Dunwater (Survival/Horror small group) [Recruitment Closed]

Started by Totoro, March 05, 2017, 01:38:19 PM

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Totoro

Dunwater

"Curiosity killed the cat..."


Dunwater is a small, isolated town on the banks of the Duwamish river, Washington. While it is considered by many to be nondescript it has long been surrounded by rumours and tales of dark and unnerving mysteries. With so little proof but so many claims it is hard not to feel intrigued and push to investigate matters. Many, many people have disappeared attempting to get to the bottom of what it is that gives Dunwater its reputation. And now, like many brave or foolish people before them, a new group of curious investigators is here to see what's really happening.

Dunwater will be a relatively small survival horror group game. Centered around a party of people with an interest in the macabre, urban legends and cryptozoology. People who have always found a curiosity in tales such as the Chupacabra, Big Foot and many other cryptids. Perhaps not taken as seriously by many there are still a great deal of people who do wonder what is out there beyond the realms of science. For these people Dunwater is swiftly becoming a legendary place in America, prompting small groups of adventurers to head there together. The people of the town certainly don't take kindly to these strangers insisting their home is cursed and evil. There is even a website called 'DunwaterDelvers' for meeting others who are curious about the town, and organising trips there together.

The game will be a freeform setting primarily, with the main focus on being the investigations of the assorted tales of evil. Which tales are investigated and the method of investigation will be up to the players. There is no real focus on smut in this game. It may happen between characters. But the monsters are not smut-horror creatures. Whatever is out there is firmly out for blood. This game will include a large amount of graphic gore at various points. Players will be allowed to note on their CS's anything that particularly bothers them. However I will not be able to accept squeamish players as the content would have to be too censored. I hope everyone can understand that.

The Rules

Godmoding: Please do not godmode anyone else's character without their express permission. As this will be a small group game I will allow agreed upon godmoding between players. But absolutely make sure to always ask for permission before doing so.

Drama: If you have an issue with another player for any reason. (Attitude, their character, their IC posts) Then please PM me and explain the problem. I will try to resolve any issues as reasonably and fairly as possible. As this is a fairly small game it is vital to me, and for your enjoyment of the game, that players try to get along.

Communication: Please communicate with fellow players, it is easy enough and absolutely necessary to get ideas for scenes or character relations. This is particularly necessary with a small player base.

English Standards: Players will be expected to have a reasonable standard of English and keep a reasonable posting rate. (This will vary on a scene/case by case basis.)

Writing Style: All in character posts will be in the third person past tense only. This is to keep consistency between posts to avoid a jarring transition.

Smut:Smut will be allowed, but is not at all the primary focus of the game. Scenes will likely be kept to a thread separate from the primary story ones. There is not going to be horror/noncon smut via any of the monsters or NPC's controlled by me.

Read: It is absolutely vital that you read through the background of the story and setting. Your character needs to understand what they are curious about, and have a reason for coming to Dunwater. All characters will have a prior connection as they have already spoke online before deciding to meet at Dunwater.

F.A.Q

Can I play a monster or Dunwater resident? No to both. In order to keep the mysterious nature and uncertain nature of the myths and legends the monstrosities present in Dunwater will be NPC'd by me. These creatures will not have full character sheets, as that would kill their mysterious nature. And Dunwater residents are very much unwilling to work with outsiders, and would have nobody to interact with.

What kind of characters suit the game? Mostly, ordinary humans. People with regular hopes, dreams and fears. I do not want people who are flawless, incredibly gifted at certain things, fear-proof military veterans or other things like that. Ex military is fine, but even soldiers have fears. The main thing is to try and be interesting in some way.

How many characters can I play? Hard limit of two PC's per player. They don't have to both come in at the start as more curious minds are constantly flocking to Dunwater.

Can I play NPC's? Yes. I will be providing a simplified NPC CS for players who already have a PC. A hard rule on NPC's though is that they will be vulnerable to being killed off or brutally injured at any moment. And no restrictions can be placed on the severity of injuries they suffer. So don't get too attached!

Totoro

The Setting


Dunwater Town




Dunwater is a peaceful town on the banks of Green River, Washington. The population is just over 6,000 people. It is quiet and very remote, with access being a frustrating maze of small lanes in the surrounding woodlands. The primary industry of the town is now logging, as the mine has had to be closed down and hasn't operated for several years. There is minimal agriculture due to the dense woodland and powerful river. In the warmer months of the year there is a brief fishing trade.

Although the town initially appears mostly nondescript nothing could be further than the truth. The town is surrounded by an assortment of rumours. It is widely renowned as haunted, and a center of various other evils. Everything from the town being an Indian burial ground to a portal to hell has been suggested. Claims of murderers, kidnappers, monsters, ghosts or aliens are rife around the small town.

Built at the side of the powerful Duwamish river the town hasn't expanded for many years. The town is primarily constructed on the West side of the river, although there is a small foot bridge and a few houses and old buildings across the water. On particularly rainy days, or in the winter, the river itself can become very strong flowing with a variety of rapids and rough rocks it is impossible to swim across safely. The weather is often a light drizzle or heavy mist brought down from the neighbouring mountain. Even throughout the summer months the heavy woodland tends to trap in cold air and damp.

The current year is 2002. Dunwater has extremely backwards internet, even for 2002. It runs slow and frequently cuts out. Similarly the phone lines and power can easily cut off at any moment. The town can run a small area locally for a long time, being equipped with a slaughterhouse, well and power generator. However in winter months it can become dangerously cold without power.

Districts:

Central Dunwater

Central Dunwater is very much the town's primary population center. Aside from Old Dunwater itself the houses make up some of the oldest buildings in the town. The centrally located Police station is very practical, allowing them to keep a watchful eye on the people. The Library is naturally located close to the school, which has been kept just by most of the housing. The students are typically well behaved and cause no trouble, and it allows for students to easily walk to school. The Resting Monk hotel, built to contain most visiting tourists, is nearby to the police station and the high street. Most locals avoid this building like the plague, as they dislike the outsiders who stay there. The high street itself is primarily packed with local vendors and salesmen, lacking many out of towners or chain businesses. Any privately owned stores run by Dunwater citizens are given large tax rebates.

The East Side

The East Side of Dunwater is a reasonably recent construction. It is mostly disused in winter months but becomes highly busy during any fishing season. The only popular building on the East of the river is tackle shop. Aside from that it is nothing more than a few small shacks and huts, and several large freezer buildings.

Old Dunwater

Old Dunwater contains two of the oldest and, and three of the most famed, buildings in the town. Mikhailov Manor is a large estate considerably out of place with the rustic simplicity of the town. Fortunately the owner's kindness and philanthropy have led them to be popular with the locals. The currently disused Asylum is an attraction and curiosity for many idle minds who seek to investigate Dunwater. And the old church, still attended regularly by the religious towns folk. Of course containing its own fair share of rumours, these are always fought against by the kind hearted priests. Old Dunwater is often considered the core of the town's dark mystery, along with the mine and the forest. Many of the older houses have collapsed or been damaged, and so the streets are particularly quiet and empty at most times.

The Forest
The forest surrounds Dunwater on all sides, save for the river. Although even across that the East side quickly gives way to dense woodland. Many people deeply fear the woods, and rumours of beasts and monsters roaming them by night are drilled into the children of the town religiously. The old mine has mostly been boarded up but most years a small handful of people will be declared tragically missing after forcing their way in out of some morbid curiosity. However despite everything the woodlands do contain the largest remaining industry of Dunwater. After the mine was forced to stop operating logging became the best hope of the town people. A huge portion of the able bodied men in the town work cutting trees, although they never seem to make anything like the dent they should have in the woods. Many claim the rapidly growing trees are a gift from God, but others feel they are disturbing some part of nature and feel wary of the trees.

Dunwater Outskirts

Dunwater's outskirts are relatively contained and close-knit, as the town itself is hemmed in by such dense woodland it is impossible to have a thinly spread town. The amusement park and mall are both located nearby to the only road in, as far from the town center as possible. The mall was abandoned some time ago, as the locals refused to touch the larger branded stores present. But the amusement park still functions as a business, as it can guarantee the business of almost every Dunwater citizen. After all they are not the kind of folk who are willing to roam to find entertainment. The Hospital was constructed a little before the Asylum, as part of a joint effort to care for the towns folk's mental and physical health. It was kept at the edge of the forest towards the mine, so as to more easily and conveniently treat any injured miners. Today Dunwater's people's unwillingness to let anything go means that despite it losing its former purpose the building is still the primary source of medical care.


Notable Buildings and Places

The Colliery Co. Mine

The Colliery Co. mine kept Dunwater's economy fully functioning and even booming at times for decades. The rich coal veins under the town were hand-mined as the nature of the thick forests meant it was almost impossible to get any large vehicles even close to the area. Unfortunately the mine was declared unsafe twenty years ago. This was due to a combination of several unexplained injuries and disappearances. Nowadays the majority of the former workers have either retired or joined the logging industry that has replaced the mine.


Dunwater Library

The Dunwater library is surprisingly large, and is very well stocked. It is over a century old, although it has been expanded on multiple times. Twice it has been completely re-built after fires. Many of the town records are stored in the underground areas, which luckily were spared the flames. There is a reasonable sized underground archives including historical and modern information on the town.

The Church & Graveyard

The Church is located in the center of Dunswater. It is one of the oldest standing buildings along with a few of the houses and the mansion. The position of Priest is by far the briefest job role in the town's history. Historically they have had incredibly unfortunate ends, or retired, very rapidly. No priest has managed to remain in the job for more than six months over the last decade. Before that the town record was four years. Most of the clergy have been met with freak accidents, disappeared or simply fled the town for reasons they refuse to discuss. The Church itself is a historic building but in recent times it has fallen into a little disrepair.

Mikhailov House

Mikhailove house is by far the largest home in Dunwater. Constructed well over a century ago it has been in the same family for several generations. The original Russian social elite who constructed it are a sharp contrast from the town around them, but their giving nature and helpfulness has done a great deal to dissuade any hard feelings. They often host parties for the public and invite many of the working class and less fortunate to experience a good, and expensive, day. The house itself is very well kept as the Mikhailov family's money is almost more than the town itself has nowadays. They are often respected for funding a large portion of the transition from mining to logging themselves.

Ellwood Hospital

Built after the string of mining accidents and injuries coupled with rough terrain led to a string of deaths the hospital has stood for many years. Despite assorted claims of strange and highly suspicious incidents the building remains operating. Most town residents have little other real choice no matter what they may or may not believe about the hospital. There are particularly rumours of malpractice and unusual or unwanted operations. But the rumours also involve falsified medical records and police reports. Several investigators have been and gone, and none have discovered anything untoward.

The Tackle Shop

The Tackle shop is one of the more recent buildings in Dunwater. It has only stood for about two decades. Before that the locals tended to handle their own bait and tackle. But as the town has been painfully dragged into the modern era it made sense to have a tackle shop. It is only open for a few short months each year as the river is often too rough or icy to fish in. However it makes enough money in this time to fund the small family of owners for the rest of the year.

Dunswater School

Dunswater school was built to combat the difficulty of attaining a good level of education in such a rural area. The commute is long and convoluted by road, and dangerous by car. Most of the towns people do not like to leave if they can help it. It is one of the more reputable buildings, and has far less rumours of misdeeds than most of the rest of the town. Not that it is without its detractors, but it is at least better off. It is run very well, with a strict set of teachers who enforce rule thoroughly and to the letter. Most students produce respectable results and hard working, earnest people.

Logging Camps

The logging camps have been established as an attempt to keep Dunwater's economy functional after the loss of the mines. Many of the former miners disapprove of them and frequently grumble, but begrudgingly accept their necessity. There are fairly comfortable log cabins built out into the woodland a little way away from the town, in order to store tools and equipment in safe locations closer to the work. This also helps to separate the town from the sound of the work. And to keep the thick woodland bordering the town itself perfectly intact. Fortunately the trees function well as a shield for the loud sounds.

Dunwater Highstreet

The Dunwater Highstreet was the central point for the first few early houses in the town. While it may not be the biggest highstreet, or the real shopping center after the mall was built, it remains a popular area of the town. It houses an assortment of smaller, privately owned shops, and the towns mayor vehemently fights against any efforts to bring big store brands into the town center. Fortunately this attitude of mild xenophobia is often supported by the towns people. It includes two small restaurants, a few bars, grocery shops, the butchers, fishmongers and various convenience stores and homeware shops.

King's Gate Asylum

King's Gate Asylum was originally constructed in the 1890's to serve as the solution to the frequent and varied mental disorders that have been present in the town of Dunwater. Unfortunately the place swiftly became more of a core part of the rumours and darkness surrounding the town, as opposed to the antidote. It became seen as an imposing monolith, dispensing misfortune and suffering upon the people of Dunwater. Almost nobody who was admitted was released, and those that were never came back the same way. The Doctors were outsiders, unknown to the tightly knit community. It took a few decades but eventually the building was abandoned and allowed to fall into disrepair. It now serves as a curiosity for many idle teenagers and thrill-seekers, as the rumours of evil contents draw their eyes.

