VI Corps and Viet Cong alike of a killer tiger running about in the Delta, a huge, dangerous beast. So it was considered a miracle when he finally was found by the Army; presumed to have escaped POW captivity among the Viet Cong as well as the man-eater of the Mekong, he was evacuated out and then honorably discharged at the end of his draft service in Fort Polk.

His return to the World, coincided with the start of economic hard times in Camden, especially as Cardinal's Point started to lay people off and he flirted around with various dissident movements like the Black Panthers and other organizations that were concerned with the plight of the black man in America, especially after Vietnam. Every full moon, there was the potential for devastation and destruction, and he isolated himself to keep from having another situation where he killed people indiscriminately.

He bummed around the country and, ironically, ran into the Courts in New Orleans of all places, where the supernatural are able to move about a little more freely, and the mortals know a little more than they ought to. His girlfriend at the time, Marie, a Creole, introduced him to the Courts and the supernatural community, though she was somewhat shaky on how things worked because she wasn't entirely clued in, but steered him to people who definitely were.

He learned that he wasn't alone, wasn't the only one and there was a world out there with laws...and that if his black ass felt discriminated against before, wait until he met the Nobles of the courts.

New Orleans wasn't the worst place to lay up and learn things, the Court there was not one of the worst and he used his GI benefits to enroll in Tulane University, where he majored in social work, and carried that into a Master's in Business Administration while working in social work all over the State of Louisiana, where it was needed.

In the course of time, he returned to Camden when his father got sick to help take care of his parents, sometime in the early 1980's, and found that that Camden was as economically depressed as New Orleans. He quickly got to work with local activists and other like minded folk and started trying to find ways to work the system and rebuild the thriving middle class neighborhood he lived in, even as yuppie white fuckers exported all the jobs to places like China, and, ironically, Vietnam.

Fast forward decades later, and Antonio still looks rather young (magical energy tends to sustain a longer lifespan anyway) and has no idea how long his life is going to be, but he's spent a lot of it building the Horizon Foundation, a large not-for-profit that is devoted to preserving New Camden's cultural history and finding new ways to turn old buildings into something profitable within the community as well as retraining and employing locals, particularly out of economically depressed areas like his native Dorset. He paid his tithe, avoided Court politics and was trying to do something good with his life when Nemsemet came to town.

Not liking the injustice of the Court, he didn't really care what Nemsemet did to the likes of Caradoc de Lacy. The only problem is, of course, that Nemsemet is a crazy motherfucker and he's not stopping there. . He's also rallied a lot of lycanthropes to the cause, men and women that are a lot less controlled than Antonio is, raised in clans together that distrust the outside world and are indoctrinated against normal humanity. It's understandable, they've been hunted, persecuted and have lived on the margins. Antonio has some sway with them, in that they are not enthusiastically hunting one of their own, but they aren't listening when he tries to rally these various lycanthrope clans.

Nemsemet is bad news. Now he's on the run like a lot of other people.


Psychological Profile:
Deep down, Barnes is still guilty about what he did in Vietnam, flying off the handle, killing a bunch of people indiscriminately. While time has healed some of it, he left the 'Nam resolved to do something worthy and good with the rest of his life, and got into the nitty gritty of social work and entepreneurial neighborhood development. He's always been careful to avoid getting overly involved in Court politics. The Court, so long as one pays tithe and avoids breaking the Concealment Edict, really doesn't care.

On the other hand, the injustice of the Court rankles Antonio, and he's happy to see it gone. But he has a regard for human life that most lycanthropes don't, and is one of the few standing against Nemsemet.


Possessions:
A nice house, inherited from his deceased parents that isn't really safe to stay in any more. He's socked away money wisely invested, as well as his considerable salary as the CEO of Horizon. He has a particularly nice 1969 Pontiac Firebird and a shotgun at home that, quite frankly, he doesn't use.

