Name: Tommy Janjiro Age: 37 Gender: Male Appearance:
Personality: Tommy Janjiro has been at this too long in his eyes. Having watched his friends die, Tommy has become jaded to the DDF. He’s at a weird point in his life where he doesn’t believe the DDF can actually achieve anything doing what they are doing, since there will always be demons unless something changes, yet he can’t just stand by and let people get hurt.
Despite being a grumpy individual who tells people he doesn’t care, he really does. There’s a part of him that remembers what it was like to be a little kid looking up to the DDF as the defenders of humanity. He remembers the hope those DDF members inspired in him, and if he can instil that hope into the next generation of DDF agents, he could die happy.
Behind closed doors, Tommy Janjiro had made it clear to his supervisors that he thinks the DDF is run incorrectly. While CADI may react quickly to demonic threats, and Tommy believes they are always one step behind. Tommy believes that the DDF needs to spend more resources on becoming more proactive instead of reactive.
While not at work, Tommy can be found either enjoying a nice red wine in his apartment. Often with a book on the Occult, studying theological texts and theories. Or found in his workshop. Tinkering with something. Skills: Tommy has been in business a long time. As such he has the skills one would expect. A decent marksman and demon Hunter. Tommy is also quite good at taking things apart and putting them back together. Constantly looking to keep his hands busy, Tommy has picked up odd craftsman skills like whittling and metal working. Most notably, he has learned how to create bullets, and has the necessary tools in his workshop to facilitate this hobby. Which has proven very useful since he modifies his own ammunition. Contracted Shadow: Dracula, Lord of Vampires Contract Type: Possession Contract Rank: B Contract Abilities:
Prince of Darkness - Possessing this particular aspect of Dracula, Prince of Darkness has given Tommy the ability to manipulate a dark smoke like substance. These shadows can gain substance or remain fluid like smoke. This smoke like power is stronger in the dark, and weaker in sunlight.
Vlad the Impaler - This particular ability doesn’t do much on its own. After his blood comes in contact with demonic energy, Tommy can cause the blood the blood to grow into a crimson crystalline spear. While slicing his hand open can equip Tommy with a makeshift spear, the real devastating application comes from Tommy putting his blood in bullets. Creating these impaling spears within demons. This particular ability is a form of blood alchemy and is one of the few abilities that doesn’t weaken during the day.
Vampire King - As one would expect from making a contract with the Vampire King, Tommy has gained a form of Vampirism. While he does possess the enhanced strength, speed and other signature abilities, drawing his power from the greatest vampire has given him a few extra benefits. Unlike normal vampires, sunlight isn’t lethal, but it does weaken his abilities significantly. However, he still needs to be invited in to residential areas due to his contract. Another side effect of his contract is that he must consume human blood. A condition that the DDF helps him fulfil by supplying him with blood bags from the local hospital.
Brief Backstory: Tommy Janjiro was born to an American woman teaching English in Japan and a Japanese executive. His Father had hired his mother to teach him English so he could expand his business to the west. His mother stopped working to raise Tommy, but his Father was making enough money that it wasn’t a problem. When Tommy was eight, his family was attacked by a Nure-Onna while on a family trip to the coast. The Nure-Onna killed Tommy’s mother. During the incident Tommy was carried from the scene by his Father while he looked back at the DDF agents and couldn’t help but think how brave they were. Jumping into harm’s way to save others, and vowed one day to be like them. After the incident where he lost his mother, Tommy was sent to boarding school by his father. Tommy kept trying to make sense of what happened that fateful day. His Father was of little help as he didn’t want to talk about it. Struggling with the concept of faith, he found himself walking the school grounds one day. He made a good friend. Leon.
One day Leon and Tommy ventured off the campus grounds, and went exploring the nearby forest. Before Tommy knew what was going on, Leon was attacked by a Jubokko. The vampiric tree spirit killed his best friend. Tommy ran back to the school to ask for help, but no one believed him for three days. After Leon wasn’t seen for three days, Tommy’s cries were finally given credit and a search party was sent out.
After losing two people who he was close to, before he reached the age of eighteen, to hematophagic demons made Tommy obsessed with finding a way to stop them. He spent years distancing himself from his father as he studied demonology, and found a way to forge a Shadow Contract with arguably the most powerful Hematophagic Demon, Dracula. After forging the Shadow contract and joining the DDF, he came out of his shell. Achieving his childhood dream. He didn’t expect to lose many friends over his career. Moving branch every time his team suffered a large catastrophe and had to rebuild.