The Edward Franklin Memorial Bridge

The memorial bridge is certainly not a particularly impressive landmark. However its simplistic and somewhat diminutive nature have became marks of endearment from the community. Any petition to replace it with a more practical, larger and safer bridge is swiftly shot down. The townsfolk are very set in their ways and have respect for their ancestors work. The simple, sturdy rope bridge has stood the people in good stead for decades. Of course a few bad storms have knocked it down, and repairs have been made, but overall it has proved incredibly resilient. The majority of the town being on the West side of the river means that few people do bother to cross it, although it sees more use in summer months when fishing becomes more popular. The bridge helps to let people reach all sides of the river.

The Resting Monk Hotel

The Resting Monk was only converted into a hotel in the 1980's. Contrary to what many people would imagine it was not built to encourage tourism. Rather to direct the tourists away from the town's real inns. It is staffed by polite but somewhat austere people. Visitors often feel slightly threatened by the rough attitudes of the locals. The staff themselves tend to believe that Dunwater has never been a town for tourism, and see no reason why it should start now. Internally the building maintains an undeniably outdated style. Fortunately it can still be considered quaint, despite the distinct lack of any real modern comforts.

The Abandoned Mall

The Dunwater town mall was constructed in the 1980's. Unfortunately this was against the will of a large enough portion of the population that it was a doomed endeavor. It only struggled through staying in business for a few short years before the owner vanished, and with that the will to keep fighting gave up. The mall was swiftly abandoned by the town people, already being on the outskirts it fell rapidly into disrepair. It is now cordoned off and considered just another of the many haunted, creepy buildings in the town. The only reason the building is still standing is that it isn't worthwhile demolishing it. The town expands so slowly that there is no need for the land.

The Police Station

Dunwater police station is widely considered to blame for a great deal of the corruption and lies in the small town. Most people are keenly aware that the police primarily exist to maintain control and to keep the locals firmly under control. Any talk of dissent or criminal activity is met with rapid retribution and punishment. The building is staffed exclusively by long-time locals, and they are known to prosecute outsiders with extreme prejudice. The law enforcement share many of the civilians distaste for anyone not from Dunwater.

The Amusement Park

Dunwater amusement park is considered by most visitors to the modest town to be excess, and out of place, for the quiet and calm place. However it is a marked sign of the locals unwillingness to travel for any reason. The park itself has been running for four decades, and has done excellent business throughout. The difficulty of travelling to and from Dunwater greatly aids the park. Assorted areas have built up dark, twisted rumours and tales, but it is hard to place what may or may not have any truth to it. Several accidents have occurred, but none yet have managed to get the park closed down.

R. Starbuck Butchers

R. Starbuck Butchers and the slaughterhouse at the edge of town work tirelessly to provide much of the town's population with their meat. It is a large and well staffed shop, and operates very well. The staff are as unfriendly as any other locals are to outsiders, although they try not to refuse to serve them. They have to import meat from local towns and villages, but they are at least able to slaughter animals on-site at the slaughterhouse in the outskirts.

Power Substation

Located on the outskirts Dunwater's substation is certainly far from capable of supplying the entire town with power. However it is used to keep a few essential services ticking over during extreme conditions. It is much more of a last resort than a commonly used device.

Water Purification Plant

Dunwater's water purification plant is towards the south of the town. It utilizes a variety of pipes and dams to siphon water from the Duwamish river and purify it. It cannot function in dry seasons as the river would be damaged, but during heavy rain or winter months it can produce a great deal of fresh drinking water for the town.

Totoro

The Dark Myths of Dunwater

The Dunwater Ghosts


There are many ghost stories told about the town of Dunwater. The multitude of abandoned buildings lend themselves to haunting. From the church to the asylum, even the abandoned mall, many buildings hold claims of ghosts return from the dead. What they do, and what they want, tends to vary wildly depending on the story teller. But one thing at least is very certain. Dunwater's ghosts are certainly malicious in nature. All tales involve grotesque violence and some form of brutal vengeance upon the living. Whether there is any truth to the claims is truly impossible to tell.

The Mikhailov Vampires


Katya Mikhailov is the current owner of the manor house in Old Dunwater. Many people question certain traits of hers, despite the fact she used a great deal of her riches to rescue the town and fund the logging industry. Primarily she appears as young as she did when some of the oldest towns folk were born. People make claims that she is as old as the entire town itself. However nobody can prove these claims, as she seems to have very carefully avoided being photographed until more recent years as cameras have become too common to avoid. She tends to laugh off accusations, claiming her Russian heritage has gifted her with a marvelous complexion and apparent youth.

The Tall Men


The tall men are perhaps one of the more surreal and least believable tales of Dunwater's forests. They make claims of impossibly tall beings looming up and above the treetops themselves, gazing down at any trespassers in their domains. Some tellings claim they are simply peaceful and curious creatures, content to watch mankind from above. Others name them as malevolent protectors of their forests.

The Goat-Devil


Perhaps one of the most Christian influenced of all the legends surrounding Dunwater, the Goat-Devil is one backed up by a surprising amount of physical evidence. Each tale revolves around a driver late at night on the small lanes surrounding the town. They will be driving through darkness and fog, before witnessing a piercing pair of red lights gazing at them from ahead on the road. When they slow up they will witness a creature, or being, staring at them. A tall, cloaked figure with goat-like horns that stands perfectly still. Often times it is accompanied by a large herd of goats. Each time the fear and panic of the situation causes them to immediately crash and veer off the road, leaving no survivors. The crashes are a common occurrence, explained away by the herd of goats always being present and causing the driver to swerve and crash. But surreal events always happen, such as the goats gnawing and biting at the victims of the car accidents, and remaining standing in a circle around the vehicle until the police arrive, then dispersing into the woodlands. Only two survivors are alive who claim to have seen the devil, but they are far from talkative on the topic, having both lost family members in the incidents. 

The Forest Beasts


Rumours of unnatural inhabitants of Dunwater's surrounding woodland are almost as old as the town itself. However they tend to vary particularly wildly in nature. Initially they were claims of monstrously large, or bloodied and horrifying, animals such as wild dogs and bears. Claims of hunting packs of wolves the height of a man at the shoulder, bears capable of pulling apart cars like toys and other such beasts. Then stories about animal-men who led the creatures. Savages with rough skin, heavy fur and a beast-like visage. Even claims of unnatural creatures all together. Animals without skin, stripped down to raw bloody sinew, bone and muscle, but still hunting through the woods. Creatures that appear to be some unholy blend of nature stealing deer from hunters, snatching them and disappearing without a trace. It is certainly undeniably that strange howls and growls can be heard in the woods, and camping is considered to be very unsafe.

The Pale


The Pale are a peculiar, but terrifying, myth. They revolve around the concept of a cult of insane cannibalistic mad men and women. They are said to live within the abandoned mine, out in the woodlands and sometimes inhabit the abandoned buildings in Old Dunwater. They are all heavily scarred and often have their eyes carved out. As they spend almost all of their lives underground they are said to be very pale and have particularly poor eyesight. Their natures are violent, unpredictable and savage. No photograph or video evidence of The Pale exists, but rumours are wide. Any particularly violent and unexplained murder that is brushed under the rug is attributed to their vicious ways.

The Reaper


Nobody quite knows the details of the simply, and aptly, named Reaper. Claims of his sightings go back several decades, and if every murder attributed to the 'man' behind the cloak is truly the work of one person he is the most prolific serial killer in American history. The only thing linking the killings is that all victims are decapitated by a single strike of a large, bladed weapon. The killers are clean and efficient with no time taken to torture or taunt, only the swiftest of ends. This cold, death obsessed nature is what officially earned the murders the correlation to the grim reaper. The police refuse to accept any real killer could be behind these crimes as there is never any trace of evidence. Rumour has it he used to be a man, but has transcended into a heartless instrument of death itself. Others claim it is truly death, drawn to the morbid nature of Dunwater.

Totoro

Application and Character Sheet

Dunwater will work on an application basis rather than first come first served. I expect detailed CS's including character's fears, skills, talents and the reason they are here. All characters will have to sort out connections with each other, and have some mention of the website 'DunwaterDelvers' as that is how they met the other memebers of the small group of investigators. Remember a characters fears absolutely do not have to be your own. And it is VITAL that you fill out the segment detailing the tiers of injuries that cannot happen to your character. However no character will be approved without acceptance that they are going to suffer trauma both psychological and physical.

Alias - Catherine Michaels - (Medium/Supernatural investigator and ghost hunter)
WileyRiley - (Supernatural investigator/debunker and non believer)
Twisted In Tux - Concept needed
Rekhaiyer - (Former soldier haunted by supernatural experience at war)
Lustful Bride - Caroline Mitchell (Daughter of cop who went missing in Dunwater.)
CandyLips - (Supernatural investigator for fame/money)
La Dame En Noir - Concept needed

Character Sheet

BASIC INFO:
Full Name: 
Age: (18+)
Gender: (Anything goes)
Occupation:



ADDITIONAL INFO:
Residence, neighborhood/type of home: (be as descriptive as you want)
Education: (From highschool to degree level, what qualifications do they have)
Place of Birth: (Anywhere but Dunwater)
Ethnicity: (self-evident)



PHYSICAL DESCRIPTION:
Height:
Weight:
Hair color:
Eye color:
General Appearance: (How they style themselves and dress)
Faceclaim: (A real human faceclaim is absolutely necessary)



ABILITIES/EQUIPMENT/OTHER

SKILLS: (Anything your character is good at that has required training or practice. Things such as being a skilled driver, or a martial artist. Most characters should have their cryptozoological knowledge listed here. Whether they educated themselves online or via books, or were taught by others. I would prefer this list is not excessive, with an emphasis on things relevant to the game. But feel free to list a few fun things too.)
Skill Name - Description here

ADVANTAGES: (Please list 1 to 5 natural talents your character has. This may include things like a sharp sense of smell, being a light sleeper, quick reflexes, etc. These are things that have not required training.)
Advantage Name - Description here

EQUIPMENT: (What has your character brought with them to Dunwater? Whether they are a total newbie or a veteran at exploring urban legends, they are sure to have prepared something. Whether it's high powered torches, a stash of energy bars/drinks, lock picks, first aid gear. Nobody is going to be bringing gadgets and gear on a paramilitary level, but some may have invested a good amount into their hobby.)
Piece of Equipment - How it is used




HISTORY & PERSONALITY

HISTORY: (What has your character's life been like? An idea of their early life, including an explanation of what brought about their interest in urban legends and myths. Should be 4+ Paragraphs.)

PERSONALITY: (Please be detailed. Personality is vital for horror. It will also be a determining factor on whether a character is accepted. In a small, tight knit group environment characters who can get on are incredibly important. Should be at least 2-3 paragraphs.)

CHARACTER FLAWS: (What is wrong with your character as a person. Personality flaws/traits, physical weaknesses. Things like that.)




FEARS & COURAGES

FEARS: (What is your character (Not you as a player) afraid of? Can be anything from minor phobias to complete crippling traumas.)
Fear Name- (How it impacts your character and how severe it is.)

COURAGES: (What is your character brave in the face of? Mainly note big things that are common fears that they are good at dealing with. They shouldn't be immune to these things, just more capable of handling them than most.)
Courage Name- (How it impacts your character and how brave they are when dealing with it.)




PLAYER LIMITS: (Use this segment to list any form  of gore/injuries or psychological suffering that you are not willing for your character to undergo. Anything not listed here can be forced on your character. Most characters are going to get severely injured and traumatised)




CHARACTER CONNECTIONS: (Once a character is approved you may ask other players for connections and sort out how you see one another. I expected all characters to have connections with each other, filled out, before the IC starts. Leave this blank for approval.)

TRAUMAS & INJURIES: (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.

[center][size=14pt][u][b]Character Sheet[/b][/u][/size][/center]

[float=right][center][img height=370]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][/center]
[img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][/float]
[b][u]BASIC INFO:[/u][/b]
[b]Full Name:[/b] 
[b]Age:[/b] (18+)
[b]Gender:[/b] (Anything goes)
[b]Occupation:[/b]

[hr]
[b][u]ADDITIONAL INFO:[/u][/b]
[b]Residence, neighborhood/type of home:[/b] (be as descriptive as you want)
[b]Education:[/b] (From highschool to degree level, what qualifications do they have)
[b]Place of Birth:[/b] (Anywhere but Dunwater)
[b]Ethnicity:[/b] (self-evident)

[hr]
[b][u]PHYSICAL DESCRIPTION:[/u][/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Hair color:[/b]
[b]Eye color:[/b]
[b]General Appearance:[/b] (How they style themselves and dress)
[b]Faceclaim:[/b] (A real human faceclaim is absolutely necessary)
[hr]

[center][u][b]ABILITIES/EQUIPMENT/OTHER[/b][/u][/center]

[u][b]SKILLS:[/u] (Anything your character is good at that has required training or practice. Things such as being a skilled driver, or a martial artist. Most characters should have their cryptozoological knowledge listed here. Whether they educated themselves online or via books, or were taught by others. I would prefer this list is not excessive, with an emphasis on things relevant to the game. But feel free to list a few fun things too.)
[i]Skill Name[/i] - Description here

[u][b]ADVANTAGES:[/b][/u] (Please list 1 to 5 natural talents your character has. This may include things like a sharp sense of smell, being a light sleeper, quick reflexes, etc. These are things that have not required training.)
[i]Advantage Name[/i] - Description here

[u][b]EQUIPMENT:[/u] (What has your character brought with them to Dunwater? Whether they are a total newbie or a veteran at exploring urban legends, they are sure to have prepared something. Whether it's high powered torches, a stash of energy bars/drinks, lock picks, first aid gear. Nobody is going to be bringing gadgets and gear on a paramilitary level, but some may have invested a good amount into their hobby.)
[i]Piece of Equipment[/i] - How it is used

[hr]

[center][u][b]HISTORY & PERSONALITY[/b][/u][/center]

[b][u]HISTORY:[/u][/b] (What has your character's life been like? An idea of their early life, including an explanation of what brought about their interest in urban legends and myths)

[b][u]PERSONALITY: [/u][/b] (Please be detailed. Personality is vital for horror. It will also be a determining factor on whether a character is accepted. In a small, tight knit group environment characters who can get on are incredibly important. Should be 4+ paragraphs.)

