Hidden 10 yrs ago Post by jdh97
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jdh97 Hopeful

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Name: Herbert West

Age: 41

Gender: Male

Species: Human

World of Origin: Earth – 1940s England

Appearance:
Herbert is a slender man, with a gaunt face and high cheekbones. A dashing man in his youth, Herbert is now the antipode of his former self; his skin is pallid and tinted yellow, hanging loose on his face, making him seem many years older than he actually is, a consequence of many a sleepless night and the lengthy foregoing of sustenance. His nose is sharp, and sits above thin lips that crease at the corners of his mouth. One eye sits half-closed, blind, because of a chemical accident, but both rest in sunken sockets with dark bags hanging from them. A mop of hair, grey before its time, sits upon his head, the greasy locks scraping at his shoulder. He is always found in his musty jacket, unpolished shoes, trousers and yellowed shirt, with a red tie that he cut short. A smell somewhere between formaldehyde and turpentine permeates the air around him.



Abilities, Skills, Strengths, Personality, and Weaknesses:
Herbert has no experience in fighting, but he does have a quick mind and an extensive knowledge of the chemistry of his time. Since the death of his wife, he has become introverted, living in seclusion, meaning it would take while for him to adjust to the company of others.

History:
Herbert West was a brilliant mind, becoming the envy of many of his peers for his works in the medical field, producing a wide variety of antibiotics on the back of the work of Florey and Chain. At a young age he had accumulated a large wealth, and became an authority in his field and the publisher and editor of many journals and papers. However, arguably more enviable than his wealth was his wife; a flawless maiden from Holland, Elizabeth. They had met quite by chance at a gathering of important figures, full of smoke blowing and social engineering. The two became quite enamoured with each other, much to the confusion of many onlookers.

The couple wed not a year after, and moved from London to much more rural area, a few hours outside Leeds in the North.

Then one day she fell ill, and when it was clear she was not getting better, Herbert poured all his energy into finding something that would help, and he failed. There was no medicine that worked, not concoction brewed that brought colours back to her cheeks, no poultice that stopped her rasping breaths, and no tincture that quelled the flow of sweat.

The death was devastating to Herbert, and everyone was of the opinion it drove him mad, but Herbert knew differently, it had made him more focussed; death would not stop him, because he would bring her back. Perfectly preserving her body, he went about the business of perfecting a method to put the life back into that which was dead. Reanimation, he called it. He would keep an eye out for fresh burials in the local area, using the newly dead corpses as test subjects. The search for the cure for death consumed, and he locked himself away in his country house, hidden away from the light of day. He read books on chemicals and elements, on electricity and mechanisms, and even on dark magic, but none brought him any closer to a revelation.

When it all seemed hopeless and he hadn’t slept for days, on the verge of admitting defeat, he was torn across the rift.
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Hidden 10 yrs ago Post by Affili
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Affili The Timeless

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Name: Dimitri

Age:32

Gender:Male

Species: Human

World of Origin:


Appearance: Standing at six foot two, Dimitri is well toned but not overly Muscular. shoulder length brown hair with dark blue eyes. He usually wears a heavy hooded cloak with loose silk clothing underneath it.

Abilities and skills: Dimitri would be classified as a shaman or healer. He is technically a monk and has been trained in hand to hand combat as well as a wide array of melee weapons. His monastery specializes in using chi, or the internal energy of their body in combat granting them powerful blows and increasing his ability to absorb attacks and even control the flow of his own bloood with little effort. Dimitri uses his chi both offensively and to heal allies.

Strengths and Weaknesses: Excellent agility, strength and stamina. He is quite often intoxicated so this affects his judgment. Constant use of his Catalysts will leave him drained and thus the effectiveness of his chi will be reduced also.


Equipment Requests: His flask, that has a minor water elemental catalyst embedded into it thus keeping whatever brew he has in there replenished and ice cold, as long as the monk can spare the energy to link with this catalyst. His one handed mace forged with three catalysts. one Major and two minor ones. The Major catalyst can be used to heal. one of the minor catalysts is fused with an earth elemental that can be used to increase the impact of the weapon, causing devastating damage to its targets. And the final minor catalyst can be used to increase the speed of wielder's attacks.

History: The Monks of the Eastern Ridges are very spiritual and may be one of the few monasteries still existing within Temperance that strive to be in harmony with nature and seek to reconnect with the Core’s essence. Dimitri, strives to be intoxicated. He is a master Alchemist and can make booze from virtually anything. He is also quite handy and making teas and herbal elixirs to cure ailments. Before the rift, he was on a mission with The Silver Fist Elite; a high end branch of a Mercenary Guild known as the Silver Fists back on Temperance.

Personality: Jovial and fun loving due to the fact that he ever endeavors to be completely wasted. He is easy to approach and extremely social. However he is quite deadly should the need arise. His constant inebriation in no way impedes his martial prowess. If anything it makes him less predictable when fighting.
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Hidden 10 yrs ago 10 yrs ago Post by Viridity
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Viridity Runs in O(-n) time

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Name: Vata, full name with title Virtuoso Vata ehl Alan

Age: 34

Gender: Male

Species: Human

World of Origin: The world of Dawngate - from the southern city of Nishi'an

Appearance: Similar in appearance and dress to Dail as seen in these two pictures (http://hydra-media.cursecdn.com/dawngate.gamepedia.com/2/2e/4.4.jpg and http://hydra-media.cursecdn.com/dawngate.gamepedia.com/f/fd/4.3.jpg). That is, Vata is a rather slim man of average height with darker-colored skin, very short black hair, and typically wears a long-sleeved shirt with trousers if he isn't planning on being outside for very long.

Abilities and skills: Can both read and write. Vata is a Shaper, a mortal bonded with a Spirit, a noncorporeal being that is typically the embodiment of concepts like progress, rage, and form. In the case of Vata, he is bonded to the Spirit of Inspiration. While this would normally grant an individual almost supernatural powers, the Earth is far separated from the Spirit Plane, and so his powers are greatly diminished. He can recover from injuries somewhat faster than normal people, and is somewhat less susceptible to disease and poison. On occasion, and out of his control, his bond with the Spirit of Inspiration allows him to share some of his abilties/knowledge with others (e.g. if someone is unable to read or write, they may be able to understand what is written, or have a very limited ability to write with him around). Very rarely, he can vaguely sense the motivations of a person.

Strengths and Weaknesses: Very intelligent and generally calm even in a crisis. Unfortunately, he is not very physically fit and has no experience or knowledge of combat.

Equipment Requests: A small bag containing a vial of ink, an ink pen, a journal, and a couple books

History: Before the Rift transported him to Earth, Vata was a scholar and a renowned writer from Nishi'an, the greatest city of a culture and civilization that values creative ability extremely highly, so much so that individuals are judged by their artistic ability. While many would choose to better only their own artistic skill, Vata instead chose to teach and guide others in his spare time. It was for this reason that the Spirit of Inspiration chose him. He tried to hide his bond with the Spirit, but some of his close friends noticed that he started producing new works at an almost unnaturally fast rate, and that his students learned at a very fast rate as well. Before long, he became famous, and his secret was revealed. Despite being a Shaper, he did not once visit the Dawngate, although he was involved in the South's political activity around it.

Personality: Calm, shy, but outspoken, almost to a fault due to his experience and success as a mentor. Generally holds himself above others, nearly to the point of arrogance. Incredibly prone to rambling, whether it's to himself or to others.
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Hidden 10 yrs ago 9 yrs ago Post by Anzu
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Anzu Needs a u-circumflex

Member Seen 9 yrs ago

This was meant to be very brief. I failed. It isn't that much though.
The origins section deals mostly with a nation I created for a mapgame, this mapgame was not my own creation and lots of different people contributed; I only made Dar-e Mehr, the High Kingdom of Joseon (and Vassals) and of course the Sakhalin Provisional Authority Region. I only added the last one to the map, the rest I did write ups. I took some ideas from this setting and directly lifted the SPAR from it, so I'm acknowledging the base idea (thermonuclear war in an alternate cold war around the 60s in a world divering before 1900) and the name 'the Cremation' to describe the event, plus the map itself if I find it and include it, are not at all mine. Only the SPAR is, and the other nations mentioned. In the actual origins, it is all original (if a bit cliche'd). I haven't had a chance to proofread it yet, so uhh be gentle :p.
Name: William Bluff

Age: 25

Gender: Male

Species: Human

World of Origin: Earth, same as our timeline up to some point before the Franco-Prussian War; the Germans push for more and do better, only slightly in both respects, but it butterflies from there. By 1912, the German position is significantly stronger than in our world, at the expense of the French. The leftist ideologies have performed better in the industrialised world, subsequently the Russian anarchists, bolsheviks, etc are closer to the level of support (and how well they've infiltrated the government and army, how much protesting and bombing they do, how well organised etc) they had on the eve of the revolution in this 1912 than in our world. The far-right backlash in France, Russia and Germany is strong (Orthodox-Nationalists and Pan-Slavic Fascists in Russia, 'Ascendance of the Germanics'-Fascists in Germany and hardcore imperialist-Fascists in France, with extreme nationalists in all three), but far right and far left destablisation doesn't cancel out; they fight each other bitterly but there's still twice the collateral damage. Because of this, all three (but Russia in particular) are less stable. In America and the United Kingdom, popular support for leftist ideologies has a better outlet than in Russia, namely voting. Syndicalists parties and generally groups classed as 'Marxist-Debsist' (Eugene Debs' has been luckier and more successful, and won't end up arrested) are rapidly growing in size and popularity, though the backlash is there. This is also serving to increase the isolationism of these nations.