Prior to his Tokyo posting, he had a small rural job. He thought it would be the one where he could settle down. However a wolf demon tore through and killed two of the three DDF agents that were stationed there. As the only survivor, he stayed just long enough for replacements to be found before transferring to Tokyo.
The reason he wasn’t around during the start of the RP is that he was away at an international DDF conference.
Accepted. Keep in mind if Spawn is more powerful than the power limit, you can have him if you explain how he can fit in with the other characters without stealing the show.
Spawn’s power level fluctuates depending on a few factors. I’ll probably start him early off in his career as a Hellspawn when he was just an Antohero in an alley before he went on to the fighting God and Satan arcs he had. Spawn does have a history of getting mad over powered, but he also has a history of giving up said powers. Given the idea of reincarnation, this Spawn would have given up most of his powers when he died, and would be starting again.
Name: Ryder Reid Appearance: Ryder is a man in his early thirties. Prior to his awakening, he stood at 5’11, but since awakening, he stands at 6’3. He has dark hair and moustache and goatee. Dark brown eyes. Concept: Ryder Reid was an up and coming action movie star about ten years ago. Known for doing his own stunts, and absolutely unhinged fight scenes. He has since fallen from the mainstream spotlight, but still has an almost cult following. With his awakening, it’s all going to change. RC1: Albert Simmons/Spawn - Vibe: Former Special Forces soldier turned Soldier of Hell. - Power: Demonic Supersoldier with dark magic and a shapeshifting Symbiote suit. RC2: Dante - Vibe: Witty Half Demon Devil Hunter. - Power: Demonic Combat Specialist. RC3: Gabriel Belmont/Dracula - Vibe: Monster Hunter turned Lord of the Vampires. - Power: Magic and Vampire Powers.
I’m just goi go float this storyline for now, before I fully flesh out a character sheet, and forget it.
@Crimson Flame You want a magic storyline? Since Wiccan’s powers aren’t using magic, but rather controlling/manipulating it, he isn’t bound by the same rules regular wizards and sorcerers are. I propose this puts a target on his back. An Untrained/Inexperienced boy pulling at forces he doesn’t fully understand has consequences. Former Members of WAND (MC excluded) and maybe even Dr Strange could deem that the only solution is taking drastic action. With MC stepping in and claiming it’s outside the Sorcerer Supreme’s jurisdiction and telling former fanatic WAND agents that it’s an avengers issue.
Appearance: This woman puts you in mind of a mysterious raven. She has narrow blue eyes that are like two windows on the afternoon sky. Her thick, straight, coffee-colored hair is worn in a handsome, exotic style. She is tall and has a wasp-waisted build. Her skin is white. She has hollow cheeks. Her wardrobe is sexy.
Sireena grew up on the family farm with her mom, dad, three brothers, and an older sister, just outside of the tiny village of Upper Hythe. When she was twelve, she found a violin in a chest of an abandoned house, and spent a lot of time learning how to play it. Sireena would pop down to the village tavern The Old Wolf, begging for lessons from the wandering minstrels who'd visit.
When she was 14, Taryn the tavern keeper pointed out that Sireena was hanging around enough that he might as well offer her a job as one of the serving wenches, and she could play her violin for the crowd when they didn't have a minstrel.
The tavern keeper died a few years later, and his wife, jealous of the attention her husband had given Sireena, fired her on the spot. That night, one of the boys from the neighboring farm was a guest at the dinner table, sitting next to her. It didn't take her long to figure out that her parents were trying to set her up for marriage. She ran away the next day, disguising herself as a boy to avoid unwanted attention on the road.
A little over a week and three counties later she got robbed by some highway men. Angry at the meager coins in her purse, one of them grabbed up her violin, suggesting it might be worth a few coins. When Sireena tried to take it back, the gang jumped her.
She woke up in a feather bed in the house of Mother Lily, the local midwife, who had found her on the side of the road where the gang had left her. When she asked about her violin, Mother Lily sighed, shaking her head and told her the only thing that was left by the side of the road was her, and how like a musican to worry about their instrument before themselves. She then began listing Sireena's injuries, starting with the broken right arm and wrist.
Sireena spent the first week mourning her violin, but began to take an interest in Mother Lily's house with all the drying herbs, the massive medicine chest, her curious brewing apparatus, and her visitors. Noticing her interest, Mother Lily began sharing some of her work such as the making of medicines.
And then the highwaymen who'd robbed Sireena made the mistake of trying to burgle Mother Lily's house.