[b][u]CHARACTER FLAWS: [/u][/b] (What is wrong with your character as a person. Personality flaws/traits, physical weaknesses. Things like that. Should be at least 2-3 paragraphs.)

[hr]

[center][u][b]FEARS & COURAGES[/b][/u][/center]

[b][u]FEARS:[/u][/b] (What is your character (Not you as a player) afraid of? Can be anything from minor phobias to complete crippling traumas.)
[i]Fear Name-[/i] (How it impacts your character and how severe it is.)

[b][u]COURAGES:[/u][/b] (What is your character brave in the face of? Mainly note big things that are common fears that they are good at dealing with. They shouldn't be immune to these things, just more capable of handling them than most.)
[i]Courage Name-[/i] (How it impacts your character and how brave they are when dealing with it.)

[hr]

[b]PLAYER LIMITS:[/b] (Use this segment to list any form  of gore/injuries or psychological suffering that you are not willing for your character to undergo. Anything not listed here can be forced on your character. Most characters are going to get severely injured and traumatised)

[hr]

[b]CHARACTER CONNECTIONS:[/b] (Once a character is approved you may ask other players for connections and sort out how you see one another. I expected all characters to have connections with each other, filled out, before the IC starts. Leave this blank for approval.)

[b]TRAUMAS & INJURIES:[/b] (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.



Totoro

[RESERVED]


Lustful Bride


Totoro




Totoro

So, I think the best 'first step' for people interested is to throw out the character concepts you'd like in this thread. That way other people will see what you're going for. I'd like variety but also people who'd believably be friends. Best to stick away from super hardcore 'lone wolves' I would say. But anything you can make a case for is welcome.

Glad to have the interest. Only really needed 2-4 players so this is pretty much definitely happening already. :)

Lustful Bride

I'm thinking perhaps making the daughter of a police Deputy from another town, chasing a criminal into Dunwater who went missing.

For years she wondered what happened to her father but there were just no inquiries. She personally suspected some kind of crooked cop involvement.

So she decides to investigate herself, possibly bringing along a friend for help or picking up a hitchhiker.

Totoro

Quote from: Lustful Bride on March 05, 2017, 02:18:45 PM
I'm thinking perhaps making the daughter of a police Deputy from another town, chasing a criminal into Dunwater who went missing.

For years she wondered what happened to her father but there were just no inquiries. She personally suspected some kind of crooked cop involvement.

So she decides to investigate herself, possibly bringing along a friend for help or picking up a hitchhiker.

Definitely works. It'd require other characters with more belief in cryptozoology to drag her into the whole supernatural angle on things.

Lustful Bride

Quote from: Sun Wukong on March 05, 2017, 02:25:03 PM
Definitely works. It'd require other characters with more belief in cryptozoology to drag her into the whole supernatural angle on things.


Alright, perhaps she also ends up stumbling upon it in her search for her father/the criminal he chased.

Totoro

Quote from: Lustful Bride on March 05, 2017, 02:30:57 PM
Alright, perhaps she also ends up stumbling upon it in her search for her father/the criminal he chased.

I would say she'll meet the other PC's at the hotel early on, with them talking to her about their investigations and one way or another deciding to investigate the assorted things together.




On another note I think there will be a hard two PC limit on people.

BUT!

There is space for people to bring an NPC or two with their character into Dunwater at the start. If people are interested in this I can make a simpler NPC CS. The biggest rule for NPC's is that they can be killed off at any moment. So don't make any you'll get too attached to. It would certainly add some tension.

Also people don't have to have all their PC's / NPC's in the game right at the start. As the website will still exist more investigative people will show up.

Alias

Faceclaim: Cat Haave

Catherine Keller Michaels - Twenty Six, born November 13th. Paranormal Expert and 'Spirit Walker'
Local from Issaquah, Washington - For the last seven years, Catherine has been working as a supernatural investigation expert. Since she was seventeen, she's been training with her Uncle Frederick Michaels (would be 65) and his pupils Alice Robinson(21), and Dane Cooper(31). The three of them specialize in finding, communicating, and holding intense sceances with troublesome spirits. Catherine considers herself a Spirit (ghost) expert. And with the right rituals, she claims that she can enter a transcedent space where she can communicate with the dead, influence them, and even volunteer to be possessed for a short time.

She probably has a hunch that other monsters are real as well, she's been in a relationship with Dane for years. Her Uncle is dead now. Alice is very much their assistant Dunwater is close enough to Issaquah that she's heard all of the stories, and they've kept her at a safe distance her whole life. But now, with her Uncle gone, at this stage in her own story, she's ready to try and figure out what's been going on in this town. (Dane AND Alice could be replaced with PCs, if not, I could control both of them, and finally, they could be an NPCs as well for Sun to torture.)

Lustful Bride

Is an actual Live Actor faceclaim 100% necessary? Im having trouble finding someone who isn't a model :/

Totoro

Quote from: Lustful Bride on March 05, 2017, 03:45:42 PM
Is an actual Live Actor faceclaim 100% necessary? Im having trouble finding someone who isn't a model :/

I would personally much prefer it for a real visual representation. There are a lot of actresses out there who aren't model-like in their appearance.

la dame en noir

Games(Group & 1x1): 7 | Post Rate: 1 - 6 days | Availability: Actively looking!
A&A | FxF |
O/Os | FxF Writers Directory

Totoro

Quote from: la dame en noir on March 05, 2017, 06:58:08 PM
Ive arrived!

Welcome!

Four down. Should be plenty to go on for now. In general people can feel free to work on CS's at their own pace or PM me the base concepts to make sure it's headed in the right direction.

I'm always open to any questions about the game.

Also for this one as connections are so vital posting up W.I.P or concepts/ideas in this thread is fine too.

Lustful Bride

So here is my character sheet. :P

Caroline Mitchell.

Caroline Mitchell

BASIC INFO:
Full Name:  Caroline June Mitchell.
Age: 23
Gender: Female.
Occupation: Secretary at the local Game Office at her town.



ADDITIONAL INFO:
Residence, neighborhood/type of home: Nearby town of Pine Valley, still lives at home with mom.
Education: Associate's Degree.
Place of Birth: Logging Town of Pine Valley.
Ethnicity: Caucasian.



PHYSICAL DESCRIPTION:
Height: 5'6''
Weight:  165 pounds.
Hair color: Blonde
Eye color: Blue.
General Appearance: Tends to dress casually with a black jacket and 5.11 pants.
Faceclaim: Emma Blackery.



ABILITIES/EQUIPMENT/OTHER

SKILLS:

-File Freak: After dealing with a messy file system and addressing hunting permits while working at the Game Office, Caroline has developed an eye for detail and is able to fly through file cabinets and databases in search of anything she needs. She even had a working knowledge of the Dewey Decimal System. As the youngest person working at the Game Office she was the only one computer literate enough to use the new system.

-Pistolier: Although Caroline isn't much of a weapons expert, she has practiced with handguns and especially revolvers. She isn't a wild west gunslinger but does know the basics and some low level street smarts on guns. She can handle a gun with enough experience to scare off a mugger but she is not at police level expertise and especially not military level.

-Forest Child: Growing up out in Washington in a small town that did not have much in it, Caroline naturally played in the forest with her friends eve when her parents told her not to. And as an adult she worked for the Game Office, handling hunting licenses, poaching warrants and more, which led her to on occasion going out to hunt with one or two hunters she had befriended, so she learned to walk through the forest without breaking her ankle on a twig and how to get a faint sense of direction thanks to moss on rocks but is not an experienced tracker or hunter.

ADVANTAGES:

-Night Owl: Caroline has a natural affinity to the dark of night, able to stay up far past what most can with little problem and can spend those late hours working or thinking. So long as she does get some level of sleep and isn't staying up for literal days, she can continue to function normally and wont pass out while on watch or doing late night research.

-Reader's Recall: Being the only competent person in her office (Or at least feeling that way a lot) Caroline has gotten a keen eye for detail and remembering files, numbers and names that she reads in the various documents and recalling details long after she has read them.



-EQUIPMENT:

-Hiking Gear: Caroline is expecting that she might to dig up her father's remains from an unmarked grave somewhere in the forests of Dunwater and has prepared some gear in advance to be able to trek through the forest and stay out for a day or two. Gear includes steel toed boots (which she will start out wearing) a backpack of some food and water, map, compass, flashlight, and a flare. She also has a shovel and some other digging supplies in the trunk of her car, just in case.

-Cross necklace: While it isn't much and she doesn't always wear it, Caroline likes to make sure she always has it with her for when things get rough or she wants to say a silent prayer. It will give her hope and bravery at times but not much else.

-.32 Revolver: It is not the pinnacle of firearms technology and not the strongest caliber available but one can always trust a revolver never to jam on them even if the ammo count is low and they take a while to reload. It is kept in a lockbox in Caroline's car and will only be pulled out once Caroline realizes her life is in actual danger. Whether it will actually kill some of the horrible abominations chasing her and the others down is another question entirely.




HISTORY & PERSONALITY

HISTORY: Caroline grew up several miles away from Dunwater in a town called PineValley. While Dunwater had a reputation for its rumored mythical events and strange happenings, PineValley had little to it aside from a few alien abduction stories and a growing problem with Heroine. The police force in the town was constantly playing catch up to the crime in the town and homes and trailer parks scattered about it. As such Caroline wasn't able to see her father as often as she would have liked but when she did he always tried to make it up to her for working so much and have fun with his little girl. He tried to be the fun dad with her to make up for time lost, and Caroline was always eager to see him and looked up to him as a hero, out every night fighting crime and keeping the town safe. But it wasn't long before the job took her father away and never gave him back.

Her father had responded to a call, chasing down a pair of criminals who had killed another officer and stole a car to speed away in. He had been in pursuit and chased them out of Pine valley in his patrol car and towards Dunwater. He had reported that they would be getting to the town itself in only a few minutes before he went radio silent, and was never seen nor heard from again. A corpse of one of the criminals was found later by state police, clawed, bitten and mangled, but nothing was found of either Caroline's father, nor the criminal he chased. Not their cars, guns, bodies, nothing. As if the world had opened up and swallowed them whole. With how close the corpse was to town, the people and local PD should have known all about the chase, but no one ever said anything. They claimed that there was not a single disturbance or complain was reported that night and that Caroline's father must have reported his location incorrectly, despite the presence of the body of one of the criminals near their town.

From then on Caroline never saw her father again. And grew up wondering where he went and hearing him being the subject of town gossip for months. She heard every single theory, from him dying lost in the woods, to having been on the mob payroll or having angered the mob in Dunwater for his bravery, to even the secret terrible things in Dunwater having taken him away. Either way neither Carol nor her mother were the same ever again, unable to get closure even from a corpse, they always expected him to come through the door. Caroline's mother went through bouts of depression afterwards and eventually believed that her husband had just run out on them, much to Caroline's sadness.

She grew up without a father and very few proper father figures, leading her to try and maintain a tough attitude to make up for it and getting into more masculine things, such as hunting, and guns. Which helped her later on when she found a job at the local Game Office managing hunting licenses, poaching documents and reports. Though she mostly suspects she was only hired on because out of everyone in the building she was the only one who knew how to use a computer, and PowerPoint. There wasn't always much to do and she only worked in the Hunting Season, and had seasonal jobs when not at the Office. It gave her a lot of time to think to herself, and her idle mind would always drift back to her father.

Even years later Caroline always longed for her father, and found herself blaming Dunwater for his disappearance. The details were just too suspicious for her, unlike others she was too headstrong to fear the town's reputation and xenophobia, and as the days went by her distrust of the official story only built up, and the mystery of her father turned into abit of an obsession. For a year she planned her trip to Dunwater and waited until the end of Hunting season, when the Game Office would release some workers and where Carol would be free to have some extended time off. She took that chance to tell her mother she was just going out on a religious retreat, and picked up some necessary supplies for her trip to Dunwater. One way or the other she was going to find out what was going on in that damned town. She needed answers.

Now she finds herself driving to the accursed town, and wondering if she is losing her mind, coming to this town and possibly looking for trouble that might get her arrested or declared 'missing.' The constant sight of something out of the corner of her eye in the forest alongside the road is not helping her sanity, but she needs to know what happened. And nothing on Earth will stop her from getting some information on her father.

PERSONALITY: Caroline grew up without a stable Father Figure in her life, and as such she overcompensated for it, pretending to be tougher than she was and becoming somewhat tomboyish in the process. It hasn't helped that her job leads her to deal with mostly male clients and men trying to prove their masculinity by hunting.  She doesn't always think her words through sometimes but will be quick to apologize if she screws up. She doesn't believe much in the supernatural aside from things that fit into her faith, and is far more convinced that Dunwater is the source of the Heroine outbreak in PineValley. Even Though Caroline has her faith, she doesn't like to make too big of a deal about it or shove it into other's faces and doesn't wear her cross 24-7. She prefers not to be a stereotype. 