The war known as the Mitteleuropan War is easily compared to our WW1, being in a similar time, of a similar catastrophic scale, featuring Germany and Austria Hungary VS Russia and France, but has key differences. It was not a world war; the Balkan nations, Italy, Austria-Hungary, Germany, France and Russia all played a part, but the other great powers sat it out (aside from Japan joining on the Entente side to nab German colonial holdings, kinda meh). Without the assistance of Britain and America, and with a weak starting position and a strong Germany, France and Russia were not in a good position. The German border, on the eve of the war, was close enough to Paris that the heavy fortifications along the way did not deter the Germans from planning a major push that direction. The advance along this axis would define the war- German industry, manpower and resources far exceeded that of the French, and while they had to deal with Russia in the east (made harder when the rapidly destabilising Austria-Hungary had to drop out of the war in 1914) they would have the strategic initiative from the start to the end of the war. Grinding through these fortifications (central front) tied up large amounts of French manpower and a larger amount of German, but percentage wise it was a beneficial trade off, allowing a firm numerical advantage in the northern and southern fronts. French offensives were minor and rare, while German offensives tended to be followed by a period of mobile warfare with fliud, rapid advances before settling back down into trenches. When Russia mostly collapsed in 1915, the surge of new troops from that front allowed the launching of a final offensive, pushing hard northwest and southwest from the southern and northern fronts respectively. Pushing into Centre from both Bourgogne and Haute-Normandie regions, the Ile-de-France region, Paris and the remaining fortifications ahead of it were increasing cut-off strategically. The situation collapsed after one final bloody offensive, in the spring of 1916. With Paris captured and the army falling back on all fronts, the French were forced to surrender. At this point, a very critical event in history would occur; an extreme-nationalist Junker led coup in the German capital. Seeing the (to them) less than harsh peace terms (both sides were exhausted, and the peace would establish Germany as the power of continental Europe, neuter France and Russia and leave them as a serious rival to the US, these guys wanted more), they executed their plan, and got lucky- they succeeded. With control established, they pushed for a honestly insane goal; total annexation of France, and of European Russia, re-igniting the stalled wars with both. The forces opposing them were thoroughly beaten, but knowing now they would be fully destroyed in defeat, resistance was redoubled. With this goal known, internal resistance strengthened, necessitating more resources to crush it, and the international reaction swung drastically against Germany, which found itself blockaded in the Baltic and the Atlantic (via conquered bits of France and the low countries). This meant this last stage of the war, running from the coup through to the final defeat of regular (but not irrgular, partisans etc) forces of the Russian and French armies, would run until 1919 despite the huge on-paper advantage the Germans had.

The conclusion of the war was not good. In the final weeks, the leadership's hold on power began to fray more and more, as the affects of the blockade and the immense strain on industry, occupation duties strethching from Normandy to St Petersburg and simple continuous grinding warfare all added up. Food shortages, manpower shortages, lack of strategic resources (Russian resources would be useful, but frequently can't be accessed because the chaos and fighting destroyed the infrastructure and efforts to fix it are hampered by partisans) and domestic unrest hurt Germany proper as well. As the situation began to deteriorate, in and outside of the occupied territories, the small coup leadership became more hardline, seeing that they had achieved their domination of continental europe. They prolonged the collapse with brutality and force, but in the end this made it far worse than if they had not. Food shortages became famine, unrest became rioting and defection and mutiny, resource shortages became industrial collapse... They dragged everything between the atlantic and the urals down with them, 3 months after reaching their peace in the Mitteleuropan War.

The period between 1919 and 1929 saw syndicalist parties take power with popular support in the US, Canada and in the UK, while the various civil wars of the 'European Warlords Decade' caused horrific destruction. While the syndicalists, the communists, the marxists and other leftists florished in the anglosphere, the bloody fighting in continental europe ended with the destruction of those groups (not that they didn't take a lot of fascists with them). Multiple small and large states appeared and disappeared during this time, locked in a struggle for control again. Having suffered less manpower losses during the war and much less destruction, when some semblance of unity returned, Germany was dominant. They had achieved what they could have had before the coup, except with an addition of more than a decade of bloodshed. In addition, the ruling powers of Europe were now much more brutal entities, hardcore fascists formed in the crucible of civil warfare- the Slavic Union, aka the Russian Empire (minus everything west of Kyiv), the Third French Empire (mainland France, missing large border regions near Germany, no colonies left, taken by the anglo-backed leftist Free French or simply freed) and the Wolfram Pact (Germany, Austria-Hungary, with satellite states in the low countries, western Ukraine, Poland, Belorussia, Northern Italy, and Scandinavia).

In 1929, the anglosphere and their leftist allies (forming a power bloc, the Internationale) were roaring ahead, while the fascist european powers were just barely getting on there feet. By 1942, enough re-construction and re-industrialisation had occured in the european powers (now firmly allied as the Mitteleuropan League in opposition to the Internationale) that they were starting to be seen as a threat, and by 1946 a legitimate cold war was under way. The Mitteleuropan League found allies in Greater Transvaal, in the Northern (Japanese puppeted) China (warring states era occured later, still was interrupted by the Japanese, isolationist America and UK and the destruction of the continental European imperialists meant they could conquer any non-British colonies without serious opposition, exhausting statemate occured in China amidst increasing Internationale assistance to the People Republic of Southern China (capital in Maoming), leading to a split China situation), Japan itself and their empire, Brazil and an assortment of other nations, while the International was joined by most of the rest of Latin America, large swathes of newly independent ex-French and ex-British colonial territories, southern China, and the former dominions (aside from the former South Africa, now Greater Transvaal). The most significant independent countries are Mexico, India, the Persian Empire and Turkey.

By 1956, both sides were armed with hydrogen bombs and ICBMs, though compared to our world, medicine, electronics and biology is behind, while aerospace, physical chemistry, materials and high-energy physics is ahead.

In 1961, a Brazilian Republic satellite launch was misread by a radar installation in the Unified Chilean Communes, and triggered the interconnected Internationale strategic defense system. They moved up a level of preparedness, expecting an indication of further launches to start coming in in the next 30 seconds. Seeing a sudden surge in radio chatter, the Internationale bomber and interceptor fleets taking to the skies and the mobilisation of conventional forces, the Mitteleuropan League and allies stepped up to the same preparedness. Those launches did not come, but the escalation had occured. Border conflicts and skirmishes, rapidly escalating, broke out at all the flashpoints, especially in the mountain borders between Brazil and Chile, and the borders between Brazil and Argentina. Moreso than anywhere else, things spiralled out of control there, with full conventional warfare being waged- and then limited nuclear strikes being ordered. The conflict here dragged the world forward, making any attempts to de-escalate futile. Rio, Buenos Aires, Santiago, went up in mushroom clouds. Soon, London, Moscow, New York, Berlin, Paris, Tokyo, would follow. Then everywhere else that mattered, general thermonuclear war, and in the aftermath, nuclear winter.

-----

Around the time the bombs fell, Sakhalin got lucky in a few ways. The day the Cremation War began and ended happened to be the day that their biggest food shipment arrived, enough to last them a few weeks. As well as that, a big oil and mineral mining deal had recently been secured, so there was a lot of expertise, manpower and equipment floating around setting up new mines and refineries. Finally, any ICBM has a chance to be intercepted or to fail, and places without multiple missiles assigned aren't guaranteed to be hit. This luck spared their naval base, giving them a big security advantage in the chaos of collapsing governments, refugee columns and raiding free-for-alls that would follow.

