Powers: Aquakinesis Necromancy of the recently deceased (Not yet strong enough for the long deceased)
Basic Witch Skills: Casting spells/enchantments with the coven Making potions/tonics Skilled knowledge of herbs Group healing
Other Skills: Poetry Blending into Crowds Deciphering Ancient Text Apt Climber Persuasion/Bartering (Wordsmith)
Personality: Rash Distrustful Cunning Quiet
Morgan is fresh to the coven, and has kept mostly to herself speaking seldom to anyone. With a keen eye she is able to read individuals quite clearly without conversation which she can utilise to find weakness or present necessary compassion when she sees fit. Though beloved to her, Morgan is wary of the witches of her Coven – paranoid of rejection or betrayal. Trust comes from a great deal of time and patience alongside Morgan, however, generally, Morgan places the Coven before herself yet only after analysing every detail of the situation, and not before. She often reads alone.
Bio: Morgan was raised in the Moorlands of Scotland alone with her father, Allaster Clayton, a warlock. Their life was one of solitude; Morgan had never even seen another soul until she was forced to flee. She spent most of her time studying dead and ancient languages in the depths of her father’s library. When she was not doing this her father would teach her the basics of alchemy and apothecary, whilst also slowly training her how to control her unique powers. Her father had always boasted of the purer life free from the conflicts of the world – Morgan’s inherent distrust towards anyone was founded by his teachings. She was never taught about the wider world beyond the endless grass plains; her father assured her she would never need to.
Until, one autumn eve, her father returned from his foraging ravaged with a sudden, blinding desire that seemed to border the edges of madness to contact the deceased: Morgan knew not who. Powerful as Allaster was, he was not strong enough for the depths of the void to continue. And so Morgan, a mere child of 14, watched her father writhe in agony for hours until he finally died. To this day she knows not what had grieved him so to perform such a dangerous task. She fled, now with nothing left for her here.
She spent the remainder of her life in, unusually, London. She had wandered the plains of Scotland for weeks without seeing a sole, before stumbling upon the village of Aviemore. Taken in by strangers, she endeavored to go where more people than she had ever seen before resided: she went to London. She quickly grew accustom to the lifestyle and lived in a tiny, dingy room above a raucous bar – here she carried on her reading and practiced her magic, desperate not to let go of the roots her father had so dearly treasured. Then, one day, mingling with the common people, as she rarely did, she was consumed by a bout of rage induced by a drunk’s persistence in sleeping with her. She, unintentionally, drained the water from his brain. On the run once more, her Coven found her then.
@hagroden Is it okay if I am vague with my geography in my posts? I have never been to America and I'm struggling to become familiar with places and names :S X
How they discovered their ability: Asra had always known from a very young age. The Bloodless find it the most difficult to hide from the others: one single cut and the truth is out. Her family had taken her to numerous 'doctors' hoping they might know what was wrong with her when it became apparent that her blood was not in fact the natural red it should be. One such 'doctor' knew what she was, and had managed to take her from her parents and sell her to The Bloodless for a very high price. The Bloodless clan were her family now; they have been all she ever can really remember.
Notable Background: Plucked from her parents at the age of four, gang life is all she has known. She has become a favourite of The Bloodless's leader, Grant, and is often sent out to scout possible territory and strategic locations her faction can take over: too precious for Grant to throw in along with the 'grunts'. Grant is a father and a brother to her. She can often be found in bars or street corners spying and listening for word on the other faction's movements. How she came to be amongst The Bloodless is a mystery to her; Grant having always kept the truth from her - revenge unsought because of the amnesia of childhood. The gang and her kin are her life now.
Year 2124. The City of Cacia - Comprised of districts of ‘Under’ and ‘Over’. Previously known as ‘New York’. The Great American Empire.