Caroline accepts friendship of any kind and while she wont sugarcoat anything or baby anyone, she is not the kind of person to leave others behind or stab them in the back. She can come off as rougher than she means to but she has a good heart at the end of the day and even though she isn't afraid to use violence she doesn't relish in it and is averse to breaking major laws, though small things wont weigh down her conscience too much.

CHARACTER FLAWS:

-Weak Cardio: While Caroline is accustomed to walking a lot and even able to walk through wooded forests with little problem, when she has to run a lot or carry heavy objects she finds herself very drained and will likely be the first to lag behind the others.

-Daddy Issues: Her whole reason to coming to Dunwater is to find out the truth of her Father. Whether he was killed by the criminal he was chasing, or was in cahoots with him or the local mafia, anything that says he didn't run out on her and mom. She cant stand the idea of not having answers, of him not being the idolized image she has held onto all these years. Maybe in part she is afraid of the answer she might get. She doesn't know completely, but she wants some closure at least.




FEARS & COURAGES

FEARS:

-Bugs!: Caroline really doesn't like insects, the more legs it has and the harrier it is the less she is able to take it. Just the thought of one crawling on her makes her itchy and can cause her to panic as she fears the horrible things insects are capable of.

-Death's Cold Embrace: Despite her faith in the Judeo-Christian god and the promise of life eternal, doubt does creep into her mind, especially when it feels as if everything in the world is trying to prove her ideal wrong. And with doubt comes the fear of the abyss upon death and other horrors that may creep through her mind.

-He who hunts monsters: As Caroline and her new friends uncover more horrors and deal with the consequences and aftermaths of what they must deal with, she will doubt her actions and fear her temper, especially in regards to the Pale. She will fear becoming like the horrors that the group will encounter and question her own judgment.

COURAGES:

He Works In Mysterious ways.- While Caroline does have trouble fitting her sexuality into her faith, and has doubts like anyone else she does have faith in her God. Even if it is weak at times, she has hope for life beyond death and in the face of Hellish horror or beings of Hell will put her faith in God and refuse to show fear to go down sniveling or bargain with them for her soul.

If it bleeds it dies: If Caroline knows something can be killed she will be much more inclined to fight or at least not hide somewhere and cry for her mommy. If it can be killed or at least banished, Caroline will be more apt to put the fear away.




PLAYER LIMITS: -Bloodplay: Gore is fine, and getting splattered with blood can be add to the drama at times and is to be expected, but I would rather not have blood smeared on my character and have the blood sexualized. Makes me feel unclean. >_<




CHARACTER CONNECTIONS:

NPC:
Retired Sherriff Alfred Simmons worked for many years with Caroline's father before he disappeared and after he went missing Alfred tried to look out for Caroline and her mother as a friend. He was among the few male adult figures Caroline trusted and had a connection with, and from time to time as an adult would bum money or a free lunch off of him, always promising to pay him back.

TRAUMAS & INJURIES: (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.

Twisted iN Tux

Hello Sun,

I'm tentatively interested. I haven't been on the boards since last August, but I still pop in from time to time to see what's happening and, well, your scenario certainly caught my eye! Any idea on a start date? I have a pair of twins from a very dead scenario that I'd love to resurrect, but I probably won't be able to convert them to your profile requirements until next Monday or Tuesday. Let me know your thoughts.

Cheers!
TNT

Amarlo

Neat! I'd totally be all up and joining this if I had the openings, but I don't at this time. >.< I just thought you'd like to know that I appreciate your creation, Sun Wukong. :)

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Totoro

Quote from: Twisted iN Tux on March 09, 2017, 11:19:44 AM
Hello Sun,

I'm tentatively interested. I haven't been on the boards since last August, but I still pop in from time to time to see what's happening and, well, your scenario certainly caught my eye! Any idea on a start date? I have a pair of twins from a very dead scenario that I'd love to resurrect, but I probably won't be able to convert them to your profile requirements until next Monday or Tuesday. Let me know your thoughts.

Cheers!
TNT

Start date is reasonably relaxed. I know at least one interested player is seriously ill and has other commitments, and I also appreciate that it's a relatively demanding character sheet.

So honestly I can't see IC happening until close to the end of the month depending on CS's. I'm not intending to pressure anyone until then. Feel free to let me know what kind of things you were thinking if you'd like pointers on whether they would fit in this universe.

Quote from: Amarlo on March 09, 2017, 11:43:16 AM
Neat! I'd totally be all up and joining this if I had the openings, but I don't at this time. >.< I just thought you'd like to know that I appreciate your creation, Sun Wukong. :)

I will say this game will probably be open for a while as there's always space for newcomers in Dunwater, although I don't want the game to get overly big. Thank you for the positive comments though!

Alias

working on my CS again tonight. Might finish, hard to say. :)

Shores

Wow, that was a very good read! I love all the monsters. And the places with their histories.

I have to say I'm too scared to play this though. I'll just read from the sidelines, just like how I watch other people play horror games.  ;D

Good job Sun Wukong!

Totoro

Quote from: Shores on March 09, 2017, 09:38:51 PM
Wow, that was a very good read! I love all the monsters. And the places with their histories.

I have to say I'm too scared to play this though. I'll just read from the sidelines, just like how I watch other people play horror games.  ;D

Good job Sun Wukong!

Thank you for the kind words.

I think I've succeeded if it's enough to scare some people off? Hopefully that's a positive, in an odd way.

Twisted iN Tux

Quote from: Sun Wukong on March 09, 2017, 12:34:29 PM
Start date is reasonably relaxed. I know at least one interested player is seriously ill and has other commitments, and I also appreciate that it's a relatively demanding character sheet.

So honestly I can't see IC happening until close to the end of the month depending on CS's. I'm not intending to pressure anyone until then. Feel free to let me know what kind of things you were thinking if you'd like pointers on whether they would fit in this universe.

I will say this game will probably be open for a while as there's always space for newcomers in Dunwater, although I don't want the game to get overly big. Thank you for the positive comments though!

Sounds great! I will certainly reach out to you if I hit any walls. I'm excited to be back on the boards.

Cheers,
Tony

Totoro

Quote from: Twisted iN Tux on March 10, 2017, 07:40:34 AM
Sounds great! I will certainly reach out to you if I hit any walls. I'm excited to be back on the boards.

Cheers,
Tony

Glad to know you're excited.




Just so everyone knows I'm going to be very busy until Monday with my work/hobby, so my posting/checking PM's etc. will be very irregular for a few days.

Totoro

For now we have enough players. If anyone is interested in joining that hasn't already expressed interest feel free to PM me with a character concept but it will need to be fairly unique and interesting to get in as this is meant to stay as a small game.

Thank you for everyone currently getting involved!

Alias

Alright, this got a little bit long...

Catherine Keller Michaels


Character Sheet
BASIC INFO:
Full Name: Catherine Keller Michaels
Age: Twenty-Six (November 12)
Gender: Female
Occupation: Paranormal Investigator, Spirit Walker, and Medium


ADDITIONAL INFO:
Residence, neighborhood/type of home: Currently making headquarters out of two rooms at the local hotel.
Education: High School Diploma.
Place of Birth: Seattle, Washington. Raised in Issaquah, Washington. Has spent the last few years all over the country.
Ethnicity: Caucasian


PHYSICAL DESCRIPTION:
Height: 5’8
Weight: 118 lbs
Hair color: Brunette roots, bleached blonde
Eye color:  Hazel/Green (almost yellow)
General Appearance: Catherine is a display of feminism. She is slight, fragile, and delicate by appearance. She wears flowing clothing, and she seems to dance when she moves. Beautiful by nature, and interested in being as beautiful as possible. Concerned with some vanity, she is more concerned with being a calming presence for people. Her resting expression is a bit nutty. She doesn't always look like she's in her right mind. There's a 'one-thousand-yard-stare' that can settle in her eyes at any given moment. This woman doesn't really work out much, but she keeps herself in good shape. She is likely a bit unhealthy, with how thin she is. But, she never notices the lack of energy. She likes to be clean, presentable, and professional most of the time. And, even when she dresses to be attractive for dates or social engagements, she is proper and her clothing is respectable.
Faceclaim: Cat Haave


ABILITIES/EQUIPMENT/OTHER

SKILLS:
Sewing - She learned this at a young age from her mother, and saves a lot of money by modifying her own clothing to fit her better

Penmanship - She has outstanding handwriting and she writes in complex cursive almost exclusively. This was important to her father, and all of her siblings learned to do the same thing.

Ritual - Catherine has spent the better half of a decade learning rituals with her uncle. She specializes in performing Seances and communicating with ghosts and has been possessed by one on purpose a few months ago. Her family is basically a cult that believes they can talk to ghosts, because they can.

Latin - She has basically learned Latin. It’s a dead language, but she speaks it often enough to consider herself fluent.

Squishy mind - Catherine can easily slip into trance states. She learned to meditate at a young age and she’s taken a few psychedelic drugs in her later years. She’s gone through sensory deprivation, and fasting rituals to hone this. It makes reality slippery, but it helps her do her job

Belief - This is an abstract skill that Catherine is using constantly. She spends most of her time looking for ghosts and trying to spot left over energies from previous events. She is very much like a cop that only focuses on things that most people deem to be impossible. She’s honed this belief and she has developed some sort of 6th sense. It is easy for her to see ghosts, and hear them. She allows herself to tap into that childish innocence that makes the impossible more tangible.

ADVANTAGES
:
Pain Tolerance - Catherine has experienced extreme pain in her life, and many sensations don’t bother her at all. This does have limits within good reason.

Focus - She lives a bizarre life. And she doesn’t let herself stray from that. She surrounds herself with people that let her do her job. So, her focus is always on point. It’s honed over many years

Social Prowess
- People are her comfort zone, and the concerns of the living are refreshing topics of discussion. In addition, she is good  at feeling people out, and reading their emotions.

Performer - She has to pay the bills, and being ‘in-character’ for some people is important to get paid. She’s done a number of rituals that were non sense in order to appease the minds of simple people. So, she has a flare for the dramatics.

Sprinter - She never competed in any kind of school sanctioned sport. But, Catherine has wheels, and she can run at higher speeds than most people can.

EQUIPMENT:
Mini Van - A maroon ‘caravan’ from the late 90s. It doesn’t look good, but it runs well, and it has a lot of cargo space. Alice usually drives this. Most of Catherine’s equipment is kept here
The Sedan - a four door mercedes from the 80s that runs on diesel. It’s kept in pristine condition, pitch black and shiny, it almost looks like a hearst. Dane’s car. Catherine drives it often.

Ritual implements - These are mostly for show, but they do help Cathy enter altered states: Candles, incense, sands, books for research including her family history, animal bones, other wishy washy magickal items.

Shotgun - Dane’s shotgun. He’s trained Catherine to use it in a pinch. And it’s her only real line of defense. So the gun is kept on her side of the bed. Dane doesn’t like using it, and he can defend himself with his own body. She’s too frail for that. The gun bruises her shoulder whenever she uses it, but it’s more effective than her terribly weak strikes.



HISTORY & PERSONALITY

HISTORY:
The first note here is probably the most telling part of the history for this character in this game, so I’ll lead with it: Catherine has likely worked on over 300 different ‘cases’ in her life. That is, she’s been called to approx. 330 different hauntings as an adult. Throughout her entire life, she’s only encountered twenty-five ghosts. Most of them were as harmless as a house cat. And by far, the most common thing they deal with is paranoid people with more money than sense. So, in some ways, Catherine is a scam artist, and isn’t afraid to make money while she pretends that people are haunted. The justification in her family's minds: They actually do help most of the time, even when there were no ghosts to speak of, and especially when there were.

Catherine’s family has a detailed history remembered through oral tradition and the written word. The last name has changed again and again because the bloodline is remembered, not the titles. The lineage of her family tracks back to 13th century Ireland, ‘Eire’. And even through the catholic presence there, they never permitted the patriarchal ideology of the royal pressures. Their family stayed hidden. They never had special powers. They were just regular people who believed in something very specific: ‘With the right practice, it was possible to communicate with the dead.’

So, over seven hundred years worth of dedicated mediums that were secretly existing among the common people of eastern Eire. A segment of her family moved to America in the 17th century, and continued westward in the next generation to Washington in 1884. Five generations later came Catherine.

Her mother, Elizabeth Harris had married Jonathan Michaels. Both of them were dedicated to helping the living and the dead move on. Elizabeth came from the Irish family previously, and Jonathan had Irish blood. Elizabeth had been a median before her. Catherine’s father was a television producer that turned into an organizer for Elizabeth. Darren Harris was already doing that job, but he welcomed the help. Darren was Elizabeth’s older brother. The two of them were a pair for a long time, communicating with ghosts and using their own bodies as tools for the spirits to use. Before Catherine was born, Darren and Elizabeth started an official family business that they called ‘The Presence Investigation Company’ or ‘Presence I.C.’

The company was based in Issaquah, Washington. But, they were wanderers at heart, and the family was often on the road to investigate erie houses and ‘haunted’ caves.

That was the life that Catherine was born into. She traveled with her family as they went to aid families and towns of hauntings. Cathy wasn’t directly involved with the Seances and investigations of course, but she was in the presence of real ghosts at a young age. And she saw them.