An alliance of the mining groups, the naval and marine authorities and the local government took charge of Sakhalin, and began to marshal their resources to survive the coming chaos and coldness. The pattern would be managing refugees, fighting warlords and barbarians, while trying to keep the mines, that supply the coal, that heats homes and powers industry supplied and safe, keeping the flow of oil needed to patrol sealanes and power the fishing fleets that the population depended on, provide the iron ore and the lumber and every other resource needed for industry, etc. Generally a battle to use their industrial resources to stay fed and warm and to keep those industries running.

They took in and used what refugees they could, in the early days they established processing camps for refugees on some islands they controlled near Sakhalin, effectively labour camps as a way to contain the dangerous and desparate refugees, taking the skilled individuals while extracting labour form the rest. They found creative useage for this effectively unskilled manpower, i.e. rushed training then grab one military boat and 3-4 civilian ones, half a dozen sailors or marines, a few dozen young men and scavenged military weapons, hunting rifles etc and then send them on risky, high-losses raids to steal food, supplies, machinery, etc from settlements to the south in Japan, Korea, China, and Russia. Lots of struggles against generals-turned-warlords, fighting to supply and protect the isolated mining stations, to retake fallen installations from bandits or barbarians, to keep the flow of oil and coal and iron needed to keep Sakhalin alive and warm and churning away, etc.

By 1967, Sakhalin's head is firmly above the water, and the Sakhalin Provisional Authority Region is in control of a range of territories (here http://i.imgur.com/wEBwPw7.png) primarily focused on resettling useful land, claiming regions with critical resources, and taking areas with strategic worth relative to their neighbours. This map is absolutely not mine, and is cropped from a larger one that is even more absolutely not mine, only the cyan/blue bits are done by me, the rest was added by others. The majority of the SPAR's population is, as expected, comprised of people from north east asia and the Russian far east, with proximity to Sakhalin and ease of getting there in the collapse having significant impact. About 25% of the population is Chinese (evenly between North and South, the north was closer to Sakhalin but fared far worse than the PRSC in the Cremation), ~25% for Russians, 15% each Japanese and Koreans, with the remaining ~20% being a mixture of all nationalities; the descendents of international workers in Sakhalin at the start, of refugee populations and naval groups that joined up from as far away as Australia or California, and other miscellaneous groups.

Are you a member of TRIDENT? Nay

Are you one of those seemingly normal people? NAY

Appearance: Dressed for cold to extreme cold. Colours are either unimportant so drab and grey/browns (dye and fabric generally is expensive) or camoflauge, so white snow gear or mottled tundra-grey colouring. Life jackets are in vogue. Normally a simple tough jacket, two shirts, jeans with some protective thermal layer underneath, hiking/work boots, circular wire-frame glasses, arctic goggles (comes complete with his corrective lenses inbuilt), thick coat, working gloves, scarf. Shirts and trousers tend to have been patched up somewhere, important stuff like the coat or gloves are more thoroughly made and newer, made from things like deer or cow leather, or even better a genuine article, scavanged or brought by a refugee. Has more heavy duty things if he's going anywhere vaguely north. Medium, wiry build, curly ginger hair, slightly gaunt face, high cheekbones, blue eyes, goggle-tan on his face from where snowglare could get through.

Abilities and skills: Can fly light aircraft (no jets, no helicopters, no gyrocopters etc) and glide (like with a hang glider, not with his arms). Experienced with wilderness survival in arid/arctic mountains, tundra, polar conditions, ruined and slightly irradiated cities, and surviving extremely inclement weather. Good at tracking and navigation, has basic first aid skills, some ability to repair vehicles (no experience repairing any electronics more advanced than vacuum tubes, transistors are like magic, so are fuel cells, but suspension or a combustion engine or a gun and he can be useful). Can captain small ships, can ride horses and motorbikes. Excellent rifleman, above average knife/blunt object/bayonet-on-rifle brawler, joined the fencing society at university. Knows how to make, rig to detonate and effectively use mines, grenades, bombs etc explosives. Has a significant amount of general engineering knowledge, equivalent to someone interrupted in the second year of a general engineering course, who then picked up about a year later in a very adhoc environment with more narrow goals. He has more indepth knowledge of geological and industrial engineering, learnt more recently, up to and including the skill set to lead teams in prospecting for vital minerals and resources. This would involve identifying promising land, for certain resources, determining how viable resource deposits are, drilling for or excavating samples and performing analysis, all in the field.

Strengths: Clever, confident, good at thinking on his feet/improvising, decent in an impromptue melee fight, good in a ranged fight, skilled in setting ambushed and can make very good use of prep-time to build, set traps, place mines, position etc. Has proficiency in a wide variety of useful skills (mechanic work, bombmaker/user, first aid, wilderness survival), as well as much greater ability in others, some that are likely to be useful (i.e. piloting aircraft, marksmanship, cross-country hiking) and some that are probably far too niche (prospecting, maths, etc).

Weaknesses: On a scale of combat ability ranging from elite soldier to knife-wielding thug, he's somewhere around that of a single regular soldier. Sometimes better, sometimes worse, point is without fore-warning, prepared traps and explosives and an ambush ready, he would never be able to fight off a SWAT raid. Soldiers patrolling in APCs? Dead or running. He's best as part of a team of about two dozen fighters, attacking with surprise and stealth and nothing heavier than a mortar, against similarly or worse armed and trained enemies with greater or near-equal numbers to his group. Very little experience with urban combat, not trained for conventional warfare, much more used to irregular combat with low firepower on all sides. Would be at a huge disadvantage against a squad of modern soldiers with their optics and communication equipment regardless of other support on their side. Above average in melee combat but for example a good rugby player would beat him to death if he couldn't find a knife, run or improvise a weapon, so his 'good at melee combat' isn't gonna let him win a cage fight. With his general skills, he has 'weaknesses' that I don't want to list as weaknesses because they are more limitations; his first aid knowledge is only basic, his ability to repair vehicles and weapons is limited to basic universal things- can't do much at all to a helicopter, etc. Has the normal human weaknesses, of course. Then there's stuff like unfamiliarity with modern technology, 50s tech is the most he is familiar with, and that was about 7 years ago for him (50s in things like electronics and biology, his world was more like 70s in aeronautics, materials, radiation treatmant and rocketry, in there 1960s).

Equipment Requests: his rifle with a basic telescopic sight, atleast two dozen rounds of ammunition, his general survival/combat knife, his glasses and goggles (separate), a backpack with rations, a stove, some gas, a flaregun, a compass, a map of the area around Sakhalin (as far south as Shikoku, as far north as Kamchatka), a map of the Russian Far East (so of a smaller place) with ruins, known warlord territory, S.P.A.R. railway lines, resource outposts, and harbour outposts marked, a geiger counter, 3 emergency anti-radiation pills, a first aid kit, an opiate-based euthanasia kit, some rope, a folding shovel, a mineral sampling and sample-storage kit, the activation keys and manual to a portable prospecting drill rig, bottled water, telescope.

History: Born in 1942 in the London Commune, William grew up in the peaceful decades between two massive events of his world; the Mitteleuropan War (1912-1919) and the Cremation War (1961, 03/05 to 04/05). He remembered little of the post-war depression, and grew up in the boom-time of the 40s and early 50s, demonstrating all the enthusiastic optimism that was characteristic of his generation. He made friends, took tests, had relationships, went on holidays and generally did not do anything exceptionally bizarre. Starting at the age of 18, he attended the People's University of the Commune of Bristol, and began to recieve an excellent education in general engineering. As this was going on, the world was changing for the worse, re-polarising around the fascist bloc arising from the wreckage of continental europe. The Mitteleuropan War had, after immense bloodshed on both sides, ended with collapse for the Russians and French, over-zealous annexation by the Germans after a end-of-the-war coup by extreme nationalist Junkers, and subsequently another collapse, this time for the over-extended Germans. The ensuing power struggles and civil wars, with further loss of life for all involved, concluded with the destruction of the powerbase of the continental syndicalists, the Marxist-Debsists, the Anarchists and the rest of the wide range of socialist/left ideologies. Their enemies, dominated by the extreme-nationalist, white supremacists groups, were left (or rather, right), and went on to form a new order in Europe, rapidly rebuilding, rearming and generally being completely horrible. Understandably, this created an amazingly tense environment, as the arms race extended further and further between the fascist Wolfram Pact dominating Europe (and their allies in South Africa, Nationalist China (Northern China and Manchuria) and various other places) and the Syndicalist Internationale consisting of the United Communes of North America, the Federation of British Commune-Syndicates, the Free-French Workers League in the former French colonial holdings (France itself long a member of the Wolfram Pact), the People's Republic of China (Southern China, Taiwan, other bits) and various other nations. Many nations attempted to avoid joining either bloc, gravitating around the Brazilian Republic and the Republic of India in the non-aligned movement, however the majority of the world's firepower and wealth and population was on one side or another of the developing cold war. And most importantly, the Internationale and the Wolfram Pact had both made some judgement on what side of the line the powerful neutral nations would fall if push came to pushing the red button. Accordingly, they had included them in the ICBM programming; all major nations were under threat. This had quite the effect on Will and indeed most people, in that it was terrifying.