He has a nice cell phone though and some authentic Vietnamese Buddhist prayer beads he picked up in the 1990's when he travelled back to 'Nam to make his peace with the past. They have supernatural significance that he doesn't really understand.


Yes, and:
...Flint and Antonio had a run-in in 1987 or so, when Flint suspected Antonio in a grisly series of murders that involved the consumption of corpses after digging into his Vietnam War history. Antonio was charged by the court, though his innocence was proven when the murders continued with him in custody. Flint and Antonio worked together grudgingly to catch the werewolf family responsible for it, but there's no love lost there.
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Hidden 10 yrs ago 10 yrs ago Post by rtc143
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rtc143 Memeologist

Member Seen 6 yrs ago

Name: Karram Sylian
Age: 56
Gender: Male
Breed/Species/Type/Lineage: Seelie Sidhe (Faerie)

Physical Description:


Talents:
-Flight: The ability to fly with proficient maneuverability for a long duration of time.

-Nature Magic: The ability to manipulate nature in various ways such as entangling creatures with branches or roots, concealing himself within the earth, or harnessing energy from plant life to strengthen his blade.

-Illusory Manipulation: Can use Illusion Magic to disguise himself or create minor sensory illusions against others.

-Sleep Inducing Magic: The ability to induce a narcoleptic state of sleep in targeted creatures. (Related: Karram also has the innate ability to create illusions or send messages to sentient beings in their dreams.)

-Empathy: The ability to perceive people's emotions and motives.

-Sword-fighting: He is a trained swordfighter.


History:
The Sylian branch family is renowned in the faerie community of Ireland. For centuries they have served as judges in the Seelie Court, with the primary responsibility of doling out punishment for faeries who have committed crimes against the mortals or faerie brethren. Karram Sylian's family was different however. He was the unfortunate product of an unlawful relationship between a Seelie faerie and an Unseelie faerie. His father was pronounced a traitor to the community and both he and his forbidden lover were executed. Karram Sylian was to be banished from the Seelie Court and sent to the Ashen Pit where Unseelie miscreants lived. However his father's brother, Eromyr, was able to convince the council to spare the infant faerie and grant him 20 years of life to prove his usefulness to the community. The council gave in and allowed Eromyr to adopt Karram and teach him as his own.

For the next 15 years Karram grew up learning the ways of the Seelie Court, faerie magic, and other resourceful trades. He never learned about his past or birth parents until his 16th birthday. Eromyr sat him down and explained the scenario that lead to his birth. Astonished and heartbroken, Karram spent the next few weeks lazing in a deep depression. But eventually he came to his senses and decided his life's work would be to amend his family's honor and eventually become Seelie Grandmaster. On his 20th birthday Karram was brought before the council of elders and rigorously tested. His incredibly honed skills and vast faerie knowledge surprised the council, and so they let him live.

Five years later Karram was appointed as a Seelie Adviser, the same position his uncle Eromyr held. He and Eromyr were sent with several others to the United States to set up a new branch of the Seelie Court within the supernatural communities that exist there. Karram was especially excited to travel to a new place where he could make a name for himself without the past haunting his every move. For the last 31 years, Karram has served as an adviser in the courts. He is known for his ability to detect the emotions and motives of defendants as well as his overall intelligence and loyalty; even receiving a few nods from Count Caradoc in the past.

In the human world, Karram originally disguised himself as a young and ambitious David Rodgers. He took up a job as an attorney and excelled in the position for just over 20 years. However he was commanded by the courts to change both his disguise and persona due to skepticism in his office over his apparent lack of aging. So he adopted the name Karl Silverman and has since been working for the IRS at the request of the courts (presumably so he could look into some of the supernaturals who mingle with with the humans).

But now everything has changed. The resurrection of Nemsemet and the slaughter of the Count and his high council has caused chaos in the supernatural world, and the last thing Karram wants is for that chaos to spill into the mortal world. Because if it does, it could bring the whole world to its knees...