Catherine went to school, but her father always helped her to finish her homework as fast as possible without skipping over the real lessons. She had an older brother, and two younger siblings. But only the two oldest were considered for the family tradition. The younger children showed no interest. Catherine and her older brother William were obsessed. Schoolwork was like a shadow world, most of the kids at school were vapid to them. The two siblings were only two years apart, so Catherine fit in with the older kids all the way through school.

They both classified as Goths as they grew up because of their obsession with dead things. Catherine had an especially weird reputation. She was more gifted socially than her brother, so she was more out in the public eye. She had boyfriends, and she had a reputation for intimidating girls she didn’t like. And, she was even a bit violent.  Every Summer, she and her brother went on trips with her mother and Uncle, just as they had as children. Only their closest friends knew what they were up to. Every school year, they came back more demure, more haunted, more aware of impending death. Their younger siblings started to despise this reputation that Catherine and William had obtained. And the smaller siblings had matured enough to be associated with them. It didn’t take long for people to start calling them. It created a rift in the family. And the younger children actually moved away to their uncle’s house on their father’s side of the family. It was untraditional, but they didn’t want to be involved.  It was hard to admit, but they were better off without the younger children. And the two kids were better off with other people in their family. They were well taken care of, and they kept their last names in respect to their parents. Everyone was happy about it, and they still saw each other during a few holidays with long gaps in between. Elizabeth’s brother moved into the empty space in their house, he was welcomed, and he helped provide for everyone. It didn’t take long for Darren, Elizabeth, Jonathan, Catherine, and William to become an exceptionally close knit family. The house became focused, self aware, and comfortable. They all understood each other. It was haunting, but with each other’s support they managed to grow as people together, the way that a family should.

But it didn’t last forever, not in any world.

When she was seventeen, her mother passed away from illness. Catherine said her goodbyes and moved on rather peacefully. She never heard her mother speak back to her after death, which made sense to her. The two of them had been at peace with everything. And, Cathy was fast learning the family secrets.

She studied her family history more closely than American history, and she tried to take knowledge with her from the past by learning from her ancestors successes and mistakes. Her Father didn’t handle the death of his mother well. Darren continued to live in her home to help with managing the family. Catherine helped raise her little brother and her little sister. But, they were both very mature by the time she needed to take over, and most of her duty was helping them understand what death was and why it happened.

Once she was done with school, and her family was on its feet again, she and William jumped in full force to learn how to commune with the dead. Darren led the charge. He led the rituals, and communicated with the scared or grieving families. But all the while he allowed his niece and nephew to explore their own talents. William went on a pilgrimage back to The Eire.

Catherine stayed with Darren and her father. Their unit of five was reduced to three. While William worked on learning more from their homeland, Catherine felt like she could learn all she needed from Darren. For two years, He put her through trial after trial for years while they took the time off from seances. The family savings account had been collecting well. Most of Catherine’s training was local, and involved altered states. But they traveled to practice possessions as well near the end. She experienced two. Twice, she was possessed at 19.

When she was 20, they started to work like a team the way he used to with her mother. Catherine had proved to be an exceptional fill in for her mother. The two of them, uncle and niece together, took her mother’s business to the next level.  They had an internet presence, a page in the local yellow pages, a phone line, and an occasional podcast that went over some of their experiences. Most of the time, their practice is met with aggressive skepticism and unhappy disbelievers. And, most of their business is not any kind of actual haunting. Darren has two other young pupils now, that he hired intermittently as the business started to pick up steam again. They are business pupils, Dane Cooper first, 4 years ago, and Alice Robinson later on, about a year and half before game start.

They started to travel the country as their email filled up with hundreds of American families in need of their services. Dane was brought on to help shoulder the responsibility and speak with the families. Usually, they were called to grieving families who need closure for a lost child or an important pet in some cases. In rare cases, more concerned families were convinced that there was a malevolent spirit haunting them for no reason.

About two months after meeting him, Catherine fell in love with Dane. The two have been romantically involved for years. She met him essentially the same way that her mother met her father. But she’s yet to marry him or have any children with him. More recently, Catherine experienced a third possession that nearly killed her. Her uncle rescued her from the danger and shouldered the weight of the malevolent spirit. It was hardly the worst encounter of his life, and he handled the experience with aptitude and pose. That was about a year ago.

About two months ago. Darren passed away at the age of 65. And just like when her mother passed, Catherine moved on quickly. And, just like her mother, she has never since heard his voice or seen his shape in her world. She was working again within two weeks, leading the company now, even above her own father in legal control. He stopped traveling with her, and instructed her to wait for her brother to return from Ireland. But he was taking his sweet time. He’d told her through a letter that he was planning on staying there is whole life. Their father was convinced that William would come back eventually. But Catherine couldn’t wait around for him. So she kept on, trying to teach Dane as much as she could, hoping that she could wake up the Medium that she believed to be buried in his being. He can see ghosts, if he’s lucky. But, he’s yet to be able to hear one, or speak so that it could hear him. In other words, he has no idea what he’s doing.

‘Presence I.C.’ has traveled and worked locally with Catherine as a partner, trainee, and as its owner for some time. Before, both her mother and Darren had protected her, knowing that she was liable to get herself in trouble. She was a fragile mind when it came down to it, and there was a lot of darkness that she had never been shown. Further, even Darren and Elizabeth didn’t know how powerful a ghost could be. But Darren had known one thing, and he had told Catherine multiple times as he trained her, ‘Avoid Dunwater. You must never go to Dunwater.’

Cathy always knew that they were protecting her. It was more than obvious. With only two months of freedom, and she’s already in the place her mentor told her to avoid for her entire life.

Past with Ghosts

Extensive. It should be noted that ‘Presence IC’ has no interest in proving ghosts are real to the world. They actually go out of their way to keep their activities shadowed and low profile. Now, Cathy has come in direct contact with about two dozen ghosts in her life. She’s communicated with nine of them. She has been possessed by three of them. The following is a brief breakdown of each experience including Catherine’s age. It should also be noted that there is a lot of Death in the following list, so, some of it might hit close to home for any possible reader. This is part of Catherine though. Enjoy?

Key -
? - Cathy cannot recall this at all
X - Cathy can be reminded of this with help
# - Cathy thinks about this often
! -  Cathy thinks about this daily



# - 01 - At age five - A middle aged woman, mysteriously present in an old home. Maine. The family there was perturbed. It was the first ghost Cathy had ever seen. The woman was over the fireplace, whimpering softly. Her parents never told her what was wrong with the spirit. But she would never forget that night.
? - 02 - At age five - Am angry musician screaming at his lover outside of a hotel. Boston She could see him from her window. She had even watched. But Catherine had thought it was just a normal man. She sensed his pain, and chose to avoid it. But, he had never been there. No one mentioned it to her, so she didn’t bother remembering.
X - 03 - At age five - A hanged man in a tree, New Jersey. The tree was old, and hadn’t changed. Her fascination with trees starts here.
? - 04 - At age six - investigating a cave in Pennsylvania for a private owner. A young woman had died in those caves. Even in her spirit form, she was a ghastly image to behold. The ghost had specifically tried to avoid showing herself to Catherine. But, Catherine managed to see the woman’s ghostly face before she was ushered away. If she’d have seen more, she might have committed that cave to memory.
? - 05 - At age six - A beaten man from another time. Still too young to truly be filled in on what happened, this ghost had been murdered by his brother. It was one of the most challenging cases Darren had ever found. And, Catherine doesn’t even remember it.
# - 06 - At age nine - A young boy ghost in Alabama, he’d died in the woods of starvation in the early 20th century, lost, and unable to find his parents. When Catherine had found him, the two of them played in the woods for some time before she realized he was a ghost. When she saw the truth, she saw the marks of death on him. Terrified, she ran from him, being chased by a weak skeleton of a child, a child who just wanted to play.
X - 07 - At age nine - An old woman sowing in an abandoned home, Kentucky. Catherine was too young to really care or remember.
X - 08 - At age ten - civil war victim, Tennessee, a city park for a small town. She never got close, her Uncle had seen the soldier as well, and he had been sent running by the presence.
! - 09 - At age fourteen - She was in New Mexico, near the southern border in a very dry and empty town. She saw a beautiful woman crying on steps that no longer existed. She didn’t speak with the woman long, but the ghost believed that she was talking to herself, the two of them were remarkably similar in appearace. She’d been a whore in the 1800’s, she was still feeling the guilt alone on the stairs. Something about this experience still haunts Catherine.
? - 10 - At age fourteen - A gunshot victim in Utah. The man had been 28 when he died, an act of random violence. A maniac had broken into his home, and shot him dead. He was handled easily, and Catherine never understood why he was dead.
# - 11 -  At age fourteen - California, outside of San Diego. She saw a middle aged woman leaving bloody footprints all over a house and the property around it. She had stuck around to find out the end of this one. The woman had been an immigrant from Mexico, and had died in that property of fatigue and blood loss in a bed, being cared for by an American sympathizer.
X - 12 -  At age fifteen - A  man in California had died of an unfortunate stroke. Darren had handled this one mostly. Catherine had been sick, and it is still difficult for her to recall.
X - 13 -  At age fifteen - Another random old woman, also sewing, this time in Los Angeles. Like the last one, this memory is difficult to remember. But she can still recall the layout of that particular home. The woman was a vicious catholic who beat on all of her children. She was far from happy, and difficult to deal with.
# - 14 -  At age sixteen - A jilted female In Southern California, homicidal and vengeful of her boyfriend whom accidentally killed herself in the fight. The death had happened in the twenties.  The family living in the old house now was tired of the distant screaming every night
#- 15 -  At age sixteen - A native american dancer out in a clearing in rural washington. She immediately knew that she wasn’t looking at a pained spirit. She was seeing a dedicated guardian spirit over something sacred beneath him. Respectfully, she avoided the dancer, turned away, and never returned to that place
# - 16 -  At age nineteen - Like a few of her other contacts, this one was random, and local near her home town. She found a woman handcuffed to a tree, of course, not the body, but the spirit. She looked at the base of the tree, and did locate bones. The death was fresh. It had been a kinky sex game gone wrong. Catherine never found the partner, and allowed the ghost to move on when she informed the ghost that she’d likely been murdered, and left here on purpose.
# - 17 -  At age nineteen - possession. This ghost was left over from a 34 year old woman. She’d died of MS. She was ashamed of an affair she’d had years before. So, when the spirit possessed Catherine, Catherine's body apologized to the grieving husband for cheating on him, and then moved on.
# - 18 -  At age nineteen - possession. This ghost was a male child of 9. He’d been hit by a car outside of the family’s home while playing. That was the most traumatic part, really. When Catherine was possessed by the boy, his spirit took her to the backyard where the child had buried some of her mother's jewelry. So Catherine's body while possessed went and dug them up. She suffered severe damage to her right middle finger, and the finger was shortened by a knuckle permanently. She also suffered serious bacterial infection and was hospitalized for weeks.
X - 19 -  At age twenty - A woman who suffered a heart attack in Oregon, had wanted to watch her daughter sing one more time. Darren had done that one too, it had been especially hard for him.
? - 20 - At age twenty two - Washington state, A middle aged father that had died a blameless and silly death. His process was easy. Darren had handled this one in a little under 24 hours.
X - 21 -  At age twenty two - a man who had lost all of his family members one by one, Montana. He died angrily, burning his own house down in the process. It had been an accident, not a suicide, and he needed to prove that to someone. There was no possession needed.
# - 22 - At age twenty four - California, a young actress had died at a party when a stray match lit her costume ablaze. She suffered from intense shock, and her body shut down. She’d never known what happened. She was a drunk ghost that was almost fun to help.
# - 23 - At age twenty five - One of Darren’s easiest cases, but a difiult one for Catherine. A father had lost both of his daughters. Catherine was more apt to handle it, but it hit her too hard, and Darren helped the young girl’s understand that their father would be alright. The reason this was hard for Catherine was because it was a lie. She didn’t know that ghosts could be lied to like that.
! - 24 -  At age twenty five - Possession. This was the ghost that almost killed Catherine. She hadn’t learned enough about the ghost before the possession, it had been too violent and she wasn’t able to control the spirit at all. She was as quiet as a church inside while spirit took over completely. Catherine’s body weeped for almost two straight hours, and nothing seemed to stop her. She only knew that she had cut herself while possessed. If Darren hadn’t been there, she would be dead.
# - 25 -  At age twenty five - She was on a hike in the mountains and stumbled upon a little girl that had drowned many many years ago. Catherine spoke to the child about the creek, and learned a lot. But she wasn’t able to understand where the child was trying to lead her, and she knew better than to follow her deeper into the woods. Stray ghosts like that were dangerous. Dane had been there, and he had seen her too.



PERSONALITY
Catherine Michaels is a mystic, and she’s always identified as one. So, she’s a peculiar person. She’s a caring individual, and she has made it a goal to help everyone she meets improve their situation, dead or alive. She’s no prude, having a good time and letting loose is actually easier for her than most people. She can calm down just by making the decision to do so. And, tossing back a few with her friends and her lover is something she treasures.

She’s good with strangers, and she tends to know when to tell a white lie to keep someone calm, or to help them understand the world a little better.