Still, most people continued on with their lives, as the assumption that the easily-avoidable apocalypse would not happen and so they should keep pursuing their goals, was a pretty good one. Will took a year-long internship as part of his course, in a geological engineering/petrochemical engineering company, and went along with them to Sakhalin where they were setting up new mines and refineries. It is here he found himself when the Cremation began and ended. In the chaotic years where the SPAR was on the brink of starvation and collapse, Will was assigned as an engineer at various resource extraction and processing compounds. Starting in 1964 he was added to an exploration group, group of 20-30 men and women sent out to update maps, establish contact, prospect for resources (Will's job) and generally explore, without dying in a snowstorm or bandit attack. He finds himself in the middle of one of these missions, somewhere deep to the west of the Lena River, when the Rift opens.

Personality: Optimistic, very goal-fixated and driven. Stubborn and talkative, sometimes fails to keep quiet when it is wise to. Sometimes as in significantly more than most people do. He is impatient with people being indirect, and struggles to admit failures, especially to people that haven't seen and acknowledged him suceeding. Speaks his mind unless he feels he can't get away with it. Hates being kept out of the loop, misinformed etc. Flattery will get you somewhere, Will loves the feeling of being clever and useful, so long as he trusts and respects the person saying all this. Probably hints at insecurities and a desire to force people to say 'you have value, congratulations, you have worth, you are superior, we prostrate ourselves before you and bring offerings' etc etc. To people he likes and respects, he is loyal and protective, and feels some pride that he acts this way, but is overly callous to people that don't fall into that category. His most immediately obvious and most dominant traits are loyalty, his immense (and beyond reasonable) self-confidence, and his desire to suceed and be known to have suceeded.
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Hidden 10 yrs ago Post by Venku
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Venku

Member Seen 4 mos ago

Name: Alexavier Xelanar, Reiva Xela, Prince

Age: 17

Gender: Male

Species: Xelareivan

World of Origin:


Are you a member of TRIDENT? If so, what is your job/specialty?
No
Are you one of those seemingly normal people? If so, what do you do?
No
Appearance:


Abilities and skills: Describe powers, magic, fighting styles, weapons training unique to your character. I am not just talking’ ‘combat skills’ either, do they like to cook?



Strengths and Weaknesses: Well rounded characters have both!



Equipment Requests: If you are dragged through a hole in the universe you might not be able to take everything with you... but list here what you usually carry or what you might like to have.





Personality:
Alex has three personalities Alexavier(main), Alexander, and Xavier





Hidden 10 yrs ago Post by pomme de terre
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pomme de terre long live Molvania

Member Seen 7 yrs ago

Name: Dr. Gemma Grace

Age: 25

Gender: Female

Species: Human

World of Origin: Earth

Are you a member of TRIDENT?: Yes!
If so, what is your job/specialty?: Physicist / human radar

Appearance: Gemma is 5’7 at best, with dark skin and long black hair in braids. Her build is about average, neither thin nor fat, and both of her arms have sleeves of black ink tattoos—flowers. When not in uniform, she dresses casually, shorts or jeans and colorful blouses or t-shirts.

Abilities and skills: Gemma is sensitive to particles, electricity, and magnetism, basically meaning she’s really good at sensing disturbances in “the force”—including cosmic rays, solar winds, nuclear accidents, and streams of particles with not quite so straightforward causes. As a result of this, she’s the team’s living radar, with the ability to detect and roughly locate bursts of radiation. Her electricity thing means she can function as a human potato light bulb science project, and she can charge her phone without a plug (albeit slowly).

Outside of all that physics stuff, she made it through basic training so she’s tolerably athletic. When her average hand-to-hand skills won’t cut it, though, she can shoot straight with a standard issue pistol.

Strengths and Weaknesses:
(+) She’s a genius. She got her PhD when she was just 23 and is really, really into quantum physics.
(-) Her knowledge is not always terribly practical and her social skills are slightly below average.
(+) Cool particle/magnetic sensitivity thing!
(-) Like a psychologist who can’t always describe her feelings, the vocabulary regarding what Gemma is feeling is sometimes lacking. She has learned to recognize the differences between many different events, but weird, inexplicable feelings still sometimes persist. Also, increased solar activity sucks.
(+) Cool electricity thing may or may not work on brains?
(-) The theory is untested. It would require an unconscious subject willing to get their head messed with. Also, the “cool electricity thing” is probably what causes Gemma’s epilepsy.

Equipment Requests: Cell phone, laptop with access to cosmic/solar activity readings from satellites, several devices for the measurement of radiation (including a Geiger counter), and a standard issue pistol.

History: Gemma was born in Florida, only child of an electrician father and librarian mother. Electricity and physics fascinated her from a young age, which both of her parents fostered, though there were certain… inexplicable things about their daughter. Her electricity thing was most apparent—during power outages and thunderstorms, she was known to keep lights and even TVs working, much to the confusion of her family.

When she entered school she flew through, skipping two grades and graduating high school when she was only sixteen. Her parents advised her to take a gap year but she refused, enrolling in the MIT physics program that fall. Her first semester was rough. The new environment posed new challenges, and the close proximity of so much technology (including the presence of a real life linear accelerator) caused her “sixth sense” to act up like crazy. It was uncomfortable, but it helped her learn to filter and recognize what different sensations meant.

The year before her graduation, when she was 20, she began researching with one of her professors at the linear accelerator that had so troubled her during her freshman year. Her leadership—and her smashing together of particles by “feeling”—gained her a co-authorship and some notoriety.

She gained the attention and interest of TRIDENT when she was 23. She was working late during a thunderstorm when the building was struck by lightning not once or twice but four times in quick succession, starting fires and frying the generators keeping the building running. The auto-lock doors jammed and the fourth-floor windows were not ideal for cracking, so Gemma, using a skill reserved for party tricks and emergency phone charging, summoned all her might and zapped the doors open, leading her and her six associates to safety. The event got decent press coverage. Gemma blamed the backup generator kicking in, and the excuse worked, but those that looked closer knew.

On the day she got her PhD, she was approached by people claiming to be from a secret government agency called TRIDENT who wanted to help her understand her talent. Jumping at the excuse to do weird, off the wall physics and understand her quirks, she accepted. In MERCY, she’s fairly low ranking, having only been in the group for a little more than a year, but she’s eager to understand what exactly these dimensional rift things are.

Personality: Though she works primarily in a lab setting, Gemma is definitely not someone to wait out the action. She’s a go-getter—loud, candid, and ready to jump in and help at any time. She isn’t always rewarded for this kind of behavior, because she’s not necessarily the most outgoing person, but damn it if she won’t try. She’s a try everything once kinda gal. On the negative end, she can be naïve and idealistic, leading to some dangerous situations. She’s sheltered and inexperienced, takes no shit from anyone (even her superiors, which has ended poorly once or twice) and is an angry crier.
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Hidden 9 yrs ago 9 yrs ago Post by Fumari
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Fumari Friendly Bird Nerd

Member Seen 9 yrs ago

Name: Ryann Bowers “Rye Bread” (a nickname bestowed upon her by her brothers)

Age: 20

Gender: Who even knows??? (Responds to female pronouns)

Species: Bird-human-mutation.

World of Origin:

Are you a member of TRIDENT? -
Nope.

Are you one of those seemingly normal people?
Nope. Not on Earth, at least.

Appearance:
Ryann is a small, compact person, standing barely 5’4 and tipping the scale at 110lbs, most of which is very lean muscle. Her general appearance is very androgynous, with short chopped red hair, a square jaw and very pale, rosy skin that is covered in little pale freckles. Her eyes, which people often call black, are actually a very dark brown. Her more unusual trait is a pair of small wings on her back, which fully extend at about 2ft. She can usually be seen wearing skinny jeans and button-ups, preferably with boots of some sort, though she is occasionally fond of dresses and fancier shoes. (Most of her tops have holes sewn into them for her wings).

