Close hairstyle reference, a bit longer in the back though
6'0" Average-lean muscular build Very pale skin Messy slightly below shoulder length white hair. Long bangs that often get in his eyes. White colored eyes. Edges around his eyes are naturally often dark. Giving him the appearance of having a form of eyeliner.
Black quilted nylon flight/bomber jacket. Has no stretchy band around the waist. Plain collar. Worn unzipped. Heather grey zip-up hoody. Hood worn laid over the jacket. Black western scarf with white polkadots. Often mostly covered under hoody depending on how zipped up it is. White tank top. Wears a black leather dual shoulder holster harness over his tank top for two revolvers. All gold watch with a white dial on his right wrist Silver signet ring on his pointer finger with a 8 engraved into it on his right hand. White wrappings around his left arm. Covers his hand like a fingerless glove up to the middle of his shoulder. Slightly baggy dark navy blue track pants with a single white stripe running down on the sides. Black leather gun belt rig with a silver buckle. Has a black embossed leather revolver holster on the right side. And a slanted black leather knife sheath at the back to be drawn by his right hand. Plain black leather cowboy boots with pointed toe caps. Heels boost his height by 1 and 3/4ths of a inch. White boot socks.
Personality: Nemo has always been a rather eccentric person both physically and mentally. Even though he wasn't exactly reclusive or anti-social, his habits often left him by himself. He tries to display himself as the most charming and polite person he can nowadays. But below his methodical behavior, he seems to be a bit unstable and cruel in times of extreme duress.
Nemo is someone who would be considered lonely. And is generally overly trusting and loyal to people around him. However every once in a while his investigative attitude will kick in, making him rather paranoid of the people around him instead. Nemo also often has a strong fear of betrayal.
History: While his past is mostly unknown, Nemo was born as a orphan into a super soldier program that was deemed ineffective and close to shutting down. However in it's last few weeks Nemo managed to get free and kill all the personnel within the base before making his escape.
Afterwards he vanished, becoming somewhat of a ghost story before resurfacing as a contractor. He used the skills he gained from his earlier years to work very successfully in his job. His motives and goals are a mystery, however it's rumored that he does it all purely for entertainment.
While his birthplace is unknown, it is suspected he came from either Germany or Siberia.
Skills: Adept sharpshooter with his weapons and a quick draw expert. Labeled a borderline sadomasochist, Nemo is someone who seems to greatly enjoy the duties and risks of his job and has a very high tolerance to pain. Advanced CQB combat knowledge and strength. Rather flexible. Good agility. He is a natural interrogator and tracker with a knack for sniffing out lies and getting information. He finds the process highly entertaining.
Weapons: 5.5 inch Colt single action revolver. Black horn grips with a engraved black finish and a gold trigger. 7 inch top-break single action Schofield revolver. Ivory grips with a stainless steel finish and a gold cylinder. 3.5 inch birds head Colt single action revolver. Snakewood birds head handle with a hardened frame and a gold hammer. Damascus barrel. Black cylinder.
Vintage Mauser hunting rifle with a stainless steel integral suppressor and finish. Gold bolt. Dark colored wood stock with a black embossed leather recoil pad that has slots for bullets. Black adjustable magnification hunting scope. Black leather sling.
Stainless steel Kris style wavy blade knife. Has a small silver crossguard and ivory handle.
Equipment: Custom Ammunition Straight razor Small leather pouch on the back left of his belt to store ammunition. Cell phone
Nemo had developed a pretty straightforward way to find the projects in his mind. He knew given the nature of the subjects they'd naturally be somewhere uncivilized, somewhere out in the wild. But the question was where? He had flown in to a city not far from where they originally got loose. So he knew they couldn't of gone too far. But it needed to be narrowed down further.
The solution was simple. They couldn't of gone completely unseen. Someone somewhere has to know something. He checked what he thought would be the most likely place: Police reports and forest ranger reports. Nemo's tracking skills weren't limited to just the field. After fiddling on his computer for a few minutes he had accessed all the records he needed. He began to scan though the most recent ones within the areas he thought were relevant until he found something that caught his eye. Hunter called in about mysterious 'Bear-person' he saw out beyond city limits heading north. Described as having black claw nails. Park ranger dispatched. Found nothing but human like tracks. Suspected hoax.