At times, Catherine can be violent and reactive. This was more true of her when she was very young, but the anger in her isn’t gone completely. For instance, she’s not afraid to get into a real fight with another woman if she makes any moves on Dane. In addition, she’s not afraid to get into a fight that she will likely lose if she’s angry enough. This is rare, because not much can upset her.

Catherine is eager, she wants to know the truth, she’s overly confident, and she thinks she can solve the problem in this town that her family has been scared of for generations.



CHARACTER FLAWS:
Removed from reality - Catherine does not, has not, and never will live a normal life. She doesn’t care about politics, or religion, or television. Regular things do not bother her. So, she’s difficult to connect with. Only other believers can find the good parts of her personality.

Know it all - Catherine has spent a lot of time learning her ‘trade’ and mastering her skills. Most of the time, she can get away with it, but in the wrong company, she can come off as a rude lunatic with a thick skull and a stubborn disposition.

Reactive/Pleasure seeker/No Code - This woman does not know the idea of chastity, or restraint. Patience is important to her, but that doesn’t help her here. She has no real code of conduct. If it feels good, she does it. If she becomes overwhelmed by negative stimulation, or positive stimulation, she can over react fairly easily. This makes her quick to panic, quick to anger, quick to engage in sex, and so on. She doesn’t have a lot of restrictions at all, basically.

Fragile - She has a fragile mind and a fragile body. It’s not hard to beat her down, make her cry, and force her to give up.

Gullible/Liar - Catherine doesn’t have a good grasp on the truth. She trusts too easily, especially for how good she is at lying. Other’s can get their claws into her pretty easily, and she would never make any money if Dane wasn’t around. She is good at lying, but she only lies to help people move on from their problems. However, because of how gullible she is, it’s easy to manipulate her.



FEARS & COURAGES

FEARS:
Monophobia - The fear of being alone. Catherine hates this sensation. It is difficult for her to fall asleep without a partner. She doesn’t like being in any space without another person (dead or alive). This is a pretty serious fear. She feels incredibly vulnerable when on her own. This fear is so deeply ingrained in her that almost everything she does is designed to attract people into her space. She doesn’t ever want to be by herself, at any moment. Most of her actions are partly motivated by her need to stay in the company of others.

Entomophobia - Just like spiders, she fears bugs as well. Moths are particularly terrifying. She is convinced that bugs want to be in her mouth, against her eyes, in her ears, under her clothing, and hiding in her shoes. This fear is actually very serious, Catherine cannot do battle with moths, hornets, bees, crane flies, house flies, grasshoppers, Cockroaches dragonflies, bees, beetles, and most large spiders (note: many of these have their own names, some are listed below, some are not. Those mentioned are obviously more intense, but would be at the bottom of the list of bug phobias). Most of the time, it takes 15-20 minutes for her to deal with these things, using tools, and sometimes even protective clothing. She once stayed awake for hours alone in her bedroom staring down a large hairy spider she trapped under a clear plastic cup. Too afraid to move it, and too afraid to leave it alone.

Mottephobia - fear of moths. Catherine hates moths more than any other bug. She has actually had multiple moths fly into her mouth. And they always seem to end up on her face or inside of her tops, flapping and jimmying all over her bare skin. She is petrified of one being squished against her skin, so she usually flips out completely when this happens. Other bugs  have done this to her, but moths seem to seek her out.

Arachnophobia - The fear of spiders. She cannot be in the same room that a spider is in. If she knows about it, the situation must change. She is capable of facing down smaller spiders, but larger spiders have made her sleep in the living room before.

Apiphobia - Fear of bees. This is a pretty big deal, being stung doesn’t bother her. She’s afraid the bees will get into her mouth, ears, eyes, clothing etc.

Katsaridaphobia -fear of cockroaches, previously mentioned. They are horrible, and this is serious.

Trypanophobia - The fear of needles. The very thought of receiving an injection makes Catherine nervous, and riddled with anxiety. She doesn’t respond well at all. This is a pretty serious fear, but it doesn’t keep her away from injections or needles. So, she’s handling it enough to function.

Claustrophobia-  Catherine does not do well in small spaces. She likes to sleep with windows open, and so on. This is a moderate fear. Small spaces might make her panic.


COURAGES:
Fear of heights - Can manage them - Does not get nervous in high places, graceful and centered - no problem

Extreme Weather - Thunderstorms are exciting, and a downpour of rain is easy for her to handle. Cold temperatures don’t bother her much either. Of course, her body is affected, but the pain tolerance helps with this a lot

Death Itself - This doesn’t actually scare Catherine. She has dealt with death her entire life, and although she still feels like she has a lot to accomplish, dying, the concept doesn’t actually scare her. The end would be an interesting experience in her mind.

Blood - she doesn’t get squeamish from blood or light gore. She’s seen her fair share of disaster, and she’s seen the remnants of her her finger after digging through the dirt. They do disturb her, and she has her limits, but she doesn’t mind cleaning minor wounds on herself or another.

The Dark/lack of senses - Catherine is fine in the dark, the quiet, and in general in a state of sensory deprivation. As her disorientation increases, she will lose some courage. But, being deprived of her senses doesn’t frighten her.



PLAYER LIMITS:
Cannibalism - she shouldn’t be eating people, or herself. Being eaten by another human would also be a little too far. She could be eaten by a monster though, that's fine.

Genital mutilation - other parts of the body are permitted, this includes vagina, breasts and mouth. (mouths are genitals too. :p)


CHARACTER CONNECTIONS:

TRAUMAS & INJURIES:

Hands - Specifically her right hand. The middle finger on this hand is halved, she is missing 2 knuckles. There are other scars along her fingers and her palms, but they are not disfiguring, only the missing finger. The scars are starting to fade.


Totoro

Quote# - 18 -  At age nineteen - possession. This ghost was a male child of 9. He’d been hit by a car outside of the family’s home while playing. That was the most traumatic part, really. When Catherine was possessed by the boy, his spirit took her to the backyard where the child had buried some of her mother's jewelry. So Catherine's body while possessed went and dug them up. She suffered sever damage to her right middle finger, and the finger was shortened by a knuckle permanently. She also suffered serious bacterial infection and was hospitalized for weeks.

In the second to last sentence did you mean to use sever or severe?

Quote? - 20 - At age twenty two - Washington state, A middle aged father that had died a blameless and silly death. His process was easy. Darren had handled it one a little under 24 hours.

Last sentence seems a little disjointed.

Quote# - 23 - At age twenty five - One of Darren’s easiest cases, but a difiult one for Catherine. A father had lost both of his daughters. Catherine was more apt to handle it, but it hit her too hard, and Darren helped the young girl’s understand that there father would be alright. The reason this was hard for Catherine was because it was a lie. She didn’t know that ghosts could be lied to like that.

Third sentence should be 'their father'.




Other than that it's excellent. Going to guess tiredness may have set in on that segment as the rest has no errors I can see.

Just so everyone in general is aware, we've discussed this character a lot. She knows about ghosts and can sort of deal with some, but she is far from an 'answer' to all ghost issues in Dunwater. The ghosts here are far, far worse than anywhere else.




Alias

Quote from: Sun Wukong on March 12, 2017, 06:26:12 AM
In the second to last sentence did you mean to use sever or severe?

Last sentence seems a little disjointed.

Third sentence should be 'their father'.




Other than that it's excellent. Going to guess tiredness may have set in on that segment as the rest has no errors I can see.
kk, I'll fix those up.

It was a hard section to put together, and I was like... really challenging my mind to get it out, haha. So yeah, tiredness maybe, weird section for a sheet, hehe.
Quote
Just so everyone in general is aware, we've discussed this character a lot. She knows about ghosts and can sort of deal with some, but she is far from an 'answer' to all ghost issues in Dunwater. The ghosts here are far, far worse than anywhere else.
yeah she's real experienced, and inexperienced at the same time.

Totoro

Quote from: Alias on March 12, 2017, 06:57:37 AM
kk, I'll fix those up.

It was a hard section to put together, and I was like... really challenging my mind to get it out, haha. So yeah, tiredness maybe, weird section for a sheet, hehe.yeah she's real experienced, and inexperienced at the same time.

Thanks and I can see how it was a hard section, but getting out 25 ghost encounters without one I have an issue with is good going. So, good job!

Alias

Quote from: Sun Wukong on March 12, 2017, 09:57:35 AM
Thanks and I can see how it was a hard section, but getting out 25 ghost encounters without one I have an issue with is good going. So, good job!

:D yeah, i'm actually surprised. lol

Totoro

Quote from: Alias on March 12, 2017, 10:04:00 AM
:D yeah, i'm actually surprised. lol

You did great. I'll get an approved thread together at some point when I have 3-4 CS's around.

Alias

I'm gonna add some NPCs to the sheet eventually, Dane and Alice need a quip blurb the way that Lustrful B has Alfred Simmons' explanation and picture link. I'll get that done today. :)

CandyLips


Totoro


CandyLips

Quote from: Sun Wukong on March 13, 2017, 02:17:05 PM
Awesome. What kind of character were you thinking of?
I was thinking of being either a non-believer who is going there to prove that it's all fake and that it's just crazy people in the town trying to scare people away OR someone who has traveled in search of getting proof on camera to make a name for herself and has only come up with dead ends so far.

Totoro

Quote from: CandyLips on March 13, 2017, 02:30:03 PM
I was thinking of being either a non-believer who is going there to prove that it's all fake and that it's just crazy people in the town trying to scare people away OR someone who has traveled in search of getting proof on camera to make a name for herself and has only come up with dead ends so far.

So we already have a very firm non-believer who intends to prove everything as false and has a small camera crew.

Someone trying to get proof for personal gain (Fame/Money/Whatever) would be interesting.

CandyLips

Quote from: Sun Wukong on March 13, 2017, 02:34:42 PM
So we already have a very firm non-believer who intends to prove everything as false and has a small camera crew.

Someone trying to get proof for personal gain (Fame/Money/Whatever) would be interesting.
Thank you for making my decision for me so I didn't have to go back and forth for far too long! What a relief! ^_^

Totoro

Quote from: CandyLips on March 13, 2017, 02:38:33 PM
Thank you for making my decision for me so I didn't have to go back and forth for far too long! What a relief! ^_^

I would say ideally make your character not too experienced with the supernatural as we have one very experienced investigator and one who debunks fairly 'professionally' IE with a camera crew etc.

If that works for you? Although do remember it's 2002 so technology available to film things with is pretty bad compared to today. It's amazing how far handheld cameras have come in 15 years.

CandyLips

Quote from: Sun Wukong on March 13, 2017, 02:41:21 PM
I would say ideally make your character not too experienced with the supernatural as we have one very experienced investigator and one who debunks fairly 'professionally' IE with a camera crew etc.

If that works for you? Although do remember it's 2002 so technology available to film things with is pretty bad compared to today. It's amazing how far handheld cameras have come in 15 years.
I was thinking more just a camcorder. She's wasted a lot of money traveling, so she can't afford all that tech.

Totoro

Quote from: CandyLips on March 13, 2017, 02:44:54 PM
I was thinking more just a camcorder. She's wasted a lot of money traveling, so she can't afford all that tech.

Makes sense. Gives her the more beginner tier enthusiast feeling. And we were actually slightly lacking on more 'basic' (In experience and gear) supernatural 'curios' people rather than full on pro investigators.

CandyLips

Quote from: Sun Wukong on March 13, 2017, 02:56:40 PM
Makes sense. Gives her the more beginner tier enthusiast feeling. And we were actually slightly lacking on more 'basic' (In experience and gear) supernatural 'curios' people rather than full on pro investigators.
Awesome! I'll try to get you a character sheet in the next few days. My SO had surgery, so I'm mostly only focused when he's napping.

Totoro

Quote from: CandyLips on March 13, 2017, 03:06:44 PM
Awesome! I'll try to get you a character sheet in the next few days. My SO had surgery, so I'm mostly only focused when he's napping.

In general I think I'm going to give until Sunday for everyone to get CS's before I start really wanting to get them.




Right now of the people who've shown interest Alias and Lustful Bride have both got in full CS's that are approved.

I've got concepts from WileyRiley, Rekhaiyer and CandyLips and I'm waiting on full CS's so up until Sunday until I chase anyone up.

Could use concepts from Twisted in Tux and La Dame En Noir that way I'll know what I'm working with and can start some initial plotting.

Anyway, let me know if you're on here and will have a problem getting something together by Sunday. Thanks!

Twisted iN Tux

Quote from: Sun Wukong on March 13, 2017, 03:16:23 PM
In general I think I'm going to give until Sunday for everyone to get CS's before I start really wanting to get them.




Right now of the people who've shown interest Alias and Lustful Bride have both got in full CS's that are approved.

I've got concepts from WileyRiley, Rekhaiyer and CandyLips and I'm waiting on full CS's so up until Sunday until I chase anyone up.

Could use concepts from Twisted in Tux and La Dame En Noir that way I'll know what I'm working with and can start some initial plotting.

Anyway, let me know if you're on here and will have a problem getting something together by Sunday. Thanks!

Just in from work and planning to start on my sheet tonight! So, yes, Sunday is not a problem at all, if not before.

Cheers,
Tony

Totoro

Quote from: Twisted iN Tux on March 13, 2017, 04:21:45 PM
Just in from work and planning to start on my sheet tonight! So, yes, Sunday is not a problem at all, if not before.

Cheers,
Tony

Awesome, thanks for letting me know.