Abilities:
- Ryann is able to read the winds, and can essentially ride them like a kite. Her wings help with balance and steering.
She use to be able to call the wind to her in Limbo, but somehow, it just doesn’t work that way on Earth.
- Her wings are able to mimic the pattern and shape of any bird she’s seen the feathers of before. The process is a bit painful,
and takes a few minutes to complete, but the variety of wings helps with steering through specific obstacles.
- She has a minor healing factor—minor flesh wounds and sprains should heal completely in about 24 hours, and anything further
from that (that is not mortal) would take about 1/3 of the time it normally would. Scarring still remains.
- She can talk to birds, and is good at talking them into doing dumb stuff.
- A heightened sense of balance and agility.

Skills:
- Basic outdoor survival skills.
- Knows how to hunt and fish.
- Has a very good memory for directions and locations that she’s been to.
- Knows how to make some boss ass cookies.
- Good at working with what she has. Very innovative.

Strengths:
- Speed and reflexes. Very difficult to catch.
- Overly observant and a bit noise sensitive.
- Has a temper hidden somewhere and can act very stubborn.
- Can take quite a beating before it gets to be too much. Built very sturdily.

Weaknesses:
- Can be careless and clumsy sometimes.
- Doesn’t like stressful situations and can get overwhelmed easily.
- Isn’t horribly strong herself, and never formally learned how to defend herself.
Anyone trained in basic combat could easily take her down if they got their hands on her.
- Her ability to ride the wind, obviously, requires there to be a breeze. No wind, no power, no flight.
Even a small breeze will do, although it might not take her as far, it’s still ride-able.

Equipment Requests:
- A light knapsack with basic survival gear, and a sleeping bag.
- Pocket knives, and a lot of em. She likes to hide the suckers under her clothing.
- A couple of sketchbooks and some nice pencils.

- Although she didn’t mean to drag him along, in her possession currently is a giant stone crab (about the size of a basketball)
named Roach. He can mimic the color and texture of any object he’s touching.

History:


Personality: Very energetic and curious, to the point that nothing is off limits once it catches her attention. Being both friendly and open minded, Ryann has never had trouble getting along with others. She’s stubborn at times, and doesn’t trust other’s knowledge of word without proof that they know what they’re doing. She can be cautious when the situation calls for it, and has a good eye for detail. If she’s asked to help with something, she most likely will, and with honest effort; however, she doesn’t enjoy outright dangerous endeavors, and would rather stay neutral during conflicts. She’s crappy at remembering names, and often gives out odd nicknames whenever she can’t quite recall someone’s name.
Hidden 9 yrs ago Post by Lucius Cypher
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Hidden 9 yrs ago 9 yrs ago Post by The Bearded One
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The Bearded One

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Name: Johnathan K. Fitzgerald

Age: 41

Gender: Male

Appearance: Born on the edge-world Enki in a small mining town called Anbar, Johnathan is tall for his native world, though at four foot six he obviously is not the tallest human around. His hair is jet black, kept short for practical reasons. His left eye is a light brown with black, green and gold flecks, while his right is a dull black and silver bionic implant. He moves lightly, almost as if he's afraid of making noise, and muscled like a gymnast- lithe and strong, but not bulging. He is rarely seen without his rakish smile.

World of Origin: John is from an alternate universe that some may call a generic spacefuture... buuut with some magic mixed in? Wait, hold on hold on, let me set the stage...

Past the realms of the imagination, through the mists of time, and over the inter-dimensional bridge that is the Authours Realm, lies a world which appears to the eye as a delicate marble of blue and white glass, transfused with the rarest of greens. Behold, the Earth, two thousand years hence.

This is an Earth on which history as we know it has been altered. Magic's existence is known as a fact, and though its power was small its influence echoed throughout mankind's achievements. Science and magic, working in concert, brought wonders.

The first flight into space was accomplished by a group of three hundred mages by the name of Dorinthus. It lasted a total of one hour, two minutes and thirty four seconds, setting a height record for magical flight and bringing with it the discovery that a purely magical journey to the heavens was unfeasible; the amount of power needed for survival in the void deemed unsustainable by even the greatest mages working in tandem.

With ferocity humanity attacked the problem and created a vessel of both science and magic and journeyed forth. There was great forward thinking in this, and that first vessel was simply a junction, a portion of a much larger thing, a station on which space farers could live, and also a place where they could construct and launch ever larger and more advanced vessels.

Yadda yadda yadda, you get the picture- humans venture into space, they overcome challenges, meet interesting new lifeforms, all that good stuff.

Tech is fairly constrained considering it's space futureyness- they've got wound sealants and recently started using medical nanobots. Their weapons are mostly railguns, but chemical firearms and lasers aren't unheard of. Spaceships travel from planet to planet with a Jump drive- a bit of phlebotinum that punches holes in spacetime. Most civilian transports just have a jump drive and some maneuvering thrusters (they lack the ability to land on or take off from planets, or even fly between planets normally) and just hook up with space elevators to bring the passengers planet side. Of course, this is just humans. Aliens can have more or less advanced tech, though usually not for long (technology trading is a profitable business after all)

Magic is very limited- there's no throwing of fireballs here, and even lifting more than your own weight is considered impressive. People usually use it for utility purposes, like healing minor abrasions or doing the dishes without having to get their hands wet.

Abilities and Skills: John heavily relied on the advanced technology from his universe, meaning that many of his skills are either useless or reduced in usefulness on this side of the rift. Johnathan is skilled with both projectile and energy weaponry at extreme distances- however, he is used to a fairly high level of technology being packed into his weapons, and without having his bionic eye linked with his weapons to aid in aiming, his aim will most probably suffer. He has experience with close quarter's combat, but many of his tactics rely on his combat suit and the weapons embedded in it; without it he is just a relatively skilled martial artist, and due to his stature he is at a disadvantage against most opponents.

Johnathan has been trained in emergency medical treatments, but the medical tools of his time automated much of the processes, and without them he can do little more than do triage and apply the most basic of techniques.

John is a passable cook and a wonderful brewer- his specialty is a peach brandy that was highly popular in his hometown.

John's an indefatigable prankster, and whenever he's in a place he sees as safe he will inevitably try to engage in shenanigans. He does try to only target people who are willing and able to engage in a prank war though- it's no fun to only be the purveyor of pranks, after all.

John possesses a magic that allows him to return an object to the condition or form intended by its maker so long as most of the object is still in the vicinity (it can't be too big either- generally, if it weighs more than twice what he does it's outside his range)- old rusted parts become clean and new, cracked lenses are mended, clothing is cleaned and tears disappear. He cannot just generate a sword blade out of a hilt or anything drastic like that though- he would need the blade in order to reattach it. Thanks to this and just a general knack for machines he is a great mechanic and can usually work his way around how a device works and how to fix it if given enough time to examine it.

John's got a cybernetic eye. It's not a big deal. Its main function is to replace his right eye after it was dug out by space pirates, so if depth perception is a skill then that's one he has. His eye can also zoom in and possesses an omni interface that lets him interact with most wireless networks, mostly for the purpose of viewing things through cameras- this feature is meant to be used in conjunction with firearms that have a digital targeting system (a rare occurence in the 21st century). Oh, and it allows him to play back anything he's seen in the last two hours. It was supposed to have an in-built AI, but budget cuts meant the software was never completed.

Last, and possibly most importantly, John is good at finding things out. He roots around in people's business, chats to most everyone, and makes a record of most everything- something that makes him a good information broker and office gossip, but is of little use otherwise.

Strengths:
Cosmospolitan- John has seen a great deal of folks, from strange humans to normal aliens, during his travels through the cosmos; he can generally dismiss odd looks or customs in the people he meets... so long as they're not hostile.

Military Mindset- When he's surprised and not sure what to do, John can usually fall back on his training.

Amiable- John tries to get along with people, and is usually pretty good at it. The trick is in not insulting people, really.

Good with technology- John's good with technology! He's spent a lot of time looking at tech from all sorts of planets and species, so he's no stranger to working on or with machines, engines, computers and doodads that he's seen for the first time five minutes ago. He's also mastered the use of stepladders!

Short- He's a small target, so he's hard to hit!

Outrageous Liar- John lies about his past a lot. He's gotten pretty good at it.