Psychological Profile:
Karram is unlike most faeries in many ways. Determined and courageous, Karram is always looking to prove himself useful to his community; and to himself. He hides his insecurities and depression by focusing entirely on work, and so he could easily be seen as a workaholic. He finds the usual rambunctious and mischievous nature of his fellow faeries to be immature; whereas he tends to focus on more serious matters. However he does share a deep distrust for Unseelie Sidhe due to his interactions with them in the courts as well as the indoctrination he experienced living with the Seelie Sidhe community in Ireland. Outside of combat or work, Karram is relatively quiet and often becomes entranced in his own thoughts. He also has trouble turning off his professionalism considering he doesn't harbor many actual friendships.


Possessions:
-Oakbane, a custom blade enchanted with earthen magic.
-Sylian Pendant, a necklace worn by members of the Sylian Branch Family.
-Faerie Dagger, a small dagger he keeps sheathed on his lower back as a secondary/defensive weapon.


Yes, and:
Karram was one of the presiding advisers during Antonio's preliminary hearing, where he briefly met Flint as well. He was the one that suggested his innocence after reading his emotions in the courtroom. Although initially ignored, Antonio was proven innocent anyway after the murders continued.

Flash forward several decades later, Karram, under his human guise of Karl Silverman, was asked by the IRS to audit the Horizon Foundation before their annual licensing renewal. It was apparent from the start that despite his disguise Antonio knew who he was, more than likely by scent. It was a moderately uncomfortable confrontation but nonetheless remained civil.

(^Can be amended or changed entirely if you don't think it fits.)
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Hidden 10 yrs ago 10 yrs ago Post by Dark Angel
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Dark Angel

Member Seen 4 yrs ago

Name: Claudia Laurel
Age: 23 (Physically) 62 (In reality)
Gender: Female
Breed/Species/Type/Lineage: Half-Demon

Physical Description:


Talents:
-Using Firearms
-Hand to hand combat
-Stalking/Sneaking
-Controlling fire
-Parkour
-Faster Healing

History:
Claudia was born in 1953, into a prominent family of demons due to an affair between a demon woman and a human. Her family had wealth, power, and most important of all, reputation. Her birth was not wanted by the elders, seeing as her parents were both young, and the fact that Claudia was a half-demon, which were considered disgraces and looked down upon. Claudia's grandfather, Harriet Laurel, decided that Claudia and her father were to be executed. Claudia's mother didn't want this, and helped her daughter disappear, along with Claudia's father. They began a new life (on earth) in America as James Williams and his young daughter, Claudia Williams.

Two years later, Her father was drafted into the Vietnam war at the age of twenty. Claudia was sent to live with her aunt in Virginia, and spent the next twenty years staying there, waiting for her father to return. He never did. Her family was informed of his death, and Claudia received his possessions. In a trunk was a stack of letters, mostly love letters between her mother and father. After digging through the trunk and reading the old letters, she came upon addressed to her, from her parents. The letter told her all about her heritage and why she didn't have a mother with her.Claudia had hoped to get in touch with them, but was not able to enter their world and when summoned, they rejected her because she was a 'Halfling'.

Left with no where to go, she wandered until one she walked in on two people fighting. One pulled out a gun to shoot the other, and Claudia threw the nearest thing she could find at the man, which happened to her shoe. The man ran off not wanting to be seen, and the other, Tom, introduced himself. The two became quick friends, both having no where to go. They lived off the streets, and eventually joined a gang. The two became tangled in a web of crimes and violence, and Tom decide that they needed to learn to defend themselves. They became more active in the gang learning from the other members how to fight, and later how to kill. Claudia and Tom advanced from just people taken under their wing to some of the most able members.