CandyLips

There might be some errors. Been working on this here and there and I've been kinda tired and somewhat loopy.

Salem McGregor
Character Sheet


BASIC INFO:
Full Name: Salem McGregor
Age: 24
Gender: Female
Occupation: Gossip Columnist for a teen magazine



ADDITIONAL INFO:
Residence, neighborhood/type of home: Renting a tiny apartment in Oregon just outside the rough part of town
Education: Bachelor's degree in Journalism
Place of Birth: Sacramento, California
Ethnicity: Caucasian



PHYSICAL DESCRIPTION:
Height: 5'4”
Weight: 125lbs
Hair color: Red
Eye color: Hazel-Green
General Appearance: She changes her clothes with her moods – anywhere from grunge to a tea dress. She has no tattoos, two piercings in each ear, and several minor on her arms, legs, and torso.
Faceclaim: Hayley Williams



ABILITIES/EQUIPMENT/OTHER

SKILLS: 
Educated – Salem loves reading all about the supernatural and has gone through many many books on the subject. She has read through all the books in her local library of this subject and is constantly searching the internet for more things to educate herself on.

Touch Typist – Salem does not need to look at her keyboard in order to type. She knows where all the keys are by muscle memory.

Teen Whisperer – Salem writes for a teen magazine and has to interview teenagers for some of her articles. She tends to dress and act like a teenager to make them more comfortable about talking to an adult. She also looks younger than she is and could pass for someone who is 19 or 20, which helps. She can hold conversations that interest them and gain their trust fairly easily.

ADVANTAGES:
Light Sleeper – Salem is always on the hunt for evidence and has spent many nights sleeping in haunted places. She was never a heavy sleeper, but this has caused her to become a very light sleeper. Even the sound of someone rolling over in their bed will wake her.

Courageous – Salem will do anything to get video evidence of the paranormal. She has spent nights in haunted houses and gone into crumbling tunnels in hopes of capturing something. She's even been hit by flying objects twice, but even with poltergeists, she stays to get proof of their existence.

EQUIPMENT:
Camcorder and bag – This is the only equipment that she uses to capture evidence. She is unable to afford high-end equipment. It was given to her as a gift from her parents on her twentieth birthday and she hasn't been able to afford an upgrade since. It does, however, have night vision. What more could a girl need? The cross-body bag contains extra tapes and extra batteries for the camcorder, as well as space for the camcorder, itself.

Flashlight – Simple flashlight that doesn't have that far of a reach and flickers at times.

Bag of supplies – Salem carries around a black canvas backpack that contains a few homemade bags of trail mix, bottles of water, extra batteries for the flashlight, and a few antiseptic wipes and bandages.




HISTORY & PERSONALITY

HISTORY: When Salem was younger, she would have night terrors. There were several times where she felt like someone had sat down on her bed, behind her. On one occasion, she woke up while laying on her back and felt like she was being held down. It was the first time she had decided to open her eyes to see what was happening. She stared into the bright white eyes of a dark figure with long, sharp fingers. She immediately closed her eyes out of fear and felt the pressure move down her body and off her feet before opening her eyes again. It rushed back up to her face, causing her to squeeze her eyes shut and keep them closed for the rest of the night. Since this day, she has researched what it could have been and has been searching endlessly to prove that it was real.

Other than her night terrors, Salem had a wonderful life growing up. She is an only child with loving and supportive parents. Her father, Henry, is a respected journalist for a major newspaper and her mother, Nancy, is an interior decorator. They both still live in California and write her all the time, as well as send her money among other things to help her follow her dreams. They have always been supportive of her in everything she does and are proud that she's taking her investigative journalist goal very seriously.

Salem was a bright child who spent her free time in libraries. Her mind would get lost in books, finding many interests and becoming fixated on them. She would read all that she could on her current subject of interest before moving on to the next topic, but she was never able to move on from the supernatural. Salem had been determined, since she was young, to find proof of their existence. Unfortunately, all she's ever found are debunked photos and videos.

After graduating college, Salem traveled to many different haunted locations. Her drive has taken her hours away from home and often she ends up sleeping in her car on long road-trips. She cannot typically afford motel rooms and hates asking her parents for more money, wanting to make it on her own. But, when her parents do send her things, she is always grateful and appreciative.

Salem is determined to make a name for herself that isn't just “the daughter of Henry McGregor” or “that girl who writes the articles about how to get your crush to notice you.” Although she is small and not at all intimidating, she is brave and committed to this. And though she has had a brick thrown at her from seemingly nowhere, has almost been arrested for trespassing, has gotten cut on broken glass, and has had a cavern cave in right in front of her, she continues to follow her dream, not caring how dangerous is might be. She constantly searches the internet to find more haunted locations and recently found the DunwaterDelvers website. She has never been so excited to go to a haunted location after reading all about the history of the town.

PERSONALITY:

Salem is a fun-loving woman with a wilder side. During her downtime, she loves to go out dancing and have a few drinks to really let loose. During college, she didn't get many opportunities to slack on her schoolwork so she could enjoy the college life, so she's living it up as much as she can now, while she's still young. She's gotten used to functioning on 3-4 hours of sleep, which allows her the luxury to stay out late.

Because females tend to mature more quickly, Salem tends to get along better with men, due to her occasional lack of maturity. When she isn't being immature, she easily makes friends and tends to get along with everyone until they give her a reason to dislike them.

She is very open to others' beliefs and does not label herself as religious. The truth is, she doesn't know what's out there, and so she can't adhere to any one religion. Instead, she lives life the way she wishes to live it – with the thought of karma in mind.

She is accepting of a lot of people who tend to be labeled as “strange,” by society's norms. She, herself, happens to be labeled as such, depending on where she is, given the way she dresses, the vibrant color of her hair, and her sometimes wild make-up. She has met mediums, paranormal investigators, superstitious people, etc. and she has yet to judge them based on it or assume that they are fake and/or crazy.

While focused on capturing video evidence of the supernatural, Salem is almost impossible to knock off track. She is determined and absorbed in the task at hand. Unfortunately, if nothing seems to be going on for an extended period, she tends to get distracted and disinterested. After going to many “haunted” locations to find nothing, she tends to be quick to judge if there really is anything going on or if it's all just ghost stories. If something then happens, she is also quick to accept that she was initially wrong. She does not have too much pride to admit to her mistakes.


CHARACTER FLAWS:

While Salem is courageous, she often doesn't know when to quit. She is more concerned with getting the shot than she is concerned for her own safety. While everyone is running away from the sound of something crashing in the next room, Salem is the first one to run towards it, with no regards to if it is a trap or unsafe. She's even gone to the point of wandering towards the noise in the dark rather than getting her flashlight working first. She is not at all cautious when it comes to things going bump in the night. She will even ignore someone who needs her without realizing.

After spending so much time talking to teenagers, Salem has moments in which she is immature. She'll act snarky towards something she doesn't agree with, think she knows everything, or become cliquish. She sometimes pranks others, thinking she's being funny when, in reality, it could cause someone to get hurt or scare someone. She also tends to be inappropriate at times, which could make people uncomfortable. She doesn't have many friends that she spends time with often, which causes her to lose track of how old she is at times.

Salem is petite and does not work out often at all. At most, she runs short distances and occasionally sprints. She doesn't do much climbing or lifting and has very little arm-strength. If anything heavy were to fall on someone, she would not be able to help them alone.




FEARS & COURAGES

FEARS:
Blood- Salem can handle seeing her own blood, but when it comes to other people's blood, she gets extremely squeamish. She cannot touch it at all and cannot help dress wounds.

Heights- Salem has no problem being on the fiftieth floor, but she will not stand by the window. She cannot walk on stairs that have no railing and must be helped. Any narrow walkways that have no railings can be crawled over, but very slowly and carefully.

Cats- Salem had been petting a cat when she was younger and tried to scratch its belly once it exposed it to her. She was bitten and scratched enough to break skin and make her bleed. She finds cats to be untrustworthy and tries to avoid them.

COURAGES:
Enclosed Spaces- Salem has no problem being in tight, closed spaces. She has put herself in mortuary freezer drawers and has crawled through tight spaces.

Darkness- Salem has no problem with staying brave in the dark. If her flashlight goes out and she's alone, she does not panic and calmly switches out the batteries or finds her way to the light. Things going bump in the night or something falling in front of her while she's in a pitch black room only makes her eager to find light to see what it is.




PLAYER LIMITS: Rape. Plain and simple.




CHARACTER CONNECTIONS: TBD

TRAUMAS & INJURIES: TBD

Lustful Bride

Side note, if anyone wants a way into town, My Character will be driving her own car in, so she might pick up some hitchhikers along the way. :P

Also I think now might be a good time to make an OOC thread :P

CandyLips

Quote from: Lustful Bride on March 14, 2017, 08:43:39 PM
Side note, if anyone wants a way into town, My Character will be driving her own car in, so she might pick up some hitchhikers along the way. :P

Also I think now might be a good time to make an OOC thread :P
Salem would totally take you up on that, depending on where you're coming from.

Totoro

Got together the OOC and PC sheets threads. Only post your PC sheet if you have been approved. And I would prefer if people don't talk in the OOC until their PC has been approved.

OOC chat:
https://elliquiy.com/forums/index.php?topic=264396.0

CS thread:
https://elliquiy.com/forums/index.php?topic=264398.0

Totoro

Quote from: CandyLips on March 14, 2017, 08:17:41 PM
There might be some errors. Been working on this here and there and I've been kinda tired and somewhat loopy.

Salem McGregor
Character Sheet


BASIC INFO:
Full Name: Salem McGregor
Age: 24
Gender: Female
Occupation: Gossip Columnist for a teen magazine



ADDITIONAL INFO:
Residence, neighborhood/type of home: Renting a tiny apartment in Oregon just outside the rough part of town
Education: Bachelor's degree in Journalism
Place of Birth: Sacramento, California
Ethnicity: Caucasian



PHYSICAL DESCRIPTION:
Height: 5'4”
Weight: 125lbs
Hair color: Red
Eye color: Hazel-Green
General Appearance: She changes her clothes with her moods – anywhere from grunge to a tea dress. She has no tattoos, two piercings in each ear, and several minor on her arms, legs, and torso.
Faceclaim: Hayley Williams



ABILITIES/EQUIPMENT/OTHER

SKILLS: 
Educated – Salem loves reading all about the supernatural and has gone through many many books on the subject. She has read through all the books in her local library of this subject and is constantly searching the internet for more things to educate herself on.

Touch Typist – Salem does not need to look at her keyboard in order to type. She knows where all the keys are by muscle memory.

Teen Whisperer – Salem writes for a teen magazine and has to interview teenagers for some of her articles. She tends to dress and act like a teenager to make them more comfortable about talking to an adult. She also looks younger than she is and could pass for someone who is 19 or 20, which helps. She can hold conversations that interest them and gain their trust fairly easily.

ADVANTAGES:
Light Sleeper – Salem is always on the hunt for evidence and has spent many nights sleeping in haunted places. She was never a heavy sleeper, but this has caused her to become a very light sleeper. Even the sound of someone rolling over in their bed will wake her.

Courageous – Salem will do anything to get video evidence of the paranormal. She has spent nights in haunted houses and gone into crumbling tunnels in hopes of capturing something. She's even been hit by flying objects twice, but even with poltergeists, she stays to get proof of their existence.

EQUIPMENT:
Camcorder and bag – This is the only equipment that she uses to capture evidence. She is unable to afford high-end equipment. It was given to her as a gift from her parents on her twentieth birthday and she hasn't been able to afford an upgrade since. It does, however, have night vision. What more could a girl need? The cross-body bag contains extra tapes and extra batteries for the camcorder, as well as space for the camcorder, itself.

Flashlight – Simple flashlight that doesn't have that far of a reach and flickers at times.

Bag of supplies – Salem carries around a black canvas backpack that contains a few homemade bags of trail mix, bottles of water, extra batteries for the flashlight, and a few antiseptic wipes and bandages.




HISTORY & PERSONALITY

HISTORY: When Salem was younger, she would have night terrors. There were several times where she felt like someone had sat down on her bed, behind her. On one occasion, she woke up while laying on her back and felt like she was being held down. It was the first time she had decided to open her eyes to see what was happening. She stared into the bright white eyes of a dark figure with long, sharp fingers. She immediately closed her eyes out of fear and felt the pressure move down her body and off her feet before opening her eyes again. It rushed back up to her face, causing her to squeeze her eyes shut and keep them closed for the rest of the night. Since this day, she has researched what it could have been and has been searching endlessly to prove that it was real.

Other than her night terrors, Salem had a wonderful life growing up. She is an only child with loving and supportive parents. Her father, Henry, is a respected journalist for a major newspaper and her mother, Nancy, is an interior decorator. They both still live in California and write her all the time, as well as send her money among other things to help her follow her dreams. They have always been supportive of her in everything she does and are proud that she's taking her investigative journalist goal very seriously.

Salem was a bright child who spent her free time in libraries. Her mind would get lost in books, finding many interests and becoming fixated on them. She would read all that she could on her current subject of interest before moving on to the next topic, but she was never able to move on from the supernatural. Salem had been determined, since she was young, to find proof of their existence. Unfortunately, all she's ever found are debunked photos and videos.

After graduating college, Salem traveled to many different haunted locations. Her drive has taken her hours away from home and often she ends up sleeping in her car on long road-trips. She cannot typically afford motel rooms and hates asking her parents for more money, wanting to make it on her own. But, when her parents do send her things, she is always grateful and appreciative.