When it was over, Mother Lily guided a stunned Sireena to a wagon in the barn, hitched up her horse, then turned her attention to the cottage - which rapidly shrank until it was the size of a child's toy, which the then picked up and placed into a chest filled with straw. A toy-sized barn was careful place beside it, and more straw packed around them before closing the chest. Bare dirt showed where each had stood.
And so began her apprenticeship. Magic was alternated with lectures about plants, more details on the making of medicines, the brewing of ale, beer, the bandaging of wounds, lectures on the stars and the moon, suturing, winemaking and distilling, the telling of fortunes, brewing of potions, birthing babies, stitching of wounds, treating illnesses...
As well as readings from the Old Believers' bible Mother Lily kept hidden underneath a loose floor board, even though the last soldier of the empire had marched south long before Sireena was even born. Some of the stories were about the mischevious Lord Jester, a shapeshifting wolf who played pranks on foolish people to get them to mend their ways.
They'd also moved the cottage three times, changing their names and their looks each time to become new people so that the angry villagers whose cows had died or their crops had failed wouldn't find them.
One morning, returning to the cottage after a particularly difficult birthing to a farmer's wife of triplets (two sons, one daughter), she found Mother Lily sitting at the table, her body stiff and cold. There were also two glasses of last summer's wine on opposite sides of the table, but no sign who the visitor had been.
After she had buried Mother Lily after the rites of the Old Believers, Sireena decided to change her name to Siri and to join the pilgrimage.
Personality: Warm and caring, it is concerning when she suddenly starts laughing out of the blue. Sometimes she seems very distracted, as if she's listening to people who are not there. Or talking to animals like they having a conversation. Knowing some of the things Siri collects in the woods and fields, one wonders if she might be sampling her own wares...? Still, she's a good doctor, loves to play the violin and collects 'miniatures'.
Motivation: Tired of moving constantly whenever the villagers would blame them for the family cow dying, the crops failing, or the odd bit of property that vanished one night in lieu of payment, Siri has decided to join the pilgrimage and to see some of the places mentioned in Mother Lily's books and minstrel songs.
Skills, Strengths and Weaknesses, and Tools: Animal Handling - Has a way with animals Cooking - a master of the kitchen Fortune-telling - It's almost as if she has a direct line with Fate. Herbology - knows many uses of many plants, always eager to examine new plants Hermetic Magic - still a journeyman in the study of the Laws of Sacrifice Medicine - a master at tending to illness and injury, can perform minor surgery. Potion-making - A journeyman in the creation of potions, odd explosions still happen sometimes. Shrinking - able to reduce objects and later restore them to their normal size (See Sympathetic Magic) Singing - Fair singer, knows a lot of songs. Sympathetic Magic - still a journeyman in the study of the Laws of Sympathy. Violin - Very good musician with the violin.
°Strengths - Clever - Dedicated - Caring
°Weakness - Makes a lot of assumptions - Fondness for alcohol and sweets - Sense of duty - quirky sense of humor
°Tools - Living wagon, home/workspace/surgery - a small library of books. - her shrunken collection of "miniatures"
What They Most Want: Knowledge and new horizons
If They Had a DnD Alignment, It Would Be: Neutral Good
Do They Follow Their Heart or Their Mind?: Their heart.
Worst Fear: To be trapped
Favorite Color: Red
Most Like The Animal: A Swallow
Favorite Time of Day: Sunset
How They Dress: - Wide brim hat, either black or white - Red dress - Black bodice - White apron - Knee-high black boots - Colorful... sweaters and scarfs when it gets cold - A red hooded cloak - Plague mask - Leather satchel that holds various items and her journal - Necklace with a crystal ball pendant.
Favorite Season: Spring, the renewal of the world
What Gods/Spirits/Whatevers They Worship (If Any): An old believer of the ancient gods of Oscana, admirer of Lord Jester.
Getting ready for dumb “Siri, what’s the weather supposed to be like tomorrow?” “I don’t understand, but here’s what I found on whether or not tomorrow likes you.” Jokes
@Martian My concept at the moment is a former Agent of Shield. More specifically the secret sub-division of Shield, W.A.N.D. I see it as Doctor Strange and the Masters of the Mystic Arts handle more outward facing threats, while WAND deals with more domestic problems. Basically the Sorcerer Supreme makes sure the Earth doesn’t get invaded and WAND stop magicians from screwing things up for the everyone else. Now with Shield gone, MC would have stepped up and joined the Avengers to provide a little more mystical insight when Dr Strange is busy.
Race, Age, Time in the Caravan: Human, 46, 13 years with the Pilgrim’s Caravan.