"Ich sehe was, was du nicht siehst." Nemo said as he immediately glanced at "Bernard"'s file on his desk with a grin. He pulled up the map for the area where the call came in and looked to the north. Finding a large forest far from the city, a lake, and a meadow to the north. Just the kind of place he'd expect his targets to go to. He was convinced at least one of them was somewhere over there.
Nemo shut his computer off after taking photographs of any relevant information with his phone for later. He then put his laptop away and grabbed a change of clothes from his suitcase. He decided on something more casual for now. He took a shower and changed into his clothes. As he waited for his hair to dry to went into his suitcase. He armed himself with his usual three revolvers, using his clothing to keep them as concealed as possible. Once Nemo was finished with all his preparations he left the room and made his way to the hotzone.
Nemo managed to catch a bus that took him to the rural town the hunter from the report lived. It was the closest civilized place to the area he thought the subjects were in. And even then it wasn't that close. After arriving he decided to take the chance to get something to drink. He found himself in a local bar soon enough and ordered a glass of German beer. Nemo sat down at a table by himself and took a sip. "Ahh, das Beste." He remarked at the taste.
Black nylon Ma-1 flight jacket. Has no elastic band around the waist. Worn unzipped. Plain heather grey zip-up hoody. Hood worn over the jacket. Black western scarf with white polkadots. Black T-Shirt. Wears a black leather dual shoulder holster harness over his t-shirt for two revolvers. All gold watch with a white dial on his right wrist Silver signet ring on his pointer finger with a spider design engraved into it on his right hand. White wrappings around his left arm. Covers his hand like a fingerless glove up to the middle of his shoulder. Slightly baggy dark navy blue track pants with a single white stripe on the sides. Has belt loops. Black leather belt with a silver buckle. Has a black embossed leather revolver holster on the right side. And a slanted black leather knife sheath at the back to be drawn by his right hand. Plain black leather cowboy boots with pointed toe caps. Heels boost his height by 1 and 3/4ths of a inch. White boot socks.
Nemo was sitting on the black leather couch in his house. The soft sounds of orchestral music emanated throughout the building from a record player. He was leaning over, looking at what appeared to be profile files on his coffee table. Directly across from him sat a small television with a mans face on it. The face seemingly waiting for a response from him. Nemo leaned back, looking to the TV before speaking. "So let me get this straight." He paused. "You bred a person with a enchilada. And then you just managed to... lose? The manchilada?" He asked with a curious face. "Ah... I got it. I think I know what your problem was." He added, pointing at the screen. "...You should of done a mantaco instead." The question of if Nemo was serious or just trying to rub salt in the wounds of the people who lost the creatures was a mystery.
"No, you see the projects are all mixed with predator DNA. Not... Mexican cuisine. But besides that... yes." The man on the television responded.
"Hmmm, yes I see. I suppose that would make more sense. What a shame, I've never hunted an enchilada before." He spoke back, returning his attention to the files.
"We just need to know if you're interested on not, Mr. Sammler." The man remarked, sounding impatient at this point.
"If you thought I might not be interested you wouldn't of already given me the files." Nemo said with a slight smirk, not bothering to look back up. "Of course I'm interested." He confirmed.
"Very good. I suppose this concludes our discussion then, Mr. Sammler. You should know what to do from here on out."
"Auf Wiedersehen." Nemo looked back to the TV and said his goodbye with a small smile. After this the picture went black, leaving him with just the files now. He got up from his couch and gathered the paperwork before moving to his bedroom. As he made his way there he passed by various stuffed animal heads and trophies he collected from various safari hunts. Something he thought humorous considering the substance of his task. Nemo was a collector to be sure, he had all kinds of various items in his home. Ranging from weapons, instruments, jewelry, to awards. Just about anything of value that suited his tastes he had hung or displayed somewhere.