Eventually the gang was busted, and Claudia escaped with Tom. They moved to New Camden, and decided to try to lay low. It didn't work out, as they were in desperate need of money, and Claudia ended up taking jobs which weren't quite legal. She eventually got arrested for vehicular manslaughter, of all things. She was sentenced to five years in prison. When she was let out on probation, she discovered that Tom had passed away. With nothing left, Claudia became a servant for a supernatural household in the court. When Nemsemet took over, her master was killed, along with his family. Claudia was given two choices. Join his side or die. She did what she thought every sane person would have done, and chose not to die. She needed the money anyway. She now works as a servant/hitman for Nemsemet, and though she may not like it, money always comes first. And her dog.

Psychological Profile:
Due to her history, Claudia is very pessimistic. She doesn't believe in the whole 'heart of gold' thing, and distrusts everyone around her. She doesn't like to show emotion, believing they are weaknesses. She believes that the court and the wealthy families in New Camden are all corrupt, but also thinks that Nemsemet is the same.
Claudia has two 'modes', in place of emotions. There's stoic and uncaring, and then theres angry. When taking out targets, she remains cold and collected, but her anger can be triggered easily; she is sensitive about her family, and will physically harm anyone who insults her parents. She is also angered by the social hierarchy of fullbloods and halfbloods. Although she is willing to kill in cold blood, she is not merciless. She prefers to take people out quickly and painlessly, and if you give her good reason not to do something, she'll listen to you. Although it's hard to get her to trust you, if she believes in your cause then she will remain loyal.

Possessions:
A silver ring, which hides her identity as a supernatural creature, given to her by her mother. Two handguns, Several knives, and a sniper rifle. Has extras at her 'home', which is actually an abandoned building. A large husky she adopted off the streets. The closest thing she's ever had to a familiar.

Yes, and:
Claudia met Karram when she was sent to court for vehicular manslaughter. He was one of the people who helped get her a shortened sentence. She has mixed feelings about him. On one hand, he shortened her punishment, on the other hand, he still sent her to prison.

Now though, they're going to meet under much different circumstances. Karram is one of the people she has been requested to kill, so thats awkward.

(I didn't really know what to do here ^, so it can be changed.)
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Hidden 10 yrs ago 10 yrs ago Post by Dark Angel
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Dark Angel

Member Seen 4 yrs ago

(Sorry, double post)
Hidden 10 yrs ago Post by twave
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twave

Member Seen 3 days ago

Name:
Arachne (Assumed name: Autumn Weltich)


Age:
3423 (assuming the Silver Age of Ovid's Four Ages)


Gender:
Female


Breed/Species/Type/Lineage:
Spider Queen (formally human)


Physical Description:



Talents:
Mother of all spiders, expert weaver, informant, and political clout.


History:
Arachne, the namesake and origin of all arachnids. In a bygone age her arrogance and haughty attitude brought the wrath of the Greek goddess, Athena. At the attempt to insult and put herself as an equal to the gods she was cursed so that she and her descendants would weave forever. Transformed the woman became the first spider. Under the thumb of those more powerful she remained hidden for thousands of years. But as fate would have it even so called gods had their time. The queens spawn spread across the four corners of the Earth. With no one to stop her Arachne used her children to begin gathering information. Very little escaped her far reaching grasp, spiders having become common place throughout the world. Of course humans were not highly liked by her as they were always crushing her creations. In retaliation she made more deadly variations to fight back.

As the ancient times gave way and humanity advanced the Spider Queen gained quite a reputation among the supernatural world. Everyone had their secrets and she would cling to them as her tiny agents crept and crawled their way into everything. Staying out of most internal politics she also made moves in the mortal world. Offering her services she could steal most anything either through persuasion, intimidation, or execution. Assassination of an individual took little more than a spider bite.

Growing in influence and wealth she changed her public appearance for modern times. Having again assumed a human form she has emerged from the darkness to build an empire among the mortals. For a time she had others hold her place as President of the company but recently has taken the position herself. Of course she still holds an influence in the supernatural, and largely remains "untouchable" for fear of untold secrets being revealed in both realms. Holding a high position in several courts the sudden silence from New Camden did not go unnoticed.