Weaknesses:
Claustrophobia, especially underground- he feels uncomfortable in buildings, worried in closets, and becomes almost entirely incapable of anything but trying to escape when in caves.

Short- his relatively small stature puts him at a disadvantage in straight combat due to reduced reach and poor leverage

Technological Reliance- Seeing as he came through the rift without most of the gadgets he is used to having at hand, John lacks the necessary tools to put most of his skills to use.

Prankster- John's pranks can sometimes irritate people. It's not on purpose, honest!

Military Mindset- At times an asset, at times a hindrance, John tends to default to his training when surprised. Sometimes this can cause complications.

Chivalrous- John has a soft spot for damsels in distress. Well, anyone in distress, really, but especially damsels. This can get him into trouble in many ways... like insulting people that don't appreciate being treated like a damsel.

Equipment: John would obviously have his eye, and he'd be wearing black combat boots and cargo pants, a lightweight black flack vest emblazoned with a silver bird in flight (small logo over the left breast), worn over a stab-resistant body hugging black shirt.

-A palm stunner tucked into his right breast pocket- basically a taser- which would have four charges, each of which could incapacitate a normal human for around 15 minutes.

-6 doses of his anti-anxiety medication in case of PTSD or a panic attack brought on by claustophobia- they're multi purpose!

-Oh, and the access cards to his bank account, hotel room and transport shuttle, none of which will exist for thousands of years, and maybe not even then. (how useful!)
Personality: To most acquainted with him, the idea of John being sad or depressed is a foreign and not easily imagined concept. He is the kind of person whose natural state of being seems to be a kind of quiet good humour, often cracking jokes and telling anecdotes to lighten the situation, and he loves to chat up interesting looking people just for the hell of it. Despite this, he rarely talks about himself, and any stories he tells say almost nothing about him. He's fairly intelligent, but he'd rather trust his gut than his brain when dealing with people. While he loves the discipline and professional sheen of the military, he has always seen results as more important than orders and has never shirked away from colourful interpretations of his instructions. He has a chivalrous streak to him, and strong opinions of justice.

History:
John grew up with his parents and three brothers on the mineral-rich Enki in a little town called Anbar. His life up until the age of seven was fairly unremarkable. His mother and father where small business owners who made a tidy profit despite his father's mild gambling problem, living rather uneventfully except for Johnathan's very specific breed of claustrophobia, which was bred of the obituaries being chock full of miners dieing in cave ins.

At the age of seven his older brother, snuck out of the house late at night to meet up with a few friends and explore a sealed off mine. They had been talking about it for weeks, but hadn't told anyone that they where going. John was awake at the time they left and was sworn to secrecy under the threat of being brought along if he didn't. In a state of tears, John promised to not tell his parents and stayed up all night waiting for his brother's return.

When the mine collapsed early the next morning, it killed every last one of them, crushing most of them instantly, and suffocating the rest. Johnathan's father took it hard, and turned to alcohol and even more gambling to bury his woes, but was faced with more when the money dried up and took the booze with it. It didn't take long for child services to take John and the twins away and his mother to file for divorce, eventually leaving his father to find solace at the end of a rope.

John was put in a government boarding school for a little while. It was there that he developed his optimism, though he couldn't really say how it came about. He graduated and joined a military academy, excelling in hand to hand combat and marksmanship, becoming a sniper in the Legion. Ten years after, he received an honourable discharge due to post traumatic stress disorder after a particularly bloody campaign and spent seven years in rigorous therapy sessions. Mostly recovered, he now makes a living as a security consultant, odd job man and procurer of goods and information that is... difficult to find.
Hidden 9 yrs ago 8 yrs ago Post by Arty Fox
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Hidden 9 yrs ago Post by Konan375
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Hidden 9 yrs ago 8 yrs ago Post by cpldingo
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cpldingo

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Name: Matthew Wolfe

Age: 26

Gender: Male

Species: Human

World of Origin: Present day earth.

Are you a member of TRIDENT? CLASSIFIED

Appearance: 6'1" 180 LBS. Blue eyes, short blonde hair in a high and tight style. Wolf is fairly lean for his height but has comparable muscle mass since he is more intuned to endurance training instead of bodybuilding. When in civilian clothes wolf is inconspicuous. He usually wears blue jeans, sneakers/boots, plain colored t-shirts/hoodies. Usually wears a leather jacket.

Abilities and skills: Some intermediate mixed martial arts. Nothing professional. His real skill is tactics and weapon manipulation. He holds the record score in his battalion when it comes to marksmenship. Quick thinker- adapt and improvise. His grandfather was an expert tracker and hunter, though he is no where close to his granddads skill, he does have some skill in tracking and hunting. Matthew trusts his gut, almost like a 6th sense, when something bad was about to happen, Matthew was always ready for it. According to Matthew "I guess I'm just observant...and lucky."

History: Wolfe is a Corporal in the United States Marine Corps. He is a fire team leader currently on his fourth deployment to Afghanistan. Matthew grew up with his grandparents after his parents died during the attacks on 9/11 he was twelve years old at the time. Unable to process his grief and frustration Matthew acted out. He constantly got into fights and abused drugs. He was arrested numerous times as a teenager and expelled from multiple schools. His granparents decided to move back to their home in the hills of Montana. Where he could hopefully heal, what with being away from all his bad ininfluences He was homeschooled, and during the time he wasnt studying he spent with his grandfather learning how to hunt and track animals, even people. Even though he was no where near his grandfather in terms of skill he had learned quite a bit. Matthew joined the Marine Corps at the age of nineteen. Though he had some issues initially he quickly became well disciplined. Matthew was happy that his grandfather could be there for his graduatuon ceremony from boot camp, because three weeks later he died of a heart attack- his grandmother died shortly after. In order to move passed the grief he focused his time to training, and studying the knowledge needed to be an infantryman. He deployed to Afghanistan once before, as well as Iraq, before this current deployment he is on now. During his first four years in the Corps he has sustained two gunshot wounds and shrapnel from an improvised explosive device, he still has peices in his left leg.

Personality: Wolf is a very quiet and serious person. Though a naturally kind hearted person years of anger has turned him callous and cold. He does not open up to people very well. Around his fellow marines He can be seen opening up and joking around, mostly though, around strangers he's rather aloof. He is a logical thinker but at times his anger can get the best of him. Sometimes known for being a hot head, and arrogant; he is a natural leader. Wolf earned his nickname not just because of his last name but how fellow marines called him an Alpha in a pack. On the outside he seems hard and unforgiving to those under him, but he is fair and doesnt play favourites. Has a tendancy to get mad when sitting around discussing plans of action. He feels the longer one sits and talks politics the enemy is moving on their position. He regards himself a professional at what he does.
Hidden 9 yrs ago Post by jdh97
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jdh97 Hopeful

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Name: Mallaidh mac Uthechar

Age: 17

Gender: Female

Species: Human

World of Origin: Middles Ages, Earth analogue

Are you a member of TRIDENT? No

Appearance:
She is a lean, wiry girl, with a pale complexion and flat chest, despite being partway towards womanhood. Locks of autumn and embers in a dying hearth frame a square-jawed face. Dazzling emeralds are set in her eye sockets. A faint scar, the ghost of a broken nose, rests between her dark brows. Her hands are calloused from use, and her muscles strong, her size belying this, as she is quite short.

She wears a white leine under a shawl of thick furs, its flowing sleeves clasped tight to her forearms by leather vambraces. A thick belt holds close hide breeches, and houses various pouches, and the loops for her hatchets; old things with well-worn shafts and age-blackened heads. A thick woollen cloak shields her from the elements, and on her shoulder, a longbow rests next to its quiver. To her right boot, both of which are hardened leather, is strapped a hunting knife.

The most important of her possessions is an heirloom passed down for many generations: a great, two-handed sword called Fragarach, which resides comfortably in a leather scabbard, itself decorated with charms of metal and bone. This is a sword of legend, forged by Gods, and has many magical properties: it was said that no one could tell a lie or move, with Fragarach at his or her throat. It was also said to place the wind at the user's command and could cut through any shield or wall, and had a piercing wound from which no man could recover. However, nearly all of its magic is lost, and the remnant that remains is merely an imposing sword.

Somewhat like this visual aid:


Abilities and skills:
Mallaidh has been taught how to hunt and track, and is adept enough to survive from these skills. She can make a fire use flint and steel, and can field dress most woodland creatures. She is an excellent marksman, though has little love for it, always preferring to spar instead. She favours Fragarach most of all, despite it being only slightly too heavy for her to use proficiently.