"I guess I'm a glorified animal control officer now." He mused on with a chuckle as he opened his closet and pulled out a rather large vintage rolling luggage case with a few various travel stickers stuck on the front. Something he prepared in advance in case he had to go to foreign soil for a job. While the contents of the case were a mystery, one thing that could be said is that if Nemo didn't have special agreements with certain people, it definitely wasn't making it past the first security check. He stashed the files within it and got ready.
Nemo began to hum along to the song on his record player as he rolled the luggage case through his home, even after he turned it off he continued to hum the tune. He called a cab from his cellphone to pick him up and bring him to the airport as soon as possible. After arriving Nemo waited in line just like all the other people. He seemed to take the grueling wait quite well, unlike the rest of the. Once it was his turn up to bat, a flash of a governmental card from his wallet was all it took for him to get special access.
Nemo boarded his flight with ease soon enough. He made the odd choice of flying coach despite his status. And the reason why quickly emerged: Nemo always found himself the most entertained back in the crowded seats of coach class. There was always a show to see back there to him. On top of that, he was maddening to be around for long periods of time. Nemo talked to his two neighboring passengers the whole trip whilst eating peanuts to the point of almost driving them insane. But they didn't break first, instead it was a bald man three rows ahead off to the side. After turning back and loudly asking him to shut his mouth, the man got what he wanted literally. But no peace was going to come to him in the end.
After a few minutes Nemo silently chucked a peanut at the man's head. The man flinched and immediately turned back to the prime suspect. But Nemo simply shrugged his shoulders with a innocent face. After the man grudgingly returned to his book he hurled another one at his head. The man turned back faster this time, immediately cursing at him. "You should try one." Nemo said plainly. The man didn't seem to give his suggestion much thought and continued to berate him until Nemo threw another. This one landing directly in the man's mouth mid-insult. While he was momentarily silenced, the bullseye caused the man to only get louder afterwards until a flight attendant had come over to silence him. Despite the mans accusations and protests nothing really became of the event.
Nemo figured things had reached a boiling point and his antics might get him into trouble if he continues. He was pretty satisfied with the way things had gone so far anyways.
Hours later his flight had come to an end. He spent the rest of the time listening to music on his phone with a pair of earbuds and looking out the windows. After getting off the plane he swiftly retrieved his luggage and left the airport by cab again. The ride took him to a normal looking hotel. Nemo checked in and brought his case to his room. The heels of his boots made a quaint tapping sound as he walked through the corridor to find his room number.
Once inside Nemo began his preparations. He cleared a table, took off his coat, and finally unlocked his case. He retrieved the files and a laptop from inside, not taking the time to fully explore all the goodies he had with him yet. He set the computer up on the table and opened all the case files. He took great time to display them on the table in a neat and orderly fashion. Nemo studied them thoroughly before deciding on a plan of action. Lastly he pulled out his phone, setting it on the table and playing a classical song while he thought. This finally marked the beginning of a long mission.
"It doesn't really matter what you try, this is your final destination."
(Closest images I could find. Clothing in extras.)
Closest hairstyle reference:
Name: Sammler, Nemo, Smiley Nickname(s): The Ghost/Geist, Smiley, Der Bluthund. Age: 26 Sex: Male Sexual Orientation: Straight Occupation: Contractor primarily for the German government
Appearance Details Hair color: White Skin tone: Pale (Near White) Scars: Faded stab wound scar on his left forearm on both sides. (Blade went through his forearm) Tattoos/Piercings: NA Height/Weight: 6' 0.5", 180 pounds
Fears: Betrayal, aging, loss, bright lights and high heat. Talents: Quickdraw, sharpshooter, cooking, custom weapons and ammunition, advanced investigative and tracking skills, photographic memory.
Personality: Nemo has always been a rather eccentric person both physically and mentally. Even though he wasn't exactly reclusive or anti-social, his habits often left him by himself. He tries to display himself as the most charming and polite person he can nowadays. But below his methodical behavior, he seems to be a bit unstable and cruel in times of extreme duress.
Nemo is particularly well read and uses his knowledge often in the field. While this boosts his preparedness, he is weak to surprises and new tactics. He is a natural interrogator and has a knack for sniffing out lies and getting information. He finds the process highly entertaining. Labeled a borderline sadomasochist, Nemo is someone who seems to greatly enjoy the duties and risks of his job and has a very high tolerance to pain.