Appearance: Jormon Bjarg is a 6’7 tall mountain of a man. His frame bulked up with lean muscle from years as knight in a secret order before moving on to traveling with the Pilgrim’s Caravan. Since joining the caravan, he has grown his beard out and let his hair grow longer. He still keeps himself well groomed. Taking pride in his appearance.
History: Jormon is careful to not disclose much about his past. Though he claims to come from humble beginnings. Jormon was born to a farmer and his wife. When Jormon was three, a particularly hard winter struck, and the family’s crops died. Cold and starving, they pleaded to the local noble, who asked for Jormon in exchange for helping the family. The noble ensured Jormon’s parents that the boy would be well taken care of. The deal was reluctantly agreed to, and the noble gave Jormon’s parents food, and gave Jormon to a shady hermetic order to repay an old dept.
Jormon doesn’t talk about his life as part of the order, aside from the odd out of context story, like that time he had to fist fight a grizzly bear that knew karate, or beat a dragon in a chess game. It’s unclear whether these things actually happened, or if they are just stories he tells to amuse his fellow travelers, but it is clear to those that spend time with him that he didn’t leave the order with fond feelings. He pushes back and becomes quite snappy if pressed about his time in the order.
Jormon Bjarg has been quite clear with those in the caravan. His life started when he joined the trope. Having been with the group for thirteen years, he is among the few people who have been with the caravan that long. In the transient lifestyle of the Pilgrim’s Caravan, he has seen people come and go, and become a staple of the trope. While he started out as simply working security for the convoy, after more then a decade on the road he has picked up extra responsibilities. Mainly taking it on himself to look after and help those less experienced travellers.
Personality: Jormon has two sides, loving and supportive father figure, and cold, distant killer. Which side you get depends on how you present yourself to him. Jormon values independence, but understands that noons can do everything by themselves. He respects the courage it takes to ask for help, and will often jump to help someone that has asked for it. His brand of belong is often teaching, rather than outright just doing the job for them. He wants them to understand how he did it, so they might do it themselves next time. However, if you simply expect him to do your work for you, he will quickly lose patience and leave you alone to suffer. He has no time for those too arrogant to ask for help.
Motivation: Jormon is running from something. That much is clear. The order he was once a part of holds a grudge, so Jormon keeps moving. The found family, and the chance to be a father figure he missed growing up is just a bonus.
Skills, Strengths and Weaknesses, and Tools: Jormon is a trained knight and has the skills that come along with that, as well as a few little order specific suprises. Trained to use a greatsword with frightening proficiency. Jormon is a monster is a monster hunter. Experienced at fighting beasts and humans alike. While predominantly a swordsman and physical fighter, his most unique skills are the battle runes and field alchemy of his former order.
Jormon is adept at casting the battle runes of his former order. They are simple spells and enchantments used by the primary fighting force of the Order. They were developed by the Order’s high mages to give their martial fighters more versatility. Special runes were inscribed and taught to their knights. These runes are cast through simple hand gestures. The runes Jormon knows are listed below.
Puh (Thunder) - A single hand gesture creates a wave of thunderous force.
Noselgo (Break) - By casting this gesture with both hands, a single non magically enhanced item shatters.
Tarn (Winter) - By casting this rune with one hand, Jormon runs his hand along his sword, imbuing with the power winter. Frost forms along his blade dealing extra cold damage.
Haruduch (Shadow) - By casting this rune with both hands, he can cloak himself in shadows, giving him an advantage in stealth in darkness.
Illume (Light) - Casting this rune with hand creates a bright light. He can infuse that light into an object so that the object emits the light.
Taikha (Storm) - casting this rune with hand, he can imbue the power of lightning into his sword by running his hand over the blade, or clench a fist around the rune to imbue his next punch with lightning damage.
Aevus (Time) - Using both hands, Jormon borrows time when he casts this rune.
Flaris (Fire) - Casting this rune with one hand, it can imbue Jormon’s sword with fire, or be used without the sword as a sort of flamethrower.
Pell (Feather) - A quick one handed rune used to slow a fall, preventing fall damage.
There are many more runes, but Jormon doesn’t know them. If he were to find one of the tomes written by his order that detail other runes, he should be able to learn them.
A trait that was drilled into knights of the Order was preparedness. As such they were taught the basics of alchemy, and taught to use commonly available resources as reagents. While the finished products aren’t as good as professional alchemical compounds, they will do in a pinch. Jormon can pretty easily create a poison coating for blades out of foraged ingredients. He can also create a sort of health potion, that while won’t restore someone to health, will stabilise them and stop them from getting worse.