The year’s 2124, the height of humankind’s technological advancements. The world has forgotten the sight of tree’s, of grass, of fresh waters – now consumed with the inescapable sight of glowing skyscrapers, concrete, metal, and factories. The world’s largest city, Cacia, occupying the entirety of the ancient ex-state New York, is the greatest hive of human activity. Construction beginning in the latter half of the 21st century, progress fueled by America’s devastating victory after victory in their global conquest to unite the Earth under one flag; resources from all over the world were pressed into this one location to make it the international capital. And that’s not the half of it (literally). Beneath the earth’s crust, another layer of humanity: an equally large city beneath the ground that the richer surface-dwellers dare not touch – this is where poverty is compressed into a violent, uncontrollable yet contained bubble, out of the minds of the rich and powerful. To merely observe the sky is a privilege dictated by money. This is the Under District, the city under the Over District, both a part of Cacia. In the slums of the Under District, crime and gang warfare wage endlessly, fear and panic rife like disease – it is here that the biggest unspoken conflict of the world is being hosted.
No one knows where they came from. No one knows why they can do what they can, if they are ever left alive after witnessing them. But the fact remains they are there. The five near-immortal factions: The Ghosts, The Bloodless, The Witch-Cats, Parasites, and The Endless. Each comprised of beings with undocumented powers which extend their longevity. Born with it, and undetectable unless provoked in unlikely circumstances; they spend their days recruiting and fighting over the territory they need to free themselves from the hell-hole of Under... to escape into the lights of Over. Each of their numbers are very low, perhaps they could be far more if only they had a way of discovering more of their kin? Invisible to the naked eye, the possessors of these powers walk unnoticed amongst the common people.
This is where our story begins, in this underground slum. What will you fight for? _______________________________________________________
The lore is not completely fleshed out because I think it's important in this kind of roleplay to have some creative freedom with the plot and plot mechanics amongst all players involved, so that it becomes just as much your world as mine. As long as we discuss as a group, we can flesh out new concepts and detail existing ones. _______________________________________________________
Roleplay Rules: 1) No unchallenged actions. Eg. "And then I punched (so-and-so's character) in the face." 2) Discuss in the OOC about lore you want to alter / expand on before doing so in the IC. 3) Everyone posts one introductory post and does not post after until everyone has. 4) You have sovereign control over the actions of the NPC's you create. As GM, my only authority lies in lore-shaping: I will be playing alongside as a character too. 5) You may post as many times as you like except you cannot post twice in a row, only post if the last post wasn't yours. However, and it must be done swiftly, you must alter your posts (like in events in which two people post simultaneously) to make sure it does not contradict other posts. 6) Submit your character for approval in the OOC - Do not post either in the IC or Character Page until confirmed
The Ghosts: – Can, at will, allow physical materials to pass through them (This ability can be passed to small objects in contact with them eg. Clothes, single individuals, handheld objects.) They must turn their power ‘off’ in order to interact with physical materials, leaving them exposed.
The Bloodless: – Their blood is a clear, viscous liquid that naturally, as if it has a will of its own, reattach dismembered limbs and seal wounds. They can endure inhuman levels of damage, whilst experiencing all of its pain. They can be killed by dealing extensive damage to the head and brain. However, limb reattachment and wound recovery is a slow process which increases exponentially depending on severity of injury and distance between dismembered limbs eg. A chopped off arm which falls to the floor would take about 20 seconds to reattach. Death will be simulated unless their blood manages to heal them.
The Witch-Cats: – For every human life they directly take away (not inadvertent or indirect actions), they gain a single ability to ignore death eg. If one killed four other people, they could be shot in the head four times before dying etc. Death is simulated if an action would kill them, before recovering moments later. Death is permanent if they run out of ‘lives’.
Parasites: - The Host-Swapper. They can ‘burrow’ and manifest their being inside other bodies through prolonged physical contact (roughly 6 seconds: if contact is broken the host-swap fails), whether that body is dead or living, the existing living conscience dying and being replaced with their own. Their previous body dies, but can be returned to through the same process. They can be killed if their host body is killed before host-swapping.
The Endless: - Their metabolic rate is so, incredibly minuscule, they can survive without food, water, sleep or oxygen for seemingly indefinite periods of time. While still feeling mild pains from lack of resource intake (eg. Hunger, thirst, fatigue) they will not suffer any severe damage from never taking in a resource. Because of this they are constantly working without rest, yet can be terminated as simply as normal humans. They are far more covert and secretive than the other factions. _______________________________________________________