History:
Born as the fourth child of Uthechar mac Bran, a noted lord, and the first daughter, Mallaidh grew up within the stronghold of her family next to Lough Bern, surrounded by servants and guardsmen of her father. From a young age, she was never taken with the womanly arts, and, one day, in a mighty bot of petulance, refused the instruction of her tutor and demanded she be allowed to ride with her brothers and father to hunt. Much to the later dismay of her mother, her father had laughed and agreed.

Perhaps it should come as no surprise to learn then that Mallaidh was his favourite. He saw the headstrong stubbornness and internal loyalty of his own youth. However, in his sons, he also found uniqueness to hate, despite not wishing to. The firstborn, Miach, was a prideful being, and was so full of arrogance it was sickening. Sreng, the second, had an oily mark on his soul, and something seemed off about him; perhaps it was the ever-present, knowing smile, or the way he managed to look down his nose at everyone, or the way he liked to count his coin. The third, Eirc, was scared of everything, and could not fight to save his life, which he would someday have to. Uthechar’s efforts to quell these traits were unsuccessful, as he was often away with his army on conquest.

It was through her father, when he was present, and, more often, his men, that she learnt to fight and hunt.

Miach was the first to die, when he drunkenly agreed to fight a bear, as did two of the spectators, disembowelled or crushed before the bear was slain.

Eirc died when he was thrown from his horse and landed on his head. Mallaidh mourned the longest for him, for though she could see he would be a shame-bringer for her father, she could also see he had a soft, tender heart.

Sreng did not die, but, revealing the true blackness of his heart, killed Uthechar during his sleep, and made off with much wealth with a handful of his conspirers. Fragarach had been Uthechar’s until then, and it was passed to the only remaining heir, Mallaidh, who accepted in with much reverence; she remains to treat it with such, oiling and sharpening it when needed.

Uthechar’s wife, Lelay, fell gravely ill with grief. Mallaidh loved her, despite her disapproval of her chosen path; she had the sweetest voice and the gentlest touch, which brought back memories of a lazy summer breeze and carefree times. The physicians said she had only months to live.

A scholar spoke of a cure, saying that the Tuatha Dé Danann could treat her with their magic, but she would have to visit Connla’s Well and catch the Salmon of Knowledge, who could give answers on how to enter the Otherworld, to Tír na nÓg, where the Tuatha Dé reside.

Mallaidh set out without delay, taking and handful of supplies, relying mostly on her instincts, and the skills she had been taught, to survive the wilds.

After travelling across seas, she found herself caught in a blizzard on a mountain pass. The ground gave way and she fell freely from her horse and into a flurry-filled chasm.

Then into the Rift.

She was unconscious when Trident found her.
Hidden 9 yrs ago 9 yrs ago Post by Affili
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Name: Dayna

Age: Unknown

Gender: Female

Species: Wild Elemental Sprite

World of Origin:


Appearance: Although most wild sprites tend to remain in wisp form, They do have the ability to change their form and manifest in an elemental beast form whenever they see fit while still maintaining an equal balance of strength between all the elemental energies of Sentrance; Earth, Fire Wind, and Water. Dayna is seen mostly as a pulsating glowing ball of blue energy. Just like the other races of Sentrance, Dayna exhibits two concentrated orbs of light that serve as eyes. Her's are an emerald green in color and it is this specific shade of green suggests she has been marked by Genacious.

Abilities and skills: Ability to manipulate all four elemental energies, shape shifting capabilities.

Strengths and Weaknesses: Being a ball of energy herself, Dayna is very sensitive to other forms of energy, and strangely in tune with the emotions of others. On the other side of the coin though, this leaves her supsceptable to forms of energy leeching or draining. Although Dayna can use all of the elemental energies at equal strength, she was still being trained to control them before entering the rift. She would be comparable to a mid level mage as far as strength right now. Enough to do some damage, but not as strong as a more developed Elemental Sprite. Some of her stronger skills would be executed with mixed results, sometimes successful, sometimes not. On rare occasions strong spikes would equal more devastating attacks. Dayna is unable to alter her form much at this stage of her training. She is able to alter it enough to say materialize and arm or two, some fingers etc. but is constantly seeking and training to be able to manifest as an elemental beast.

Equipment Requests: None

History: Since she was merely a spark, Dayna has been very close to Genacious, the Guardian of Life on Sentrance. Once she was matured enough, Genacious introduced her to Deuce, a local Elemental Earth Clan member. The two have been trained by Genacious' hands and are marked by the Guardian of Life to fulfill great things.

Personality: The Wild Sprites of Sentrance have very explosive personalities and generally live a solitary life.They are formidable opponents should one pick a fight with them and most often the wild sprite will leave the fight with little injuries.They do not focus on war so they are always neutral when it comes to other wild sprites and their respective elemental clan counterparts. Dayna is an exception as she has been marked by Genacious himself. she is fiercly loyal to those she is close to. Dayna is kindred spirits to a member of one of the Earth Elemental clans of Sentrance and up until the rift, the two have been inseparable. A very unique relationship by Sentrance standards. She has a very curious and determined nature and shows little fear.
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Belwicket Guardian Gryphon

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Name: Ariel Wolfe

Age: 24

Gender: Female

Species: Skinwalker

World of Origin: Earth (Supernatural)

Are you a member of TRIDENT? If so, what is your job/specialty? No

Are you one of those seemingly normal people? If so, what do you do? No

Appearance: As a human, Ariel stands at 5 foot, 4 inches tall with mid-back length black hair, icy blue eyes, a slender frame, a seemingly fragile appearance and very beautiful. She wears mostly dark colored t-shirts under a denim coat with leather sleeves and collar, red skinny jeans, black boots and can sometimes be caught playing with the locket around her neck.

As a dog, a husky to be precise, Ariel stands just under 3 feet tall with the same icy blue eyes, black fur running along the top of her head and down her back to halfway down her tail. A half-inch thick line of light brown fur sit between the black fur on top of her and the silvery fur that covers her sides, face, legs and the rest of her legs. Her underbelly and the inside of her legs are covered in white fur.

Abilities and skills: Enhanced Strength - Her strength seems to be greater than the average human's.
Super speed - Skinwalkers, in their animal form, can run and move faster than humans.
Accelerated healing - They appear to be able to heal themselves much faster than humans.
Invulnerability - Like many other shapeshifters, skinwalkers can only be killed by silver bullets to the heart or head. They can, however, be injured.
Super senses - They can smell far better than humans, in either form. Using this ability, they can tell if they are being followed or if someone is in the vicinity, within an approximate range of 100 yards or more. Also, a skinwalker's hearing is comparable to that of a dog.
Infectious bite - Like Werewolves, skinwalkers possess a poisonous bite; if someone is bitten by a skinwalker, he or she will also become a skinwalker.
Shapeshifting - Like werewolves, skinwalkers possess the ability to transform into canines. Unlike werewolves, however, skinwalkers transform completely into an animal rather than a hybrid man/wolf creature. Skinwalkers can change from their human to animal forms anytime without a full moon.

Strengths and Weaknesses: Her strengths would be tied in with her powers and abilities, above, so her weaknesses are here.
Silver - Like all other shapeshifters, skinwalkers are vulnerable to and can only be killed by weapons made of silver. Either a silver bullet or knife in its heart or head will kill it.
Significant damage - Apparently they can die if significant damage has been caused.

Equipment Requests: As she was pulled through while riding her Harley, Ariel has the bike, her crimson helmet, her Winchester hunting rifle, a sawed-off shotgun, and a .50 cal. handgun with normal, silver and Devil's Trap ammo.

History: Ariel was raised in a family that had been loyal to the Alpha until she turned 10. A month and a half after her birthday, her parents turned on the Alpha and began living life on the run. They survived for 7 years before they were caught and ripped apart. Ariel lived alone for the next year, barely surviving as she hunted other monsters as a stray dog. She was eventually cornered by a young hunter but, instead of killing her, he offered her to be his intel. Their partnership remained hidden for a year before he saved her from his older sister. It wasn't long, only a week and a half, before the women couldn't keep their hands off each other. However, the rest of the family had no clue she was a skinwalker. The youngest child in the family was currently 10. Ariel visited her lover often, getting to know the family better. While returning back to visit again, she saw a group of monsters leaving. She sniffed around the house but was unable to find any but the youngest, who was hiding in a cabinet at nearly 11 years old, alive. A few days later, she began traveling with him, taking care of him as a mother wolf would her pup. After traveling with him for a year, she revealed herself to him. He didn't care she was a skinwalker as she had become like an older sister to him. They continued their travels together, often with him hunting down leads to get his family's weapons back. As they were going down the road, she saw something strange appear in the distance. She let him know to keep going towards the hunt while she checked it out and that she would return later. She drove towards the anomaly but ended up being sucked in when she got too close. When she awoke, she was still atop her Herley with her weapons in their hiding spots.