Psychological Profile:
She can be cold and values information above most other things. It can be a flaw at times. Having an affinity for neither the human or supernatural sides she treats them both with little regard. Some would say that acting human has made her soft though. Still everything and everyone is another piece to be used. Obviously some must be treated better than others. There is something to be said for respect after all.


Possessions:
Athenian Law Group, a law firm that has its hands in many facets of both worlds. A tribute or insult to the former goddess; Spiders, as the original source of all spiders she rules over them. It may not sound like much but varying in size and deadly potential the public only sees the surface.


Yes, and:
Acting as a buffer between worlds, Arachne's firm will often intervene on behalf of the courts to keep those who do not belong in the human world off the radar. She both employed Karram and appointed him to handle Claudia's case.
Hidden 10 yrs ago 10 yrs ago Post by Exie
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Exie

Member Seen 8 yrs ago


Name: Kaori Lyle
Age: 42 (Appears Early 20’s)
Gender: Female
Breed/Species/Type/Lineage: Vampire

Physical Description:


Talents:
- Immortality
- Enhanced strength and agility
- Enhanced Senses
- Healing
- Experienced with firearms and blades
- Vulnerabilities: fire, sunlight, decapitation, and stakes


History:
During the Vietnam War, Kaori’s father (American) met her mother while deployed. As the war came to an end, the two were married. He moved his new wife back to the United States where Kaori would be born and raised.

In the aftershock of the war, Kaori and her mother suffered mild discrimination. However, it was the emotional trauma suffered by her father that began the family’s decent into poverty. To cope with his PTSD, her father became heavily dependent on alcohol and struggled to provide for his family. Although her mother tried, the stigma surrounding her heritage and her own ignorance of American ways made it very difficult for her to earn any type of substantial income.

In her teenage years, Kaori turned to illegal activity to help her family survive. She began in petty theft, and eventually branched out to drug distribution. She continued this line of ‘work’ into her early adult years, until one risky deal went poorly and nearly cost Kaori her life and lead to her ‘change’ into vampirism by a being with a similar heritage to her own. While the first year of her vampirism was difficult, her mentor provided guidance to help Kaori to use her new talents to enhance her old life. She quickly sharpened her skills, and became a sought after ally in criminal circles.

Her talents earned her enough money to support her parents until their eventual death, after which she relocated and eventually settled in New Camden. She now occupies an elegant loft apartment and loans her skills to the highest bidder. Although she has done jobs for members of the council, she did not work for them exclusively.

Over the years, she has had few valuable relationships and friendships as they typically end poorly or in violence.


Psychological Profile:
Due to the nature of her work, Kaori doesn’t exactly hold to any strong morals. However, she has common sense enough to think carefully through her actions so as not to compromise herself or the supernatural community. While she isn’t opposed to taking a life, she also doesn’t murder recklessly as she resents the notion of being little more than an animal. Because she came to the country feeling like an outsider, she’s always been a bit of a loner and doesn’t confide much in other people. A very deeply buried part of herself aches over her constant loneliness, but it’s unlikely that anyone would ever get close enough to her to discover this weakness. Also, Kaori has grown to admire fine things and detests the notion of poverty.


Possessions:
-Vietnamese kimonos/robes inherited from her late mother
-A small arsenal of firearms
-Collection of valuable blades from different areas of asia


Yes, and:
Kaori crossed paths with Gray Conover one dark night when she was fulfilling a request given to her by the council. When she arrived, she found her prey being hunted by an unlikely predator. From the smell of his blood, Kaori suspected he was human. She lurked in the shadows until the job was done, studying the brave human's methods...and memorizing his scent.
Hidden 10 yrs ago 10 yrs ago Post by Necrophage
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Necrophage

Member Seen 2 yrs ago



Name: Gray Conover
Age: 31
Gender: Male
Species: Human

Physical Description:
Gray stands at 5'11. He is broad-shouldered and lanky, his advantage against his enemies is obviously not brute strength yet he has exercised thoroughly to try to make up some of the difference if he ever has to get that close. He has a long face and a pointed chin and hazel eyes, characteristics that seems to run in his family. His hair color is dark brown and he has mutton chops and doesn't bother to manage his hair so it stands pretty unkempt. He keeps it just short enough in the front that it won't become a problem in combat.