Not all days are spent working however. Nemo has an obsession for all things high class or vintage. Most of his days off he spends listening to classical music and indulging his senses any way he can. His custom equipment and clothing reflect his interests. His hobbies have calmed him over the years, resulting in a more slow and relaxed approach to situations.
Biography: Nemo was born as a orphan in Cologne, Germany. He studied at a local school and passed through with relative ease. However despite his high success, his biggest downfall was the hard time people had working with him and his violent tendencies. To compensate, Nemo only focused more on his personal abilities. His lack of any real social ties and display of exceptional skills made him a prime target for the government. At the age of eighteen he was approached by the German Federal Intelligence Service with an offer to work for them. Nemo didn't hesitate at the opportunity.
In his early trial years he primarily operated within the GSG9 before moving on to take special missions straight from the MAD, BfV, and BND. While he took on a wide array of tasks, he excelled the most at high value tracking and assassination type jobs. As time went on his employers gradually gave him more personal freedom in what he does. Even though his methods are unconventional and often extreme, his track record speaks for itself.
Present day Nemo tends to branch off to jobs not associated with the government. As a man who likes to keep out of the light, his works reflect this. Just about anything shadowy or shady Smiley Sammler has dipped his hands into at some point.
Extras
Other features White colored eyes. Edges around his eyes are naturally often dark. Giving him the appearance of having a form of eyeliner.
Clothing Black wool double breasted coat with a greatcoat/trenchcoat style lapel/collar. A little bit below knee length. Black western scarf with white polkadots. Black suitvest with no lapels. Wears a black leather dual shoulder holster harness over his vest for two revolvers. White dress shirt with sleeves rolled up right below his elbows. Top two buttons undone. Tucked into his pants. All gold watch with a white dial on his right wrist Titanium band thumb ring. Silver signet ring on his pointer finger with a spider design engraved into it. Gold pinkie ring. All on his right hand White wrappings around his left arm. Covers his hand like a fingerless glove up to his shoulder. Black dress pants. Black leather belt with a silver buckle. Has a black embossed leather revolver holster on the right side. And a slanted black leather knife sheath at the back to be drawn by his right hand. Plain black leather cowboy boots with pointed toe caps. Heels boost his height by 1 and 3/4ths of a inch. White boot socks.
Scarf style reference
Main Weapons 5.5 inch Colt single action revolver. Black horn grips with a engraved black frame and a gold trigger. 7 inch break action-single action Schofield revolver. Ivory grips with a stainless steel frame and a gold cylinder. 3.5 inch birds head Colt single action revolver. Snakewood birds head handle with a hardened frame and a gold hammer. Damascus barrel. Black cylinder.
Vintage Mauser hunting rifle with a stainless steel integral suppressor and finish. Gold bolt. Dark colored wood stock with a black embossed leather recoil pad that has slots for bullets. Stainless steel adjustable magnification hunting scope. Black leather sling.
Stainless steel Kris style wavy blade dagger/knife. Has a small silver crossguard and ivory handle.
@ViolentViolet Sweet I'll try not to go too overboard. ^^
A few quick questions though before I start. 1. I presume the trackers will be given case files that describe the escapees? 2. Is the meadow you describe and the main area for the Rp in the USA? (So I know where to fly my character) 3. Do the trackers know about the other trackers?
Allo friends. I'd like to join the human tracker side if that's cool.
---
"It doesn't really matter what you try, this is your final destination."
(Closest images I could find. Clothing in extras.)
Closest hairstyle reference:
Name: Sammler, Nemo, Smiley Nickname(s): The Ghost/Geist, Smiley, Der Bluthund. Age: 26 Sex: Male Sexual Orientation: Straight Occupation: Contractor primarily for the German government
Appearance Details Hair color: White Skin tone: Pale (Near White) Scars: Faded stab wound scar on his left forearm on both sides. (Blade went through his forearm) Tattoos/Piercings: NA Height/Weight: 6' 0.5", 180 pounds
Fears: Betrayal, aging, loss, bright lights and high heat. Talents: Quickdraw, sharpshooter, cooking, custom weapons and ammunition, advanced investigative and tracking skills, photographic memory.