Personality: Ariel is usually kind-hearted but comes off as brash, hotheaded and often mean for no reason. When someone truly gets to know her, she opens up completely, allowing them to see her secrets, including, but not limited to, the fact she's a skinwalker.
Hidden 9 yrs ago 8 yrs ago Post by Fetzen
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Fetzen

Member Seen 10 hrs ago

Name: Vaughtar

Age: 19

Gender: undefined

Species: Gargoyle

World of origin:
Munimis is a portmanteau that has been comprised of the latin phrase mundus nimis, translated "dreadful world". It is the name its inhabitants have given to their parallel earth. Up to the 9th century A.D., it was in virtually every aspect a perfect clone of the 'standard' earth - and then there was magic. Not the type of magic one can learn and then actively use, but the type of supernatural, inborn magic, that makes the difference between vampire, werewolf and the ordinary human being. Noone, including those benefiting from it, knows what really happened, but the subsequent developments have left the world stuck in the middle ages for more than half a thousand years. There's a dramatically reduced interest in advances on the fields of mathematics or physics as the ordinary population has fallen victim to an ongoing war between either the new inhabitants the anomaly has selected from their own ranks or their descendants. For them, an ordinary villager is either a toy, a resource or another case of collateral damage. However the constant pressure has resulted in ordinary people forgetting about old rivalries, and hardly anyone is eager to start a new one because of a littleness. There is still a very large and stable number of ordinary humans left on Munimis, but it's a constant struggle against nature and creatures to survive and go on.

Are you a member of TRIDENT? No.

Appearance:
One can clearly see that he is a creature whose outer appearance has been designed to be imposing even when being looked at from many yards below. From feet to horns, he stands at 6'10 and his frame is the very far opposite of slender. There are some features that don't really make sense from a biological standpoint, such as the sharp bone extensions protruding backwards from his elbows that are in danger of punching his own wings if not used properly, the short and coiled horns or the small tusks, but that's likely due to the chiseller focusing rather on appearance. There's a faint glow in his seemingly pupilles eyes that can be seen when it's really dark. His stature, additional limbs and other features make him very heavy.
He is somewhat used to roam among the ordinary people of his world of origin, but as he doesn't fit in ordinary pants or shirts, his style of clothing is basically a huge piece of cloth stitched together from multiple parts that he uses as a cloak when he folds his wings really tightly to his back.
Source: lucio7lopez @ DeviantArt

Abilities and skills: Beginning with his fighting abilities, he is not the person you have to guess what he might be capable of. He is very much 'what you see is what you can expect': Crushing blows and an untamed talent for burrowing into things and ripping them apart. If you have a really bad day he'll do this while landing on you. However that's it: Even the most primitive of firearms have not been available to him, same goes for training in things like swords, bows or other weaponry outdated on 'standard' earth. Running an ordinary household is something he has never done for obvious reasons, but he knows something about preparing basic meals, wood cutting, tailoring and other things - he's a creature that doesn't fall behind in intelligence and being surrounded by ordinary villagers, he has learned a few things over the years.

Strengths and Weaknesses:
(+) Incredibly strong and very durable, at least at night (see below).
(+) Capable of flying. He can take another person on his back with him in the air. Weight limit is about 250 lbs / 113 kg. Normal flying speed is about 20-25 mph, with very wide turns that consume a lot of free airspace. So: no dogfighting.
(+) Very good eyesight: Can see in the dark and very sharply.

(-) The rift has severed his link to the supernatural properties of Munimis' solar system. It does save him from turning to stone each sunrise, but during daytime he's like a sick man: Exhausted quickly when asked to do things like running fast, weaker than normal, poor reflexes and reaction times. Basically he's starved of a chunk of urgently needed sleep. The transient between day and night is not a sudden jump from one extreme to the other, but a continuous slope that stretches along the hours around dusk/dawn.
(-) His eyesight is a two sided coin on 'standard' earth: Recent technology makes very heavy use of spacial and temporal discretization and the incapability of the human eye to follow such quick and tiny things, be it pixels and framerates on computer displays or dimming lights by applying a pulse-width modulated supply. This is merely an annoyance, the more important issue is that there's just too much of it. He can be blinded much easier and more effectively than an ordinary human by using a flashlight, the camera light of a smartphone etc. Of course there are sunglasses and he probably needs them during daytime outside, but these accessoires just have a tendency to fall off or be destroyed in a fight, especially with the 'style' he uses.
(-) Movement is very loud and he is quickly impeded by tight spaces.

Equipment Requests: none.

History: The birth or gargoyles is probably one of the least understood processes on Munimis. It is like they aren't really 'born' at all. Chisellers carve stone like they did on standard earth in order to create decorating figures that were believed to repel evil entities. Most of them never get to know that, when and which of their creations has started to demonstrate an independent existence. It was the same with Vaughtar, so he doesn't have any real parents and has been living on his own for his entire life. However some inevitable day he started making contact with the other beings of Munimis. His experiences with vampires and wolves aren't exactly pleasureable and so were his first contacts with ordinary humans. As time passed he managed to prove to the small community he was surrounded by that he's not just evil as most of the other supernatural beings, though many still stepped back when he was approaching. He has never actually seen the rift itself - it had opened right above the pillar he was resting on and the next thing he knows is that there was a celestial body high above the horizon he had never seen before himself and the sky was blue instead of black.

Personality: He might look extremely intimidating, but the ones who know can calm down: It can be considered a major achievement to get him mad at oneself. However his sense of humor is a big gap because he just doesn't understand many jokes - it'll leave him behind confused. He is capable of steep learning curves, but needs to be picked up where he is. He tends to quick action instead of preparing plans well in advance - where he comes from there are just more variables that can change.
Hidden 8 yrs ago Post by Rockin Strings
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Rockin Strings Mechanically intelligent, musically inclined.

Member Seen 3 yrs ago

Name: Rockin' Strings

Age: 16

Gender: Male

Species: Unicorn pony

World of Origin: The same world as Equestria but a different country known as Coltrea.

Are you a member of TRIDENT? No.

Are you one of those seemingly normal people? If so, what do you do? No.

Appearance: Rockin' stands three and a half feet tall with bright blue-green eyes, dark red fur, mane and tail with dark grey highlights/streaks, and a foot-long horn protruding from his forehead. He wears a pair of broken mechanical wings on his back, on top of which he carries his guitar, and a golden locket around his neck.

Abilities and skills: He can use the basic unicorn magic, which is a very short list of short range teleportation, only up to 50 meters maximum, levitation of any object, but nothing larger than a cow. The more mass an item has, the more magic it takes to move it. It's more like how he holds things since he has hooves instead of hands. And a cloud-walking spell, allowing him to walk on clouds as easily as on land.

His teleportation is limited to only himself and anything on him. While it is easier if he knows what the place looks like, and easiest if he can see it, he can go to someplace he doesn't know what it looks like. He does have to know the area is there, like teleporting in the other side of a door, and not try to guess where an underground cave is, for example.

He only needs an hour rest after his first teleportation of the day. Each time he teleports again before getting at least 6 hours of sleep, the rest time doubles, putting the limit per day at 5. If he pushes past it, he takes serious consequences, such as a longer rest time required.

Strengths and Weaknesses: While he excels with his magic, he is much better with his guitar and his inventing. However, he is a poor creative thinker, a lack of physical strength, a severe distrust of non-pony characters, loyal to a fault after loyalty is earned, and a bit of a short attention span.

Equipment Requests: Mechanical wings (broken), guitar, locket.

History: Growing up in a large town was beneficial for Rockin'; he knew almost everypony, had a handful of close friends, and a loving family. He was often asked by his mother to take care of his younger brother, Ash, but normally left him to his own devices. Both colts were often in trouble; Ash for breaking his horn again and Rockin' for letting him. The only part of his life that differed from his friends was the fact his parents always had to remind him of the old legend.

Personality: Rockin' is the fun-loving, kind-hearted stallion mares would rather befriend than attempt a relationship with. He loves playing pranks on his pals but isn't as good at it as his best friend. He easily gets lost in his music while playing.
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