Talents:
Creative Combatant - Gray is a very experienced killer and it comes mainly from his ability to think on his feet and react quickly. Even without weapons on his person he can figure out ways to kill something by using his environment and playing dirty. He certainly doesn't hold back on the playing dirty part which might irk off those noble vampires or whatever the hell else thinks they have some kind of fair fighting spirit in combat. It's always life or death and Gray doesn't plan on being the one dying.

Broad Monster Knowledge - Gray knows how to kill all the common creeps. Werewolves, vampires, zombies(Those are the easy ones), etc. It comes from a personal history of doing just that. If he can't kill it he'll get away and study for some way to do so. After all, his hefty pay check rides on this important task.

Extensive Arms Experience - Gray is both a military veteran and an arms enthusiast. As such he has both experience and extensive practice with firearms. Having talent and practice make him a very accurate shot with long weapons in particular.

History:
Killing monsters runs in the family and family is what really matters. Gray grew up with values, often unapparent to others, that keep him from going too far in the field. He grew up with several brothers and a sister and for the earliest part of his life had no idea what his family really did. They sheltered him from it until he was ready to know the truth. That truth didn't come until it was nearly too late.

Gray joined the military. He was in the army on tour in the middle east when he encountered his first taste of the supernatural world. They seemed like normal middle-eastern villagers. Lured into their village on their patrol, Gray's team didn't pose a very good chance. They had the resilience and constitution of ghouls. Meaning they wouldn't go down without a good headshot or leg shot. Most of his team was felled by their inhuman stamina with mere farm tools. Their adversary was quick and dangerous but he had and the remainder of his squad had the resolve to survive. It wasn't until later that he understood what they were. They weren't undead. They were the "blessed warriors" of a demonic duke known as Abigor that had been piggybacking on wars and feeding off of them since iron was used as a weapon. It made sense why he'd be making his rounds in the most war torn nation in the world.

On his return to the States Gray reunited with his family. Upon hearing his experience they began to explain to him the finer parts of their history. The Conover's have been killing monsters for nearly two-hundred years. Gray had a legacy he was willing to uphold.

Unfortunately that legacy was difficult to acquire with the councils of creatures banded together throughout the world. With the councils keeping everything in check his family didn't indulge in hunting so much anymore. The councils were a necessary evil but they were still monsters and Gray couldn't personally trust them to keep things steady. He needed a group that would let him bypass getting a hit on his head by an organization that vastly overpowered him. It took a while and he took up jobs killing rogue beasts in the process which the council overlooked because of the nature of the cases. He wasn't that good at first. Not many people are. The evil monsters that let themselves be tracked by an amateur are generally the easiest to kill. Gray had mistakes and near-death experiences but his resolve and ingenuity always had the tendency to save him.

When you're feeling hand over hand through the dark you always find something.

Psychological Profile: Gray seems to be morally ambiguous to people who don't know him. To those who do, they see the bold line he won't cross. If a creature isn't a killer and has no potential to be he won't take its life. He sees many jobs he's taken as necessary evil to protect humanity. Overall he views himself as a protector, but damn if he doesn't like a good paycheck.
Gray loves humor in all its forms. He'd be pretty depressing if he couldn't take a good joke every now and then. Even if it's completely misplaced and awkward.

Possessions:
Gray has two large suitcases that are normally too heavy for normal airport admittance. One stores his set of armor. The armor is customizable on the job with many spots for Kevlar inserts, a bite guard, a helmet and a few other minor items to help him adapt to circumstances. Teeth, claws or (preferably not) bullets. He's got something to give him some edge.