Personality: Nemo has always been a rather eccentric person both physically and mentally. Even though he wasn't exactly reclusive or anti-social, his habits often left him by himself. He tries to display himself as the most charming and polite person he can nowadays. But below his methodical behavior, he seems to be a bit unstable and cruel in times of extreme duress.
Nemo is particularly well read and uses his knowledge often in the field. While this boosts his preparedness, he is weak to surprises and new tactics. He is a natural interrogator and has a knack for sniffing out lies and getting information. He finds the process highly entertaining. Labeled a borderline sadomasochist, Nemo is someone who seems to greatly enjoy the duties and risks of his job and has a very high tolerance to pain.
Not all days are spent working however. Nemo has an obsession for all things high class or vintage. Most of his days off he spends listening to classical music and indulging his senses any way he can. His custom equipment and clothing reflect his interests. His hobbies have calmed him over the years, resulting in a more slow and relaxed approach to situations.
Biography: Nemo was born as a orphan in Cologne, Germany. He studied at a local school and passed through with relative ease. However despite his high success, his biggest downfall was the hard time people had working with him and his violent tendencies. To compensate, Nemo only focused more on his personal abilities. His lack of any real social ties and display of exceptional skills made him a prime target for the government. At the age of eighteen he was approached by the German Federal Intelligence Service with an offer to work for them. Nemo didn't hesitate at the opportunity.
In his early trial years he primarily operated within the GSG9 before moving on to take special missions straight from the MAD, BfV, and BND. While he took on a wide array of tasks, he excelled the most at high value tracking and assassination type jobs. As time went on his employers gradually gave him more personal freedom in what he does. Even though his methods are unconventional and often extreme, his track record speaks for itself.
Present day Nemo tends to branch off to jobs not associated with the government. As a man who likes to keep out of the light, his works reflect this. Just about anything shadowy or shady Smiley Sammler has dipped his hands into at some point.
Extras
Other features White colored eyes. Edges around his eyes are naturally often dark. Giving him the appearance of having a form of eyeliner.
Clothing Black wool double breasted coat with a greatcoat/trenchcoat style lapel/collar. A little bit below knee length. Black western scarf with white polkadots. Black suitvest with no lapels. Wears a black leather dual shoulder holster harness over his vest for two revolvers. White dress shirt with sleeves rolled up right below his elbows. Top two buttons undone. Tucked into his pants. All gold watch with a white dial on his right wrist Titanium band thumb ring. Silver signet ring on his pointer finger with a snake design engraved into it. Gold pinkie ring. All on his right hand White wrappings around his left arm. Covers his hand like a fingerless glove up to the middle of his upper arm. Black dress pants. Black leather belt with a silver buckle. Has a black embossed leather revolver holster on the right side. And a slanted black leather knife sheath at the back to be drawn by his right hand. Plain black leather cowboy boots with pointed toe caps. Heels boost his height by 1 and 3/4ths of a inch. White boot socks.
Scarf style reference
Main Weapons 5.5 inch Colt single action revolver. Black horn grips with a engraved black frame and a gold trigger. 7 inch break action-single action Schofield revolver. Ivory grips with a stainless steel frame and a gold cylinder. 3.5 inch birds head Colt single action revolver. Snakewood birds head handle with a hardened frame and a gold hammer. Damascus barrel. Black cylinder.
Vintage Mauser hunting rifle with a stainless steel integral suppressor and finish. Gold bolt. Dark colored wood stock with a black embossed leather recoil pad that has slots for bullets. Stainless steel adjustable magnification hunting scope. Black leather sling.
Stainless steel Kris style wavy blade dagger/knife. Has a small silver crossguard and ivory handle.
Rules: -Rp uses a custom bare bones version of the Pathfinder/D&D d20 system allowing you to design your own abilities and such from scratch. As long as they aren't too overpowered it should be fine. --Due to the nature of the system, joining us all over Skype is probably necessary. (Might be able to make due with the OOC.) -Characters & abilities have to be original. -1 to 2 ability bearing characters max. -Posts have to be readable. -Don't act damickey virginia.