Salem is determined to make a name for herself that isn't just “the daughter of Henry McGregor” or “that girl who writes the articles about how to get your crush to notice you.” Although she is small and not at all intimidating, she is brave and committed to this. And though she has had a brick thrown at her from seemingly nowhere, has almost been arrested for trespassing, has gotten cut on broken glass, and has had a cavern cave in right in front of her, she continues to follow her dream, not caring how dangerous is might be. She constantly searches the internet to find more haunted locations and recently found the DunwaterDelvers website. She has never been so excited to go to a haunted location after reading all about the history of the town.

PERSONALITY:

Salem is a fun-loving woman with a wilder side. During her downtime, she loves to go out dancing and have a few drinks to really let loose. During college, she didn't get many opportunities to slack on her schoolwork so she could enjoy the college life, so she's living it up as much as she can now, while she's still young. She's gotten used to functioning on 3-4 hours of sleep, which allows her the luxury to stay out late.

Because females tend to mature more quickly, Salem tends to get along better with men, due to her occasional lack of maturity. When she isn't being immature, she easily makes friends and tends to get along with everyone until they give her a reason to dislike them.

She is very open to others' beliefs and does not label herself as religious. The truth is, she doesn't know what's out there, and so she can't adhere to any one religion. Instead, she lives life the way she wishes to live it – with the thought of karma in mind.

She is accepting of a lot of people who tend to be labeled as “strange,” by society's norms. She, herself, happens to be labeled as such, depending on where she is, given the way she dresses, the vibrant color of her hair, and her sometimes wild make-up. She has met mediums, paranormal investigators, superstitious people, etc. and she has yet to judge them based on it or assume that they are fake and/or crazy.

While focused on capturing video evidence of the supernatural, Salem is almost impossible to knock off track. She is determined and absorbed in the task at hand. Unfortunately, if nothing seems to be going on for an extended period, she tends to get distracted and disinterested. After going to many “haunted” locations to find nothing, she tends to be quick to judge if there really is anything going on or if it's all just ghost stories. If something then happens, she is also quick to accept that she was initially wrong. She does not have too much pride to admit to her mistakes.


CHARACTER FLAWS:

While Salem is courageous, she often doesn't know when to quit. She is more concerned with getting the shot than she is concerned for her own safety. While everyone is running away from the sound of something crashing in the next room, Salem is the first one to run towards it, with no regards to if it is a trap or unsafe. She's even gone to the point of wandering towards the noise in the dark rather than getting her flashlight working first. She is not at all cautious when it comes to things going bump in the night. She will even ignore someone who needs her without realizing.

After spending so much time talking to teenagers, Salem has moments in which she is immature. She'll act snarky towards something she doesn't agree with, think she knows everything, or become cliquish. She sometimes pranks others, thinking she's being funny when, in reality, it could cause someone to get hurt or scare someone. She also tends to be inappropriate at times, which could make people uncomfortable. She doesn't have many friends that she spends time with often, which causes her to lose track of how old she is at times.

Salem is petite and does not work out often at all. At most, she runs short distances and occasionally sprints. She doesn't do much climbing or lifting and has very little arm-strength. If anything heavy were to fall on someone, she would not be able to help them alone.




FEARS & COURAGES

FEARS:
Blood- Salem can handle seeing her own blood, but when it comes to other people's blood, she gets extremely squeamish. She cannot touch it at all and cannot help dress wounds.

Heights- Salem has no problem being on the fiftieth floor, but she will not stand by the window. She cannot walk on stairs that have no railing and must be helped. Any narrow walkways that have no railings can be crawled over, but very slowly and carefully.

Cats- Salem had been petting a cat when she was younger and tried to scratch its belly once it exposed it to her. She was bitten and scratched enough to break skin and make her bleed. She finds cats to be untrustworthy and tries to avoid them.

COURAGES:
Enclosed Spaces- Salem has no problem being in tight, closed spaces. She has put herself in mortuary freezer drawers and has crawled through tight spaces.

Darkness- Salem has no problem with staying brave in the dark. If her flashlight goes out and she's alone, she does not panic and calmly switches out the batteries or finds her way to the light. Things going bump in the night or something falling in front of her while she's in a pitch black room only makes her eager to find light to see what it is.




PLAYER LIMITS: Rape. Plain and simple.




CHARACTER CONNECTIONS: TBD

TRAUMAS & INJURIES: TBD

The only mistake of any description I can find is that you can change the bolded 'Character sheet' at the top to her name. If you just make that change you can post her up in the approved thread and start figuring out how you got here with the others.

Lustful Bride and Alias, you can both post your CS's too.

Thanks for the interest everyone. Looking forward to getting things started.

CandyLips

Quote from: Sun Wukong on March 15, 2017, 05:00:20 AM
The only mistake of any description I can find is that you can change the bolded 'Character sheet' at the top to her name. If you just make that change you can post her up in the approved thread and start figuring out how you got here with the others.
Ha! Silly me. Thanks!

Totoro

Hey people

Just a quick reminder I'd like all CS's in by Sunday if possible so that IC threads can be made at the start of next week.

I'd appreciate a PM if there is any issues, thanks.

rekhaiyer

Character Sheet

BASIC INFO:
Full Name:  Maya ‘Kris’ Krishnan
Age: 25
Gender: Female
Occupation: Engineer/Ex-Army



ADDITIONAL INFO:
Residence, neighborhood/type of home: Used to live in a huge house, which is her father’s at Detton, an industrial city past it’s glory days about two hours away from Dunwater by flight.
Education: Electrical Engineering
Place of Birth: Detton
Ethnicity: East Indian



PHYSICAL DESCRIPTION:
Height: 5'4”
Weight: 125 lbs
Hair color: Black
Eye color: Brown
General Appearance: A black tank-top beneath a blue full sleeved denim shirt and a brown leather jacket, with a dark pair of jeans and brown trekking boots. Also, four utility holsters: one on her back beneath her leather jacket for two melee weapons, one on her right thigh for a gun, along with two smaller ones on her left thigh for ammo clips or magazines.
Faceclaim: http://i.imgur.com/EF6ikYg.jpg



ABILITIES/EQUIPMENT/OTHER

SKILLS:

Fitness Freak: Dedicates a lot of time to keep herself fit since her time as an engineer in the army. However, most of her fitness work these days include practical and natural routines that are focused on building endurance rather than strength, given that she won’t be doing much damage considering her size even if she were stronger. But she can still outrun most people any day of the week thanks to her conditioning.

Tracker/Engineer: Has some experience tracking down deer and mountain lions, which comes from working on her friend’s ranch after getting kicked out of the army, when she lived on the countryside. At that time, she thought the quiet life was what she wanted, fixing power lines out in no man’s land for simple folk in farms for a fair price, but was drawn back into the city eventually when she met someone that she saw herself growing old with.

Long range rifles: She is a little rusty these days but was pretty good with a rifle during her time with the army. Deadly with a scoped rifle, she prefers ending threats quickly and clinically from a distance instead of getting things messy in a close quarters fight, although she has basic combat training that she is not very good at.

Trap Setting: She is quick to spot angles in a terrain and has a good eye for areas where traps can be set. And when push comes to shove, she has absolutely no problems with reverse rigging trip wires and IEDs to turn the tables quickly in a mismatched fight. For her talents however, people in her unit called her smart and men looking for scapegoats suggested that they were ‘war crimes’ and ‘human rights violations’. Fuck them.

ADVANTAGES:

Compartmentalizing: Doesn’t lose sight of what needs to be done to eliminate threats. So much so that people who don’t know her well think she is cold and ruthless. And she doesn’t get along with people who don’t have a lid on being emotional or goody two-shoes, who inevitably also turn out to be your bog standard hypocrites.

EQUIPMENT:

Swiss Army Knife: A handy multi purpose tool that has served her well over the recent years.

Machete: Hidden in her duffel bag along with clothes and other items that you carry while travelling.

Beretta M9 Pistol: Standard issue army pistol that she is comfortable with. Prefers a scoped long range rifle but can use her pistol to provide cover fire, though she only has basic skills with handguns that she picked up in Sniper School.




HISTORY & PERSONALITY

HISTORY:

Born to a deadbeat father addicted to alcohol meant Kris grew up with more bruises than she cared to admit. Considering the fact that her mother died in childbirth, it was no surprise that her impulsive father soon turned to substance abuse that would put musicians of the 70s to shame. But when she was seven years old, her father kicked the bucket after a prolonged battle with liver failure. And thankfully, her father’s elder brother Arjun, took her in, though he would later admit that his only regret was the fact that he didn’t step in sooner and take her away from his brother after she revealed a few of her childhood memories and some scars of neglect on her body to him.

After growing up with her uncle, the one thing that Maya was thankful for the most was her second mother slash ‘Aunt’ Clara. Clara had served as a medic in the Vietnam war and had come out of it unscathed for the most part. Her no bullshit attitude and the respect her army buddies had for her had had a lasting impression on her young mind and so did her values when it came to doing the right thing. Except for the fact that where Clara saw scalpels as tools, Kris simply saw a weapon. And as her real father - as far as she was concerned at least, Arjun constantly taught her how to fix circuits around the house, she developed an interest in his area of expertise from an early age. Years later, it was no surprise that she graduated top of her class as an Electrical Engineer at the age of twenty-one, before immediately signing up to serve.

After her first year, she found that she was very proficient with long range rifles and had reached the required rank to attend sniper school, where she excelled again. Another year later, when she was deployed to the middle-east for the first time as a sniper. Before long, she became famous for never missing head shots from a distance. Being the best at taking out insurgents in tricky situations made her indispensable to her commander, which lead to her being assigned to a recon mission out in the desert. The intelligence reports said that a lot of lieutenants from the other side were disappearing at a particular spot and they were tasked with checking out the situation. “It is probably a network of tunnels leading into the mountains.”, was what most of her team had thought. But as she and her spotter watched from nearly a mile out, the squad that was spreading out began to get pulled beneath the sand, the lucky ones. As they watched in horror, men and women were launched into the air before their bodies became mangled, as if being torn apart by giant, invisible claws. Seconds later, she felt the air grow cold as her spotter instantly exploded into nothing but blood. And that was when she felt something’s breath on her neck. Hours later, when she was taken back, she was in shock wondering why she was left unscathed during the slaughter. Unsurprisingly, no one believed her story when she was questioned after being rescued and she was diagnosed with PTSD and Schizophrenia before being ‘let go’.

Months of medications later and after almost being convinced that she was crazy, Clara reached out to her with details about a town called Dunwater. After reading more than a few classified reports from similar circumstances of her own, Clara started entertaining the thought of paranormal creatures of the night being real and passed on the information to Kris. And intent on learning about ways to kill them or at least get some feeling of control back, Kris heads out to Dunwater, fully loaded.

PERSONALITY:

She doesn’t know if it is because of her harsh early memories of her childhood, but she always preferred being a lone wolf growing up, even when her second set of parents tried their best to give her a normal life. Her personality traits also include being quiet, soft spoken, cold and calculating.

Being jerked around by her superiors after the incident has left her with severe trust issues. Also, she is not much of a talker if she doesn’t know someone well. And as for her romantic interests, she prefers them like she prefers her guns: long distance, fierce and silent. Very few words a day and a quick, dirty fuck every once in awhile is what she considers a good relationship.



CHARACTER FLAWS:

Short-tempered: She has always had a short fuse when dealing with douchebags and diplomacy has never been her forte at the best of times.

Blunt: The fact that she lets people know bluntly and honestly, what she thinks of something when asked for an opinion, has earned her appreciation sometimes but it mostly means she has to deal with people’s ire.

Invulnerability: Exhibiting vulnerability to people has always made her an easy target to be manipulated and she has made it a point to act like she doesn’t care about anything when in fact, she cares deeply about people. If she ever shares anything with someone else, it is not to be treated lightly because it means you have her loyalty and respect for life, at least until you betray her anyway, which means you probably don’t have long to live.




FEARS & COURAGES

FEARS:

Nightmares: She has battled severe insomnia since the night her team was wiped out in the desert and requires the help of pills to fall asleep usually. And even when she does, she has been told that she moans and whimpers a lot in her sleep and would appreciate it if someone was laying next to her when she gets some shut eye.

Fire: As a child, her shirt sleeve caught fire while playing near the fireplace and burnt her upper left arm slightly and she has since then always been terrified at worst and uncomfortable at best at signs of things burning.

Monsters: A recent addition to the list after the incident with her squad. Particularly, invisible monsters that bring fog and cold while smelling like dead rats. And monsters that leave leave gashes that look like they were made with huge animal claws.

COURAGES:

Will to fight: Doesn’t get frozen in fear in a fight and tries to act and get over psychological shocks quickly. Quick enough to engage her instinct to flee, hide or get to better defensible position or a vantage point to get ready to strike back.

Fires: Is working on beating her fear of fires and has taken steps to make sure that she doesn’t get frozen in fear at moments where fire or burning objects are involved.




PLAYER LIMITS:

Refer to my O/O thread.




CHARACTER CONNECTIONS:

None, except for Clara, her step-mom.

TRAUMAS & INJURIES:

Burn scars on her upper left arm.

Nightmares after the incident.
Cravings & Ideas
O/O


"Here Come the Hawks!" Toews <3