Aside from a few spots in the first suitcase for some Glocks and ammunition (Affordability, you lose guns a lot when you're hunting.) he has saved room in his other suitcase for a few sets of street clothes(primarily gray t-shirts, blue jeans and a black jacket) and a compartment for his modified AA12 with silver slugs in three drum magazines. Either crammed in this case or in a car he keeps an Ares 16 with a variety of attachments for use as a long-to-mid range rifle and a grenade launcher(For that beasty who just doesn't want to go down).

Gray wears a small titanium chain around his neck that has several items dangling from it. A small pot-like skull about the size of a thumb that has dried herbs in it, consisting primarily of wolf's bane to ward off a werewolf's ability to smell him. A small alienish shell filled with holes is also affixed to it. This shell happens to be the only item he has that is magic and he only uses it as a last chance item. Thankfully he's only ever used it once before. He isn't quite sure if it has lasting consequences but man does it become handy in a bind. By saying a set of keywords the artifact teleports him an indeterminate distance away to a random location(or whatever location it wants him at, he really has no idea if it has its own agenda. Eerie). The last item dangling from his chain is a simple Celtic cross because it's cool.

A useful item that is never far from his reach is his trusty silver kukri knife.

Yes, and:
Arachne, a master of information has a real talent for finding what she needs and hiding what should stay hidden. Well, Arachne found Gray Conover. A relatively easy, if a little volatile, person to manipulate and point at targets. Contracting Gray for missions with a high paycheck is really quite easy to do.
Hidden 10 yrs ago 10 yrs ago Post by HaltingBlooper
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HaltingBlooper Mudkips. I herd u liek dem.

Member Seen 7 yrs ago

Name: Tali'ka (Fine with nicknames)

Full name: Tali'ka of the Frozen Plane

Age: 345

Gender: Male

Species: Ice Elemental Reincarnate

Physical Description: Looks like a pale-skinned human kid, mostly. Stands at about 4'7 and is of light build. Has a white silk scarf that he wraps around his head and face, revealing only his eyes. He can pull this down to his chin. He wears a flowing white robe that hovers a few inches above the ground at the bottom and trails behind him. His feet retain some of his true appearance, and appear as sharp icy spikes clustered together to a point. His eyes are pupil-less and are a pale blue. He has white hair that goes down his head an inch or two and is four inches long at the back.

Talents:

-The Obvious: Ice and snow creation and manipulation.

-Reincarnate many times over: Has literally centuries of experience, and knowledge of some of the events that happened.

-More about Ice and snow: Can lift himself into the air with freezing wind. He is immune to cold. Can freeze things solid and preserve them.

-Technically Immortal: Can be killed, but can come back in a different form.

-Can spy on things from far away, but can not do so while preoccupied with literally anything else.

-Can sense magic, such as wards, or just general magic that users wield.

History: Too long to list all of his reincarnations, but basically: Tali'ka has been reincarnated many times. He comes from the Frozen Plane, which is a plane where beings like him reside. Tends to not have feuds with anybody except the other members of his plane, because when he dies, it is assumed that he is dead by mortals. Hard to have a feud against someone who, as far as you know, is dead. Sorry for how short this is. He doesn't have much of a history in his current form, it is rather new to him. (Has had this form about 4 months at the point he comes in)

Psychological Profile: Tali'ka tends to think whatever he wants, but often tells things quite the opposite of what he thinks. He is generally good in conversation, because he is very experienced in sounding sincere in his false emotions. He doesn't really care for anyone, but doesn't turn traitor. By that, I mean, he often never has a real allegiance. He tends to do whatever he wants. If he is in a group with people, it is probably just to accomplish something. Also, he likes spying on people.

Possessions: A staff that he has which amplifies his powers. He is perfectly capable without it, though. It is a long piece of jagged ice that ends in two curved prongs.

Yes,and: TBD? Planning on making him just be somewhere to begin with, not sure.
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