Each character receives 15 points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
For every 2 points above or below the neutral 10, you receive a plus 1 modifier, or minus 1 modifier respectively to any roll which the stat would be relevant.
Ex) My strength modifier is +1 if I have 12 strength. If I have 8 Strength, my strength modifier is -1.
Additional Note, A character gains plus 1 hit point in equity to their constitution modifier Ex) My Constitution is 14, so my constitution modifier is 2, so I get +2 HP
Additional Note, A character gains plus 1 to their hit roll with melee weapons based on their Strength modifier Ex) My Strength is 12, so my Strength modifier is 1, so i get +1 to hit
Additional Note, A character gains plus 1 to their Armor Class and chance to hit with ranged weaponry based on their Dexterity modifier Ex) My Dexterity is 16, so my Dexterity modifier is 3, so I get +3 to Armor Class and +3 to hit with ranged weapons
Additional Note, A character gains one additional skill point per level, based on their intelligence modifier Ex) My Intelligence is 13, so my Intelligence modifier is 1, so I get 1 additional Skill point to distribute upon leveling up.
Additional Note, A character gains one additional ability, based on their wisdom modifier. Ex) My Wisdom is 15, so my Wisdom modifier is 2, so I get 2 additional Abilities upon leveling up.
Additional Note, A character gains one additional stat point per level, for every point in their charisma modifier. Ex) My Charisma is 18, so my charisma modifier is 4 so I get 4 stat points upon leveling up.
4 additional Stat Points will be granted to each player upon leveling up, additional rewards may be granted on DMs discretion.
ANY POINTS LEFT OVER MAY BE NOTED ON THE CHARACTER SHEET, AND WILL ROLL OVER UPON THE NEXT LEVEL UP.
IMPORTANT TO NOTE YOU CAN NOT GO ABOVE 18 FOR ONE SKILL, OR BELOW 7, PLEASE ADHERE TO THE ABOVE CHART
--------- ABILITIES ---------
When creating a character, you may come up with 8 abilities unique to your character, plus an additional ability per 2 points of the wisdom modifier.
These abilities can be anything from augments that modify your character's natural abilities (ex. grappling hook augment, sound blaster, etc.), or could be a combat ability, perhaps a special move your character has devised, and can be for utility rather than combat purposes if desired. Abilities can a passive bonus to a certain activity, such as a bonus to hit with a specific kind of blaster, for example.
Abilities can also be considered weapon proficiency. Ex) Western Boner: +2 to hit with all vintage weaponry
Abilities should have unique names.
Abilities past level 1 can be created by expending Ability points. 1 ability point will be awarded to each player upon level up, plus 1 for your character's wisdom bonus
Combat abilities should do something unique, past a basic attack roll, they can be augment related, or the usage of a special item.
Combat abilities are split into 2 categories, Encounter abilities, and Mission/Day abilities. Encounter abilities should be something more simple, but still useful and effective, and can be used once per encounter with enemies. Mission abilities, can only be used once per mission, and should be very powerful, but can have drawbacks.
Ex) Frozen Claw Memester holsters his lazer pistol, and lunges at target enemy gaining bonus range. apply str modifier to hit. Damage: 1d10 + CHA modifier. Bonus Effect: Unless affected enemy succeeds a DEX saving throw vs. my CHA, opponent skips their next round.
--------- SKILLS ---------
5 skill points + int modifier when you create character
Modify your chance to succeed at a relevant task. Skill values are increased by the modifier value of their noted Stat counterpart.
Lore WIS Terrestrial Vehicle Piloting INT Ship Piloting INT Pickpocketing DEX Stealth DEX Alien Tongues WIS Athletics DEX Acrobatics DEX Flight DEX Climb STR Bluff CHA Diplomacy CHA Disguise CHA Disable Device DEX Escape Artist DEX Handle Animal CHA Survival WIS Swim STR Sleight of Hand DEX Sense Motive WIS Perception WIS Perform CHA Intimidate CHA Heal WIS Craft INT Hacking INT